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Thread Statistics | Show CCP posts - 39 post(s) |
Debir Achen
The Red Circle Inc.
52
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Posted - 2013.02.09 00:25:00 -
[571] - Quote
Rommiee wrote:Whereas part of the skills required to fly the ship have been removed, some of the skills required to fly the ship well have been added to the requirements. So it takes the same amount of time to get into the ship, but it takes less time to train the skills necessary to fly the ship well. The problem is that some of the skills "needed to fly the ship" are not at all "needed to fly the ship". Jump drives on WH carriers being the most egregious example.
IMO, for the tech 1 ships: (1) go back to IVs (2) stop pre-req stuffing. If I want to fly my dread without siege mode, that's my problem.
I really don't get the logic of going to III if you're worried about qualification times. Dropping from V to IV already reduces training times by 5.6, reducing the base "I can sit in the hull" to about 20 days (although caps are sorta tech 1.5, having additional pre-reqs beyond the simple skill progression). Dropping to III reduces it to trivial.
Also, the argument sorta rings hollow when BS don't have extra pre-reqs, and can now be qualified for in two days or so. Under the existing IV-IV system, a new player going it alone will be able to meet pre-reqs long before they can afford the hull. Under the new system, the only people who really get to shortcut pre-reqs are alts.
Meanwhile, alts being rush-trained into caps for a very specific "traditional" role are rewarded, while everyone who wants to organically move in and try things out is told "no, if you aren't going to train to fly the ship THIS way, don't bother".
Yes, it's sorta nice to make cross-training cheaper, but the new rules make it trivial. For carriers, the is NO functional barrier to training all four once you train one. For dreads, you still need the racial guns, at least.
You've said "the new rules will make it easier to specialise" (but maybe harder to generalise). The carrier changes do the exact opposite: they reward power-blocs chasing the metagame and yet provide no assistance to newer players training carriers for niche roles.*
*Technically, training time doesn't increase, but you've moved the pre-reqs from spaceship command (which is in the same attribute sequence as all the other spaceship skills) to navigation.
Don't stuff pre-reqs for T1 ships. Figure what time you want for the hull (not the role, the hull - stop telling us how to fly our ships), and let the support skills figure themselves out.
T2 ships I have less of an issue with, as they are supposed to be "specialist", and thus it's not unreasonable to expect someone to master some skills before starting. If you are getting rid of the chained pre-reqs, make sure you put the same back in (ie assault cruisers should require the same pre-reqs as assault frigs do now, maybe plus extras).
tl;dr - new cap ship (specifically carrier) pre-reqs are a huge buff to mega-alliances while not giving much to anyone else. Aren't Caldari supposed to have a large signature? |
Rommiee
Mercury Inc.
548
|
Posted - 2013.02.09 00:35:00 -
[572] - Quote
Tyberius Franklin wrote:Rommiee wrote:Grath Telkin wrote:Rommiee wrote:If you dumb the game down any more you will have a bunch of 3 month old characters flying around in Carriers. Like we need that. Why wouldn't that be good for the game? More young pilots in caps means more isk leaving the game as they explode, theres too much money in the game now, it has almost not point. Anything that sucks it out thats not related to stupid clone costs is a good thing. From your point of view, there would be no need to aquire skills for anything. Just let players of any age fly whatever they want, that would sort out your ISK sink. Eve has been known for being hard and not pandering to the casual player who wants everything now. Being able to fly caps SHOULD be hard and take time. The changes to Cap requrements are just dumb. What gains are there behind adding strictly non beneficial time, which shouldn't be confused with adding difficulty, to getting into a ship?
The concept of skill progression is what EVE is built on. I can understand the reason behind some of the changes, even though CCP have contradicted themselves in the Dev Blog, but that's another story.
You mention non-beneficial time being compared with adding difficulty. I have no idea what you mean by 'adding difficulty'.
I do not believe that retaining Battleship 5 as a pre-req is non-beneficial. Most Cap pilots will also be flying Battleships from time to time, and this level of BS 5 will be beneficial to them in these cases.
It is not the same as being a Super pilot, where the skill set only applies to that ship, as you cannot leave it (unless you use a holding char).
