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Author |
Thread Statistics | Show CCP posts - 19 post(s) |
Hong Hu
Native Freshfood Minmatar Republic
22
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Posted - 2014.06.12 22:00:00 -
[121] - Quote
Thank you for these nice, polished changes. I look forward to Team Super Friends posting a DevBlog where the "little things" include folders and other improvements to the IGB. |
Vivi Udan
Multiplex Gaming The Bastion
37
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Posted - 2014.06.12 23:37:00 -
[122] - Quote
Xuixien wrote:Skillqueue - Please allow us to inject any skill even if we haven't injected or trained the prerequisites, and allow us to queue that skill as long as:
- The skill prerequisites are trained.
- The skill prerequisites precede it in the queue.
I support this service and/or product. The Mittani of House GoonWaffe,-áFirst of His name, King of the Goons and VFK,-áMaster of griefing,-áLord of the CFC, Warden of the West,-áand Protector of Deklein. |
Scarlett LaBlanc
Midnight Savran Industries
115
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Posted - 2014.06.13 03:36:00 -
[123] - Quote
Vivi Udan wrote:Xuixien wrote:Skillqueue - Please allow us to inject any skill even if we haven't injected or trained the prerequisites, and allow us to queue that skill as long as:
- The skill prerequisites are trained.
- The skill prerequisites precede it in the queue.
I support this service and/or product.
As do I. Skillijg something I don't want waiting for something I need to finish when I can't log in drives me nuts |
Mikokoel
Mining Industry Exile Foundation The Camel Empire
24
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Posted - 2014.06.13 15:09:00 -
[124] - Quote
Great changes CCP Punkturis!
One thing you might want to consider:
Fleets also offer the "regroup" command, were everybody is forced to orbit the executing person at 500m
People that don't want to be fleet warped would probably not want to be regrouped as well, so It might be consistent to disable this feature too. Mikokoel | CEO of Mining Industry Exile Foundation [HYDRA] | EvE API Development Leokokim | PvP-Character |
Alain Kinsella
123
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Posted - 2014.06.14 06:59:00 -
[125] - Quote
Xuixien wrote:Skillqueue - Please allow us to inject any skill even if we haven't injected or trained the prerequisites, and allow us to queue that skill as long as
- The skill prerequisites are trained.
- The skill prerequisites precede it in the queue.
This would be a majorly huge quality of life improvement, especially for newer players queuing up large numbers of skills.
Adding my support for this idea as well. When I came back about a week ago, I realized I was in over my head after being away for so long, so decided to use a spare character slot and run Tutorial / Career missions to get acclimated again.
The end product of that was a handfull of skill books that cannot be injected, because a certain skill was not Level III. This has always been a personal pet peeve of mine since starting in '09, and having it injectable (but colored red to denote lacking prerequisites) would go a long way to making these initial skillbooks useful.
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
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Yolo
Intergalactic Combined Technologies The Explicit Alliance
163
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Posted - 2014.06.16 04:10:00 -
[126] - Quote
We also need ability to fly ships we do not have skills for (like t2 and t3 ships) but they are basicly spacetubs (not even role bonus). Only limit should be the pilots spaceship command skill (advanced for capitals). - since 2003, bitches |
Liberty Hope
Stabbed Hearts
0
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Posted - 2014.06.16 04:36:00 -
[127] - Quote
No more slow warps in buble with vindis and NMs, Mach FTW |
Rain6637
Team Evil
14977
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Posted - 2014.06.16 04:45:00 -
[128] - Quote
the **** i had to go through flipping carriers before i had cap pilots...
drawbacks suck and they're relatively arbitrary, and allowing them to fit without the SP is even worse.
rather than letting rigs remain a big inconsistency among modules and even other rig categories, give them a bonus that is increased with SP like other modules. do it like the other recent changes that result in a nerf unless it's trained to V. (what, that's not even my idea)
or make rigs offline / online-able. one-time, even. so like everything else on the ship, they start in an offlined state. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
534
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Posted - 2014.06.16 04:53:00 -
[129] - Quote
CCP Punkturis wrote:Elly Artrald wrote:CCP Punkturis wrote:Hi, Fit modules without the required skillGood for those massfitting ships for other people. You can now fit modules without having the required skills but you cannot online them. When you undock in a ship with modules you don't have skills for, you will get a warning (suppressible) saying that you can't online some of your modules because of lacking skills. Is this also true for rigs? You can also fit rigs
7+ years in eve and I was so excited to say that I could fit all t2 rigs just the other day, and in a few weeks that wont mean anything lulz! You can trust me, I have a monocole |
Rain6637
Team Evil
14978
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Posted - 2014.06.16 04:58:00 -
[130] - Quote
offline / one-time online rigs. same one-time SP requirement as before, same new benefit of not having unfitted rigs in a contract like a scrub.. win/win
offlined rigs for CSM President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
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Sarrian Calda
House of Nim-Lhach Fraternity.
