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Thread Statistics | Show CCP posts - 4 post(s) |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
120
|
Posted - 2011.11.17 13:45:00 -
[31] - Quote
AkiRoss wrote:I am sorry but, the new version of Boosters have slightly the same bonuses than preceding (with skill lvl V). So they are far from being useless ... same bonus, no malus !
But it's not as much fun. I like the risk of side-effects whenever I use boosters. |

AkiRoss
Maddox Brothers Entertainment
0
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Posted - 2011.11.17 13:55:00 -
[32] - Quote
EvE is not fun. EvE is real  |

S0NFANNA
Space Benderz
2
|
Posted - 2011.11.17 16:06:00 -
[33] - Quote
AkiRoss wrote:I am sorry but, the new version of Boosters have slightly the same bonuses than preceding (with skill lvl V). So they are far from being useless ... same bonus, no malus !
The only valid issue pointed there is about the Edge Set, not yet updated :)
This is not true, there is a dramatic reduction in the bonuses from the new boosters even with level 5 skills. Level 5 skills and a standard blue pill will reward a 12.5% bonus to shield boost, but it used to give 20% (7.5% is a signigicant reduction). Other boosters are similarly affected. |

Zhula Guixgrixks
Increasing Success by Lowering Expectations 0ccupational Hazzard
4
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Posted - 2011.11.17 16:39:00 -
[34] - Quote
Hans Jagerblitzen wrote:I wanted to add that I think the current system incorporates risk and reward, one of the core elements of EvE's game design. .... The mystique that surrounded boosters, their illegality, the potential for side effects (even if minimal in some situations) and the psychological effect it has on pilots ( I know many that superstitiously "refuse to abuse") is part of what makes them fun and immersive. It's a huge loss to that fun to just wipe away all risk of harm, just to see them used more often. .
Good points. Revisiting boosters is a good idea, but risk vs. reward is not in place anymore with side effects removed. Boosters will just become mandatory for every PvP and even PvE situation. No thrill, no risk, just standard & boring stuff.
CCP, please keep those side effects in place.
|

Emperor Salazar
Dreddit Test Alliance Please Ignore
165
|
Posted - 2011.11.17 16:59:00 -
[35] - Quote
So lets recap.
Your logic is:
1. Remove side effects 2. Decrease potential boost 3. Increase potential duration
Others have already said why this is complete and utter failure so I won't get into that. You guys need to get your heads out of your as*ses and redo this.
Here ismy proposal if you aren't planning a whole revamp, but rather stat changes. For the purpose of this, I will use the current tranquility skill names.
1. Do not remove side effects. Simply make it so that you can only get 1 side effect. This would work as such: Consume booster, game runs your skills/implants percentage to see if you get a side effect. If you do, game runs random chance of which potential side effect you get. No more of this 0-4 potential side effect crap. THIS RIGHT HERE IS THE BIGGEST PROBLEM WITH BOOSTERS RIGHT NOW.
2. Decrease current side effect chance of improved and strong drugs by 5%. This would mean standard (20%), improved (25%), strong (30%)
3. Duration is fine, leave it as is. 1 hour at level 5 for a rank 1 skill is quite good.
Revamp wise, you guys need to reevaluate how many bpcs for boosters have dropped and are out there versus how much gas is actually mined and figure something out. In about 2 weeks in Fountain I managed to get about 30x 50-run standard exile bpcs. Now that sounds great, but the amount of gas needed to produce that is ridiculous. On top of that, pushing 1500 boosters is lol. Either reduce build costs, reduce production runs or make harvesting more efficient (reduce size of gas maybe?).
Also, you realize no one knows about boosters right? And by no one I mean its like 10% of us that actually know they exist/have potential. You need to add some civilian/synth boosters to tutorial missions.
K. Now please go back to the drawing board. |

St Mio
Imperial Academy Amarr Empire
142
|
Posted - 2011.11.17 17:02:00 -
[36] - Quote
Ferox hull variation with gas mining bonuses please, thanks GÖÑ |