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Merouk Baas
523
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Posted - 2013.02.09 01:03:00 -
[573] - Quote
Well, they removed the Battleship 5 requirement specifically for Super's. A Super alt doesn't care about battleships; the requirement is just a frustrating delay. On the other hand, carrier pilots who want to fly battleships can voluntarily train Battleships to 5. Nothing's removed from the carrier pilot's capabilities, and some training time is removed from the Super alt's training plan. |
Debir Achen
The Red Circle Inc.
52
|
Posted - 2013.02.09 01:39:00 -
[574] - Quote
OK, here are the take-home effects of these changes
(1) Racial ship skill as a pre-req is basically a non-issue. (2) Characters are encouraged to specialise in a class of ships, not a race. (3) The intent is that the hull pre-req skills are skills you would want anyway, which means that total training times have been reduced across the board, especially for cap ships.
Is this "working as intended"?
Major beneficiary: specialist alts
Disadvantages and issues: - characters are not encouraged to spend time building proficiency in smaller ships of a given race before moving to larger - Carrier pre-reqs don't reflect reality of WH carriers
Other features: - characters are only encouraged to specialise racially when working toward T2 ships, or by factors such as weapon types. For ships with no racial weapon dependency (carriers, haulers,etc), there is no encouragement to focus on a single race's ships.
Is this "working as intended"?
Side thought: it would be interesting if carriers (and maybe all drone boats) had a bias towards their own race's drones (eg extra +5% over the skill-based bonuses). Of course, this would require that some of the less impressive drones (*cough* Amarr *cough*) be made more comparable. Aren't Caldari supposed to have a large signature? |
Tyberius Franklin
Federal Navy Academy Gallente Federation
605
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Posted - 2013.02.09 01:41:00 -
[575] - Quote
Rommiee wrote: The concept of skill progression is what EVE is built on. I can understand the reason behind some of the changes, even though CCP have contradicted themselves in the Dev Blog, but that's another story.
You mention non-beneficial time being compared with adding difficulty. I have no idea what you mean by 'adding difficulty'.
I do not believe that retaining Battleship 5 as a pre-req is non-beneficial. Most Cap pilots will also be flying Battleships from time to time, and this level of BS 5 will be beneficial to them in these cases.
It is not the same as being a Super pilot, where the skill set only applies to that ship, as you cannot leave it (unless you use a holding char).
I mention that it isn't adding difficulty because you mentioned eve should be difficult. Having long prerequisites doesn't do that. Adding skills that ensure some measure of efficiency could be argued as a reduction in difficulty, as it means using the ship while not being able to draw upon it's capabilities would be a thing of the past, but that has nothing to do with a reduction in barrier of entry.
And the benefit of BS V is extremely questionable in both capitol and supercapitol specialist characters. The current proposed skill tree seems designed with that very thought in mind. Working your way to a hull now concentrates training time in improving that hull rather than requiring battleship specialization just to board other classes of ships which function very differently and draw no actual benefit from the specialization.
For those that do want the benefit of being proficient in both BS and capitol ships the option remains, but the fact that it may benefit them is not a good reason to force BS specialization.
Skill progression as I saw it was about taking the time to choose a goal and how to proceed towards it. To me it seems logical that if that goal didn't require other irrelevant prerequisites then it's not an intelligent decision to do them. Yet for some reason the argument is being made that those same irrelevant skills being mandatory somehow enriches the pilot.
To be honest I'm all for low prereqs and hard lessons for not being really ready for a ship but piloting it anyways, and in allowing real room for true specialization rather than the last level in a skill only specialization that the current tree supports and caps didn't support at all. |
Dinsdale Pirannha
Pirannha Corp
996
|
Posted - 2013.02.09 02:03:00 -
[576] - Quote
What I just love about this skill revamp, and a bump of 6 million SP to me, is it HURTS, not helps me.
I have 97M SP. I can already fly all the ships in question at level V. I gain no new abilities to fly any ship.
So exactly what does that 6M SP get me? It gets me into a more expensive med clone about 3.8 months faster.
Thanks CCP. Not only are you dumbing the game down, closing the gap between the new and old players, but you actually PENALIZE the high SP players.
I am sure some marketing class will do a case study on this debacle as an examination of how to **** off your longest standing customers. |
Akturous
Immortalis Inc. Shadow Cartel
73
|
Posted - 2013.02.09 02:04:00 -
[577] - Quote
CCP Ytterbium wrote:There also shouldn't be such thing as "the best tech1 industrial"
Fuc k me mate you are a little slow aren't you?