9
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Posted - 2014.06.16 05:46:00 -
[131] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
A suggestion:
- Leave the way Rigs are fitted now alone (i.e. checking skill when fitting, not when using). Relates to the next point below.
- Make Jury Rigging the one required skill to fit all rigs. Meaning, you only need this skill to fit whatever rig (IV for T2 rigs, for one).
- This will allow professional riggers to continue their line of work, and also allow independent riggers to continue to rig their own ships at their own choosing. - May need to increase Skill Rank to compensate for the change in its functionality (since you no longer need X Rigging skills to fit rigs) so as to retain similar training time required as now.
- X Rigging skills no longer require Jury Rigging as requirement, but still require Mechanics.
- Make all other X Rigging skills only work to reduce drawbacks. (Probably rename to X Rig Compensation or something.)
- This would help professional riggers in not requiring to train skills they don't need to. - But how to make it an incentive for people to train this (since some people already don't care about drawbacks)? - Instead of increasing drawbacks, how about removing it completely at skill level V? But this could break the game (e.g. increasing shield tanking without increasing sig radius, which means not increasing the effectiveness of incoming attacks). - If the above doesn't work, how about giving a small bonus to the rig's effectiveness? Say, 1%/level trained? (Something like the Shield/X Compensation skills which improve the effectiveness of Shield Boosters and Hardeners). The theory for this is that with the appropriate skill and knowledge of X Rig Compensation, a pilot is able to mitigate the drawback the Rig brings and able to make more use out of the rigs than an unskilled pilot. It's like in real life. A person who knows exactly how something works can always put it to better use with minimal drawback than a person who don't know how that thing works. - May need to increase Skill Rank of individual Rigging skills to compensate for lack of requiring Jury Rigging as pre-requisite to make it more in-line as current training time, and to make up for the additional bonus it may bring.
Reading through the thread, this should help deal with the problems that people are facing.
And yes, we would be interested to know what kind of drawbacks you guys are going to introduce to those rigs without drawbacks, as that would be quite a game changer for ships using those rigs. |
Kosetzu
S1lver Flame
111
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Posted - 2014.06.16 07:51:00 -
[132] - Quote
Sweet, now my OGB can finally not get warped around and killed due to fleet warps |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
360
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Posted - 2014.06.16 08:15:00 -
[133] - Quote
I understand the misgivings about rigs, but the fact that someone else can rig a ship for you has always been a rather silly roundabout way of everyone being able to use rigs and I'm glad to see it gone.
Jury Rigging was always a strange skill- there's no point in training it to V; for practical rig users, only III is needed as a pre-req to the specific rigging skills, but only to reduce the downsides. For all uses post this change, III will be the most you ever need. It's obvious the rigging skills need some love, especially with this change in mind. |
Dxella
Licentia Ex Vereor Black Core Alliance
4
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Posted - 2014.06.16 09:25:00 -
[134] - Quote
Regarding the rigs.
if you wouldnt need skills to fit rigs, is there a way to make T2 rigs to require skills to fit wile the t1 rigs dosnt require skills to fit?. Example: That way pilots can use t1 rigs without penalty but not not the T2 rigs. That way pilots that have trained it to 4 will get that extra reward other than the lower penalty.
Either that or give rigs a online/offline feature. But not sure how that will work once implimented to game.
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Theon Severasse
Sniggwaffe WAFFLES.
71
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Posted - 2014.06.16 10:59:00 -
[135] - Quote
+1 to all the voices saying leave rigs alone.
However, assuming that it is going to be pushed through anyway (one of the first bad changes from these "little things"), make it so that people need the skill in order to undock with that rig fitted. Leave all drawbacks as they are.
This will likely have no effect on the majority of people using T1 rigs, since it takes about 6 hours tops to train a rigging skill to 1 (assuming they still needed to train Jury Rigging, if that is already trained then it's about 15 minutes), and means that those people who have trained a particular rigging skill to IV in order to use T2 rigs do not feel like they have wasted training time.
Although, personally I would still prefer rigs and their skills to be left as they are, and simply prevent them from being fit if a person doesn't have the skills.
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Rain6637
Team Evil
14985
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Posted - 2014.06.16 22:16:00 -
[136] - Quote
wait. the thought of poor rig choices amuses me immensely. offlined or not, +1 to allow them to be fit, as planned. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
Theon Severasse
SniggWaffe WAFFLES.
71
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Posted - 2014.06.17 09:24:00 -
[137] - Quote
The biggest problem though is that this isn't a little change. It's a massive change, that has ramifications on skills, and apparently even potentially adding drawbacks to rigs that do not currently have them.
This is trying to come up with a solution to a problem that does not currently exist, and only exists if this change is pushed through.
I find it a bit confusing that this has been hidden in Test Server Feedback, rather than Features and Ideas where it would seem like it should belong.
