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Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:25:00 -
[1] - Quote
Boosters are revamped in the winter expansion. They have lost ALL of their side effects. My biology skill is at an absolutely 'amazing' level 3. I take a pill and my tracking improves by 30% for 47ish minutes. There are two booster skills that increase booster duration by 20%. (Biology is one). There's another that enhances effects by 5% per level.
Booster Slot One: Tank
Reduced sig radius - up to 10% Increased armour repair - up to 20% Increased Shield boost - up to 20% Increased Capacitor - up to 15%
Booster Slot Two: Gank
Increased tracking - up to 30% Increased optimal - up to 15% Increased falloff - up to 15%
Booster Slot Three: Missiles?!?
Better Explosion Radius - up to 30% I think but I'm not sure b/c I didn't really care..... 
Anyways - go hop on Sissi and check them out. Then let us know what you think. Overpowered? A huge boon for lowsec? Discuss. |

Florestan Bronstein
The Waterworks
167
|
Posted - 2011.11.15 20:30:00 -
[2] - Quote
inb4 collapsing Nanite Control prices. |

Jenn Makanen
Science and Trade Institute Caldari State
60
|
Posted - 2011.11.15 20:36:00 -
[3] - Quote
hmm. Powerful, but not too over powered, if they can effectively counter each other's effects. And it's not like it's only a subset of people can take it.
|

Mr LaForge
Deep Core Mining Inc. Caldari State
119
|
Posted - 2011.11.15 20:38:00 -
[4] - Quote
Too bad they are still illegal I Support the Goons! |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:38:00 -
[5] - Quote
Jenn Makanen wrote:hmm. Powerful, but not too over powered, if they can effectively counter each other's effects. And it's not like it's only a subset of people can take it.
No effects at all. You can essentially take a booster from each slot. You'd only do that though if you flew the Rapier, Huginn, Typhoon, or the Nag. |

Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 20:41:00 -
[6] - Quote
Mr LaForge wrote:Too bad they are still illegal
Illegal Shmillegal in nullsec. |

Ardamalis
Vanguard Corp Bounty Hunters
26
|
Posted - 2011.11.15 20:46:00 -
[7] - Quote
Me like.
Boosters may be worthwhile for once.
Also, does this change preclude the contraband trading we've heard about in the past? |

TheBlackSwan
Red Federation RvB - RED Federation
0
|
Posted - 2011.11.15 20:51:00 -
[8] - Quote
Hopefully Nanite Control will give some kind of enhancement to the booster, otherwise a very expensive useless skill |

Vincent Gaines
Macabre Votum Morsus Mihi
91
|
Posted - 2011.11.15 20:51:00 -
[9] - Quote
Mr LaForge wrote:Too bad they are still illegal in empire, but who cares about that |

Karah Serrigan
The Hatchery Team Liquid
3
|
Posted - 2011.11.15 20:53:00 -
[10] - Quote
How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand? |

Vincent Gaines
Macabre Votum Morsus Mihi
91
|
Posted - 2011.11.15 20:55:00 -
[11] - Quote
damn should've started a drug lab sooner. |

Raid'En
Apprentice Innovations
112
|
Posted - 2011.11.15 20:55:00 -
[12] - Quote
Karah Serrigan wrote:How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand? well price will go up of course. i'm sure traders are already buying all stocks. |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:56:00 -
[13] - Quote
Biology - 20% to booster duration per level Nanobiolody - 20% additional duration per level - Need biology 4 Neurobiology - 5% additional effects per level - Need nano 4 |

Zarnak Wulf
Amok. Goonswarm Federation
89
|
Posted - 2011.11.15 20:58:00 -
[14] - Quote
It would be funny if certain combinations caused side effects or even killed you. Of course you'd have to add a whole lot more drugs first to do it right. |

Herzog Wolfhammer
Sigma Special Tactics Group
142
|
Posted - 2011.11.15 20:58:00 -
[15] - Quote
Mr LaForge wrote:Too bad they are still illegal
We have seen over the years a lot of threads where people wish CCP would make smuggling a more viable career. Perhaps this could be the way?
|

Akirei Scytale
Test Alliance Please Ignore
381
|
Posted - 2011.11.15 20:59:00 -
[16] - Quote
Time to pull an Escobar. Who wants to be my underpaid serfs doing all the harvesting? |

Jowen Datloran
Science and Trade Institute Caldari State
108
|
Posted - 2011.11.15 21:31:00 -
[17] - Quote
Oh, and synth variants are being made less craptastic by having their effect increase from +3% to +5% (for synth X-Instinct it will go from -2.25% to -2.5% to ship signature radius).
EDIT: It appears if you got Nanite Control trained it will transform into the skill Neurobiology (+5% per skill level to booster effects). Mr. Science & Trade Institute, EVE Online Lorebook-á |

