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Thread Statistics | Show CCP posts - 23 post(s) |

Ambrosia Grande
Profundum
0
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Posted - 2014.12.24 04:31:38 -
[91] - Quote
Really not a fan of the current module naming scheme as pointed out by others.
I also do not understand what you mean by all the other "meta 0" modules, especially if you're referring to Meta 1-4 type modules. It might just be my OCD personality, but one thing I feel is that the Meta level should definitely directly relate to how useful the item is.
Why is the Basic Cargo expander meta 6 while having worse expansion stats when compared to a T2 Cargo Expander? A lot of logic seems to escape me when I read through this list and it angered me enough to make a post. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5658
|
Posted - 2014.12.24 04:54:41 -
[92] - Quote
And further, with regards to officer modules especially, would it be possible to combine officer names with adjectives, so that rather than "Estamels ModifiedGǪ" we'd have "Estamel's EnduringGǪ"
This would open up possibilities for more/better items, such as a power diagnostic systems from various pirate commanders, one specialising in endurance (higher cap and shield regen), another in ample (higher shield/cap bonuses), another in scoped (higher PG bonus). At present those cap rechargers are looking like a linear progression of "good, better, best" over 12 modules. There's room for four tiers of three variants, or three tiers of four variants if one of the commander's variants keeps the "modified" adjective.
Day 0 Advice for New Players
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Sizeof Void
Ninja Suicide Squadron
550
|
Posted - 2014.12.24 05:25:03 -
[93] - Quote
Mara Rinn wrote:And further, with regards to officer modules especially, would it be possible to combine officer names with adjectives, so that rather than "Estamels ModifiedGǪ" we'd have "Estamel's EnduringGǪ"
This would open up possibilities for more/better items, such as a power diagnostic systems from various pirate commanders, one specialising in endurance (higher cap and shield regen), another in ample (higher shield/cap bonuses), another in scoped (higher PG bonus). At present those cap rechargers are looking like a linear progression of "good, better, best" over 12 modules. There's room for four tiers of three variants, or three tiers of four variants if one of the commander's variants keeps the "modified" adjective. And, here I thought the point of "tiericide" was to get rid of tiers, not create more of them... ;)
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Valterra Craven
412
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Posted - 2014.12.24 05:58:06 -
[94] - Quote
I'm starting to think you guys are really just bad at auditing things, because when it comes right down to it, this is what the module rebalance is: an audit.
I don't think you guys are being holistic enough in your approach to this and at the end of the day it looks like you are basically just telling a program to change a bunch of values without thinking through the changes. (Yes, I know that this is an exaggeration)
I think your spreadsheets need to incorporate vastly more data than what it seems they do and someone that's better at auditing and quality control should be going over these values than a dev team. I can accept that you guys are human and mistakes happen, but it seems like you guys are just repeating the same mistakes over and over again.
You guys still haven't addressed this basic question: (from the previous thread) 1. The meta layout of your rebalance makes no sense. a. Why have meta gaps? (shouldn't the number increase like power does and not skip numbers) b. Why are basic modules meta 6 and t1 mods are meta 0... basic should be meta 0 and t1 should be meta 1...
Names: While A lot of people complained in the previous rebalance thread about the "lore" of names, I think you guys took that feedback a little too far. What I saw from that thread was that the names you chose for some of your "specializations" weren't "sci-fi" enough. I wish you would have listened more to that feedback rather than the "lore" feedback. I think the first plan to sterilize module names made a lot more sense than your current one does. The lore names are just too much extra jargon that literally means absolutely nothing and just mess with the sort order of the mods for no apparent reason other than just because. Module names should sort in the market by their meta level in my opinion.
Penalties: I think you guys need to completely redo these on every module. Its not real clear why modules like mining upgrades need penalties while things like dps upgrades (mag stabs) don't. Either every module has a penalty or every module has no penalty. This picking and choosing and clearly favoring PVP mods over PVE modules seems like favoritism and is just plain silly. |

Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
145
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Posted - 2014.12.24 06:25:01 -
[95] - Quote
Morihei Akachi wrote:I have two criticisms of the revised naming conventions, and one observation which is linked to a question.
1. The generic terms GÇ£ampleGÇ¥ and GÇ£restrainedGÇ¥, with their connotations of bosoms and BDSM respectively, and GÇ£scopedGÇ¥, continue to be inappropriate to technological equipment and implausible for a highly developed and variegated future technological market. (GÇ£ScopedGÇ¥ is not a word. It looks like it ought to be the past participle of a verb, GÇ£to scopeGÇ¥, meaning, if we are to believe your use of it here, GÇ£to make reach furtherGÇ¥. This is gibberish. The designation you are looking for is GÇ£long-rangeGÇ¥.) These terms, as they stand, feel stupid, and they make me feel stupid fitting modules named with them to my ships. I feel like I am being talked down to by my game. I notice that since their release I have been avoiding using them, solely for that reason.
2. You are attempting to introduce a very rigid consistency into an area where it is inappropriate, and where we do not suffer from its lack IRL. This is nowhere more obvious than in the decision to call an overdrive, a module intended to be the quintessence of extra power and speed, GÇ£restrainedGÇ¥. This is absurd: the marketing genius of the future who came up with this would be fired instantly. A kind of cookie-cutter sameness is being applied across the board to items regardless of what those items actually are. I donGÇÖt feel you are taking your own fictional world seriously any more. I have no idea, in that case, why I should continue to.
Observation: Travelling round New Eden in recent days IGÇÖve tried to keep an eye out for the relative prices of the generic modules from the last round of tiericide, and my sense is that there are massive price differences between the new named modules. On the assumption that, for example, GÇ£compactGÇ¥ LMLs are not dropping significantly less frequently than GÇ£ampleGÇ¥ ones, I assume that in many cases one of them is much more popular and being used more widely than the other(s), and is being priced accordingly. Is this right in terms of actual usage? If it is, is it the result you were expecting when you decided to remove modules you felt were being under-used? How are you evaluating the success of module tiericide in general?
prety much what this guy said.
i will add 2 things
1 the civilian mining laser has worse fitting and yeld than T1 ...
2= adding new faction mods to the game is all well and good. but when those items are assumed to come from thair respective LP stores. it makes thair addition to the game null and void. as in my 7-8 years of eve i have never met a single player who has run missions for or had/has LP with ORE or SYNDICATE corperations. on top of that (for ORE) all the missions are null sec mining missions that are not worth the time or risk to run for such low LP payouts |

Iomi Alabosa
Dead Star Syndicate I'd Rather Be Roaming
7
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Posted - 2014.12.24 06:40:18 -
[96] - Quote
In some of the cases you've made the naming more confusing again, especially for beginners, whereas the initial tiericide effort actually made quite a bit of sense, in terms of the renaming. Your references to "lore" and "history" make no sense to me -- I don't see how "Type-D" have any relationship to EVE lore (EvE has lore? I thought EvE was just kill-thy-neighbour, or if you can't kill thy neighbour, then at least scam him, especially if he's noob, but I digress....)
In any case, my one big beef is your use of the term "Basic" in a number of these modules, where the "Basic" module is generally Meta 6, and at least third in the list of weakest to strongest alternative. The English word "Basic" literally means "starting point" -- if you insist on using it for a name of a module, then it should be the most BASIC of the module alternatives, i.e. the one that is weakest, having the least skill requirements, and the heaviest CPU and PWG requirements. In other words, BASIC modules should be Meta 0, not Meta 6. |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1452
|
Posted - 2014.12.24 08:03:40 -
[97] - Quote
A simple point on the naming of the historic modules, that originally were caused basic and are no longer dropped.
There is a real issue that retaining that name will cause significant confusion as a meta 6 item.
That is simply contradictory to your goals, which are to be encouraged and praised.
I suggest these basic items are all renamed heirloom to reflect their value and remove confusion.
There is one EvE. Many people. Many lifestyles. WE are EvE
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Alvatore DiMarco
Capricious Endeavours Ltd
3200
|
Posted - 2014.12.24 08:20:13 -
[98] - Quote
CCP Terminus wrote:Reserved for clarifications As one who originally posted about removing the flavor and lore from names, I approve of this cycle's crop of module names. Anyone who complains that they're still too complicated needs to engage their higher thought processes and notice the descriptor word in each name.
With that out of the way...
Since you're going back and renaming previously-rebalanced modules, maybe you could strip the "Ample" off of things and give them a descriptor that applies better to weapons than to breasts? "High-Capacity" would be pretty good. "Extended" is good too and is only one word.
Final point: Along with the other people who've mentioned it, I also find it curious that "Basic" mods, while having worse stats than T2, are meta 6 rather than meta 2 or 3 or 4. Perhaps this should be looked at? It should definitely not persist into the actual release. |