Ellianna Angel
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.17 17:06:00 -
[37] - Quote
Also, you need to change the Hardwiring - Eifyr and Co. 'Alchemist' XA-1 & XA-2 if you intent to go through with these changes. |

Bloodpetal
Mimidae Risk Solutions
131
|
Posted - 2011.11.17 17:07:00 -
[38] - Quote
I think there needs to be risk Vs Reward. I know CCP wants to push the booster market for various reasons and see the outcome for when it comes to expanding them as part of the gameplay - but the issue right now is that they are going too far in "Decriminalizing" boosters.
They need to look at where else they can put penalties that still includes RISK but not necessarily in the form of the specific penalties being presented.
I think this needs further discussion between the DEVELOPERS and the Players!
Can we get Dev response here?
NOSTRO AURUM NON EST AURUM VULGI |

Jiji Hamin
Federal Defence Union Gallente Federation
50
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Posted - 2011.11.17 18:43:00 -
[39] - Quote
They should make it so you can make boosters more easily in lowsec. |

Zircon Dasher
Zirconia Trade Group
27
|
Posted - 2011.11.17 18:50:00 -
[40] - Quote
Jiji Hamin wrote:They should make it so you can make boosters more easily in lowsec.
It already is relatively easy. It is just a tedious process. |

Hans Jagerblitzen
Autocannons Anonymous
508
|
Posted - 2011.11.17 18:50:00 -
[41] - Quote
Jiji Hamin wrote:They should make it so you can make boosters in lowsec.
You can already. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
166
|
Posted - 2011.11.17 19:14:00 -
[42] - Quote
Jiji Hamin wrote:They should make it so you can make boosters more easily in lowsec.
You can.
This is not the problem with boosters.
Thanks for playing. |

AkiRoss
Maddox Brothers Entertainment
0
|
Posted - 2011.11.17 20:36:00 -
[43] - Quote
Side effects made boosters unusable for most of the situations. It is far better without side-effects as it is on Sisi. But I definitly agree that "Risk vs Reward", especially for that kind of products, deserve to be looked at.
To keep the counter-effects of boosters, and bring an addictive part :
1. Take a Pill, get the bonus, enjoy it during one hour, without any side-effect (propaganda!) 2. Booster's effects are gone ... headharsh ... side-effects start for the next 48h ! 3. You feel bad, you take the same kind of pill (any size except synth), side-effects disapeared, back to point 1 ! 4. And so on ...
In my opinion, the side-effects of a Booster should be the same as the bonus. Get +20% capacitor for an hour, get -20% capacitor for the next 48h (-10% for 24h with all skill lvl 5?). At the end, you become totally addict to pills ;)
In real life, when you take drugs, you feel awesome for the next hours ... Then you pay it until the next shot. Same here ;) |

Captain Alcatraz
Muppet Ninja's Ninja Unicorns with Huge Horns
23
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Posted - 2011.11.17 21:06:00 -
[44] - Quote
AkiRoss wrote:Side effects made boosters unusable for most of the situations. It is far better without side-effects as it is on Sisi. But I definitly agree that "Risk vs Reward", especially for that kind of products, deserve to be looked at.
To keep the counter-effects of boosters, and bring an addictive part :
1. Take a Pill, get the bonus, enjoy it during one hour, without any side-effect (propaganda!) 2. Booster's effects are gone ... headharsh ... side-effects start for the next 48h ! 3. You feel bad, you take the same kind of pill (any size except synth), side-effects disapeared, back to point 1 ! 4. And so on ...
In my opinion, the side-effects of a Booster should be the same as the bonus. Get +20% capacitor for an hour, get -20% capacitor for the next 48h (-10% for 24h with all skill lvl 5?). At the end, you become totally addict to pills ;)
In real life, when you take drugs, you feel awesome for the next hours ... Then you pay it until the next shot. Same here ;)
So you want to render your character not good for 2 days because you popped a 1h pill? Current system is pretty good, this just means some ppl will stay logged out cause they had to pop a pill. Long downsides = bad |

