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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
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CCP Eterne
C C P C C P Alliance
2308

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Posted - 2013.04.26 19:01:00 -
[1] - Quote
As discussed in the EVE Keynote at FanFest 2013, we are completely changing resource balancing in Odyssey. Here with two dev blogs to discuss these changes is CCP Fozzie.
In the main dev blog here, you can find a high level overview of the changes and our reasoning for them
In the companion dev blog here, you can learn all about the nitty gritty numbers.
Please post all feedback in this thread. New Eden Community Representative GÇ+ New Eden Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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CCP Fozzie
C C P C C P Alliance
5550

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Posted - 2013.04.26 19:11:00 -
[2] - Quote
Hey guys, just checking in to say I'm gonna go party hard at the pub crawl tonight, so I'll be doing most of my responding to feedback early next week instead of right away. Don't worry, I will read every single post in this thread while nursing my hangover.
I hope you guys enjoy the spoils of the huge amount of work Team Five O has put into these changes, and have fun on the markets. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5550

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Posted - 2013.04.26 19:14:00 -
[3] - Quote
Tippia wrote:One question and one immediate observation:
How much ice will actually be in the new belts? On of the main problem with the current design is that they simply are too large GÇö even at a decent depletion rate, they'd stick around forever.
Ice anom sizes are tuned so that high sec is capable of providing about 80% of the ice needs of New Eden right now, if fully mined. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Eterne
C C P C C P Alliance
2325

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Posted - 2013.04.29 10:56:00 -
[4] - Quote
I have removed some personal attacks on CCP from this thread. New Eden Community Representative GÇ+ New Eden Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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CCP Fozzie
C C P C C P Alliance
5602

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Posted - 2013.04.30 13:10:00 -
[5] - Quote
Hey guys, I'm back from Fanfest and my day in bed starting the recovery from the Fanfest flu. I've read through the whole thread now. Thanks for all your feedback. I'm gonna start by answering a few common or important questions from the thread:
GeeShizzle MacCloud wrote:CCP Fozzie wrote:Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots is this correct? cause it looks like a typo to me. It's a typo, good catch. The numbers of slots for each level is correct, the change from old values numbers are wrong. It should be 3(+1), 5(+2), 7(+3). I'll get the blog fixed asap.
Tas Nok wrote:2. I saw the 80% ICE from HS figure in the blog and only two posts here thought to ask "HOW MUCH DOES HS PRODUCE NOW" an answer from a dev to this one question would quiet/confirm most of our speculation (as well as the markets) Currently approximately 94% of ice is mined in highsec. For the people asking about supply in other areas of space, there are aproximately 8 lowsec/0.0 ice belts for every highsec belt, and those belts are a bit larger. This means I am not the least bit worried about us hitting the limit of our supply anytime soon.
Tas Nok wrote: 4. Just slightly concerned over the mechanics of re-spawns, if its done poorly and one toon sits at the belt cloaked or not, will it despawn and start the timer? or will that be a new griefing mechanic?
This bug has already been fixed, staying in a belt will not keep it alive if all the asteroids are mined.
Tas Nok wrote: 5. will systems that have more than 1 ice belt get more than 1 anom?
For the most part yes. As was stated in the dev blog:
Quote:Some systems, mostly those that currently contain two or three ice belts, will contain multiple instances of the Ice Anomalies.
To answer the question about wormholes, we are not currently planning to add moon minerals or ice to wormholes. Ice because we do not want wormholes to be too self sufficient, the logistics of maintaining a starbase there is part of the gameplay. Moon minerals because moons in wormholes are far too defensible, we do not want to place moon minerals in locations that make them that difficult to attack.
I want to make it clear that we are not intending these changes to force people into 0.0 or lowsec from highsec. Many people simply prefer the gameplay of highsec and that's fine. However we want to make sure that for those miners and industrialists that do want to move to nullsec, they have available opportunities that support their playstyle.
We are not currently planning to improve ore or ice compression, including the rates of compression or Rorquals. We encourage those ice miners that outpace their Rorqual capacity to try selling the excess on local markets, I think they may find people willing to buy their products. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5610