Currently all industrials have their advantages based on different cargo space and training time, as well as tankability to avoid sploding to a single Nado.
The Itty V was the most cargo for the most training time, Bestower was the good 'train a hauler alt' and the Badger II is the best suicide prevention tanker.
What your doing with the skill change is making the itty V the best hauler full stop. Unless you do the teiricide right then and there, it's going to be that way until you do it soon*.
As said before, the CS prerequisites are bloody stupid, I never fly links, but I love Sleipnirs. A new player to CS is going to have the same training time as before IF they never ever wanted to fly t2 cruisers (so about no one), but instead will have a bunch of useless skills to V they will probably never use. Oh the JDC III and JDF!! IV gets me, of course fuel conservation is more important when flying a capitol than range* sarcasm.
Take your head out of the sand. Nice one not putting this in F&I so we could throw back ideas, instead straight into THIS IS HAPPENING. I mean you even changed all the prereques from IV to III without any discussion at all. Fire yourself and hire someone that understands game mechanics. |
Lors Dornick
Kallisti Industries Solar Assault Fleet
420
|
Posted - 2013.02.09 02:09:00 -
[578] - Quote
CCP Fozzie wrote:
The skills that are being added to the command ship skill prereqs all give bonuses to your fleet even if you don't fit any warfare links, and are therefore all very valuable for any character that wants to sit in a squad command position, command ship or not.
This is exactly why my Orca pilot has all 4 warfare at V.
CCP Eterne: Silly player, ALL devs are evil.
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Akturous
Immortalis Inc. Shadow Cartel
73
|
Posted - 2013.02.09 02:11:00 -
[579] - Quote
Merouk Baas wrote:Command Ship prerequisites made sense to me. You fly Command Ships in order to provide boosts / buffs to your fleet. And to install links. Just like nobody will take your Logi ship to an incursion or PVP fight without good skills for it, nobody will want your command ship unless you have the Leadership skills trained and the appropriate boost modules installed.
Leadership takes a long time and sucks because it's Charisma primary. It wouldn't be so bad if CCP made it Willpower primary. But, that's their choice.
You do realise there's an entirely separate line of CS called Field Command right?
They're basically T2 BC's which just happen to get a bonus to links, no one actually puts links on them. They do lots of dps, have great tank and great resists. |
Nevyn Auscent
Broke Sauce
137
|
Posted - 2013.02.09 02:25:00 -
[580] - Quote
Akturous wrote:Merouk Baas wrote:Command Ship prerequisites made sense to me. You fly Command Ships in order to provide boosts / buffs to your fleet. And to install links. Just like nobody will take your Logi ship to an incursion or PVP fight without good skills for it, nobody will want your command ship unless you have the Leadership skills trained and the appropriate boost modules installed.
Leadership takes a long time and sucks because it's Charisma primary. It wouldn't be so bad if CCP made it Willpower primary. But, that's their choice. You do realise there's an entirely separate line of CS called Field Command right? They're basically T2 BC's which just happen to get a bonus to links, no one actually puts links on them. They do lots of dps, have great tank and great resists.
You do realise CCP months ago said that 'line' distinction was vanishing as well. And all the Command ships are being set up to allow for three links, as well as to allow for DPS on all of them when not fitting links. The two different CS for each race will now fit different weapon systems instead. Trading on the two primary weapon systems for each race.
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Sentient Blade
Walk It Off
763
|
Posted - 2013.02.09 04:32:00 -
[581] - Quote
CCP Fozzie wrote:The Command ship skill requires the training of the skills for exactly 0 links. Note that there is a big difference between "Armored Warfare" and "Armored Warfare Specialist"
I think "big difference" may be overstating it somewhat, no?
Skills wise (which is what we're talking about here) the difference between them is a grand total of 3 hours and 1.5 million ISK. |
Cpt Bogus
Whimsical Mining Refining and Exploration
7
|
Posted - 2013.02.09 04:47:00 -
[582] - Quote
This all seems pretty reasonable...when destroyers and BCs were added they were somewhat of specialty ships which (especially on the BC side) became the new standard due to game mechanics. Converting BC/Destroyer level X to 4x level X racial skills is good, it gives people 'free SP' but what's important is that it doesn't penalize people who trained BC 5 and moved on becuase that was all to train.
