
SpeedoMan
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Posted - 2005.07.12 14:49:00 -
[1]
No, she's probably saying that (logically, like many of us) this patch to NWO/ColdWar should have NEVER been done like this. Invariably, CCP screws it up, and then for weeks afterwards we have to have patch after patch to patch the patch. Makes sense, no?
NO :P
The font... stupid yes, but I don't care, it's a stupid effing font.
LAG... worse, much worse, all over, not just in +200 people systems ...*cough*jits*cough*
Yeah, total patch failure I'd say, revamping the highways and map, now even more people are clogging into caldari space and Jita. Good job CCP, people are really spreading out to lower sec & 0.0 like everyone wanted & you were hoping.
and...
Originally by: "Patch Notes"
- Missile Projection skill description was incorrect. The proper missile velocity bonus is now listed.
- Missile Launcher Operation and Rapid Firing skills descriptions were incorrect. They now list the proper speed bonus.
- Tech2 Launcher skills now grant the correct rate of fire bonus to Tech2 launchers.
no, No, NO NO!!!!! YOU JUST DON'T GET IT DO YOU? Let me explain it like I'm talking to a 2 year old:
- faster objects = more frequent state/position updates = more server load = more lag
MISSILES ARE TOO FAST ALREADY, THEY DO NOT NEED TO BE FASTER!
You are too stubborn, too thickheaded, to listen to players who keep telling you these things, and too prideful to implement the proper changes. When are you going to learn, CCP?
Missiles need to be slower, like pre-patch speeds in Exodus. Skills should increase flight time towards the effect of giving missiles a longer range, NOT their speed. Why? Listen to what I said above, CCP, speed = lag. Learn this. Take it to heart. (btw - too fast of ships cause lag too).
Missile launchers do not necessarily need faster RoF. Skills and modules to boost this, sure, fine, but only to a very limited extent. Damage over time values for missiles (a good way to rate balance of all ammo/weapon types), was in Exodus already lower than hybrids, projectiles, and energy/lasers. They were balanced. You screwed up that balance. Now you need to restore it. Missiles did constant damage, slightly higher damage per shot (depending on size), but were slower to hit the target and slower in rate of fire, AND took up more cargo space... AND of course they are used/favored by the 1 race whose ships have the least cargo, OF COURSE.
Missiles? Overpowered in Exodus? I think not. Well now they suck even worse, congrats. When a simple agility factor fix would have cured any Exodus ills of gankers torp-killing frigs, you borked up the whole system. Now, smartbombs and defenders are nearly useless if not entirely useless as missile defense. Add in even a tiny bit of lag (which everyone gets) and missiles hit you before you can activate a SB or defender. They're too fast.
Originally by: "patch notes"
- Freighter cargo bay capacity has been slightly reduced, and will not be able to carry repacked capital ships.
Wow, another stupid fix. Let me give you a simple reason & explanation using logical IF/THEN statements: - If freighters have too big of a cargo space and thus could inbalance trading as a profession, then nerf the cargo hold of the freighter. - If freighters shouldn't carry capital ships repackaged in their holds, then increase the repackaged size of capital ships to prevent the problem.
Did you follow logic? NO! YOU DIDN'T!
QA, QA, QA, testing, QA, QA, more testing, and more QA. The deal with a patch is that you are putting it out there to add new content that WORKS and fix things that are BROKEN, leading to more things that work in-game and fewer that are broken, after the patch. Has this ever.... ever been the case with you so far CCP? Since September 2003 or so, I honestly don't think it has. This should have sent you a message a long time ago. Test the fricking patches better internally & externally.
Soban... red all the way through and through |