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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Mary Jane Moonbeam
Shiva Furnace
4
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Posted - 2014.07.08 10:14:00 -
[61] - Quote
Pixi Potts wrote:Would be nice to also be able to have Unrigging Skills to be able to unrig a ship
Everyone has that skill, just r-click on the rig and choose Destroy
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Hakuuna Matata
Kenshin Katana. Northern Associates.
0
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Posted - 2014.07.08 11:51:00 -
[62] - Quote
Hi There!
On the rigging business, why more and more severe drawbacks? I don't get it.
Rigging ships has seen a big boost when the small and medium rigs were introduced, good stuff! The loophole was always there, so what, the important rigs always had drawbacks severe enough that I have skilled all my chars to lvl 4 to reduce them.
Personally I feel that introducing drawbacks is a bad idea, stop nerfing my fits pls. If you have too, please make sure that they reduce to nihil (that's close to nothing for... well you know who you are) by the time you've trained lvl 4. Making rigs more effective with increased skills makes more sense to me.
And in general, maybe, just maybe, you can start rewarding the true hard core nerds for training skills to lvl 5 by giving the rig and/or module a bit more bonus at lvl? Investing 14 days to get 2%, really..?
Oh, and while we are on the subject, a rig is a 'ship modification' and therefore should not be subject to stacking penalties. Ever. Never understood why a module is more effective than a rig anyway as rigs cannot be replaced without destroying them, modules can.
In short, Rigs break when you pull them out. Is good, it's a mod to the ship itself. But by tapping into the ship directly, the rig should be more effective than a 'bolt-on' module. Drawbacks are ok if the are comparable with the drawbacks of modules that do the same. Extra drawbacks, rather not. Better reward players for training than punish those that haven't.
But above all, do not break valid and effective builds/fits just because you wanted to make life easier for some corp fitters. Nothing says 'please leave this game' as a (un-)intended nerf.
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Rammix
TheMurk
299
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Posted - 2014.07.08 11:51:00 -
[63] - Quote
This rig thing of this update is really bad. A very unreasoned one. People - mostly - didn't learn the rig skills to negate the drawbacks, we did it to be able to fit T2 versions. You should then give back about 75%..90% of SP spent on rigs.
I see the CSMs of this year and the previous one as unreliable, as they allow stupid things like this (and Pos defense management skill changes) go to Tranquility. It's unlikely that any of the current members will get voices of my accounts on the elections next year.
Solairen wrote: I still think a far easier solution is to leave everything alone and offline rigs you don't have the skill to fit. This only hurts those who skipped the skill training w/ an unintended loophole, but can easily be fixed by investing some SP.
This. The obvious best solution. I don't get how ccp could miss it. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
346
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Posted - 2014.07.08 12:35:00 -
[64] - Quote
Quote: Armor Resistance Phasing skill now reduces cap need more
The Armor Resistance Phasing skill used to make cycle time reduce faster than cap need, which meant you actually needed more cap per second after training the skill. You pointed out this was unhelpful, we agreed, so we fixed it. Cycle time and cap need both reduce by 10% per level now. Awesome, thanks for pointing it out, I doubt that I would have checked it again otherwise, I might actually train it past 2 now.
Just a thing on small things/tooltips, Can we have our Character Name back on the tooltip for the Character Sheet Please. Managing lots of toons with similar faces can be very difficult, its always good to check which toon you are actually on. |
Celor Ma'fer
Jouhinen Inc
1
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Posted - 2014.07.08 12:41:00 -
[65] - Quote
A little thing that I would love to see would be if when you search your assets it would show you what you have inside containers in stations as well.
I'm sure I remember reading a while ago that this was going to come in with Kryos, but it never appeared. I have a container, for example, in one of my stations that has all of my things for manufacturing in to keep it nice and tidy. If I'm at a trade hub and want to see how many of a certain item I have, if I search for it it does not come up. I can go to the station and find the container and then right-click and trawl through everything that's in there till I find what I'm looking for, but surely there must be a way to show what you have in there as part of the main search function?
I think you would still have to expand the station (like you do at the moment) and then the container would show and you could expand that to see the item you have searched for. |
Soldarius
Deadman W0nderland Test Alliance Please Ignore
727
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Posted - 2014.07.08 13:04:00 -
[66] - Quote
Quote:This also means that a pilot with roles to fleet warp a bunch of people can set themselves exempt from the fleet warp and just warp their fleet/squad/wing.
