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Thread Statistics | Show CCP posts - 18 post(s) |

Vartan Sarkisian
Inner Visions Of Sound Mind
75
|
Posted - 2013.06.27 09:43:00 -
[301] - Quote
Thing with specialised bays is say you have 3 or 4 different loads to take which would require 3 or 4 different specialised bays, you would have to do 3 or 4 trips, I am assuming here that if you have a specialised bay then you can put nothing else in that bay accept for the goods that it specialises in, nor are you able to put those items in a regular bay. because if you are, there is no need to a specialised one right?
There are too many industrials anyway, scrap most of them, and introduce something new. Stop trying to find slightly different roles for the current ships to fit into, just out them. I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die. |

Petrified
Old Men Online TOG - The Older Gamers Alliance
17
|
Posted - 2013.06.27 09:49:00 -
[302] - Quote
Skia Aumer wrote:Petrified wrote:The Orca did an excellent job of drawing attention to the disparity between Industrials and Freighters. The solution is not to nerf the Orca but make the easier to train to Industrials better. Most people think that hold capacity is the only factor to choose indy ship. Also they are not completely right, but cargo is important indeed. Orca has a big one - so it performs very good as an indy ship. But it was designed as a mining support! And in fact, it excels in that role as well!!1 On top of that, it's the ship of choice for WH collapsing. Combined, it means overpowered ship that everyone wants. Some time before, it was balanced with skill prerequisites. "Thanks" to tiercide, this is no more. If it's not balanced now, then in 3 or so years CCP recognizes that and we'll get another 50-pages thread full of "REIMBURSE MY SP!!!"
Honestly, I can't imagine what kind of mining support ship would not have a large hold. Particularly a mining support ship that is meant to be in the belt and gathering/consolidating from multiple mining vessels. Perhaps diminishing the general cargo hold in favor of expanding the Ore hold would make the best sense, but why diminish a very useful and diverse vessel because one feels it is overpowered?
I might enjoy my Orca, but there are things the Orca is not good at that T2 Industrials excel at (get past a gate camp solo in low sec in an Orca, I dare you).
I think ships as a whole should be more diversified and more flexible in their overall applications. Seeing a narrowing of the vessels into specific roles is more or less what T2 struck me as being. Though, the newer norm of more specialized T1 with T2 being the stronger big brother is not unattractive as well.
As for Orca SP: I have a considerable amount of SP and I have yet to find any of it wasted - even if I never fly an Orca again, there are usable skills that are applicable elsewhere. Diversification and the ability to adapt is crucial to surviving in EVE. Most people who seriously grip about changes that 'ruin' what they can do are those who specialized in one area to the near exclusion of others.
I'll stand by what I said before: Industrials need a power boost to make them comparable rather than nerfing the Gold standard Industrials should be built around. We are already seeing hints of this buff by specialized bays being given to the extra Gallente and Minmatar ships. It is a step in the right direction.
|

Unforgiven Storm
Eternity INC. Goonswarm Federation
438
|
Posted - 2013.06.27 09:51:00 -
[303] - Quote
I wrote some words:
http://thelazypilot.wordpress.com/2013/06/27/much-better/
TL;DR
The cargo for the ORE looks a little small having in mind ore/ice takes lots of space, give it more 10k so: ore=60, PI=55, Minerals=50
Change the names of the Badger Mark II, the Iterons I, II, III and IV. For the Iteron Mark V just called it Iteron.
Drop the ammo bay version and do this:
- ITERON MARK II GÇô Mineral Bay
- ITERON MARK III GÇô Ice Bay
- ITERON MARK IV GÇô Ore and Gas Bay
- HOARDER GÇô PI Commodities Bay
Move the 4 specialized ships to the Interbus creating future options for more ships and who knows t2 versions of them. Test 1, 2, 3... |

Arthur Aihaken
The.VOID
33
|
Posted - 2013.06.27 09:51:00 -
[304] - Quote
I like the latest proposed changes. When might we expect to see them? |