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Posted - 2013.04.30 14:58:00 -
[6] - Quote
EvilweaselSA wrote:CCP Fozzie wrote:
We recognize that the Outpost slot changes do not go as far as many people would have liked, but in this case we want to ensure that we don't design ourselves into a corner later by making outposts impossible to compete with. There may be room to adjust some of the numbers upwards a bit but we probably won't go as high as everyone might hope.
Once again thanks for all the feedback. To be ungrateful and demanding, is there any way that you'd consider boosting the offices in conquerable stations as well? I don't really have a problem with those being inferior to outposts now slot-wise but more offices is always helpful and is more just an adjustment to the fact 0.0 has a lot more corps than it did when they were seeded. I really, really, really would like to have a little less arbitration over our vfk offices between membercorps :argh:
You'll always have the option of up to 72 offices in CCP-US if you fully upgrade, that should help with the overflow.
Ereilian wrote:Welcome back Fozzie and keep taking the Tylanols :D
A couple of questions you sort of addressed but didn't..
1) Can we at least have an estimated number of mining hours needed to pop the new ice anoms please?
2) Are you willing to commit to revisiting the proportion of high sec/low sec/null sec distribution IF the market prices get out of control (and by that I mean if POS ownership becomes unviable). Alternatively would you be willing to commit to looking at reducing the respawn timer on the new anoms?
3) Will you be rebalancing the POS fuel requirements/fuel block material requirements in the near future?
4) Are you happy that after dealing with one bottleneck in the economy you are now, by omission or commision, creating a new set of bottlenecks that are already having a large impact on the economy?
editted for my own reading fail :D
1) The numbers will be out on sisi soon anyways, so I'll go ahead and let you know that the high sec anoms contain 2500 units of their racial isotope ice.
2) We always reserve the right to adjust things as needed. Iteration and all those cool buzzwords.
3) No plans at this time
4) Bottlenecks are a tool for creating incentives in a virtual economy. My job isn't to remove them, it's to ensure they create interesting incentives.
EvilweaselSA wrote:Do 0.0 ice anomalies all include the three non-racial ices (the ones with a lot of LO, a lot of stront, and a lot of heavy water lawl), or do the distribution of those ices in anomalies match the current distributions? I wasn't happy with the way the best truesec systems often lost good ice so each tier builds upon the one before instead of replacing. The best ice anoms found in the lowest truesec will contain all three non-racial ice types. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5610

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Posted - 2013.04.30 15:07:00 -
[7] - Quote
EvilweaselSA wrote:CCP Fozzie wrote: You'll always have the option of up to 72 offices in CCP-US if you fully upgrade, that should help with the overflow.
yes but it's like a dinner party the people slightly farther away at the less desirable table feel left out :argh: oh well, the new offices everywhere nearby should help enough, thanks!
You need somewhere to put the children.
Comedy answer: alternatively feel free to have fewer friends.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5610

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Posted - 2013.04.30 15:10:00 -
[8] - Quote
Kadl wrote:Welcome back Fozzie.
There are a number of people asking that you keep the grav sites as signatures (probable), as opposed to converting them to anomalies. I would like to give you two more reasons to avoid making the conversion. First the work to do this can be avoided, leaving happier players. Second, changing this now and then discovering the problems will only cause more difficulties in the future. Of course, the numerous reasons already listed are also important such as the problems that this causes for wormhole miners, a miner considering low sec, and some null sec miners.
I would also like to see the new ice sites as signatures, but keeping the grav sites is more important.
We're quite happy in general with the increased risk associated with the increased reward. Ore sites in lowsec, 0.0 and wormholes (especially lowsec) are getting a whole lot more valuable. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5615

