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Thread Statistics | Show CCP posts - 7 post(s) |

Sexy Cakes
Have A Seat
277
|
Posted - 2013.05.22 18:34:00 -
[1] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=2153406#post2153406
195 days ago Fozzie and still no update.
I respect that you guys are crazy busy and there's a lot of cool stuff coming with Odyssey but can we please get an update on mindlinks/ganglinks/ongrid boosting.
love you long time Not today spaghetti. |

Roime
Ten Thousand Years Shinjiketo
2905
|
Posted - 2013.05.22 18:45:00 -
[2] - Quote
T3/CS rebalancing is at least confirmed by Fozzie as not coming in the main Odyssey release.
-á- All I really wanted was to build a castle among the stars - |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
196
|
Posted - 2013.05.22 18:50:00 -
[3] - Quote
it would be nice to have an idea about when CS/T3 nerf /links being ongrid will happen 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Roime
Ten Thousand Years Shinjiketo
2905
|
Posted - 2013.05.22 19:20:00 -
[4] - Quote
CCP Fozzie wrote:CS and T3 command bonus changes will not be included in Odyssey, although they are still on our roadmap.
is the latest official word on the topic afaik
-á- All I really wanted was to build a castle among the stars - |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3416
|
Posted - 2013.05.23 14:18:00 -
[5] - Quote
I've tweeted CCP Fozzie about this, let's see if he has cycles to respond in the next few days  Day 0 advice for new players: Day 0 Advice for New Players |
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CCP Fozzie
C C P C C P Alliance
6057

|
Posted - 2013.05.23 18:25:00 -
[6] - Quote
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
102
|
Posted - 2013.05.23 19:19:00 -
[7] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  SOONGäó |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3423
|
Posted - 2013.05.23 19:28:00 -
[8] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time.
Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
Day 0 advice for new players: Day 0 Advice for New Players |

Loed Kane
O C C U P Y The 99 Percent
27
|
Posted - 2013.05.23 19:28:00 -
[9] - Quote
i cant wait for it to happen, no more condors getting away. |

Kagura Nikon
Mentally Assured Destruction Whores in space
346
|
Posted - 2013.05.23 19:29:00 -
[10] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
That is good, because I planned to destroy the universe next tuesday... so hurry. |
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CCP Fozzie
C C P C C P Alliance
6060

|
Posted - 2013.05.23 20:26:00 -
[11] - Quote
Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
Discuss away. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
201
|
Posted - 2013.05.23 20:50:00 -
[12] - Quote
CCP Fozzie wrote:Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings? Discuss away.
:) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

MeBiatch
Republic University Minmatar Republic
1017
|
Posted - 2013.05.23 20:58:00 -
[13] - Quote
Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
i dont think it ever too soon to discuss the changes... though from what i understand its legacy code that needs to be re-written and right now there are too many high priority issues that take away the coders... like pos revamp and drone UI... so i would guess some time after thats done Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

paritybit
Repo.
175
|
Posted - 2013.05.23 21:05:00 -
[14] - Quote
Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect
I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server.
I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something.
Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check.
The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space. |

Trii Seo
Sabotage Incorporated Executive Outcomes
18
|
Posted - 2013.05.23 21:07:00 -
[15] - Quote
If we assume a day can assume two states: is end of days or is not end of days, the average daily probability of it being the end of days is 50%.
The probability of the End of Days ocurring in the next 14 days is 99,9939%* therefore we should get an answer in roughly a week.
*This number was calculated by a computer and is possibly true, even if it is based on untrue equation. Which, knowing my habit of being horrible at probability is likely to be completely borked. Is it Hotdrop O'Clock yet? |

Deornoth Drake
Agony Unleashed Agony Empire
29
|
Posted - 2013.05.23 21:24:00 -
[16] - Quote
A little bit of input from a former Rorqual pilot: ********** Capital Industrial Ships skill bonuses: 10% bonus to effectiveness of mining foreman gang links per level when in deployed mode **********
So, whenever you make an adjustment to off-grid boosting, that is something to adjust as well.
Why? In contrast to Carriers and Dreadnoughts which are (mostly) supported by a sub-capital combat fleet, Rorquals only have mining barges and exhumers as support. Hence, requiring the "deployed mode" might lead to Orcas providing gang boost in fleet, instead of the ship designed to that best.
From my point of view: Dropping the "deployed mode" will improve the chances of Rorquals boosting on-grid of asteroid belts.
Just my 2 cents ... no argument pro/contra off-grid boosting |
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CCP Fozzie
C C P C C P Alliance
6062