Nova Fox
Novafox Shipyards
325
|
Posted - 2011.11.15 21:33:00 -
[18] - Quote
Man is this like the first game where I do want to do drugs?
|

Myyona
Ataraxia Pharmacies
6
|
Posted - 2011.11.15 21:36:00 -
[19] - Quote
I might have to update the guide now. |

Vyktor Abyss
The Abyss Corporation
38
|
Posted - 2011.11.15 21:40:00 -
[20] - Quote
Boosters have always been good. That is not the issue.
The issue is more concerning ease of supply and the relative cost. I mean Strong boosters are in excess of 30 mil....
To quote Luke.... "We can almost buy our own ship for that...." |

Tamiya Sarossa
Hedion University Amarr Empire
72
|
Posted - 2011.11.15 21:41:00 -
[21] - Quote
Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
|

Myyona
Ataraxia Pharmacies
6
|
Posted - 2011.11.15 21:48:00 -
[22] - Quote
I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one. |

Grath Telkin
Sniggerdly Pandemic Legion
181
|
Posted - 2011.11.15 21:53:00 -
[23] - Quote
Tamiya Sarossa wrote:Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
You are completely wrong on almost every point you site.
I mean, how can you actually be this wrong?
The side effects didn't matter? Are you serious?
Here we go:
Blue pill: Shield boost amount is the bonus, possible side effect, less total shields. HOW IS THAT NOT AN ISSUE.
Exile pill: Armor rep amount, possible side effect, less armor
X-Instinct: Sig reduction, every penalty it has sucks.
I could go on, and now lets address your second paragraph, where you claim they are 50% less effective. Well in the first paragraph you already claimed you had the skills trained, shocking news incoming: Having the skills trained to near max returns the drugs to their original strength, and now they can last almost 2 hours.
Literally, without checking any facts, you simply made up something to complain about, which normally is ok, but your information that your basing it off of is completely false, which makes you ********.
Myyona wrote:I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one.
Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else.
You are literally better off mining veldspar in empire than producing drugs. This should spike the prices on them as more and more people get into using them, which will make more people want to make them.
Low sec is the primary factory for drugs, so in this, CCP are increasing drug productions profitability, thus buffing lowsec. |

Feligast
GoonWaffe Goonswarm Federation
371
|
Posted - 2011.11.15 22:02:00 -
[24] - Quote
Hi Grath. |

Aloe Cloveris
The Greater Goon Clockwork Pineapple
35
|
Posted - 2011.11.15 22:10:00 -
[25] - Quote
Sooooo ... what's the deal with Nanite Control and Neurotoxin Recovery now? They were hella useful (and expensive) and I hope it doesn't turn out to be something useless/negligible/refunded SP |

Myyona
Ataraxia Pharmacies
8
|
Posted - 2011.11.15 22:12:00 -
[26] - Quote
Grath Telkin wrote:
Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else.
Sorry, I nearly chocked myself to death laughing considering the link I posted just a few posts up. |

