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kieron

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Posted - 2006.07.14 18:13:00 -
[1]
Hammerhead has a new Blog with a peek into a forthcoming profession where players will be able to mix and match modules to potentially come up with something better. It has a ways to go yet, but the work on it has begun.
It's time to take a break, it's time to Yawn and Stretch.
kieron Community Manager, EVE Online |
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.07.14 18:14:00 -
[2]
So just how good will the mods get?
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Jim McGregor
Caldari
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Posted - 2006.07.14 18:23:00 -
[3]
Hmm. Loot changes... have to stop refining the worthless stuff now.  --- Eve Wiki | Eve Tribune | Eve Pirate |

Tessa Vaako
Ars Caelestis HUZZAH FEDERATION
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Posted - 2006.07.14 18:24:00 -
[4]
If he boosts some of the more whacked t2 stuff (T2 multispecs anyone?) to have a USE I bet that'll make some people happy. :) -- The Future is Exciting.
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Dunpeal Hunter
Pimpology Pimpology in Mining Player
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Posted - 2006.07.14 19:03:00 -
[5]
Originally by: Tessa Vaako If he boosts some of the more whacked t2 stuff (T2 multispecs anyone?) to have a USE I bet that'll make some people happy. :)
I am already happy, one more reason to keep on playing eve
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ParMizaN
Body Count Inc. Mercenary Coalition
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Posted - 2006.07.14 19:20:00 -
[6]
Sounding good, keep at it
sig edited for lack of pink really PINK -eris |

Alistaire Mirabel
Caldari
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Posted - 2006.07.14 19:56:00 -
[7]
Which mods are getting ballanced?
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ZaKma
Shinra Lotka Volterra
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Posted - 2006.07.14 20:47:00 -
[8]
I really hope that we'll get a list of each module and the change on it then.
--- I'm a leaf on the wind. Watch how I soar. |

Tachy
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Posted - 2006.07.14 21:04:00 -
[9]
Hey, that sounds nice! --*=*=*--
Even with nougat, you can have a perfect moment. |

Kitty O'Shay
Tharsis Security
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Posted - 2006.07.14 21:08:00 -
[10]
I rate it 4/10, mainly because of the big tease about using modules in "mad science" without any sort of background info on the process.
Good job on rating the mods, it'll make keeping which is second/third best names straight. And maybe sort the market out for the idiots that think the the named mod they have is the second coming of Ovuer, when it's only 3/d4th best named.
And \o/ for fixing the stats, much overdue. Are you looking at skills needed too? Like a Tracking Disruptor II on needing level II of Weapon Disruption instead of level IV? (Bug report in on that one.) --
Convo Me! |

Benglada
Mom 'n' Pop Ammo Shoppe Axiom Empire
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Posted - 2006.07.14 21:22:00 -
[11]
you just linked to your own post. Gj kieron, gj. ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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voogru
Gallente
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Posted - 2006.07.14 21:26:00 -
[12]
Finally we'll be able to build Smurgle Blasters.
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HippoKing
Caldari
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Posted - 2006.07.14 21:51:00 -
[13]
On the subject of the "modules didnĘt know how good they are", would it really take long to write a script to change that?
Every module has one primary characteristic which changes with named-ness: damage mod on guns, strength on EW, cap use on tackling mods, boost amount on boosters and so on. Should be fairly easy to make them into a nice hierarchy... at least it looks that way to me 
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Nee'kita Frist
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Posted - 2006.07.14 22:04:00 -
[14]
We don't know how they named them in the database or how that order works.. for all we know its prob just a bunch of random numbers cataloging the modules and no one bothered writing them down :p --------------
I'm just bitter |

Jinx Barker
Gallente Federal Bank
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Posted - 2006.07.14 22:05:00 -
[15]
I am really interested if they are looking at Domination modules finally. I know Oveur has mentioned it about a year ago that they might look at Domination to make certain modules a bit better and more on the par with other Faction loot.
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Ras Blumin
Atomic Battle Penguins
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Posted - 2006.07.14 22:44:00 -
[16]
Originally by: Benglada you just linked to your own post.
lies.
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Kldraina
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Posted - 2006.07.15 00:09:00 -
[17]
Edited by: Kldraina on 15/07/2006 00:15:49 I'm wondering if you can tinker with T2 mods, to produce even crazier stuff. I also wonder, what could be gained from tinkering with all the officer and faction equipment.
Edit: If we get to name our inventions, will we start seeing 'boobie' named modules?  |