This is literally the best thing since sliced bread for bomber FCs. Or any FC. Just sit on grid in a cloaky prober and warp people around. The amount of awesome in this one change is beyond measure.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |
Pixi Potts
Perkone Caldari State
10
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Posted - 2014.07.08 14:11:00 -
[67] - Quote
Mary Jane Moonbeam wrote:Pixi Potts wrote:Would be nice to also be able to have Unrigging Skills to be able to unrig a ship
Everyone has that skill, just r-click on the rig and choose Destroy
quote
mean to get the rigs back like you would with any other mod you fit to a ship silly to have to Destroy a rig,
be nice to be able to do this , if ccp add a skill to let you do this, getting the rig back half damaged is also good,
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Scarlet Bear
Alliance Mining Operations Command Space Warriors
0
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Posted - 2014.07.08 14:21:00 -
[68] - Quote
Rammix wrote:This rig thing of this update is really bad. A very unreasoned one. People - mostly - didn't learn the rig skills to negate the drawbacks, we did it to be able to fit T2 versions. You should then give back about 75%..90% of SP spent on rigs. I see the CSMs of this year and the previous one as unreliable, as they allow stupid things like this (and Pos defense management skill changes) go to Tranquility. It's unlikely that any of the current members will get voices of my accounts on the elections next year. Solairen wrote: I still think a far easier solution is to leave everything alone and offline rigs you don't have the skill to fit. This only hurts those who skipped the skill training w/ an unintended loophole, but can easily be fixed by investing some SP.
This. The obvious best solution. I don't get how ccp could miss it.
your right, people have wasted time to train rigs skills up to be able to use them on there ships, 13days to level 5 is a far bit of time,
only thing that will stop new players from putting T2 rigs on there ships is the isk
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Sylveria Relden
Spartan Shipyards THE H0NEYBADGER
30
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Posted - 2014.07.08 14:29:00 -
[69] - Quote
Regarding rigs, I think it's CCP's attempt to make the skills more viable- as most people tend to avoid the L5 training unless they absolutely need T2 rigs. Truth be told, rigs probably just need a complete revamp, but this is more of a stop-gap to try and sort it before they actually redesign it. (lots of speculation, I know but it's not much different from the opinions being offered already)
In short, we don't really know what "the plan" is until they release it in a Dev Blog. Personally, I think rigs could be better- I agree that offlining would be the most viable short term option, however I don't know if it's possible with the current game code, either. Another option here is that unless you don't have the skills to utilize the capabilities, it just doesn't reflect in the application of the bonuses (not "offlining visibly", but yet it just doesn't give you bonuses) that way it's still balanced and managed- and when you increase the skill it automatically applies it. (similar to how you online things now if you have the skill to do so and it changes in the fitting window) |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
363
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Posted - 2014.07.08 16:26:00 -
[70] - Quote
Rammix wrote:This rig thing of this update is really bad. A very unreasoned one. People - mostly - didn't learn the rig skills to negate the drawbacks, we did it to be able to fit T2 versions. You should then give back about 75%..90% of SP spent on rigs..
Uh, nope- I just ask around in corp/alliance until I find someone who has the rigging skills. Hell, once I was an Incursion and someone in my fleet rigged a Vindicator for me. It's laughably easy to get T2 rigs onto a ship without having the skills to do so, merely inconvenient if someone with the skills isn't around right that moment.
The rigging change is a very good change and has no fundamental effect on the ability of anyone to fly ships- either you have the skills, which means no change, or you don't and you don't need a middleman to rig your ship. Sure, it highlights that rigs are weird and broken and the skills need love, but that's a totally different issue. |
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Rammix
TheMurk
299
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Posted - 2014.07.08 18:12:00 -
[71] - Quote
Jessica Danikov wrote:Rammix wrote:This rig thing of this update is really bad. A very unreasoned one. People - mostly - didn't learn the rig skills to negate the drawbacks, we did it to be able to fit T2 versions. You should then give back about 75%..90% of SP spent on rigs.. Uh, nope- I just ask around in corp/alliance until I find someone who has the rigging skills. Hell, once I was an Incursion and someone in my fleet rigged a Vindicator for me. It's laughably easy to get T2 rigs onto a ship without having the skills to do so, merely inconvenient if someone with the skills isn't around right that moment. The rigging change is a very good change and has no fundamental effect on the ability of anyone to fly ships- either you have the skills, which means no change, or you don't and you don't need a middleman to rig your ship. Sure, it highlights that rigs are weird and broken and the skills need love, but that's a totally different issue. I stated that ccp's solution is stupid. If you prefer bothering people to fit something on your ship then it's your 'choise'. Anyway, these people whom you like bothering so much DID spend their precious time on these skills. On the scale of all eve playerbase, ccp are just going to trash years of time the players spent on these rigging skills. Instead they could do a sane thing by just making rigs go 'offline' or greyed out. If they can't - they should never touch it until they're able. The CSM keep disappointing me, because it's them who should prevent such unreasoned changes. That's what we have them for, isn't it? OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
Slazik
The Resurging Wind Brennivin Alliance
0
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Posted - 2014.07.08 18:19:00 -
[72] - Quote
Looks like a bunch of good changes to me Punkturis.