Mag's
the united Negative Ten.
2173
|
Posted - 2011.11.15 22:13:00 -
[27] - Quote
Looking forward to this change. Nice to have all the skills already, now just need to train them to 5. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Tamiya Sarossa
Hedion University Amarr Empire
72
|
Posted - 2011.11.15 22:14:00 -
[28] - Quote
Grath Telkin wrote:Tamiya Sarossa wrote:Wrote an essay on the test server feedback about this, but this is actually a nerf to may situations.
With skills, the side effects were rare, and those that happened rarely mattered in the situations where you used boosters. When you needed 30% more tank or 30% more tracking, armor/cap/tracking penalities rarely mattered, since taking the booster was the difference between tanking incoming DPS or popping. I'd wager that I didn't care about almost every penalty of boosters in the situations where I used them.
The main barrier to drug use was always their illegality - if they lose over 50% of their potency (as they have now on Sis) I'll no longer consider them worth the cost and hassle. Don't nerf their effectiveness, even if it means keeping the penalites - or keep higher grade boosters in that retain the penalites (risk versus reward, 30% bonuses with the old side effects).
You are completely wrong on almost every point you site. I mean, how can you actually be this wrong? The side effects didn't matter? Are you serious? Here we go: Blue pill: Shield boost amount is the bonus, possible side effect, less total shields. HOW IS THAT NOT AN ISSUE. Exile pill: Armor rep amount, possible side effect, less armor X-Instinct: Sig reduction, every penalty it has sucks. I could go on, and now lets address your second paragraph, where you claim they are 50% less effective. Well in the first paragraph you already claimed you had the skills trained, shocking news incoming: Having the skills trained to near max returns the drugs to their original strength, and now they can last almost 2 hours. Literally, without checking any facts, you simply made up something to complain about, which normally is ok, but your information that your basing it off of is completely false, which makes you ********. Myyona wrote:I agree that taking away the drawbacks of boosters has made them lose some of their special "flavor". Simply dumping down a game mechanic is not necessarily an improvement and rarely a great one. Drugs weren't being used in the numbers and manner CCP wanted, they've been stating they wanted to make them more attractive to the general population, Im not sure if you've ever tried drug manufacturing, but its tedious, and generally is always performed at a loss after taking into account time, fuel, and everything else. You are literally better off mining veldspar in empire than producing drugs. This should spike the prices on them as more and more people get into using them, which will make more people want to make them. Low sec is the primary factory for drugs, so in this, CCP are increasing drug productions profitability, thus buffing lowsec.
I was purely going off the numbers in the OP, that seem to suggest the maximum boosts are now around 15-20ish%. The skils increase this by another 25%, which is 25% tops, still less than the 30% of yore. I admit this is better than I realized, but I WILL TAKE SIDE EFFECTS for that extra 5%
IF you think that an armor amount bonus really matters THAT MUCH when you're in a triple rep myrm and popping exile, then you are dumb. All it does is make your armor bounce around hilariously - you're rarely in danger of being alphaed, so total armor is irrelevant as compared to how much you can rep.
The same goes for Blue pill, which aside from Drop and Mindflood are the only one's I've used. Some mindflood penalties are annoying, but you rarely get them - the rest for both Drop and Bluepill I don't give a **** about in the situations where I'm going to use them (where that extra 30% makes the difference between dying or not)
TLDR: I want to keep the old effectiveness, even if it means keeping side effects. Can be a higher teir of boosters, I don't care. Still spacemad over my lack of 30% repping bonuses.
I mean the duration thing makes it promising to pop these in station in highsec and blitz missions for awhile, but that shouldn't be the market boosters are aimed at. I'd be willing to pay a premium to get my 30, 35% boosts back. |

Myyona
Ataraxia Pharmacies
8
|
Posted - 2011.11.15 22:15:00 -
[29] - Quote
Aloe Cloveris wrote:Sooooo ... what's the deal with Nanite Control and Neurotoxin Recovery now? They were hella useful (and expensive) and I hope it doesn't turn out to be something useless/negligible/refunded SP
They, by magic, turn into two new skills, Aloe. Nanobiology (additional +20% to booster duration per level) and Neurobiology (+5% booster effect per level).
|

Large Collidable Object
morons.
578
|
Posted - 2011.11.15 22:23:00 -
[30] - Quote
It's a good change - either you didn't get an an undesirable effect that would conflict with the fits concept and go along or you did and you just stay docked/in POS shields/log off for the duration. morons- sting like a butterfly and-ápost like a bee. |

Grath Telkin
Sniggerdly Pandemic Legion
185
|
Posted - 2011.11.15 22:31:00 -
[31] - Quote
Tamiya Sarossa wrote:
I was purely going off the numbers in the OP, that seem to suggest the maximum boosts are now around 15-20ish%. The skils increase this by another 25%, which is 25% tops, still less than the 30% of yore. I admit this is better than I realized, but I WILL TAKE SIDE EFFECTS for that extra 5%
Say you were used to Strong Drop. Its old bonus was 37%. Currently, on the test server, for me its 30%.....I have neurobiology 4, thats a 20% bonus to its strength, I have one level left to train that would put me at 35%.
Guess where that puts it?
Tamiya Sarossa wrote:IF you think that an armor amount bonus really matters THAT MUCH when you're in a triple rep myrm and popping exile, then you are dumb. All it does is make your armor bounce around hilariously - you're rarely in danger of being alphaed, so total armor is irrelevant as compared to how much you can rep.
Im dumb and you're claiming that with the current state of artillery you're rarely in danager of being alphad?
Tamiya Sarossa wrote:The same goes for Blue pill, which aside from Drop and Mindflood are the only one's I've used. Some mindflood penalties are annoying, but you rarely get them - the rest for both Drop and Bluepill I don't give a **** about in the situations where I'm going to use them (where that extra 30% makes the difference between dying or not)
See above, the penalties were stupid, if I'm trying to active shield tank the last thing I need is less buffer to work with. Calling me dumb then posting this nonsense doesn't make you look any better.
Tamiya Sarossa wrote:TLDR: I want to keep the old effectiveness, even if it means keeping side effects. Can be a higher teir of boosters, I don't care. Still spacemad over my lack of 30% repping bonuses.
I mean the duration thing makes it promising to pop these in station in highsec and blitz missions for awhile, but that shouldn't be the market boosters are aimed at. I'd be willing to pay a premium to get my 30, 35% boosts back.
So basically, you've not personally tried the test server version out, you just read something that somebody else posted then came and posted a lot of :words: about it, all of which are based on false assumptions or an incomplete understanding of the current game environment.
Then you called me dumb.
I see. |