Maya Rkell
Corsets and Carebears
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Posted - 2006.07.15 00:36:00 -
[18]
Hammer, there are some nice math analysis packages for databases which can flag that sort of issue :P
*wanders off muttering about diffs*
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Hockston Axe
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Posted - 2006.07.15 02:14:00 -
[19]
Are the civy mods rated -1 on the list?
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Dark Shikari
Caldari
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Posted - 2006.07.15 03:02:00 -
[20]
/looks up which modules have smaller bonuses than the rest
//buys all those modules... 
--Proud member of the [23]--
-WTS Nanotransistors, Heavy Electron II, 100mn AB II- |

Double TaP
The Establishment
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Posted - 2006.07.15 03:34:00 -
[21]
Edited by: Double TaP on 15/07/2006 03:36:40 ooo oo fix this module!!
Edit: I'm actually totally serious about that ^^. Like it depresses me everyday I login and any word from any dev would be nice. PLease. Please. Oh god please.
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bonesbro
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Posted - 2006.07.15 03:38:00 -
[22]
A million billion bonus points if we can see the quality WITHOUT hitting Show Info on every stupid item in the cargo hold! Make one of those table-views for the cargo hold useful! Please!
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Rocius
Gradient Namtz'aar k'in
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Posted - 2006.07.15 05:06:00 -
[23]
Please oh PLEASE...
What will happen if the mods that have a different quality from each other, that they will be split into different stacks.... I can see a HUGE database problem there I think... talk about an over load... especialy with the 1,000 item cap in place...
(what happens of there is 1,001 items anyway?)
Rocius CEO, Gradient |

Lienzo
Minmatar
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Posted - 2006.07.15 07:21:00 -
[24]
I am going to consult my ouija board and buy everything on the market it directs me to.
Assault Missile Launcher Improvement
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Joerd Toastius
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Posted - 2006.07.15 09:08:00 -
[25]
Originally by: HippoKing On the subject of the "modules didnĘt know how good they are", would it really take long to write a script to change that?
Every module has one primary characteristic which changes with named-ness: damage mod on guns, strength on EW, cap use on tackling mods, boost amount on boosters and so on. Should be fairly easy to make them into a nice hierarchy... at least it looks that way to me 
I think he's talking about a universal scale for all modules (hence the 96/46 comment - presumably it's out of 100/500/whatever), which means comparing all the modules, working out which stats are relevant to each, and then deciding how they relate to all other modules, including comparing rails to CPRs. Slightly trickier I suspect.
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Za Po
Caldari
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Posted - 2006.07.15 10:36:00 -
[26]
Originally by: HippoKing On the subject of the "modules didnĘt know how good they are", would it really take long to write a script to change that?
Every module has one primary characteristic which changes with named-ness: damage mod on guns, strength on EW, cap use on tackling mods, boost amount on boosters and so on. Should be fairly easy to make them into a nice hierarchy... at least it looks that way to me 
It's not that easy. Things like powergrid/CPU requirements, range, falloff, cycle time, and so on influence the overall "quality" of a module. Sometimes it's not terribly easy to say that one module is "better" than another. -------------------- Do you have a solution to the BM and instas problem? Test it against the bookmark requirements. |

Dark Shikari
Caldari
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Posted - 2006.07.15 12:52:00 -
[27]
Originally by: Rocius Please oh PLEASE...
What will happen if the mods that have a different quality from each other, that they will be split into different stacks.... I can see a HUGE database problem there I think... talk about an over load... especialy with the 1,000 item cap in place...
(what happens of there is 1,001 items anyway?)
He's talking about quality as an interal factor, not as something displayed to you.
How it works is that a specific named item (say a 150mm Scout) has a "quality" based on adding up all its bonuses over a regular item. So for all 150mm Scouts, lets say its 80 Quality. He wants to make it so that all of the best named items like the 150mm Scout also have 80 Quality in the database.
Its not a "quality" factor like in Earth and Beyond.
--Proud member of the [23]--
-WTS Nanotransistors, Heavy Electron II, 100mn AB II- |