But you are a tease.
Slaz |
Gabriel Mengsk
SYNDAX CORPORATION Yulai Federation
0
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Posted - 2014.07.08 19:08:00 -
[73] - Quote
The "Little Things" stuff should be named "The Big Things" really, it's what makes the game better imo.
I noticed a little thing today that was annoying that I thought I might add a little request for..
When you've set up a jump route and go on your merry way, you can click the "jump" button after landing on the other side of a gate to keep going. However, you can't press the shortcut key 'D' to do the same thing, even though it's the actual shortcut key for that GUI button. Weird, eh? It seems like you need to have the overview window focused for it to work. So, a simple fix would be to not have the overview window lose focus after a jump eh?
o7
/Gabriel Mengsk, nitpicky bastard |
Scarlet Bear
Alliance Mining Operations Command Space Warriors
0
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Posted - 2014.07.08 22:27:00 -
[74] - Quote
Rammix wrote:Jessica Danikov wrote:Rammix wrote:This rig thing of this update is really bad. A very unreasoned one. People - mostly - didn't learn the rig skills to negate the drawbacks, we did it to be able to fit T2 versions. You should then give back about 75%..90% of SP spent on rigs.. Uh, nope- I just ask around in corp/alliance until I find someone who has the rigging skills. Hell, once I was an Incursion and someone in my fleet rigged a Vindicator for me. It's laughably easy to get T2 rigs onto a ship without having the skills to do so, merely inconvenient if someone with the skills isn't around right that moment. The rigging change is a very good change and has no fundamental effect on the ability of anyone to fly ships- either you have the skills, which means no change, or you don't and you don't need a middleman to rig your ship. Sure, it highlights that rigs are weird and broken and the skills need love, but that's a totally different issue. I stated that ccp's solution is stupid. If you prefer bothering people to fit something on your ship then it's your 'choise'. Anyway, these people whom you like bothering so much DID spend their precious time on these skills. On the scale of all eve playerbase, ccp are just going to trash years of time the players spent on these rigging skills. Instead they could do a sane thing by just making rigs go 'offline' or greyed out. If they can't - they should never touch it until they're able. The CSM keep disappointing me, because it's them who should prevent such unreasoned changes. That's what we have them for, isn't it?
CCP did say in one of there videos that it is more for new players, few update long time back, which is good for the new player base to get in to playing eve, Other MMO i play, even the CEO of MMO replied to forum post about upcoming update, which was nice to get response from the CEO,
the rigging we will have to wait and see, more dev feed would be nice, even dev video feed back would be nice,
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KIller Wabbit
The Scope Gallente Federation
622
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Posted - 2014.07.09 02:33:00 -
[75] - Quote
Any particular bribes that could be arranged to have Super Friends take over all of EVE development? This is the only team the players can look forward to anymore. CCP .. always first with the wrong stuff
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Rain6637
Team Evil
15296
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Posted - 2014.07.09 09:33:00 -
[76] - Quote
have you considered what attributes to use as drawbacks for the various types of rigs? it's not so straightforward. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
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CCP Punkturis
C C P C C P Alliance
5370
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Posted - 2014.07.09 10:17:00 -
[77] - Quote
Slazik wrote:Looks like a bunch of good changes to me Punkturis.
But you are a tease.
Slaz
thanks? I guess? Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis |
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Rammix
TheMurk
299
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Posted - 2014.07.09 17:32:00 -
[78] - Quote
Scarlet Bear wrote: ... CCP did say in one of there videos that it is more for new players, few update long time back, which is good for the new player base to get in to playing eve ...
"Good for new players" doesn't mean that they should screw around with the time which existing players spent on the skills.
Also, make rigs fittable but nonfunctional without the needed skills: people who currently prepare ships for corps and/or events will still be able to do that, but those who don't have the necessary skills won't be able to use the rigs. This is called integrity. If you don't have the skills - you can't use the modules. This already works for everything except rigs; why are they so special. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
Lucy Riraille
Taxeva
42
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Posted - 2014.07.10 15:12:00 -
[79] - Quote
Thumbs up for the fix of the Armor Resistance Phasing skill !