TheBlackSwan
Red Federation RvB - RED Federation
0
|
Posted - 2011.11.15 22:32:00 -
[32] - Quote
Quote:Boosters have always been good. That is not the issue.
The issue is more concerning ease of supply and the relative cost. I mean Strong boosters are in excess of 30 mil....
To quote Luke.... "We can almost buy our own ship for that...."
Yes, but strong is not for your Taranis its for your Nyx |

Hans Jagerblitzen
Autocannons Anonymous
494
|
Posted - 2011.11.15 22:35:00 -
[33] - Quote
This is in no way a buff to lowsec, or for booster manufacturing.
With lack of side effects, there will literally be no reason not to use Strong boosters, all the time. The problem with this - Strong BPC's are currently only available in 8 specific constellations, owned and protected by 8 alliances. Strong BPC's rarely make it to the general market, as most alliances consume the entire quantity internally.
By removing side effects, market demand will increase, as will the prices, and the 8 Alliances who own the sources will enjoy their isk fountains.
Without increasing the availability of booster materials, this fix will not make boosters more widely available to the general public, booster rarity at this point is due to there being a bottleneck at the raw material level. Already booster manufacturers are exhausting all available sites where blueprints are dropped.
All I see happening with this is demand for standard / improved falling, and strong skyrocketing, and nullsec Alliances profiting. Boosters will become an ultra-expensive commodity, where prices for Strong varieties will rival the hull cost of the ship you want to use it in.
Maybe I'm missing something here, but I don't see how this makes boosters more public-friendly at all.
Any of us who actually use boosters know that the side effects didn't need to be removed to begin with, they were quite manageable in their current state.
Grath, I'll just assume that your response was a sarcastic troll attempt. EHP is basically irrelevant for active tankers, if you're boosting is keeping you alive, a 30% boost increase is absolutely worth sacrificing 30% raw armor value.
The art to booster use has always been careful pairing of ship type and side effect possibility, like cheese and wine. If you don't believe me, consider using Mindflood on a Vagabond - You could be hit by all the side effects and it wouldn't make a lick of difference. Every booster has its ship worth using it on, side effects not withstanding. |

Grath Telkin
Sniggerdly Pandemic Legion
185
|
Posted - 2011.11.15 22:44:00 -
[34] - Quote
Hans Jagerblitzen wrote:This is in no way a buff to lowsec, or for booster manufacturing.
With lack of side effects, there will literally be no reason not to use Strong boosters, all the time. The problem with this - Strong BPC's are currently only available in 8 specific constellations, owned and protected by 8 alliances. Strong BPC's rarely make it to the general market, as most alliances consume the entire quantity internally.
Stopped reading right here when I realized you were posting from your ass.
Strong boosters are available all over low sec right now, because those 8 alliances you're talking about don't actually bother to mine or produce them at all, in fact, its most often ninja farmed by another group because the profitability is so low.
I mean if you're just going to make **** up why even post?
|

Rellik B00n
Interstellar Brotherhood of Gravediggers The 0rphanage
16
|
Posted - 2011.11.16 01:44:00 -
[35] - Quote
Great post, no strong booster left in Jita or Rens 
time will tell i guess |

Adunh Slavy
Ammatar Trade Syndicate
87
|
Posted - 2011.11.16 03:32:00 -
[36] - Quote
Ardamalis wrote: Also, does this change preclude the contraband trading we've heard about in the past?
Hope so. Def something high sec needs, smugglers and players trying to be cops. Sounds like a nice game of high sec hot potato. |

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
36
|
Posted - 2011.11.16 04:08:00 -
[37] - Quote
This explains why I've made like 3 billion in 2 days.
*evil laugh*
ps. <3 Grath Telkin |

rodyas
The Scope Gallente Federation
32
|
Posted - 2011.11.16 04:58:00 -
[38] - Quote
Hm this is kind of interesting really. It sounds really popular and cool to be a part of it. Something like that would be sent to jita alot, but since its illegal be strange it making it to jita with how popular it can be. It is hard trading in low sec, and some of those sales might be traps as well. Imagine Alliances can produce their own for themselves down there. But some can make it to high sec for sure, but wondering about the quantity needed. There are some skills needed which gives a buffer but still seems high demand and hard movement. Wonder what will happen over it. |