Sturmwolke
610
|
Posted - 2014.12.24 09:11:52 -
[99] - Quote
Overcomplication where none was needed. Solution is downright silly.
Therefore, I hereby propose an initiative to rename ships so that they can be easily identified by dummies:
Rapier -> Rapier Longtooth Lachesis -> Lachesis Shadoweaver Apocaypse Navy Issue -> Apocalypse Navy Issue Goldenrod Moros Interbus Edition -> Moros Interbus Edition Killerbee ... etc.
Yes, please make it happen. This will help new players for sure. It'll knock the confusion off those players having difficulties differentiating the different ships. Guaranteed. Trust me.
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Edward Olmops
DUST Expeditionary Team
234
|
Posted - 2014.12.24 10:28:25 -
[100] - Quote
CCP Terminus wrote: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.
Except that it breaks killboards all the time...  |
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Edward Olmops
DUST Expeditionary Team
234
|
Posted - 2014.12.24 10:42:01 -
[101] - Quote
Also, out of curiosity... while we are on the topic:
I noticed 3 or 4 years ago (much to my surprise) the the the drawbacks of Reinforced bulkheads were affected by stacking penalties at that time. The use case was that I fitted a very odd bait Armageddon with 7 or 8 Reinforced Bulkheads (to give someone the impression of having ALMOST killed a battleship while it actually had >100k EHP on structure. Also, real l33t pilots love hull tanking).
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? |

War Kitten
Panda McLegion
5675
|
Posted - 2014.12.24 11:28:49 -
[102] - Quote
It sure would've been nice if you'd included the previous values next to the new values for all the modules for ease of comparison. I'm not going to bother looking up every single module - so no feedback on your values... I'll just assume they're all broken and be bittervet about it. :)
Keeping the flavor of the names was a good move though, well done.
I find that without a good mob to provide one for them, most people would have no mentality at all.
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Mixu Paatelainen
Eve Refinery
200
|
Posted - 2014.12.24 12:40:23 -
[103] - Quote
I'm a bit confused. I think you might be too.
From an outside perspective it appears to me that you haven't begun this process by asking some pretty fundamental questions.
1. How do most players search for modules? 2. Does your tiericide plan help, or hinder the answer to question 1?
For all the justified criticism of the choice of adjectives in this and previous exercises (why is the most useful cheap 1m microwarpdrive'Limited'?), I think you've mistakenly opted to address lore complaints and not crappy name complaints.
I like lore based names, but I like useful mods more. In a perfect world I'd get useful mods with sci-fi names.
Would it be so hard to throw the community a bone and crowd-source names for stuff? Make a devblog with the stats for as yet unnamed mods, lay out some basic rules (easy to search for, sci-fi themed) and invite suggestions, then give a nice reward to the winner. Maybe a plex and a line in the mod description acknowledging them.
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McChicken Combo HalfMayo
The Happy Meal
165
|
Posted - 2014.12.24 13:07:57 -
[104] - Quote
What happened to the meaningful choices we were promised? The nuking of the meta class is rather unsatisfying. There are some cases where this is understandable, like capacitor rechargers, but there isn't much excuse for other modules. The Power Diagnostic unit has how many stats, and there's ONE meta module?
I think the logic with these changes is all off. My recommendation is as follows: - The Meta 0 module has base stats - The Meta 1-4 modules each have one stat that is above the base stat, with the rest of the stats below the base stats. - The T2 module has an all around increase to base stats, but still less than the specialized stat of a given Meta 1-4 module - Storyline and faction modules each have one stat that is above the comparable specialized Meta 1-4 stat, with the rest of the stats the same as the T2.
There can be some variation on this, particularly when it comes to modules with reduced fitting stats, but generally I would like to see this as the theme.
And bring back my Local Hull Conversion.
~ Bookmarks in overview
~ Fleet improvements
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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 -
[105] - 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