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Posted - 2013.04.30 17:10:00 -
[9] - Quote
James Amril-Kesh wrote:So Fozzie. Have you and CCP Rise completely stopped taking feedback on the ship and module balance changes? Are you just going to release things as they are currently presented? We're just over a month from release and the last time you or he posted in any of the Amarr T1 BS or the LET threads was just a handful of posts by Rise completely discarding most of the feedback in the thread from the past 90 pages before his post. And those handful of posts were over a week after anything previously.
What's the point of making such threads then? You haven't really given us much indication that you're doing anything about them, that you're reading them anymore, or even that you care.
We've been very busy with fanfest and myself with getting these devblogs out the door. We're definitely not done taking feedback on those balance changes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5615

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Posted - 2013.04.30 17:30:00 -
[10] - Quote
James Amril-Kesh wrote:CCP Fozzie wrote:James Amril-Kesh wrote:So Fozzie. Have you and CCP Rise completely stopped taking feedback on the ship and module balance changes? Are you just going to release things as they are currently presented? We're just over a month from release and the last time you or he posted in any of the Amarr T1 BS or the LET threads was just a handful of posts by Rise completely discarding most of the feedback in the thread from the past 90 pages before his post. And those handful of posts were over a week after anything previously.
What's the point of making such threads then? You haven't really given us much indication that you're doing anything about them, that you're reading them anymore, or even that you care. We've been very busy with fanfest and myself with getting these devblogs out the door. We're definitely not done taking feedback on those balance changes. Well that's comforting. At what point before an expansion would you say changes are locked in? A week before? Two weeks?
A few days for changes that don't require localization. Obviously the earlier the better though. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5653

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Posted - 2013.05.01 21:07:00 -
[11] - Quote
There's a group of people thinking we're "boiling the frog" to try and kill highsec, and there's a group of people who think we're "boiling the frog" to try and make highsec dominate the game.
True fact: no frogs will be harmed in the making of this expansion. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5660

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Posted - 2013.05.01 22:51:00 -
[12] - Quote
Desert Ice78 wrote:CCP Fozzie wrote:There's a group of people thinking we're "boiling the frog" to try and kill highsec, and there's a group of people who think we're "boiling the frog" to try and make highsec dominate the game.
True fact: no frogs will be harmed in the making of this expansion. CCP Foozie, could you answer the question I posed to you on page 31, post #614?
I advise using https://forums.eveonline.com/default.aspx?g=posts&t=24359, it makes answering these kinds of questions much easier. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Greyscale
C C P C C P Alliance
1892

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Posted - 2013.05.01 23:09:00 -
[13] - Quote
Linament wrote: No interest in frogs...but point taken. Could you then speak to the following?
How does the upcoming expansion relate to - 1. Removing barriers to entry, 2. Set a path to the next few years of EVE development as a product, 3. Not catering to long time veteran players /alliances /corporations in 0.0 (largest share of the vocal minority), 4. Increasing new player accounts, 5. Reducing the "Drowning in Minutia" syndrome (Spreadsheets for everything and an excel based UI), 6. Making the game "a game for everyone"
Ok, so. Some stuff we're working on that I can remember off the top of my head:
- A bunch of stuff from Team PE, most notably a completely revised radial menu plus assorted very neat "basic controls" UI gubbins that I can't remember if we've shown yet but that you'll definitely notice once you hit the test server that all combine to make the core task of flying your ship easier and more intuitive - 1, 3, 5, 6 off the bat, hopefully 4 as part of a general effort to improve early-game experience, and by addressing 5 as it relates to core UX, 2 as well
- New scanner overlay to seamlessly highlight and provide access to exploration content for which you previously needed specialist tools just to know it was there - 1, 3, 5, 6 and with the same reasoning as above, 2 and 4
- A raft of other adjustments to how scanning and exploration work, including probe formations, a more comprehensible scanner window, and various other things that again you'll find when it hits the test server - 1, 3, and 6, 5 to a somewhat lesser degree, and hopefully again at least 4 and arguably 2
- New hacking/archaeology mechanics that turn "activate module, wait an arbitrary amount of time" into an engaging, skill-driven puzzle, derived from a new drive towards prototyping stuff - 3, 5, 6, and definitely 2
...and then a bunch of other stuff that my somewhat tired brain is failing to recall right now. And yes, Fozzie, with some help from Bettik, is doing a bunch of changes to resource distribution, which is one of the I want to say three (but I may be forgetting one, see previous disclaimer) major features that one of the five (I think) main EVE feature teams is working on for this expansion. We're hoping it's going to make a big impact on the economic/industrial ecosystem as the changes propagate through the system, but there's plenty of other stuff going on. |
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ISD Ezwal
ISD Community Communications Liaisons
255

