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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Terminus
C C P C C P Alliance
82
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Posted - 2014.12.23 14:47:53 -
[1] - Quote
Reserved for clarifications |
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CCP Terminus
C C P C C P Alliance
83
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Posted - 2014.12.23 15:20:12 -
[2] - Quote
Maennas Vaer wrote:So what happened to making all the faction variants equally as strong as one another as stated in CCP Fozzies first dev blog? With the new Bulkheads, Inertia Stabilizers and Power Diagnostic Systems you've gone back on what you stated was one of the goals with the module tiericide project in the first place and returned to the older 'faction tiers'.
Can we get some consistency and clarification on your approach here please?
EDIT: Good job on the names by the way.
For some of the new Faction modules we've tried to keep the overall power close to the same but make the modules better in different circumstances. For instance ORE Reinforced Bulkheads would probably be preferred on haulers due to the reduced cargo capacity penalty, whereas Syndicate Reinforced Bulkheads have a reduced Inertial Modifier which will be useful for ships that want to keep more mobility. |
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CCP Terminus
C C P C C P Alliance
83
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Posted - 2014.12.23 15:32:32 -
[3] - Quote
Faren Shalni wrote:just noticed that Power Diagnostic System II on the blog has 22tf cpu whereas in game it is 20tf cpu is this a mistake on your part or are you actually nerfing the fitting?
The CPU fitting it 2 higher (20 to 22) but the Powergrid bonus is also 1% better (5% to 6%). |
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CCP Terminus
C C P C C P Alliance
83
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Posted - 2014.12.23 16:36:56 -
[4] - Quote
Nakaara Adahsa wrote:I don't like any of these expanded cargohold changes; not sure about the other "rebalancing".
As a relatively new player still, I've appreciated the variety of choices that currently exist. It provides a range of levels for both features and affordability when fitting ships. In all of this "rebalancing", there seems to have been little to no thought given to how the market values the given options. Not everyone is buying massive amounts of ISK via PLEX, so having multiple options when fitting ships is a good thing.
Also, the range of choices is good when deciding how much to invest in a ship being built for a particular purpose. Balancing risk vs. reward is an inherent part of the EVE universe, and reducing choices makes it more difficult to balance these.
In general, I like what exists today, and don't like where things are going in all of these changes. You developers are going to negatively impact gameplay for new players, not the reverse.
Lets take Expanded Cargoholds as an example of the current market. In this specific modules case, the Cargo Capacity Bonus is the primary, if not only, stat players look at when purchasing the module. Coupling this with the low ISK cost and skill requirements of T2 Expanded Cargos, means that this module is basically the only option. Having the variety of 13 modules does not provide any tangible benefit to the player, it only provides clutter.
In reality there are only 2 things a player looks at when deciding to buy an Expanded cargohold: The price in ISK, and the Cargo Capacity Bonus. This is why the 5 Meta 0 modules have been combined into 1. They are relics of years past which don't drop from NPCs anymore, but now can have a use as low penalty modules where cargo capacity is perhaps not quite as important (in those rare cases). The named (Meta 1-4) module can fill the small cost gap between T1 Expanded Cargoholds (which cost roughly 1750 ISK) and T2 Expanded Cargoholds (costing roughly 275,000 ISK). The much rarer Storyline and Faction modules can fill higher cost niches.
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CCP Terminus
C C P C C P Alliance
83
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Posted - 2014.12.23 16:39:27 -
[5] - Quote
Martin Peterson wrote:At the Capacitor Power Relays there is no real benefit in picking the Type-D Restrained Capacitor Power Relay over the Mark I Compact Capacitor Power Relay. The compact version got a lower malus on the shield-boost amound and also uses less CPU than the the restained version
For quick reference: (name, meta, cpu, shield-boost-"bonus", cap-recharge-bonus)
Type-D Restrained Capacitor Power Relay , 1 , 4 , -10 , 22 Mark I Compact Capacitor Power Relay , 1 ,2 , -8 , 22 Yeah that's probably an error. I would expect the restrained to have the -8. I'll look into it. |
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CCP Terminus
C C P C C P Alliance
86
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Posted - 2014.12.23 17:20:33 -
[6] - Quote
Querns wrote:On this note GÇö-ádoes CCP have plans to amend the modules touched in the first pass of this balancing initiative to add the "lore name" back?
Yep, as stated in the blog post, we'll be retroactively giving names back to the modules of the first pass. |
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CCP Terminus
C C P C C P Alliance
90
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Posted - 2014.12.23 19:40:49 -
[7] - Quote
For those bothered by the inconsistency in the names, if it's easy enough and doesn't affect too many things (tutorial/mission text, etc.) I'll look into unifying the base naming of everything.