Nikuno
Atomic Heroes The G0dfathers
6
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Posted - 2011.11.18 11:24:00 -
[45] - Quote
Nikuno wrote:EDGE IMPLANTS
Come on CCP, still no response as to what you're going to do with these while you wreck boosters!
And the alchemist implants.
It's not difficult CCP, please at least let us know that you've noticed you have these items in your game and intend to ensure you're not breaking something else in your rampage to change boosters. |

S0NFANNA
Space Benderz Rage Alliance
3
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Posted - 2011.11.18 14:20:00 -
[46] - Quote
Bloodpetal wrote: Can we get Dev response here?
+1 |

Vincent Gaines
Macabre Votum Morsus Mihi
124
|
Posted - 2011.11.18 14:37:00 -
[47] - Quote
Is there a visible effect when you take them?
I used an improved blue pill last night, I couldn't tell usage bonus, or even duration. |

Hans Jagerblitzen
Autocannons Anonymous
510
|
Posted - 2011.11.18 17:56:00 -
[48] - Quote
Vincent Gaines wrote:Is there a visible effect when you take them?
I used an improved blue pill last night, I couldn't tell usage bonus, or even duration.
I can't speak for SiSi as I haven't tried them there yet, but on Tranq there isn't a visual effect (in space).
The only difference is that you can see how long the booster has left, what bonuses are in effect and what side effects you're suffering from, all that information appears under "augmentations" on the character sheet, right underneath the information about your implants. |

Fon Revedhort
Monks of War DarkSide.
26
|
Posted - 2011.11.18 19:16:00 -
[49] - Quote
- we don't need the effects lasting 2 hours - heck, it's rarely 20 minutes that they are of use
- anyone suggesting 'addiction' or 'hangover' effects lasting a whole next day or even 2 ( ) needs to have his head checked. Small-scale PvP'ers already deal with a CRAPLOAD of challenges*, why add a new one - virtually aritficial? Just leave the penalties as they are and change some stats here and there (if needed).
- also, no need to think everyone should have anything available. Some goods have to stay rarely used to remain really interesting.
- 30-100 mil for strong boosters is OK, btw
* to name some: stupidly high current EHP numbers, instant intel, killboards showing your exact setup and so on 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
172
|
Posted - 2011.11.20 03:34:00 -
[50] - Quote
CCP don't be stupid, respond to this thread.
Removing side effects is quite possibly the dumbest thing you could do and is contrary to your "don't balance around money" mantra.
No side effects means the only negative to using boosters is money. That is stupid. For the unstacking penalized boost these things provide, there should be a potential drawback. I want more people to use boosters too, they have the potential to be a really good dynamic in the game. That doesn't mean you should make them stupidly good so that every player flies around with pills.
Don't be stupid. |

Scrapyard Bob
EVE University Ivy League
371
|
Posted - 2011.11.20 06:04:00 -
[51] - Quote
If the existing booster side-effects were the issue - then the solution is to turn them down a notch, then revisit the issue in 3 months - not "remove entirely". Removing them entirely smacks of "lazy developer" who went for the quick fix.
(This is something I see over and over with MMO developers. They think they have to make the entire change all at once, so they over-boost or under-nerf time after time. Then, since they overshot the mark, they make another big adjustment, which swings the pendulum too far the other way. Which results in a very unhappy, whipsawed player base.) |

Covert Kitty
SRS Industries SRS.
30
|
Posted - 2011.11.20 08:06:00 -
[52] - Quote
Also not a huge fan of the changes. I like the random chance of a side effect, it's a cool mechanic. I do agree that boosters should be revisited however, perhaps adding some additional ones that effect resits in various ways? passive tanking? ship bonus modification? ewar?
In general though I just don't see them as a major source of concern. |

Zendoren
Aktaeon Industries The Black Armada
44
|
Posted - 2011.11.20 19:41:00 -
[53] - Quote
Bump for a dev response.
https://forums.eveonline.com/default.aspx?g=posts&t=35926&find=unread
|