One question on the EAF/Interdictor change that's likely already been covered in this threadnought I'm not reading all of, if someone has the ship skill but not the new prerequisite skills will they still be able to fly the ship or must they train the new prereq? If so, does the same apply to further training of the skill? |
ako ako
I.C.E Initiative
3
|
Posted - 2013.02.09 05:07:00 -
[583] - Quote
For the new Command ship prereqs:
Freighdee Katt wrote:[quote=Jonas Sukarala]Well a shield fleet doesn't need the armoured warfare skill or necessarily the bonus from the skirmish and information warfare.
Take Sleipnir as this is a 'shield' ship you would fly after training CS: Think about the times it can dip into armor before logi / local reps catch on, Armored Warfare bonus helps with a little more buffer before the ship explodes. Consider that it is a bc, so Skirmish Warfare bonus helps it get into, around and out of a fight faster. Contemplate that faster locking generally means faster application of DPS, so Information Warfare helps here.
A better negitive arguement to this would have that the Siege Wafare skill does not match the armored CS. However, I find I like those few seconds that a tiny shield buffer will give me before I need to worried about my armor tank, so Siege Warfare is beneicial here. Also the shield/gank Astarte would like to say hi. And btw, the Damnation / Absolution enjoy that agility bonus.
As Freighdee Katt said "Shield fleets "don't need" Hull Upgrades, Signature Analysis, or Evasive Maneuvering either"
To agree and add to this solid line of thinking, there are many skills that have a indirect positive effect on a ship which are not 'needed' but very helpful. They could have used other skills that did not really enhance the ship. In the removal of the Cruiser / Assault / Heavy Assault / Logi skills which had no direct positve effect on the ship and replacement of skills that do have a positive effect, I believe that the Dev's have decided on the correct course of action for Command Ships. |
Cordo Draken
ABOS Industrial Enterprises The Marmite Collective
46
|
Posted - 2013.02.09 05:40:00 -
[584] - Quote
Quote:Command Ships
Racial Cruiser 5 requirement swapped for racial Battlecruiser 5 Generic and old Battlecruiser skill removed from the Command Ship skill Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir) Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore) Information Warfare 5 skill added as requirement for the Command Ship skill Armored Warfare 5 skill added as requirement for the Command Ship skill Siege Warfare 5 skill added as requirement for the Command Ship skill Skirmish Warfare 5 skill added as requirement for the Command Ship skill
So wait, to fly any of the Command ships you'd have to train up all the Base Leadership skills to 5?
Wouldn't it make more sense for it to only be to 5 for the bonuses of that ship?
Not a complaint, it just doesn't make much sense. eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà |
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
0
|
Posted - 2013.02.09 05:51:00 -
[585] - Quote
Cpt Bogus wrote:This all seems pretty reasonable...when destroyers and BCs were added they were somewhat of specialty ships which (especially on the BC side) became the new standard due to game mechanics. Converting BC/Destroyer level X to 4x level X racial skills is good, it gives people 'free SP' but what's important is that it doesn't penalize people who trained BC 5 and moved on becuase that was all to train.
One question on the EAF/Interdictor change that's likely already been covered in this threadnought I'm not reading all of, if someone has the ship skill but not the new prerequisite skills will they still be able to fly the ship or must they train the new prereq? If so, does the same apply to further training of the skill?
CCP Ytterbium wrote:Alrigh folks, good news. We'll change the way training works so that you can still train the skills you have after change, even if you don't meet the prerequisite anymore. Ex: You have Amarr Freighter 1 after the change but not Advanced Spaceship Command 5. You can still fly the Providence and you will now still be able to train Amarr Freighter past 1 as long as you have the skill injected.Hope that's clear - trying my very best
having ship skill u can fly the ship, and learn the EAF/interdictor skill pass lvl 1. |
Cid SilverWing
Grim Determination Clockworks Inc. Nulli Tertius
18
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Posted - 2013.02.09 06:43:00 -
[586] - Quote
CCP, what you are doing here is adding a heap of training time unto new players who haven't trained Destroyers and Battlecruisers.
This will pad out the gameplay longer than it has to be and subsequently drive away new players.
Do NOT go through with this change. There are enough skills to train without us having to train even more separate sub-caps. |
JN Jarvis
Digital Undead Inc.