Hans Jagerblitzen
Autocannons Anonymous
497
|
Posted - 2011.11.16 05:02:00 -
[39] - Quote
Grath Telkin wrote: Strong boosters are available all over low sec right now, because those 8 alliances you're talking about don't actually bother to mine or produce them at all, in fact, its most often ninja farmed by another group because the profitability is so low.
LOL. I know how often they are found in lowsec on the market, because I'm one of the ones who puts them there. I know how often BPC's appear in Jita, cause I'm one of the buyers. No real mysteries there. I'm saying compared to most items traded on the market, the volume is considerably low. Most of the time there isn't even one of each type of strong BPC on the market at any given time. Certain BPC's, like Strong Mindflood, are almost nonexistent on contracts.
This indicates one of two things - either Sov owners use the resources for themselves (visit the constellations - Its easy to locate the meth lab POS's and see who owns them) or, they're being ninja farmed by the same people who make them into the final product (and do so because its profitable). Either way, there isn't a surplus of the raw components needed to manufacture boosters. And besides - lets assume you are right and Alliances don't farm their LADAR sites because they "aren't profitable" . Do you really think they 'll continue to look the other way once the market shifts?
Prices will spike as demand surpasses supply. If even the lesser boosters remain affordable, they will simply become another thing you have to have to be truly competitive (like faction ammo or an off-grid ganglink alt). It will no longer become about whether you choose to use boosters, but which quality you can afford. Boosters will have been downgraded to a pay-to-win element of PvP much akin to Officer Mods.
I love that CCP is looking into boosters and how they're used, but I don't understand the rush to "fix" them to just to change something. Sure, guys like me will make a killing in the short term, but the game as a whole will have lost something very EvE-like (everything should have its risks). There are a lot of cool balancing ideas and other ways to develop the feature rather than just arbitrarily gutting them of penalties. |

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
36
|
Posted - 2011.11.16 05:13:00 -
[40] - Quote
Illegality, in and of itself, is a drawback, and the main reason more people don't use more boosters.
Removing penalties is just going to make MORE people use them despite their illegality, because it's one less thing to worry about.
So you see, while some of the ship effect drawbacks are going to be gone soon (apparently), the key drawback that keeps many people from using boosters remains intact - their illegality.
What this change WILL do is increase the demand of boosters, probably in low sec more than Jita, where a buyer still has to smuggle the drugs out somehow.
I don't buy into super-alliances-controlling-drug-market conspiracy theory, but as a booster manufacturer, I can also agree that materials, specifically the higher end BPCs are ALREADY very hard to come by, and if the demand goes up for boosters, and the BPC supplies don't change, their demand will also go way up, and prices of both boosters and BPCs will go way up. This does concern me a little, because it literally took me SIX MONTHS to get my hands on just ONE strong mindflood BPC that was only 50 runs, and I had to pay out the ass to get it. |

Ranger 1
Ranger Corp
295
|
Posted - 2011.11.16 05:55:00 -
[41] - Quote
I can't speak in great detail on this subject, not having tried my hand in the drug manufacturing trade, but I do have a small amount of insight that might be helpful.
The large alliances I have been a part of or interacted closely with have largely ignored their drug manufacturing capability. The raw materials are rarely harvested, the drug specific manufacturing lines go unused. I can only assume it was due to profitability in the past compared with other occupations. Again, remember this is gleaned from casual observation... and while I get around obviously there are some of the major players that I don't have intimate knowledge of due to my past affiliations.
You are correct in that most of the small amount that was produced was consumed primarily by alliance members on "special occasions".
If the price of the strong variants shoot up, that should change. Of course, demand within the alliance may go up as well.
As far a drawbacks were concerned, most of the pilots I knew were the type to take that chance. However it was not because the drawbacks were of no concern. In the chaos of null sec warfare drawbacks like a lower amount of armor and shield could indeed mean the difference between surviving an engagement long enough for that superior repping to save you (for example as you gain range from some of the inbound damage)... and of course out there alpha is "always" a concern unless you are simply out trying to pay your bills doing some PVE. Mainly those pilots took their chances because of their aggressive attitude, more than willing to roll the dice for a chance at pulling off a brag worthy exploit.
Either way, the loss of drawbacks will be considered a big plus by most and I do see demand rising sharply... along side price. I have no idea if manufacturing supplies will be able to keep up. I would not be surprised in the least if this has already been looked at and we see a dev blog mentioning that those supplies will be more available as well.
High sec pilots are still going to have the issue of legality to deal with, so strong variants may not see that much more demand there (but I doubt it). But the low strength varieties may come into vogue.
I didn't get on here until the test server entered a downtime. Does someone have accurate info they would be willing to share on any boosts to the weaker varieties? If they got tweaked as well I can see them filling the void in Empire. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Tamiya Sarossa
Hedion University Amarr Empire
74
|
Posted - 2011.11.16 14:31:00 -
[42] - Quote
Grath Telkin wrote:Tamiya Sarossa wrote:TLDR: I want to keep the old effectiveness, even if it means keeping side effects. Can be a higher teir of boosters, I don't care. Still spacemad over my lack of 30% repping bonuses.
I mean the duration thing makes it promising to pop these in station in highsec and blitz missions for awhile, but that shouldn't be the market boosters are aimed at. I'd be willing to pay a premium to get my 30, 35% boosts back. So basically, you've not personally tried the test server version out, you just read something that somebody else posted then came and posted a lot of :words: about it, all of which are based on false assumptions or an incomplete understanding of the current game environment. Then you called me dumb. I see.
Or I've tried the test server version out, seen that the boosters I use - exile and blue pill - have lost 5% of their effectiveness (30% to 25%, so really 16%, but :maths:), and found that is in fact a nerf to my playstyle - solo active tanking.
If you seriously think that being alphaed is a worry in a rep cyclone, myrm, or domi, then I don't know what to say. At the point where you get alphaed, you are already going to die a very messy death. Buffer is somewhat helpful in situations where incoming DPS is jussst over what you can tank, but you're rarely in that narrow slice - it's either you can tank or you can't, which is why every 5% matters.
While I can see that this is a buff to fleet actions and perhaps to the Drop and other boosters, for Exile and Blue Pill, the two that I use, I would gladly have them retain their side effects and keep the 5% extra efficiency that can make the difference between life or death. In that context, this is a nerf, and I'll stick by my points. |