Petrified
Old Men Online TOG - The Older Gamers Alliance
17
|
Posted - 2013.06.27 09:57:00 -
[305] - Quote
Vartan Sarkisian wrote: There are too many industrials anyway, scrap most of them, and introduce something new. Stop trying to find slightly different roles for the current ships to fit into, just out them.
The main issue with that is people grow attached to their ships - even if they have not flown them in 5-6 years. Plus the amount of artwork that you are essentially discarding. Plus, the "too many industrials" is really only applicable to one race: Gallente. Minmatar come close only with 3 to the Gallente 5 (not including the special editions which are merely different paint jobs)
Perhaps if you defined "something new" because the specialized holds in these indies are certainly new to them.
I am generally of the opinion that there are too few ship models in the game, but I guess their Art Department has limitations to work around. |

Salpad
Carebears with Attitude
343
|
Posted - 2013.06.27 10:08:00 -
[306] - Quote
Yay! Most of this is completely awesome, but 2 things:
1. Please consider giving a larger cargo/bay capacity bonus than 5%/lvl, so as to give a greater reward to those who take the time to train the racial industrial skill(z) to 5. Such as 7.5%/level. Maybe in exchange for lowering base cargo/bay capacity in proportion?
The current bonus creates a very strong temptation to just train the skill to 1, and then stop, and never train any further, because as soon as you have the skill trained to 1, you can fly the ship and thus enjoy the majority of benefits, and +5% cargo per skill level isn't hugely attractive.
CCP Rise wrote: ITERON MARK IV - Ore Bay (Ore includes Gas, Ice, and Mineral Ore)
Gallente Industrial Skill Bonuses: +5% Ore Hold Capacity +5% Max Velocity
Slot layout: 2H(+1), 4M, 4L(+1); 1 turrets , 0 launchers Fittings: 120 PWG(+50), 260 CPU(-490) Cargo (capacity / Ore Hold Capacity): 550(-4700) / 50000 Defense (shields / armor / hull) : 590(+355) / 710(-306) / 950(-223) Mobility (max velocity / agility / mass / align time): 120 / .94(-.06) / 12975000(+1725000) / 16.9(+1.3) Signature radius: 205(-15) Warp speed: 4.5au/s
2. Given how enormously bulky ore is, I really think you ought to increase the base ore bay capacity. Maybe increase to 65k m3, and increase the bonus to 10%/lvl, whereas the other cargo capacity bonuses only get increased to 7.5%/lvl?
I just think that there's insufficient oomph here. The mineral, charges and PI versions are fine, but this one... not so much. I really think it needs a buff. |

Salpad
Carebears with Attitude
343
|
Posted - 2013.06.27 10:11:00 -
[307] - Quote
CCP Rise wrote:First page all positive, I'm outta here 
Ok, here's a negative: Why can't we have LOW slot modules to give bonuse sto specialzied bay capacity? Or at least RIGs to do so? You introduced specialzied bays year ago, but the module/rig side of things still hasn't caught up with this development. |

Alvatore DiMarco
Capricious Endeavours Ltd
549
|
Posted - 2013.06.27 10:26:00 -
[308] - Quote
Salpad wrote:Yay! Most of this is completely awesome, but 2 things:
2. Given how enormously bulky ore is, I really think you ought to increase the base ore bay capacity. Maybe increase to 65k m3, and increase the bonus to 10%/lvl, whereas the other cargo capacity bonuses only get increased to 7.5%/lvl?
I just think that there's insufficient oomph here. The mineral, charges and PI versions are fine, but this one... not so much. I really think it needs a buff.
Find me another T1 hauler with less cost and lower travel time than an Orca that can carry more than 50k of ore in one trip. |

Phoenix Jones
Shockwave Innovations Surely You're Joking
32
|
Posted - 2013.06.27 10:37:00 -
[309] - Quote
Those who take hauling will take gallente industrial to level 4. Those skills increase the bay by 10,000 m3.
So yea, its 3 days. |