0
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Posted - 2013.02.09 07:48:00 -
[587] - Quote
So lets say I have BC at 5 with all racial cruiser skills at 3, same for destroyers at 5 and all racial frigates at 3, will CCP automatically assign me the racial BC and destroyer skills at 5 each or will they just give me skill points so I can allocate them? |
Takumiro
4
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Posted - 2013.02.09 08:29:00 -
[588] - Quote
Jonas Sukarala wrote:CCP Fozzie wrote:Jonas Sukarala wrote:what i found odd about the blog is that all the command ships require training the skills for the 4 main links... when they are only going to be bonused for 2 links so surely they should only require the 2 links skills they will need
e.g. vulture will be bonused towards
siege warfare link
information warfare links The Command ship skill requires the training of the skills for exactly 0 links. Note that there is a big difference between "Armored Warfare" and "Armored Warfare Specialist". The skills that are being added to the command ship skill prereqs all give bonuses to your fleet even if you don't fit any warfare links, and are therefore all very valuable for any character that wants to sit in a squad command position, command ship or not. Well a shield fleet doesn't need the armoured warfare skill or necessarily the bonus from the skirmish and information warfare. Perhaps since it is a specialist command ship it should need the specialist skills for the links it would be bonused for it would make more sense and be more race specific and more relative toward the race's ship.
Get Out. |
Icke Himal
IHU Holding
0
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Posted - 2013.02.09 08:54:00 -
[589] - Quote
I like the way of thinking like "no low specialism to fly a big tech II ship" . personally for me, that is fitting my trained skills very well and besides, it really makes sense.
But i ask myself, how about the pilot who decides to fly a tech II Battleship with according firepower. What i try to ask is, if this changes are planned to set accordingly to wepon specialisations? what absolutly would make sense as well, since a artillery operator doesn-¦t have to be a pro in Handguns. (something like "/small turret III / medium turret III / heavy turret V", and if the loss in training time is to much, add " /motion prediction III / Rapid Fireing III / sharpshooter III ... " to it. Is something like that in plan?
I also got somewhat "made interested" into the Command Ship Changes. I also like the idea here, to take out the whole tertiery skill. But lvl 5 in all link specialisations is a bit to much of the good. No "specialisation rquireie argument" and than force every Command ship commander to Lvl 5 the different boosts? Lvl 3 or 4 for each, and say Warefare link specialist to lvl 5. That would cover the "all arround boost argument" for "the specific Roll of this particular command ship" ass well. Remember it can fit 3 Boost modules,and each cathegory of Link specialisition has 3 Modules availeble. And if this isn-¦t enough training time yet, you could always add a Wing Command level, since these is a COMMAND Ship - in the end.
Industrials.. to fly an Iteron 5 with aprox 35km-¦ Cargo (with rigs and hullupgrades) sounds pritty nice, but besides a few Pilots who want the slightly difference in speed, there would be not much use anymore for all five Itron Versions. Not to speak about the hole between Industrial I (Iteron clases) and Industrial V (Blockaderunner). Basically i-¦d say if between the Iterons is a bigger difference in speed/Armor/Shield/whatever, then it makes sense. Also Maybe a new ship class/lvl on Industrials Lvl 3 wich lies somewhere in corgo capacities of, dunno 50-100 Km-¦ (what also would be another change to the "Orca Transport Ship thingy"). I can only talk out of the sight of Gellente ships, but i-¦d say this (maybe) somehow could be aplied to other races, ass well. Besides there is a big hole between "Industrial Class Haulers" and "Frighter class Haulers" anyway. Especially when the Frighters get the need for Advanced Spaceship Command V, then !
What i see so far is that the basic abylity to use more ships with smaller time effort is a good way to give new Player a faster "i got a shiny new toy" effect and therefore more ambition to stay in the game. thats basically a good - and maybe a necessary thing, given the complexity of EVE. I have to admit, that this kind of achivement also was the reason, why i looked further into the game, in my beginnings. On second sight, i don-¦t know what a aged pilot really get out of it. For me, it looks a bit like, fast abylity for new ships and therefore a longer stay of new players, and either they find their playstyle in that time or they quit when the next achievement gets to far away. So if my guts are right, and that would be the real reason behind that particular reballance, then i would see a lot of other (and/or) additional ways to archieve that goal with other (possible) game mechanics rather than make Navy Issue Battleship Available after 3 Days of Playing (instead of 7 Days). And much of them would be much more interesting for Newbies. Atlest it would have been for me, at that time. |
Cyaron wars
D00M. Northern Coalition.