|
Posted - 2014.12.24 15:51:51 -
[106] - 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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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
957
|
Posted - 2014.12.24 18:25:31 -
[107] - Quote
aren't those high-end cap rechargers due for a nerf? it's a bit silly how they're better than cap relays by a mile, when they should probably be worse. **** makes no sense. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
830
|
Posted - 2014.12.24 18:32:35 -
[108] - Quote
CCP Terminus wrote: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.
it doesn't say anything about stacking penalties on the module. quick test in game shows the bonus is not stacking penalized, and the drawback does appear to be stacking penalized. which sounds the same as most other modules that involve drawbacks.
what I am still curious about is the modules where meta levels somewhat matter (damage controls, webs, and scrams off the top of my head). Although even there it is a very strong meta 3/4/5 battle. and modules where having multiple branches in the same meta level is interesting (think guns). the changes so far seem to be destroying any choice in that regard. tech 1 remains completely uninteresting, the meta options are rather unattractive, and t2 is pretty much awesome. From what I've seen so far fitting meta is just a last resort save on cpu/pg option. and quite frankly that's poopy.
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
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Haplo Bartow
School of Applied Knowledge Caldari State
0
|
Posted - 2014.12.24 18:53:36 -
[109] - Quote
You said in the announcement that Tier II Mining Upgrades will receive a 1% mining amount bonus to reflect their rarity and to counter the increased cost. However, Mining Laser Upgrade II is slated to change from 10% CPU penalty and 9% mining bonus to 12.5% CPU penalty and... 9% mining bonus. Where is the bump to 10%, or was that a typo?
Further, when will we see MLU IIIs? |

Mr Grape Drink
Build A Bear Workshop The Amish Mafia
13
|
Posted - 2014.12.24 20:01:36 -
[110] - Quote
Im seeing the ORE Miner as all around better than the T2. Should have higher fitting or activation. Or maybe this was incentive for people to put 400-500 mil worth of lasers on their ventures? :D |
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Mr Grape Drink
Build A Bear Workshop The Amish Mafia
13
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Posted - 2014.12.24 20:12:36 -
[111] - Quote
Haplo Bartow wrote:You said in the announcement that Tier II Mining Upgrades will receive a 1% mining amount bonus to reflect their rarity and to counter the increased cost. However, Mining Laser Upgrade II is slated to change from 10% CPU penalty and 9% mining bonus to 12.5% CPU penalty and... 9% mining bonus. Where is the bump to 10%, or was that a typo?
Further, when will we see MLU IIIs?
The 1% increase was in reference to the two that will become storylines. The 'Carpo' and 'Aeode'. Not Tech II
As for the MLU CPU penalty, currently in game its a 12.5% CPU bonus base. The 10% you are seeing is probably on your mining ship with you having Mining Upgrades level 4. Which drops it to a 10% after skill value |