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Posted - 2013.05.06 21:04:00 -
[14] - Quote
Topic locked temporarily for some much needed dusting, scrubbing, wiping and other cleaning related tasks.
ISD Ezwal Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department |
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ISD Cura Ursus
ISD Community Communications Liaisons
141

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Posted - 2013.05.07 19:58:00 -
[15] - Quote
Removed a rumor mongering post.
Please refrain from posting rumors and suppositions. ISD Cura Ursus Lieutenant Community Communication Liaisons (CCLs) Interstellar Services Department |
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CCP Fozzie
C C P C C P Alliance
5720

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Posted - 2013.05.08 10:46:00 -
[16] - Quote
LoanWolf Tivianne wrote:no post from CCP Fozzie in like 5000 pages and edited down to 40 ish pages. lots of posts removed by isd im guessing this is a dead horse
i just have a few questions at the very least one i would like answered. 1) risk verses reward in WH space in regard to graves being removed as a sig into a unknown.
i have no problem with the risk reward thing i just honestly dont see the increase of reward verses increased danger that this adds
I'm going to assume you've just missed the 10 posts I've made in this thread so far, as well as the 6 I made in the main discussion thread in the Science and Industry subforum. Easy mistake in long and active threads. I've been watching this thread every day, just haven't had a lot of time to post in the last couple days between work and national holidays and the fanfest flu. Don't worry, I haven't forgotten you.
As for the risk/reward balance in WH ore sites, whether the reward is worth it to you is of course subjective, but most ores in wormholes are increasing in value and a few of them are doubling in value. You can't argue that the reward isn't being increased. I'm confident that the risk can be managed, especially since I know for a fact there will be tricks in the new scanner system that you smart wormholers will be able to twist to your advantage.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5724

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Posted - 2013.05.08 12:29:00 -
[17] - Quote
Cadava Mendosa wrote:actually now you mention it. we were told there would be a Dev blog explaining the new system shortly after fanfest. Can I send you over a Charon full of Flu medication if it means seeing that Dev blog? :P
I can do you one better. The new scanner should be on sisi later today. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5742

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Posted - 2013.05.08 17:07:00 -
[18] - Quote
Update on the Ice anom composition numbers and a change to Krystallos: https://forums.eveonline.com/default.aspx?g=posts&m=2994968 Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5773

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Posted - 2013.05.10 10:52:00 -
[19] - Quote
Bugsy VanHalen wrote: According to the CSM minutes the Odyssey expansion was primarily about fixing null sec industry and encouraging more industrial players to move from high sec out to null.
Odyssey isn't about making people move to nullsec, it's about presenting people with options of many different activities to do out in space, in all areas of space.
When the last CSM summit was happening we had not yet begun the planning stage for what would become Odyssey. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5775

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Posted - 2013.05.10 14:47:00 -
[20] - Quote
Leana Darkrider wrote:got a few questions about these changes:
Ice anomolies have to be found through scanning I presume?
Why are the ice belts going to replaced with anomolies except for Amarr space? Why not all empires? Do you want all the iceminers to be moving to Amarr space?
They're being replaced by anomalies everywhere, it's just that Amarr space isn't getting anomalies in every system that currently has the belts. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
5843

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Posted - 2013.05.14 09:19:00 -
[21] - Quote
MT Sackett wrote:Ok I think I have read every post in dozens and dozens of pages in several threads, I have yet to see a CCP comment or reason on making the grav sites into anoms. There are plenty of ores in belts to mine in all but wormholes, so its not a lack of mining areas. Wanting to make wormhole mining easier ? Worm hole life is supposed to be hard. Wanting to make more parts of game easy to acess? Well if that is the reason, wow. How about putting on a probing module and go look. Exploring is supposed to be a bigger deal ? Now the grav sites will be on your screen and one click away ? That is not exploring.
What is the purpose of the change of grav sites to anoms ?
Thanks
We'd rather have the challenge provided by other players than by us. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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ISD Tyrozan
ISD Community Communications Liaisons
59