Please seriously reconsider allowing rigs to be fit by anybody has serious implications beyond just allowing people to fit other peoples ships for them. |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
361
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Posted - 2014.06.17 09:42:00 -
[138] - Quote
It's not a massive change at all. People fly ships with rigs they can't personally rig all the time with corresponding stronger penalties for doing so. How? They ask around for someone to rig the ship for them.
All the change is doing is a) cutting out the middleman, and b) highlighting how the rigging skills themselves are broken and need love. Neither having this change nor not having it changes the fact that the skills are broke. Fixing rigging skills would be entirely independent of this feature. |
Bechamimi
Universal Freelance CONSORTIUM UNIVERSALIS
0
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Posted - 2014.06.18 06:57:00 -
[139] - Quote
This is a good chance to make Jury Rigging actually useful. Instead of simply GÇÿenablingGÇÖ, investing time in it should provide more fitting options, with Level 5 providing a marginal, yet still tempting increase in flexibility.
So I propose the following:
Jury Rigging:
Each level reduces the calibration cost of rigs by 5.
In this way, all rigs would have their calibration costs reduced by 25 at level 5, allowing a fully invested rigger the ability to fit two 200-cost rigs to a Faction ship.
Just my two pfennigs. |
Malachai Actault
Danger Management
0
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Posted - 2014.06.18 08:00:00 -
[140] - Quote
If you fellows would be so kind, as to activate my account on Sisi. I would be more than happy to try these things out, with utmost anticipation. I posted in the appropriate area, as well. Just getting it out there a bit more, if I may. Thank you. |
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Terranid Meester
Tactical Assault and Recon Unit
227
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Posted - 2014.06.18 19:18:00 -
[141] - Quote
Oh and the repair window is probably overdue an overhaul. You need to hold down shift to repair more than two items after you get past the initial first window, if you don't, then the multiple items lose their highlight. |
Bechamimi
Universal Freelance CONSORTIUM UNIVERSALIS
1
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Posted - 2014.06.18 23:19:00 -
[142] - Quote
Just to iterate on my previous idea:
Jury Rigging
Each level reduces the calibration cost of T1 rigs by 5.
Advanced Jury Rigging (requires Jury Rigging 4 or 5)
Each level reduces the calibration cost of T2 rigs by 5. |
Rain6637
Team Evil
14999
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Posted - 2014.06.19 01:25:00 -
[143] - Quote
Bechamimi wrote:Just to iterate on my previous idea:
Jury Rigging
Each level reduces the calibration cost of T1 rigs by 5.
Advanced Jury Rigging (requires Jury Rigging 4 or 5)
Each level reduces the calibration cost of T2 rigs by 5. ooh that's a good one. I might actually train rigging skills President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
Garak n00biachi
Capital Destruction Brig Consortium
137
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Posted - 2014.06.19 02:54:00 -
[144] - Quote
Rain6637 wrote:Bechamimi wrote:Just to iterate on my previous idea:
Jury Rigging
Each level reduces the calibration cost of T1 rigs by 5.
Advanced Jury Rigging (requires Jury Rigging 4 or 5)
Each level reduces the calibration cost of T2 rigs by 5. ooh that's a good one. I might actually train rigging skills
Nice new haircut there. 9/10. |
Wilhelm Ormand
Brave Newbies Inc. Brave Collective
8
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Posted - 2014.06.19 08:31:00 -
[145] - Quote
I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right? |
Rain6637
Team Evil
15002
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Posted - 2014.06.19 13:37:00 -
[146] - Quote
yeah, but dgaf. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
TheSmokingHertog
TALIBAN EXPRESS
237
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Posted - 2014.06.19 19:27:00 -
[147] - Quote
Wilhelm Ormand wrote:I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right?
I never realized that, but then I wonder why I don't see them on Mastery Sheets. |
Kosetzu
S1lver Flame
112
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Posted - 2014.06.19 19:45:00 -
[148] - Quote
TheSmokingHertog wrote:Wilhelm Ormand wrote:I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right? I never realized that, but then I wonder why I don't see them on Mastery Sheets. And if you follow the mastery skills you'd have quite a bit of useless stuff and missing some pretty vital ones. |
TheSmokingHertog
TALIBAN EXPRESS
237
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Posted - 2014.06.19 20:38:00 -
[149] - Quote
Kosetzu wrote:TheSmokingHertog wrote:Wilhelm Ormand wrote:I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right? I never realized that, but then I wonder why I don't see them on Mastery Sheets. And if you follow the mastery skills you'd have quite a bit of useless stuff and missing some pretty vital ones.
I realize that, but I am not into fitting a lot, just getting done what needs done, then they should have some support... thats why they were made, for guidance.
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Rain6637
Team Evil
15025
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Posted - 2014.06.19 21:01:00 -
[150] - Quote
someone made the point about what rigs have drawbacks that matter
most of my time is in falcons or buzzards... the occasional T2 logi... so ACRs and CCCs.. sometimes T2 rigs
as a priority, rig skills are even lower than gunnery skills for these characters... training for a 5% reduction of a 10% drawback, meh President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
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