Jowen Datloran
Science and Trade Institute Caldari State
550
|
Posted - 2013.06.27 11:05:00 -
[310] - Quote
Vartan Sarkisian wrote:..., I am assuming here that if you have a specialised bay then you can put nothing else in that bay accept for the goods that it specialises in, nor are you able to put those items in a regular bay. because if you are, there is no need to a specialised one right?
Of course you can put those items in regular bays too, silly you. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Cerlestes
Roving Guns Inc. RAZOR Alliance
77
|
Posted - 2013.06.27 11:09:00 -
[311] - Quote
Salpad wrote:1. Please consider giving a larger cargo/bay capacity bonus than 5%/lvl, so as to give a greater reward to those who take the time to train the racial industrial skill(z) to 5. Such as 7.5%/level. Maybe in exchange for lowering base cargo/bay capacity in proportion?
Gotta agree with this. The base is way too overpowered imho. Why not make it 30k m3 base with a 20% bonus per skill level? |

Raziel Walker
Grey Templars Fidelas Constans
14
|
Posted - 2013.06.27 11:22:00 -
[312] - Quote
Can't the NPC corporations sell their obsolete hoarder and iteron models to ORE and have them released as ORE industrial ships?
No biggie for me but it would add some flavor and balance the number of ships across the factions. This also prevents a bigger imbalance once you get to the T2 variations. |
|

CCP Rise
C C P C C P Alliance
1476

|
Posted - 2013.06.27 11:29:00 -
[313] - Quote
Today's update:
We are going to go ahead and bump the unpacked volume on the Hoarder significantly (up to 400000) to avoid any major issues with compression. This gives it the same packed volume to cargo ratio that the Iteron V has currently.
One of the most recent posts mentions increasing the bonus per level from skills for the special bay haulers, and I was thinking the same thing. I'm going to increase the skill bonus per level for all the special bay haulers from 5% per level to 10% per level, and reduce the base bays to give basically the same potential bay size as before. This means you will still get an improvement at level 1 over any normal hauler, but you have to invest SP to make the difference quite as big. This seems especially appropriate since these ships don't have to sacrifice lows to reach the same capacity.
I talked with our story team about renaming and they are going to think about it and get back to me. As I said before, there are problems with both sides so I've just left it in their hands and will report back to you guys as soon as I know more.
As always, thanks for the feedback o/ |
|

Tiber Ibis
Republic Military School Minmatar Republic
61
|
Posted - 2013.06.27 11:33:00 -
[314] - Quote
CCP Rise wrote:First page all positive, I'm outta here  I like the new changes. First ones were good anyway, but these are definitely a lot more interesting. And I don't think it is too game breaking giving specialised roles like this as they are tier 1 industrials, so hardly end game content which required fine balance. Nice work. |

Eladaris
RubberDuckies -Entropy-
334
|
Posted - 2013.06.27 11:35:00 -
[315] - Quote
CCP Rise wrote:As always, thanks for the feedback o/ Appreciate the updates!
Although, I do feel the need to /facepalm at the poster's complaining that race X's tanky hauler isn't as powerful as race Y's tanky hauler.
Didn't we JUST finish a thirty page post complaining that not all hauler's had to be identical? It takes 3 days to train into another race's industrial to IV, and they're perfectly viable there. You can unlock a certain hull after 20-40 minutes of training time. They don't all have to be homogenized. |

Bloody Wench
597
|
Posted - 2013.06.27 11:38:00 -
[316] - Quote
Very well done Sir. Support a High Resolution Texture Pack |

Aprudena Gist
GoonWaffe Goonswarm Federation
43
|
Posted - 2013.06.27 11:40:00 -
[317] - Quote
unless you move all those specialized haulers to a non racial faction this is pointless
Interbus or Ore would be ideal in terms of game lore |