As for Nanofiber Internal Structures and Inertial Stabilizers, we think the reduced drawback should be valuable enough for players to use them in certain situations. If this turns out not to be the case some rebalancing will probably occur. |
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CCP Terminus
C C P C C P Alliance
95
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Posted - 2014.12.23 22:37:31 -
[8] - Quote
Alexis Nightwish wrote:Shouldn't the velocity penalty of the Restrained Expanded Cargo (-13%) and the T2 Expanded Cargo (-10%) be swapped so that it is in keeping with the theme of Tech II modules having the most power outside of faction and storyline modules, but with the largest drawbacks?
Why do "Basic" modules have the same or lower penalties than "Restrained" modules? ... We felt that the T2 Expanded Cargohold was already in a good place, although if we were to follow the trends you'd be correct. In fact it would be even higher unless the T1 module had thepenalty reduced. It's still something we could change before Proteus is released.
In the rebalance, 'Basic' modules are meant to have the lowest restrictions and fitting requirements of all modules, but also the weakest effects. This was the general trend before the rebalance, which has been reinforced through the rebalancing. These modules are a legacy from years ago and are no longer seeded in the game, but the low drawbacks may work for niche fits. |
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CCP Terminus
C C P C C P Alliance
99
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Posted - 2014.12.24 15:46:00 -
[9] - Quote
Lara Divinity wrote:Terminator 2 wrote:Well i would expect another round of Mining Barges tank buff is needed when you expect players to fit Ingenii MLUs?
Or is this just a planned buff for the ganker income?
Any mining barge - including skiffs - that uses a fitting worth more than 300m isk is a sitting duck waiting to explode by gank action. So you expect us to fit 400m isk Ingenii MLUs? 3 of them? for 1.2b isk? On ships you can't tank up enough to survive in highsec? didnt u know ccp always nerfs in favor for code or gankers i wonder when they gonna do som good for the mining community . ah wait they did they intoduced the prospect lol ... ... by the way wheres the bonus in this ccp? Ice Harvester Upgrade II 5 1 40 12.5 -9 cpu penalty went up by 2.5% compared to what we have now a 10%cpu penalty the cycle time bonus stays the same. like we do need extra cpu penalty ?
T1 and T2 MLU's stats have not changed at all.
The reasoning behind increasing the power of the Storyline modules ('Carpo', 'Aoede', 'Anguis', 'Ingenii') was to make them a more attractive option to players who do have the capital to purchase one. They've also been given different roles, the 'Carpo and 'Anguis' modules are there for players who want to save CPU, while the 'Aoede' and 'Ingenii' modules offer a raw bonus to mining amount. All four of these modules provide that bonus at the cost of being very expensive modules.
In addition, currently 'Aoede and 'Ingenii' modules are already extremely expensive and better than T2 MLU's. This change will not alter these facts and is not meant to help gankers. It provides an option for players on whether they want to risk expensive modules for a bonus, in a similar way that it does right now. |
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CCP Terminus
C C P C C P Alliance
99
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Posted - 2014.12.24 15:51:51 -
[10] - Quote
Edward Olmops wrote:Now, with all those drawbacks the Armageddon should have been basically immobile, but in fact it was much more agile than expected. It turned out that the drawback of the 2nd module was only 87% effective the third only 57% and so on as with other positive modules.
I can't even recall whether I actually used the ship, but... Is that still in the game?And is it intentional? As far as I am aware both bonuses and drawbacks are affected by stacking penalties in an equal manner. |
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CCP Terminus
C C P C C P Alliance
116
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Posted - 2014.12.25 17:52:22 -
[11] - Quote
Fearghus Mikakka wrote:Question are Strip Miner I and II being removed or changed? i don't see them talked about in the post? Any mining laser (deep cores, etc.) or strip miner not mentioned in the blog post went untouched. We may revisit Strip Miners at a later date.
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CCP Terminus
C C P C C P Alliance
117
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Posted - 2014.12.27 02:30:26 -
[12] - Quote
Oraac Ensor wrote:At present, the Meta 4 and T2 modules give the same 27.5% bonus while differing only slightly in price and penalties.
But you propose to reduce the Meta 4 module to 22.5%?
That is not right. That is not right in any way, CCP.
Existing Meta 4's should be merged with T2, not with other Meta items bought by players knowingly choosing lower bonus levels.
Currently Meta 4 Expanded Cargoholds are purely worse than T2 Cargoholds (In fact all meta 1-4 modules are). However when we do the merging it's certainly an option to turn Meta 4 Expanded Cargoholds into T2 Expanded Cargoholds because of the stats similarities.
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CCP Terminus
C C P C C P Alliance
117
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Posted - 2014.12.27 02:44:37 -
[13] - Quote
Somatic Neuron wrote:I would suggest to use Inertia modifiers as the penalty for the various modules, as Velocity and Structure HitPoints aren't ever looked at by people buying/fitting Cargoholds anyway.