|
Posted - 2013.05.23 22:50:00 -
[17] - Quote
Jonas Sukarala wrote:CCP Fozzie wrote:Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings? Discuss away. :) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect
It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.
And this isn't being delayed by Odyssey, the team working on the underlying code that will make ongrid boosting possible (along with many other things) isn't releasing anything in Odyssey. It's just that big of a project.
So like I said before, at some point CCP Veritas will make all my ganglink-related dreams come true but I honestly do not know when that point will be. When Veritas describes a programming challenge as "very hard" I tend to believe him. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Laendra
Wildly Inappropriate Goonswarm Federation
6
|
Posted - 2013.05.23 22:53:00 -
[18] - Quote
Deornoth Drake wrote:A little bit of input from a former Rorqual pilot: ********** Capital Industrial Ships skill bonuses: 10% bonus to effectiveness of mining foreman gang links per level when in deployed mode **********
So, whenever you make an adjustment to off-grid boosting, that is something to adjust as well.
Why? In contrast to Carriers and Dreadnoughts which are (mostly) supported by a sub-capital combat fleet, Rorquals only have mining barges and exhumers as support. Hence, requiring the "deployed mode" might lead to Orcas providing gang boost in fleet, instead of the ship designed to that best.
From my point of view: Dropping the "deployed mode" will improve the chances of Rorquals boosting on-grid of asteroid belts.
Just my 2 cents ... no argument pro/contra off-grid boosting
Hopefully, they'll just nerf the non-industrial links...hopefully....
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CCP Fozzie
C C P C C P Alliance
6062

|
Posted - 2013.05.23 22:55:00 -
[19] - Quote
paritybit wrote:Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something. Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check. The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space.
Your thoughts and words are correct and intelligent.
Once the underlying code finishes getting rewritten from the ground up we'll have plenty of options for how to apply links in interesting ways that create interesting gameplay experiences. At the moment we don't have any of those options.
So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Lors Dornick
Kallisti Industries Solar Assault Fleet
523
|
Posted - 2013.05.23 22:59:00 -
[20] - Quote
CCP Fozzie wrote:When Veritas describes a programming challenge as "very hard" I tend to believe him.
This appears to be a very wise assumption.
CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
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Ravcharas
GREY COUNCIL Nulli Secunda
230
|
Posted - 2013.05.23 23:23:00 -
[21] - Quote
There's also the factor of grids not always behaving like they are supposed to. I don't know if that is an issue that needs solving before on-grid boosting can be considered, but I would imagine it is, and also that the grid code has some excellent tarpit qualities for unwary programmers to get sucked into - never again to be seen by mortal eyes. |

Vincent Athena
V.I.C.E. Aegis Solaris
1885
|
Posted - 2013.05.23 23:32:00 -
[22] - Quote
Ive wondered if "on grid boosting" should be taken verbatim. That is you get the boost only if you are in the same grid.
This has the advantage that the sever already checks if my ship is on the same grid as the boosting ship. It has to to know if it can be displayed in space or on the overview. The rule would be quite easy and should take little extra server time: If my ship can see the boosting ship in space, I get the boost. http://vincentoneve.wordpress.com/ |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
524
|
Posted - 2013.05.23 23:57:00 -
[23] - Quote
. |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
524
|
Posted - 2013.05.23 23:57:00 -
[24] - Quote
CCP Fozzie wrote:So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
First off, I think the current system of "be in fleet, activate module, entire subhierarchy gets bonus" to be boring. Apart from that, once ganglinks are brought on grid, it will result in the larger force that is able to keep the ganglink ship perma-repped even more powerful vs the skirmish force than they already are.
I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into.
So, to compare. Lets say you are running a standard armor gang with logi, Instead of the booster just activating the modules and orbiting an anchor (assuming on grid boosting was required), for maximum effectiveness the booster might want to use a few cycle and capacitor boosts on some logi pilots (making sure to boost the pilots that are not currently jammed), and the resist boost on the player in their fleet that is currently being primaried.
Yes, I am aware what I am suggesting greatly reduces the number of pilots that can receive boosts from a single player - however, battlecruisers might start "chaining up" for example speed boosts in pairs, actually giving use to the BC link bonus within the fleet.
If you think that my suggestion has nerfed boosting too hard, command ships could possibly have a resistance to damps and ecm, in the form of a role bonus or greatly increased lock range/sensor strength. Command ships could be reworked to include multiple utility high slots, and lots of high slots (8?) encouraging more dispersion of links, instead of just "hey guys I have my alt logging in to the fleet that's going to do nothing so we can boost everyone" |