Grukni
Shimai of New Eden N E X O
20
|
Posted - 2011.11.16 15:09:00 -
[43] - Quote
I guess CCP wants a more widespread use of boosters so they can introduce the new game mechanics for smuggling they talked about at the fanfest. I've always had a possitive attitude to a boost to the underworld part of EVE (were WiS could play a role)
But I would like to see CCP retaining some kind of drawback, like addiction, going cold turkey some time after taking the pills if no more boosters are taken, or a 'hangover' for some limited time after the positive effects of the booster are gone. |

Hans Jagerblitzen
Autocannons Anonymous
503
|
Posted - 2011.11.16 15:17:00 -
[44] - Quote
Grukni wrote:I guess CCP wants a more widespread use of boosters so they can introduce the new game mechanics for smuggling they talked about at the fanfest. I've always had a possitive attitude to a boost to the underworld part of EVE (were WiS could play a role)
But I would like to see CCP retaining some kind of drawback, like addiction, going cold turkey some time after taking the pills if no more boosters are taken, or a 'hangover' for some limited time after the positive effects of the booster are gone.
Well, there's gotta be more than meets the eye to these changes. I really hope we see a Dev Blog soon to explain this. The booster changes dont make much sense if done in a vacuum. If they are giving smuggling new mechanics, than dumbing down boosters for the masses kinda makes sense. If not though, I don't understand what they're doing, feedback has been almost unanimously negative. Perhaps there's changes to the spawning rate of LADAR sites, or contraband enforcement being handed to players, but without either of these the booster "fixes" are just going to wreak havoc on the market prices and probably be counterproductive if the goal is to make them more widely used. |

MaiLina KaTar
Katar Corp
29
|
Posted - 2011.11.16 15:43:00 -
[45] - Quote
Don't like it. It'll make their use mandatory where possible, pretty much. It's like vanilla WoW with alle the raidbuff farming madness. |

Aloe Cloveris
The Greater Goon Clockwork Pineapple
38
|
Posted - 2011.11.16 23:39:00 -
[46] - Quote
Out of curiosity someone on Sisi wanna look up Edge implants and see what their new bonuses are? Thanks in advance. |

Renan Ruivo
Hipernova Vera Cruz Alliance
333
|
Posted - 2011.11.16 23:45:00 -
[47] - Quote
Traficking is ilegal. Using, however, is not. Rated ARG for Pirates. **** you. |

Terminal Insanity
Convex Enterprises The Silent One's
105
|
Posted - 2011.11.17 00:07:00 -
[48] - Quote
MaiLina KaTar wrote:Don't like it. It'll make their use mandatory where possible, pretty much. It's like vanilla WoW with alle the raidbuff farming madness.
Catching on |

Autonomous Monster
Paradox Interstellar
26
|
Posted - 2011.11.17 00:53:00 -
[49] - Quote
Aloe Cloveris wrote:Out of curiosity someone on Sisi wanna look up Edge implants and see what their new bonuses are? Thanks in advance.
Still reduce side effects. "\\TODO later" I guess. |

Scrapyard Bob
EVE University Ivy League
366
|
Posted - 2011.11.17 04:28:00 -
[50] - Quote
Grukni wrote:I guess CCP wants a more widespread use of boosters so they can introduce the new game mechanics for smuggling they talked about at the fanfest. I've always had a possitive attitude to a boost to the underworld part of EVE (were WiS could play a role)
But I would like to see CCP retaining some kind of drawback, like addiction, going cold turkey some time after taking the pills if no more boosters are taken, or a 'hangover' for some limited time after the positive effects of the booster are gone.
Or a reduction in the existing drawbacks so that they're a lot rarer and not as severe.
(Removal of the side effects entirely is "lazy developer".) |