22
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Posted - 2013.02.09 08:58:00 -
[590] - Quote
Dear CCP,
First of all I would like to thank you for all those marvelous changes with BCs and new armor mods you are going to release soon. Now I would like to ask something about capital ships.
So after Battleship skill re-balancing capital ships will no longer require racial Battleship 5. This will make it faster to train for. But I as one of your customers, person that pays money, I feel a bit sad.
Let's transfer all this stuff to RL cash that we pay you.
I have spent ~$15 per month and 40 days for each Battleship lvl 5 just to be able to fly all capital ships. This is roughly $90 and 6 ~5.5 months of training. Now you say that this requirements are going to be reduced and somebody else will get same product that I got ,but only for $15 and 2-3 weeks of training. I feel myself like an idiot who payed 6 times more for something others are getting. And this is not something like damn cell phone that you buy for 1k USD today and in 1 month it's cost is reduced to $500, because newer models are released.
I would like to know if CCP ever thought of this approach (because your final goal is to earn money for something you do), and if you ever planned to give people who already wasted 6 months on that something as benefit just to compensate those expenses? |
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Craven More
State War Academy Caldari State
0
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Posted - 2013.02.09 09:25:00 -
[591] - Quote
After having read through this thread, its clear that there is allot of confusion over the basic principal, of :
Having the skills to fly a ship is one thing, having the support skills to be able to run / fly it effectively is another.
Please dont bur the lines between should be support skills & skills that are actually needed to be able to fly different ships. If your going to say a certain ship now has this role or that role, thats fine, but leave the rest to the players to choose how they intend to make use of it, instead of incorporating skill requirements into the ships prerequist's.
Its each individual's players choice as to what support skills they choose to train, in order to run the ship the way they want to, for the purpose they intend to use it as opposed to the use you say it should be. Regardless if thats a good or bad choice.
I also question the removal of racial BS5 from capitals. Having BS 5 is nice granted, but with the intended changes there is clearly now no way, anyone would bother to train it and those that have, given a choice wouldnt have bothered either because its not needed. So they rightly so, can feel ripped off having spent time trainning and earning skillpoints that they could of applied elsewhere. |
Akturous
Immortalis Inc. Shadow Cartel
73
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Posted - 2013.02.09 09:30:00 -
[592] - Quote
Nevyn Auscent wrote:Akturous wrote:Merouk Baas wrote:Command Ship prerequisites made sense to me. You fly Command Ships in order to provide boosts / buffs to your fleet. And to install links. Just like nobody will take your Logi ship to an incursion or PVP fight without good skills for it, nobody will want your command ship unless you have the Leadership skills trained and the appropriate boost modules installed.
Leadership takes a long time and sucks because it's Charisma primary. It wouldn't be so bad if CCP made it Willpower primary. But, that's their choice. You do realise there's an entirely separate line of CS called Field Command right? They're basically T2 BC's which just happen to get a bonus to links, no one actually puts links on them. They do lots of dps, have great tank and great resists. You do realise CCP months ago said that 'line' distinction was vanishing as well. And all the Command ships are being set up to allow for three links, as well as to allow for DPS on all of them when not fitting links. The two different CS for each race will now fit different weapon systems instead. Trading on the two primary weapon systems for each race.
Does matter what they're doing with them, the vast majority of people who fly one never put a link on it and ccp are making people train useless skills. At least AF's HACS and Logi are all very useful skills for everyone to have. |
Lord Purifier
Brutor Tribe Minmatar Republic
0
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Posted - 2013.02.09 09:40:00 -
[593] - Quote
CCP Two Questions:
1) So If applying JCD & JFC requirements to carriers, then why isnt it being applied to dreads and titans ? And on what basis did you determine that JDC3 & JFC4 were appropriate when you know full well JCD4 & JFC4 are the basic requirements for low/nul sec alliances. WH space alliances/corps are another story again, may not even use need/use these skills.
Something thats always puzzeled me is:
2) Why dose the Jump Portal Generation skill, only effected Titan bridge fuel usage and not Black Ops jump portal fuel usage/consumption ? Makes sense that it should effect both right, but dosent in reality, when it should. |
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
0
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Posted - 2013.02.09 09:50:00 -
[594] - Quote
JN Jarvis wrote:So lets say I have BC at 5 with all racial cruiser skills at 3, same for destroyers at 5 and all racial frigates at 3, will CCP automatically assign me the racial BC and destroyer skills at 5 each or will they just give me skill points so I can allocate them?