HippoKing
Caldari
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Posted - 2006.07.15 13:09:00 -
[28]
Originally by: Joerd Toastius
Originally by: HippoKing On the subject of the "modules didnĘt know how good they are", would it really take long to write a script to change that?
Every module has one primary characteristic which changes with named-ness: damage mod on guns, strength on EW, cap use on tackling mods, boost amount on boosters and so on. Should be fairly easy to make them into a nice hierarchy... at least it looks that way to me 
I think he's talking about a universal scale for all modules (hence the 96/46 comment - presumably it's out of 100/500/whatever), which means comparing all the modules, working out which stats are relevant to each, and then deciding how they relate to all other modules, including comparing rails to CPRs. Slightly trickier I suspect.
ooh, hadn't though of it that way. Hammer seems to be a braver man than I 
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Zarch AlDain
The Blackwater Brigade HUZZAH FEDERATION
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Posted - 2006.07.15 22:14:00 -
[29]
And can I just say - Eve TV is superb, watched a few hours yesterday and most of today. Excellent job people :D
Zarch AlDain The Blackwater Brigade Huzzah Federation
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Phelan Boots
Tactical Asset Reallocation Team
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Posted - 2006.07.16 05:20:00 -
[30]
To the Nerf-Mobile!
Quote: info It's not a good idea to place an Exotic Dancer in a Giant Secure Container. The Exotic Dancer will not survive intact, if transported in such a container.
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Steppa
Gallente
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Posted - 2006.07.17 14:53:00 -
[31]
So does this mean objects we create from scratch are going to have arbitrary quality levels (like every other MMO out there) or are our skills, facilities, and quality of component parts going to have something to do it it (like every other MMO out there)?
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Janis Joplin
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Posted - 2006.07.17 19:36:00 -
[32]
There's never been any value associated with the meta/named items that programmatically signifies which meta-module is better than the other meta-modules for a given module type.
When we look at the Arbalest launchers we instinctively know they're better than the Malkuth (and the market price follows this). But there's never been a number associated with all the meta modules so you could just 'sort by' that column in excel and get all the modules to sort properly, no matter what kinds they are.
You'd have to sort launchers by RoF ascending, turrets by Dmg Mod / RoF descending, etc, etc.
What Ham' is doing is looking at each module himself and assigning them a numerical rank intelligently. |

Miss Overlord
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Posted - 2006.07.18 10:45:00 -
[33]
this is what happens when CCP gets into the data mining things are balanced or enhanced this is why there are so many changes to game things cause CCP are statistical freaks. 
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Kitty O'Shay
Tharsis Security
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Posted - 2006.07.18 22:16:00 -
[34]
Originally by: Miss Overlord this is what happens when CCP gets into the data mining things are balanced or enhanced this is why there are so many changes to game things cause CCP are statistical freaks. 
WTB: Data Mining Laser II --
Convo Me! |

Smada
Templar Republic
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Posted - 2006.07.20 20:28:00 -
[35]
Oh dear!
CCP + mathematics = random discombobulation 
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FactorzGT
Quantum Industries
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Posted - 2006.08.30 13:17:00 -
[36]
while you're at it ... the Malkuth cruise missile launcher is not congruent with the malkuth launchers for other missile types ... for EVERY other missile type, the malkuth launcher has the lowest cpu usage of all the launchers that fire the same missile class ... but for cruise launchers this is incongruent
add that to the list?
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FactorzGT
Quantum Industries
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Posted - 2006.08.30 13:24:00 -
[37]
also, another quick brain fart ... since your hint would make one think that the mineral efficiency of the limited run Tech2 blueprint has much to do with the starting quality of the mod you're tinkering with ... why not be able to use an actual Tech 2 item itself that you tinker to yield the "best" inefficient limited run blueprint ... to balance it out ... require more skills to tinker a tech 2 item over a tech 1/named item
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Norris Neophitus
Minmatar Hidden Agenda
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Posted - 2006.08.30 14:17:00 -
[38]
Oooooh i like the quality ranking thing idea, As for crazed scientists i best not let them loos in my rens hangar full of junk as i don't want to know what missile launchers would do when combined with 20 homeless. Bum fights comes to mind, but the there is always spirits combined with damsels which i like the idea of.
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RedooM Meed
Caldari Deep Core Mining Inc.
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Posted - 2006.09.14 16:24:00 -
[39]
I've read somewhere else the mines will be reintroduced in the game as means of defence for stabases.
So in theory you could stack up some worthless python mines and with invention skills guet some t2 mines to defend your starbase 
OMGWTFBBQ...... t2 mines oups!!!!11111
Just an idea cuz up to now when I see mines I swing them in the reprocessing bin 
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