Sri Nova
Sebiestor Tribe Minmatar Republic
23
|
Posted - 2011.11.17 04:35:00 -
[51] - Quote
i just wished i could receive a bonus for being drug free :( |

Zarnak Wulf
Amok. Goonswarm Federation
96
|
Posted - 2011.11.17 04:57:00 -
[52] - Quote
1) Introduce more boosters. Off the top of my head - overheating, drone speed, drone range, drone optimal, electronic warfare, etc. 2) Make certain combinations have side effect- up to death  3) Add some uncertainty to manufacturing boosters. Inefficiencies = side effects |

sYnc Vir
Wolfsbrigade
38
|
Posted - 2011.11.17 05:25:00 -
[53] - Quote
Karah Serrigan wrote:How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand?
By raising the price x10 and dancing the happy dance, I would suspect. Time to Stock pile. |

Fon Revedhort
Monks of War DarkSide.
25
|
Posted - 2011.11.17 05:37:00 -
[54] - Quote
I wonder why it took 11 days for this thread to pop up? :)
Still, I guess I should have bought more 
Now those of us having invested in it have to hope CCP won't screw up with manufacturing to boost the supply. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Jiji Hamin
Federal Defence Union Gallente Federation
50
|
Posted - 2011.11.17 07:39:00 -
[55] - Quote
Raid'En wrote:Karah Serrigan wrote:How is the already limited supply keep up with the suddenly huuuuuuuuuuge demand? well price will go up of course. i'm sure traders are already buying all stocks.
guess who has been loading up their army of alts with multiple billions of booster related stuffs ever since that first thread over a week ago when the chaos data about booster buffage was first mentioned. <---- this guy.
ALL MAH ISK IN BOOSTER RELATED STUFFS (mostly) IN JITAAA :( I'm scared. what if they nerf build costs to compensate? |

Wild Rho
Silent Core
3
|
Posted - 2011.11.17 07:57:00 -
[56] - Quote
I can imagine the FC comms on an op, "ok everyone get stoned on my mark!". |

Xyrcaryn
GoonWaffe Goonswarm Federation
2
|
Posted - 2011.11.17 08:09:00 -
[57] - Quote
Side effects are not the problem, problem is manufacturing boosters is too complicated Remove requirement for gases/boosters from other region or replace it with some PI **** and it should be good. |

Red Templar
Raging Ducks Goonswarm Federation
86
|
Posted - 2011.11.17 08:29:00 -
[58] - Quote
Sooo as the result of these changes, boosters become more used, and null/low sec regions when they can be found and manufactured will become more lucrative? We can see more fighting over these resourses, and more people will be attracted to this part of industry, because of increased profits.
And this is bad how exactly?
I dont see a problem with this at all. Lowsec/nullsec should give better profit and more things to do. Contraband and illigal goods were dead part of the game. Hopefully this will raise the interest to them and increase value of low sec regions.
Maybe locations of these resourses need to be tweaked and adjusted, so that it has better accesability by smaller corps/alliances that are bold enough to fight for them. But thats the only issue i see here.
I hope we will see more of the products/items that will be low sec only and illigal in high-sec. Low-sec pirates really could use a boost. For Love. For Peace. For Honor.
For None of the Above.
For Pony! |

mkint
351
|
Posted - 2011.11.17 08:30:00 -
[59] - Quote
another buff to RMT friends. That's all we needed. |

Myyona
Ataraxia Pharmacies
9
|
Posted - 2011.11.17 08:58:00 -
[60] - Quote
Xyrcaryn wrote:Side effects are not the problem, problem is manufacturing boosters is too complicated Remove requirement for gases/boosters from other region or replace it with some PI **** and it should be good. If I could "dislike" your post I would. CEO - Ataraxia Pharmacies Biography |

c4 t
Archangel Investments
0
|
Posted - 2011.11.17 15:16:00 -
[61] - Quote
Don't change the manufacturing process. If you need to do something, increase the availability of the gas and bpc's. |

Hans Jagerblitzen
Autocannons Anonymous
505
|
Posted - 2011.11.17 15:24:00 -
[62] - Quote
I'm just hoping we see a blog about this soon, or have a developer step in and explain what's going on. Feedback has been almost universally negative about the changes seen on SiSi, there's either more to the story that they haven't explained yet or this was kind of a derp change just for the sake of adding more "fixes" to the expansion. |