McChicken Combo HalfMayo wrote:Players would also care about other drawbacks, and this is where you should have started with the mentality behind the rebalance.
Meta 0 has base cargo boost with no drawbacks Meta a has base cargo + x with structure hitpoint drawback Meta b has base cargo + x with inertial modifier drawback Meta c has base cargo + x with velocity drawback Meta 5 has base cargo + x with structure hitpoint drawback - y, but takes longer to train for and costs significantly more The faction/storyline modules are just super meta a-c modules. Changing the velocity penalty to an inertia modifier could be an option we could look in to before the release. The hitpoints penalty can certainly be a factor though currently and would be something we want to keep. As for having different penalties for each module, this goes against the structure of all other module types and would be something we most likely would not do. |
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CCP Terminus
C C P C C P Alliance
118
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Posted - 2014.12.27 16:55:54 -
[14] - Quote
Ekaterina 'Ghetto' Thurn wrote:I think I will reiterate my standard reply. Please use valuable Dev work hours to fix parts of the game client that are actually broken. The names of the modules are not broken. I have no problem with adding more module types though such as more modules for Thukker Tribe for example. The time would be better spent fixing broken stuff like the corp roles & permissions, making multiple user POS stuff secure, or further fixes to Null-sec sovereignty. Say hi to the Yule Boys for me and have a Happy New Year. The thing with Module Tiericide is that it's a thing that can be done purely by designers, so this doesn't cut into programming hours towards the sorts of things you describe. So in this case we can have both.
Happy New Year to you too :) |
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CCP Terminus
C C P C C P Alliance
131
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Posted - 2015.01.07 13:17:33 -
[15] - Quote
We've made a few changes and clarifications.
You can find the information on the dev blog or on the first page of the comment reserved for clarifications.
Module Tiericide Dev Blog
Comments First Page |
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CCP Terminus
C C P C C P Alliance
132
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Posted - 2015.01.07 13:45:59 -
[16] - Quote
Cledus Snowman Snow wrote:Hello CCP Devs
Can I please get a response here as to the why T2 are not getting buffed to the same stats as the (better) Meta4s your removing from the game? This is going to be clear fitting issue. Why so silent about it? ... Adding even more faction mods to make up for the meta mods getting the axe. ... And an ORE SCANNER that is useless with out doing your own math equation just so see how much ore will fit in your holds.
Make a statement regarding your decision not to buff the T2 mods to the better meta4 stats in those cases. I can not believe this is an oversight on your part. Show us you at lest know this is going to be major fitting Nerf to the game. Or you either just don't care or think we are to stupid to see what's going on here.
For the T2 mods which are worse than the Meta 4 modules, which are you referring to? I looked over the old and new stats and found only two cases where the Meta 4 module was better than the T2, and this was in Inertial Stabilizers and Capacitor Power Relays. In the IS instance, the difference was a 3% less signature radius penalty on the meta 4 variant, which doesn't affect fitting but is a slight nerf. In the CPR instance, the new Mark I Compact Capacitor Power Relay is easier to fit than the old Meta 4 module and has nearly the same stats as the old Meta 4 module with the same Shield Boost penalty and 2% less Capacitor Recharge Rate bonus. If there are other instances I've missed please let me know.
For the new faction modules, we felt there was an opportunity to add some interesting high-end modules to some module types which had no faction variation previously. Even with these new additions most module types are seeing a 33%-50% reduction in the number of modules of that type.
The ore scanner issue is not related to the dev blog or the tiericide project at all, but for the record I also think it's odd. I have no idea why it was done that way originally, and hopefully one day we'll get around to looking at them. Until then, you can do some simple math, or wait one cycle and see roughly what number of ore has been removed from the rock in question.
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CCP Terminus
C C P C C P Alliance
134
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Posted - 2015.01.08 15:59:55 -
[17] - Quote
Just to clarify on the Survey Scanner issue. The reason I stated it was not part of the Module Tiericide, is that, as previously mentioned the Module Tiericide project has so far been a designer only effort. In order to change Survey Scanners to read volume instead of ore count requires at least some coding, which means it falls outside of the Module Tiericide project. Not to say it won't get done, but it won't be done by the tiericide group. |
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CCP Terminus
C C P C C P Alliance
136
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Posted - 2015.01.09 14:31:29 -
[18] - Quote
Maennas Vaer wrote:CCP Terminus wrote: Inertial Stabilizers Inertial Stabilizers are now consistently named Inertial Stabilizers instead of some being Inertia Stabilizers and some inertial Stabilizers.
If it's not already too late please do the same here; Civilian Miner Miner I EP-S Gaussian Scoped Mining Laser Miner II Gallente Mining Laser Either call the group 'Mining Laser' or just 'Miner'. This can be quite confusing for new bros starting out and when searching the market.