Aprudena Gist
GoonWaffe Goonswarm Federation
43
|
Posted - 2013.06.27 11:52:00 -
[318] - Quote
Specialty bays that are smaller then the max cargo hold of the largest general hauler is absolutely ******* pointless they would have to carry 1.5 to 2x as much load for them to be worthwhile at all to own.
Also itemization on general haulers since your doing it is also terrible.
There are very few ways to fit a hauler correctly and most of those include all cargo expanders in the lows. You should either change the base cargo up and fewer low slots so you have to make real decisions on why or what your fitting. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
438
|
Posted - 2013.06.27 11:59:00 -
[319] - Quote
CCP Rise wrote:Today's update:
edit: Also I want to acknowledge all the ideas around converting the special bay haulers to ORE, or any other similar solution. I completely understand where you're coming from but this simply isn't possible. It would either require an enormous investment by our art teams, which we don't feel is worthwhile, or would mean some kind of hacky re-texturing type approach, which we feel is ultimately bad for the game (we have standards okay). This is why we were originally hesitant about giving anything exciting to all 5 Iterons, we knew we didn't like where it would leave us in relation to this stuff. I'm glad that most of you seem to be able to cope with it as it stands though.
1 - We understand very well that the Art teams have zero time available and that changing industrial hulls is not worthwhile.
2 - We are willing to compromise with you and CCP that changing hulls will never happen.
3 - We are willing to accept these hulls like they are in other line and just have the NPC symbol changed for now.
4 - We are willing to wait for a new "non-hacky" re-texturing / paint job say 1-2 years from now, when the Art team finds time to come back to them.
Just do it right, give this ships to Interbus, compromise. We accept the art problems and what comes with them. Please just put these ships in the correct and logic place were they belong from now on. Test 1, 2, 3... |

Basil Pupkin
Why So Platypus
20
|
Posted - 2013.06.27 12:15:00 -
[320] - Quote
Aprudena Gist wrote:Specialty bays that are smaller then the max cargo hold of the largest general hauler is absolutely ******* pointless they would have to carry 1.5 to 2x as much load for them to be worthwhile at all to own. No, they aren't. 1) You're forced to use all lows and rigs to reach max cargohold, while on specialty boats you aren't. It would make a perfect sense to fit something for align time reduction in hisec, and tank/stabs for low and null. 2) if you open your eyes and see the industrial skill bonuses correctly, you'll realize they aren't smaller at all. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
439
|
Posted - 2013.06.27 12:16:00 -
[321] - Quote
CCP Rise wrote:Quote:Overall excellent changes, just one thing, will the special edition Ity 4 get any bigger Ore hold? The special edition ships are kind of odd.. Right now I have them set basically as Iteron Vs that are slightly better. I think they should probably stay that way since having a specialized hold seems strange for a ship that goes out for special events to a broad set of players.
Give my Iteron mark IV Quafe ultramarine edition lots of love please.
 Test 1, 2, 3... |

Kaeden Dourhand
T.O.R.
2
|
Posted - 2013.06.27 12:32:00 -
[322] - Quote
Hey Rise,
A few posts back you mentioned poking Fozzie about the Orca's ore bay being a bit underwhelming compared with the new itty ore bay, is there any update on that?
Overall, I'm really loving the work you've done here so far, keep it up!
Also, I'm with you on the decision to not change ships around and stuff them in a generic ORE/Interbus corner. |

Zifrian
Licentia Ex Vereor Black Core Alliance
1033
|
Posted - 2013.06.27 12:48:00 -
[323] - Quote
Very nice changes. Thanks for taking our feedback!
On thing I was wondering though, wouldn't it be a better idea to move the itty 2,3,4 and hoarder to ORE? People would still have to train another skill, but now they seem to have unique roles. Ore could buy/steal the plans to the ships. But it's just a thought for storyline.
Otherwise, really like the direction. Looking forward to T2 upgrades! Maximze your Industry Potential! - Get EVE Isk per Hour! |