CCP Fozzie wrote:ORCACommander wrote:You need a blurb in there about where to apply for reimbursement and when you want us to apply. No need to apply, the new skills will be done and placed in your head automagically.
skills will be appeared at u sheets automagically, no free SP |
JN Jarvis
Digital Undead Inc.
0
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Posted - 2013.02.09 10:52:00 -
[595] - Quote
And what if I'm flying a Charon around right now with Advance Spaceship Command 4, and according to the blog I'll need it at 5, will I still be able to fly it after the implementation? |
Solomunio Kzenig
East Khanid Trading Khanid Trade Syndicate
6
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Posted - 2013.02.09 10:57:00 -
[596] - Quote
StarStryder wrote:
Also, for the Command ships, why not remove the Warfare skills (except Warfare Link Specialist) from Command Ships and add two of them to each Ship and a tertiary requirement?
As a player with 2 differentially specialised CC/OGB alts in training I like this. |
Solomunio Kzenig
East Khanid Trading Khanid Trade Syndicate
6
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Posted - 2013.02.09 10:58:00 -
[597] - Quote
JN Jarvis wrote:And what if I'm flying a Charon around right now with Advance Spaceship Command 4, and according to the blog I'll need it at 5, will I still be able to fly it after the implementation?
Yes you will be able to fly your Charon, you will just not be able to train the Freighter skill up any further until you get ASC to V.
Overall I like the skill changes, CC skills could do with some tweaking imho. 1st thing I did after reading the Dev Blog was get Mining Frigate Skill Books and trian them to III on all my chars. |
Jungleland Roy
Center for Advanced Studies Gallente Federation
13
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Posted - 2013.02.09 11:27:00 -
[598] - Quote
Solomunio Kzenig wrote:JN Jarvis wrote:And what if I'm flying a Charon around right now with Advance Spaceship Command 4, and according to the blog I'll need it at 5, will I still be able to fly it after the implementation? Yes you will be able to fly your Charon, you will just not be able to train the Freighter skill up any further until you get ASC to V. Overall I like the skill changes, CC skills could do with some tweaking imho. 1st thing I did after reading the Dev Blog was get Mining Frigate Skill Books and trian them to III on all my chars.
Wrong.
IF you have the skill then you can train it further - even if you don't satisfy the requirements after the skll changes go through.
Decision announced Friday. Check the backpages. |
Flying Apocalypse
7
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Posted - 2013.02.09 12:08:00 -
[599] - Quote
I am amazed ccp even reads these forums anymore...Or haven't sold their brains yet...I am definitly considering selling mine after following this thread since the blog released.
The dev blog is pretty clear(Sure it has some vague points, but all of that has been answered by devs)
If you got the skills to fly a ship right now, you can fly it after the change and can still train the relevant ship skill up even if you no longer have the prerequisited skills.(As long as you got the skill injected you can train it)
The Command Ship changes are for the NORMAL boosting skills, NOT the LINKS. So as a boosting character, you should have them anyway.
They will be rebalancing the industrials, so don't be too worried about the Iteron's till atleast a month before release since we have no idea what they will consist of once tiericide hits.
And it was your choice to train for a capital with the current skill prereqs, you can now fly it so why do you even care if that changes? It wont affect you anymore since you can already fly your capital. And if you ever step inside a shiny BS once again, you will be glad with that lvl 5 skill I'm sure.
I'm not saying that the prereqs for carriers are perfect with what CCP has in mind. But just raging about it won't help, give some real feedback about it.
For some reason I can't delete my signature o.o |
Deornoth Drake
tipiwhenua tuarangi
16
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Posted - 2013.02.09 12:13:00 -
[600] - Quote
knobber Jobbler wrote:This is all great but...I trained BS V on three races to fly the capitals. If that isn't a requirements any more I'd like those skill points back as I would never have trained them to that degree. That's 100+ days of training another player doing the same thing after these change won't have to do.
I know somebody with a similar problem but with freighters.
Oh, yes, I do know the counter-arguments: Now you're able to fly each and every industrial and transport ship!
As if I would care about them when I'm able to fly all freighters and jump freighters. Ok, maybe the transport ships of one race, but not all! |
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