Jowen Datloran
Science and Trade Institute Caldari State
118
|
Posted - 2011.11.20 20:46:00 -
[54] - Quote
OP: Just a minor correction; it is not 200% if you got both skills trained, it is 400%. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Dr Halberstam
Nine Eyes Medical
0
|
Posted - 2011.11.21 11:26:00 -
[55] - Quote
Reposting from FHC:
We have been dreading the possibility of a change like this for a while now -it was assumed if there were to be a booster revamp, it would equal dumbing them down somewhat to try and stimulate demand.
Unless something is done about material scarcity, strongs (and to a lesser extent, gas and other strengths) will continue to be exorbitantly priced, which is imo the main reason for their obscurity, not side effects.
The problem is that the 0.0 owners of booster constellations generally dont give a damn about the Ladars they sit on, as there is plenty more readily available income in their space. They still, however, vehemently deny access to anyone else, thus many of the Ladars are simply left to rot without anyone proficient getting access, thus stymieing supply. (The number of times I have tried to haggle to get Ladar access only to get ignored...)
Therefore the gas and bpcs are an expensive sellers market, making for a very thin line between simply reselling the materials in Jita and actually bothering to cook. (due in no small part to the hordes of I mined it therefore its free types, who cook for a tiny bit more than what the gas is worth GÇô although truth be told, that might also be a result of ppl trying to unload product for which there is hardly any demand in most cases)
If boosters are to be made more popular and available, materials and bpcs need to be made more readily available, otherwise the scarcity-inflated material prices will keep the products overpriced as well.
Imo simply stimulating demand via making the finished product more desirable will not fix this due to the unique nature of booster source materials. (and there is a strong argument against the actual need to make them more prevalent in the first place, which I will not go into here)
Side note: the no-cloaked-placeholders-hogging-plexes is the best thing since sliced bread for booster production, as several of the booster plexes were victim to it in the past
Having said that this all might sort itself out if the demand rises enough that 0.0 either starts exporting materials in worthwile quantities, or producing themselves. But I doubt that, especially given how no one region can self-sufficiently produce improved or strong, and how gas is too high volume to be feasibly exported - again possibly making it not worth the hassle for the 0.0 entity. I predict them using up any gas they mine to churn out a shedload of standards, thus ignoring the need to trade for other kinds of gas.
Anyone contemplating improved or strong production in meaningful quantities has to grapple with importing to-and-fro 0.0 a scarce and time-consumingly mined stuff (thats 10m3 per unit), by the thousands, from the other end of the universe (often literally GÇô e.g. strong mindflood needs materials from Delve, Catch and Tenal). Making the Rorqual able to compress gas would be one simple way towards fixing this. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
178
|
Posted - 2011.11.21 15:18:00 -
[56] - Quote
Hey CCP, you plan on addressing this or are you just gonna go through with the changes and buttfuck booster users and the booster industrial community? |

Dr Halberstam
Nine Eyes Medical
0
|
Posted - 2011.11.21 15:36:00 -
[57] - Quote
Emperor Salazar wrote:Hey CCP, you plan on addressing this or are you just gonna go through with the changes and buttfuck booster users and the booster industrial community?
How quaint, I'm sure we will get a reply now that you have intimidated them into submission. Way to go and destroy any cred this thread might have gathered, you [insert expletive]. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
178
|
Posted - 2011.11.21 15:48:00 -
[58] - Quote
Dr Halberstam wrote:Emperor Salazar wrote:Hey CCP, you plan on addressing this or are you just gonna go through with the changes and buttfuck booster users and the booster industrial community? How quaint, I'm sure we will get a reply now that you have intimidated them into submission. Way to go and destroy any cred this thread might have gathered, you [insert expletive].
look at you posting |
|

CCP Phantom
C C P C C P Alliance
192

|
Posted - 2011.11.21 16:09:00 -
[59] - Quote
Just chiming in to let you know that this topic is not forgotten by the responsible devs. CCP Phantom - German Community Coordinator |
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Zendoren
Aktaeon Industries The Black Armada
44
|
Posted - 2011.11.21 16:11:00 -
[60] - Quote
CCP Phantom wrote:Just chiming in to let you know that this topic is not forgotten by the responsible devs.
Thanks CCP Phantom
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