Chi'Nane T'Kal
Interminatus Aeterna Anima
95
|
Posted - 2013.06.27 12:51:00 -
[324] - Quote
CCP Rise wrote:[...] converting the special bay haulers to ORE [...] would either require an enormous investment by our art teams
Do you seriously want to imply that creating a single ship model (or even repurposing an existing model that is not used as a player ship yet - i would expect you to have whole FOLDERS of these after 10 years) falls into the category 'ENORMOUS INVESTMENT' by your art team?
It's not like the 4 special haulers couldn't all base on the same model with different colouring. |

MailDeadDrop
Rage and Terror Against ALL Authorities
198
|
Posted - 2013.06.27 13:02:00 -
[325] - Quote
CCP Rise, I'm going to repeat myself here (once) and ask about small and medium astronomic rigs which alter the stats for specialty bays. You don't seemed to have made any comment on that idea, which either means it treads close to some secret plan (and you don't want to touch it), you think it's a terrible idea but don't want to poo-poo on it, or you've simply overlooked it. Or maybe you just don't like me. 
MDD |

Kaeden Dourhand
T.O.R.
2
|
Posted - 2013.06.27 13:02:00 -
[326] - Quote
Chi'Nane T'Kal wrote:CCP Rise wrote:[...] converting the special bay haulers to ORE [...] would either require an enormous investment by our art teams Do you seriously want to imply that creating a single ship model (or even repurposing an existing model that is not used as a player ship yet - i would expect you to have whole FOLDERS of these after 10 years) falls into the category 'ENORMOUS INVESTMENT' by your art team? It's not like the 4 special haulers couldn't all base on the same model with different colouring.
CCP's Art team is their most backlogged department.
I've read somewhere it takes about 6 months for changes/new models to be completed, partially because they have so much work stacked up already.
If it were me, I'd hire more art dudes, but hey. |

Taleden
North Wind Local no. 612
40
|
Posted - 2013.06.27 13:11:00 -
[327] - Quote
Ersahi Kir wrote:The sigil simply fails to be the tanky industrial because of slot layout. The simple reality is industrials are shield tanks because cargo low slots and cargo rigs are disharmonious with armor tanking. After playing around with the numbers a little it really looks like the the specialty of the sigil is lost under real build conditions.
What happens if you drop a single cargo expander for a DCU2? The Sigil's higher hull HP might push it ahead again. But in principle I share your concern, which is why I mention the cargo expander problem every time I post in this thread.
Also note that there's no need for math, I put the modified ship stats into PyFA so you can play with fittings directly: https://forums.eveonline.com/default.aspx?g=posts&t=253003 |

Basil Pupkin
Why So Platypus
20
|
Posted - 2013.06.27 13:12:00 -
[328] - Quote
Kaeden Dourhand wrote: CCP's Art team is their most backlogged department.
I've read somewhere it takes about 6 months for changes/new models to be completed, partially because they have so much work stacked up already.
If it were me, I'd hire more art dudes, but hey.
I'd say better art dudes over more art dudes.
Unlike programmers, art dudes are actually dependent on liking their work. Get some dudes who love spaceships instead of more dudes, a tip from the guy in the cg movie industry. |

Kaeden Dourhand
T.O.R.
2
|
Posted - 2013.06.27 13:15:00 -
[329] - Quote
You're claiming the current artdudes do not love spaceships?
I agree, good artdudes>bad artdudes, but logically more 'good artdudes'>less 'good artdudes'
I think the current artdudes like spaceships, and do their job very well, and take it seriously, considering the beautiful game that is EVE that we're playing, which is why I said more artdudes. We need more of those awesome artdudes.
Dem dudes. |

Basil Pupkin
Why So Platypus
21
|
Posted - 2013.06.27 13:17:00 -
[330] - Quote
Kaeden Dourhand wrote:You're claiming the current artdudes do not love spaceships?
I agree, good artdudes>bad artdudes, but logically more 'good artdudes'>less 'good artdudes'
I think the current artdudes like spaceships, and do their job very well, and take it seriously, considering the beautiful game that is EVE that we're playing, which is why I said more artdudes. We need more of those awesome artdudes.
Dem dudes.
Good artdudes don't take 6 months to deliver something they like. |
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