We'd like to unify the Mining Laser names as well. This won't be out in time for Proteus but it's on my list. Inertial Stabilizers were fairly easy to change because they weren't referenced anywhere else, for example in missions or tutorial text. Mining Lasers are most likely a decent amount more work. |
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CCP Terminus
C C P C C P Alliance
137
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Posted - 2015.01.09 14:46:41 -
[19] - Quote
JanSVK wrote:Expaded Cargohold II Structure Hitpoint Bonus (%) Cargo Capacity Bonus (%) Velocity Modifier (%) Old: -20 27.5 -10 New: -23 27.5 -18
Why the nerf ?! Do suicide gankers really need so much help? This was done in order to keep them in line with other T2 modules. T2 should offer the most power (in this case Cargo Capacity) but with the highest fitting and drawbacks. The velocity penalty was increased the most because it's the least relevant stat on the module. Before this change T2 Expanded Cargoholds were better in every way than the T1 and meta variants.
We don't want obvious fitting options, we want player to have to think about what they're going to use depending on the situation they expect to be in. Everything should have a tradeoff, be it in fitting, raw power, ISK cost, or other variables. If Structure Hitpoints and/or Velocity are a big concern to your fit, consider using the meta 1 version of the module. |
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CCP Terminus
C C P C C P Alliance
140
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Posted - 2015.01.12 11:39:33 -
[20] - Quote
Waylon Skorlin wrote:MuppetsSlayed wrote: What I am expecting is that with the nerf to HP and most importantly velocity being so big it I am going to need to drop a cargo expander which will reduce my m3 to escape bubble camps as I currently can (an additional m3 nerf??).
Expanded Cargohold II GÇô Structure Hitpoint penalty increased from 20% to -23%, GÇô Velocity modifier increased from -10% to -18%
I may not have the maths right on this but for my max space fit I make it: 9.27% reduction in structure 25.97% reduction in my velocity (1.08 * 1.08 * 1.08)
The prowler was only changed in the Kronos expansion (6 months ago??) to be given the third low slot.
Thanks for explaining - I see what you mean now. If you're interested, the current structure reduction is 20% per module, which works out as 0.8 * 0.8 * 0.8 = 0.512, which is a 49.8% drop in strusture HP. 23% works out as 0.77 * 0.77 * 0.77 - 0.4565, which is a 54.35% reduction in structure HP. Similary, the current 10% reduction in velocity works out as 0.9 * 0.9 * 0.9 = 0.729, i.e. a 27.1% reduction, whereas 18% works out as 0.82 * 0.82 * 0.82 = 0.5514, i.e. s 45.84% reduction. I suppose the only way round that is to upgrade to the Archiver or the ORE Expander, which are probably going to be mahoosively expensive, or to downgrade from T2 to Meta 1, which stills drops cargo capacity and increases velocity reduction. Definitely less than good. You numbers quoted are true for structure penalties, however Expanded Cargohold velocity penalties are affected by stacking penalties. This means for each Additional Expanded Cargohold you add, the penalties that that Expanded Cargohold adds are reduced.
For example, using a Basic Expanded Cargohold (-20% Velocity currently and after patch) on an Iteron V (no skills):
Values if there were no stacking penalties: Velocity - Base: 110 m/s Velocity - 1 Mod: 88 Velocity - 2 Mod: 70 (70.4) Velocity - 3 Mod: 56 (56.32) Velocity - 4 Mod: 45 (45.056) Velocity - 5 Mod: 36 (36.0448)
Actual velocity values in game: Velocity - Base: 110 m/s Velocity - 1 Mod: 88 Velocity - 2 Mod: 73 Velocity - 3 Mod: 65 Velocity - 4 Mod: 61 Velocity - 5 Mod: 60 |
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CCP Terminus
C C P C C P Alliance
143
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Posted - 2015.01.13 17:23:53 -
[21] - Quote
Nomago Cealey Garlinger wrote:Mara Rinn wrote:Also, is there anything preventing you readjusting the meta levels so that we have meta 0 for plain T1, then meta 1 for the "better" T1 modules, then meta 2 for T2, with 3 for cosmos, 4 for faction, and headspace/officer starting at 5 and up?
THIS PLS When the Module Tiericide project is complete I suspect we will do something very similar to this. |
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CCP Terminus
C C P C C P Alliance
143
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Posted - 2015.01.15 11:46:56 -
[22] - Quote
No worries, we know people are very passionate about the game, and so are we. We've gone forward with the changes as is, but this doesn't mean we won't re-evaluate if certain ships or modules begin to see much less use than before, or diversity goals are not being met.
Maennas Vaer wrote:What happened to retroactively renaming the modules from the first balance pass? Is this coming later? Apparently this didn't make it in on time, but it's still on the list of things to do. |
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