Well, excempt from fleet warp, is a feat for the dumb. either the FC announces the fleet warp in time, or he risks losing a supercap. For all the little annoyances in EVe, we always get to hear: " EVE is a harsh place..." It seems not for Nul power blocks... |
Pixi Potts
Perkone Caldari State
10
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Posted - 2014.07.12 18:17:00 -
[80] - Quote
Rammix wrote:Scarlet Bear wrote: ... CCP did say in one of there videos that it is more for new players, few update long time back, which is good for the new player base to get in to playing eve ...
"Good for new players" doesn't mean that they should screw around with the time which existing players spent on the skills. Also, make rigs fittable but nonfunctional without the needed skills: people who currently prepare ships for corps and/or events will still be able to do that, but those who don't have the necessary skills won't be able to use the rigs. This is called integrity. If you don't have the skills - you can't use the modules. This already works for everything except rigs; why are they so special.
if rigs can be fitted with out skills T1,T2, CCP should make all modules in the game fittable with no skills as it the same thing, might as well be able to fit T2 modules with out the need of skills, might as well give them all drawbacks.
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Njorg Hjartgrim
School of Applied Knowledge Caldari State
0
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Posted - 2014.07.16 19:57:00 -
[81] - Quote
Little things: Permanent own-ship icon. Seriously, what kind of tactical display would not have this? Please move the "Clear All Content" button to the top the comms channels. Damage bars when drones are in the Drone Bay would be nice. Cheers |
Gal Mart
14
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Posted - 2014.07.17 07:53:00 -
[82] - Quote
When you tackle alliance bookmarks can you take a peek into alliance fittings as well? |
Klandi
Consortium of stella Technologies
193
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Posted - 2014.07.17 15:52:00 -
[83] - Quote
And how about a VERY small thing
Give us the ability to change name.
However - to keep a record of what it was before - another tab on the profile called "Formally known as" and in there are the previous names and how long they had that name.
I so want to give my characters surnames .... I am aware of my own ignorance and have checked my emotional quotient - thanks for asking |
Goeller
Sinister Spinster Advent of Fate
0
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Posted - 2014.07.20 04:43:00 -
[84] - Quote
Where is the new Dominix texture
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Liafcipe9000
Critically Preposterous
22568
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Posted - 2014.07.20 18:39:00 -
[85] - Quote
CCP Punkturis wrote:Darkblad wrote:the last three in the blog are already active, though. But still: Keep those "little" things coming! it says in the blog that some of those things were added for Kronos and yet the devblog says "Crius", #Logic Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
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Elisabeth Jane
HaveItYourWay Corp
8
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Posted - 2014.07.22 22:59:00 -
[86] - Quote
Wrong window.... |
Ray Kyonhe
Ray's Relentless Research
77
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Posted - 2014.07.23 09:20:00 -
[87] - Quote
Do something with PI, please. This clickfest is mindnumbing. Two little things would greatly ease my life of production planets' owner: 1) Stop binding routes to specific type of product, manufactured at some factory. Let it be just generic route, going from this factory to some storage - so if you change the product next month for some other, it would start to use routing scheme already in place. Currently I have to go to each factory and set all routes anew. 1) Add ability to set a common routes' destination for products created in several factories. Like, you select several factories, then press some hotkey, then select storage - and all the products from all selected factories now are routed to this storage. Again, atm I have to click each factory, then click some buttons, than click storage - 16 times per planet. Are you hating me so much? Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
Ray Kyonhe
Ray's Relentless Research
80
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Posted - 2014.07.25 09:00:00 -
[88] - Quote
In addition to posted above: 4) Ability to set up routes from some storage to input lines on factories in batch is also in dire need. But this one is somewhat more tricky, as, aside from routing the single output product from factories, we have 1 to 3 input lines on them. I see the most straightforward way to implement it as that: first, you select several identical factories at once; upon doing this, new control panel appearing, it has three buttons: "route output product to one destination", "set production schematics" and "route input product(s) to selected factories"; you click batch-set production schematics button, dropdown list appears and you sellect some production scheme; then you click "route input product(s) to selected factories" button, select source storage facility and select some material which is stored, or being routed here - and UI creates routes to all selected factories, that has schematics that need this material. By implementing it this way, switching to generic route approach, as proposed in 1), may become not necessary, as reestablishing routes will become much easier. But still, would be nice to have it too.
Of course, previous "one facility at one time" way to setting the scheems up should be preserved too. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
Nolak Ataru
Incursion Osprey Replacement Fund LLC
204
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Posted - 2014.09.15 15:28:00 -
[89] - Quote
Wilhelm Ormand wrote:I would like to give some more vocality to the exempt from regroup option, as this would go nicely with the exempt from fleet warp option. CCP Punkturis please!
beat me to it! |
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