Alice Saki
Ducklings
41
|
Posted - 2011.11.17 15:24:00 -
[63] - Quote
\o/ w00t a Reason to get back into Gas xD http://tinyurl.com/RifterDeath
My Rifter Adventure in Null |

Metal Icarus
xHELLonEARTHx Rookie Empire
16
|
Posted - 2011.11.17 16:28:00 -
[64] - Quote
Hmmm I may have to go into drug manufacturing... I do PI (for pos fuel), exploration sites and get those useless drug blueprints. I should set up a pos and be that awesome drug dealer in our corner of null. |

Grath Telkin
Sniggerdly Pandemic Legion
210
|
Posted - 2011.11.18 05:56:00 -
[65] - Quote
Tamiya Sarossa wrote:
While I can see that this is a buff to fleet actions and perhaps to the Drop and other boosters, for Exile and Blue Pill, the two that I use, I would gladly have them retain their side effects and keep the 5% extra efficiency that can make the difference between life or death. In that context, this is a nerf, and I'll stick by my points.
You realize with maxed skills theres exactly 2% missing from the old effectiveness with absolutely zero penalty, so if you use Blue Pill or Exile, that 2% your missing will likely be absorbed by the buffer you don't lose from side effects.
I have near maxed skills, and not only did I get constantly get draw backs, it seemed ETERNALLY to be the worst possible side effects.
Not to mention that the process of making the drugs is about as painful as possible without granting anywhere NEAR the value of the time you spent, this should spike their price a lot, making the act of producing them worth more.
As somebody who lives in Amamake, I am excited by this ( Amamake is a drug producing constellation).
|

Jiji Hamin
Federal Defence Union Gallente Federation
50
|
Posted - 2011.11.18 18:03:00 -
[66] - Quote
what this is going to be is a buff to ahac gangs/fleets. |

Spurty
V0LTA VOLTA Corp
54
|
Posted - 2011.11.18 18:21:00 -
[67] - Quote
So, smuggler routes.
Buff these, give us a chance to move them about.
Might even use a coup ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

Soon Shin
Abyssal Heavy Industries Narwhals Ate My Duck
9
|
Posted - 2011.11.19 23:16:00 -
[68] - Quote
What will happen to Edge and Alchemist implants? Without side effects, these will have no use.
I propose giving them boost to drug effects. |

Miss President
SOLARIS ASTERIUS
2
|
Posted - 2011.11.20 07:23:00 -
[69] - Quote
CCP is crazy, this boost is extremely overpowered if all negative effects are removed.
First came the skill, then came overheating and nanite paste, now boosters buff.
All this stuff is gotta stop at one point I say nanite paste is where it should stop. |

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
13
|
Posted - 2011.11.20 07:44:00 -
[70] - Quote
Horrible ******* idea.
Boosters are great the way they are. Significant specific boost in exchange for the risk of one or more significant harmful effects. Very much a mechanic in the spirit of EVE.
I can smell the microtransaction fuckwits who came up with this bullshit a mile away.
First, you jack up PLEX prices now you're jacking up the cost of level-playing-field PVP. Get your head out of your ass, Toffer. Fix the goddamn EVE economy and leave boosters alone. |

KFenn
Percussive Diplomacy
62
|
Posted - 2011.11.21 13:50:00 -
[71] - Quote
Ardamalis wrote:Boosters may be worthwhile for once.
ITT: Lots of people who never actually used the old boosters. They were useful as they were, making them have no drawback is going to make it mandatory to have them in PvP, which completely removes the edge they gave people willing to invest the skills/time/ISK into them.
We don't need this change. Have another go at it, won't you CCP?
Red Templar wrote:And this is bad how exactly? This issue isn't the profitability or the industry of boosters. The issue is we've now got yet another mandatory thing which must be used to have an edge in PvP. First it was T2, which was ludicrously expensive before invention, and then invention came in and T2 prices fell, and it's now mandatory on everything. Next was faction ammo, which came down in price once people realised there was money to be made. Now they're making boosters mainstream. All that's left is faction modules, and the wide availability of them is causing the prices to drop fairly sharply. Just waiting for CCP to make those ridiculously accessible too.
Every advantage you can pay for in PvP is being made more accessible, which has the side effect of them eventually becoming cheap and homogenising what everyone should have in PvP.
Grath Telkin wrote:You realize with maxed skills theres exactly 2% missing from the old effectiveness with absolutely zero penalty, so if you use Blue Pill or Exile, that 2% your missing will likely be absorbed by the buffer you don't lose from side effects. And because everyone is using them you gain absolutely no advantage for the time, effort and ISK you invested into booster skills/boosters themselves because everyone will be using them, making them basically mandatory, and thus not special or influential in any way. Hooray for that :/. Commanding Officer of the Treacle Tart Brigade SLAPD Director |
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