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Posted - 2013.05.17 19:45:00 -
[22] - Quote
A post consisting only of a personal attack has been deleted. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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CCP Fozzie
C C P C C P Alliance
6055

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Posted - 2013.05.23 12:24:00 -
[23] - Quote
Laendra wrote:So, since Plasmonic Metamaterials and Nonlinear Metamaterials already have all of their components ingame, ready to build on patch day, how about you release the Thulium Hafnite and Promethium Mercurite reactions (and alchemy reactions) now so that we can get them building and ready to equalize things a bit??? We considered staggering the release of the intermediate reaction blueprints and the composites, but it would only have been feasible to push the composites later than June 4th as opposed to putting the intermediate reactions earlier. In the end we made the call that it would be best to just get everything out in one release, as people can stockpile construction components before the patch to help smooth out any short period of undersupply.
Drago Morris wrote: Would it be possible to know why so many will not be replaced and why Derelik will have only 2 on the same side of the map
Simply because there were so many Amarr highsec ice belts that the addition of supply as a meaningful concept for ice would have skewed the market too far towards Amarr towers. When we we deciding what belts to remove we considered geography, (including across regions, often when one area of a region seems empty it's because there's an ice belt just across the border in another region) and we also considered the volume of ice being mined there over the past several months. When we had two similar ice belts and had to remove one of them, we'd generally keep the most popular one as to cause the smallest disruption possible to the local miners. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
6055

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Posted - 2013.05.23 12:45:00 -
[24] - Quote
We also have one other change to announce from the plan posted in the numbers dev blog. Due to a technical issue, the Outpost booster manufacturing slot numbers will not be changing. All the other outpost changes are going ahead as planned, except for the booster manufacturing slots which will be keeping their pre-Odyssey values. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
6068

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Posted - 2013.05.24 13:29:00 -
[25] - Quote
Laendra wrote: For instance, right now, Plasmonic catches a huge break, requiring a R64, 2x R16 and a R8...everything else has 1 of each rarity.
But, upon closer examination, there is a disparity already built into the racial materials...(e.g. Rolled Tungsten Alloy requires R8 + R32, whereas the rest require R8 + R16)
Neither of these statements is correct, so you may want to double check your numbers. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
6101

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Posted - 2013.05.27 10:19:00 -
[26] - Quote
Laendra wrote:kyrieee wrote:Laendra wrote:So, I just checked the rest of the usages, including alchemy... All reactions are not consumed equally. Thank you for your response Captain Obvious I was merely referring to the usages inside defined reactions, not the actual usages of those reactions, something that only the devs themselves could, maybe, determine by mining the data from the database, and not something us mere mortals could dig into. But, since you seem to be a dev yourself, why not enlighten us with how often each of the reactions are actually created (via normal reactions and via alchemy) and then tell us how much is actually used (vs how many are merely sold)
It is possible for players to use the information available to them to get a fairly accurate estimate of the usage of each reaction, although the exact numbers are kept under wraps by CCP.
However, let me assure you that I was aware of all those numbers when I made this design. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
6101

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Posted - 2013.05.27 11:13:00 -
[27] - Quote
Hey everyone, got one more update to provide to you all.
Unfortunately this change mentioned in the dev blog:
Quote:In order to encourage competition for the best mining systems and to bring adequate rewards to fully upgrading the Ore Prospecting Array, we will also be adding new variations of the Extra Large and Giant Asteroid Clusters that will only be found in locations with excellent system quality (truesec). These belts will contain improved (+5% and +10%) variations of the ore that can be found in their standard versions.
Will not be able to make it into the initial Odyssey release. It's still very high on our backlog, but as usual I can't promise anything until we have had a chance to release plan it for the 1.1 patch. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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