Mirima Thurander
650
|
Posted - 2013.05.24 00:09:00 -
[25] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
so, we can expect it around the same time as ring mining and the POS revamp.
All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
699
|
Posted - 2013.05.24 02:46:00 -
[26] - Quote
CCP Fozzie wrote:paritybit wrote:Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something. Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check. The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space. Your thoughts and words are correct and intelligent. Once the underlying code finishes getting rewritten from the ground up we'll have plenty of options for how to apply links in interesting ways that create interesting gameplay experiences. At the moment we don't have any of those options. So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
Make a gang link that decreases strength of webs on the bonused gang,
But only if they are within 10km of the person with that link.
(THAT would make for some interesting fights, and make boosting MUCH more interesting, you need to pilot to get powerful boosts to land properly)
also make a remote microwarpdrive descrambler module that prevents a ship's microwarpdrive from being scrambled. But have it only work within scram range of the person you are using it on.
|

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
104
|
Posted - 2013.05.24 03:45:00 -
[27] - Quote
CCP Fozzie wrote:It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.
And this isn't being delayed by Odyssey, the team working on the underlying code that will make ongrid boosting possible (along with many other things) isn't releasing anything in Odyssey. It's just that big of a project.
So like I said before, at some point CCP Veritas will make all my ganglink-related dreams come true but I honestly do not know when that point will be. When Veritas describes a programming challenge as "very hard" I tend to believe him. How about you change perspective and tweak frequency of those checks and make them booster-centered: on link activation check for range to potentially affected pilots (squad members for squad booster, wing for wing booster, fleet for fleet booster) instead of all players and give those that qualify (in range) a short timed buff/boon. So you'll only have to calculate range once per link cycle per module per booster (you may want to make cycle times of links a bit longer for less server load). Remove those boons(or not, it could be interesting to get bonuses and jump through gate prepared on gate camp) on session change or warp off. If you make those short timed buffs/boons last shorter than link cycle time - it could provide some interesting situations during combat, or will force players to fit 2x same link for constant effect (like dual ASB fits). Another problem is with all those timers added servers may still melt as we clearly saw with crimewatch tags during Asakai event.
tl;dr: Make links smartbomb-like effect with a short timed boost duration. It'll be double awesome if you could see those boosts and their duration somewhere on the UI. |

Seolfor
Caldari Provisions Caldari State
4
|
Posted - 2013.05.24 05:05:00 -
[28] - Quote
Ok so here's a simple question and no, this change has nothing to do with On-grid code, but everything to do with boosters:
In the Nov 2012 devblog you talked about major changes to T3 and Command Ship capabilities as booster - namely,
1. the change in % bonus values AND T3s 2% per level (currently at 5%), CShip-all kinds 3% per level
2. the number of ganglinks that can be fitted innately Combat Command Ships and T3 Cruisers were apparently planned to go from current ONE to THREE.
Q1: What is the time frame for the change to boosting values (nerf to T3s and buff to CSs) Q2: What is the time frame for change to number of links T3s and Combat Command Ships can equip
Im asking Q2 with a very specific intent - Warfare Link Specialist 5 is needed to be able to use Command Processors. In itself the skill provides a very minor upgrade and thus is essential for the Command Processor usage, as current T3s cant use more than 1 link without them, but the upgrade to boosting % is meh in itself.
If and when you allow T3s and all-CShips to field 3 links without using Command Processors, this long and frankly underwhelming skill becomes near obsolete - so new boosting characters might as well steer clear of it, or save it for later, much much later. (I anticipate you will hack down its training multiplier when and if these changes hit TQ)
Answers? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
257
|
Posted - 2013.05.24 06:24:00 -
[29] - Quote
Why aren't you just cutting their effectiveness for now?
If you are going to do a proper rebalance of them, you would most likely end up doing that anyway. There is no code to be rewritten or any other excuses like that.
Hopefully when you make them on-grid, you'll implement an actual kilometre range limit or effectiveness falloff as well, because while on-grid is better than what we have currently, it would still be awful. |

Britta Nolen
Science and Trade Institute Caldari State
16
|
Posted - 2013.05.24 06:44:00 -
[30] - Quote
At the very least, CCP should at least buff All CS boosting to 5% per level instead of 3%. It's flat out ridicolous that a max boosting alt = T3 pilot that also benefits from MUCH MUCH LESS TRAINING REQUIRED FOR THE SHIP. |
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