Haplo Bartow
School of Applied Knowledge Caldari State
0
|
Posted - 2014.12.24 20:14:55 -
[112] - Quote
Mr Grape Drink wrote:Haplo Bartow wrote:You said in the announcement that Tier II Mining Upgrades will receive a 1% mining amount bonus to reflect their rarity and to counter the increased cost. However, Mining Laser Upgrade II is slated to change from 10% CPU penalty and 9% mining bonus to 12.5% CPU penalty and... 9% mining bonus. Where is the bump to 10%, or was that a typo?
Further, when will we see MLU IIIs? The 1% increase was in reference to the two that will become storylines. The 'Carpo' and 'Aeode'. Not Tech II As for the MLU CPU penalty, currently in game its a 12.5% CPU bonus base. The 10% you are seeing is probably on your mining ship with you having Mining Upgrades level 4. Which drops it to a 10% after skill value Ah, I see. Thanks |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5662
|
Posted - 2014.12.24 21:07:08 -
[113] - Quote
Sizeof Void wrote:Mara Rinn wrote:And further, with regards to officer modules especially, would it be possible to combine officer names with adjectives, so that rather than "Estamels ModifiedGǪ" we'd have "Estamel's EnduringGǪ"
This would open up possibilities for more/better items, such as a power diagnostic systems from various pirate commanders, one specialising in endurance (higher cap and shield regen), another in ample (higher shield/cap bonuses), another in scoped (higher PG bonus). At present those cap rechargers are looking like a linear progression of "good, better, best" over 12 modules. There's room for four tiers of three variants, or three tiers of four variants if one of the commander's variants keeps the "modified" adjective. And, here I thought the point of "tiericide" was to get rid of tiers, not create more of them... ;)
Yarp.
Three or four tiers is better than 12 tiers of "good, better, best" IMHO.
Day 0 Advice for New Players
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NorthCrossroad
EVE University Ivy League
90
|
Posted - 2014.12.24 21:40:03 -
[114] - Quote
Pretty good overall, but faction Overdrive Injectors really require a bit more juice. Reduced penalty won't really help make them useful. Give them a slight speed boost - like 12.75 or even 13%. That will make them useful for those who are ready to pay more for each m/s.
North |

Quintessen
Messengers of Judah Socius Inter Nos
471
|
Posted - 2014.12.24 23:52:32 -
[115] - Quote
I was really a fan of the simpler names from Tier-icide, Part 1. If you want better lore, create better lore. But Type-D doesn't really tell me anything -- it's just familiar. And that familiarity will have less and less meaning.
I do agree with many other posters about 'Basic' being a bad name. How about 'Simple', 'Simplified', or 'Streamlined' to indicate that they are less complex components with less pros and less cons.
How about instead of a meaningless descriptor you add lore/description tab to modules that describes the module's purpose in lore, the inventor corporation or some other piece of content that really does place the class of module in context. A single person updating them at the same time the modules are going through tiericide should be manageable. It shouldn't require a team of writers to do it.
Also, please be very clear on delineating 'Basic' and Restrained modules. Please don't make them a mess of reduced drawbacks, skills, fitting. Please make sure they are consistent otherwise the false information will make the current situation even worse.
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Milla Goodpussy
Federal Navy Academy
133
|
Posted - 2014.12.25 00:57:59 -
[116] - Quote
this guy has an incredible sense of detachment for miners.. assuming they are going to go grind out and use ORE MLU's just to make their ships even more gank targets but will not for one second think to even begin nerf'ing cloaky campers, unlimited power cloaks, catalyst and his friends "blighted weapons" idea's.
you guys need some outside help really.. its pretty obvious you're concentrated on causing players to lose expensive ships just so it makes the "news" about how eve online is full of players who enjoy losing expensive ships to pvp.
then you sit there and scratch your head wondering why new players do not stick around.. you resort to using monkey surveys get feedback just to distort the truth in the feedback and implement YOUR OWN idea's instead..
what does ccp want?? short term players who get ganked just so it can do their marketing..
or does ccp want a good mmo with a good community with some win on both sides of the table?
I shouldn't ask you cause of course you'll run back to your data pull's and spreadsheets believing your formula spells out fun.
tiercide is nothing but breaking things in order to serve a purpose for demographic and continue to force future changes .. once your data doesn't add up.. i'll be sitting and waiting for you pretty pie charts indicating how your mod changes is used..
you remember what happened to Teams do you?? yeah.. and back then "this will encourage more use of teams".. now.. well teams are not used so they're being removed.. afterall this time the community was telling you so up front and center.. but you denied it.
you guys have denial syndrome and backwards logic.
Merry Xmas to all and to new sci-fi mmo's.. I cant wait to spend my money elsewhere.
what about the rorqual?? ***CRICKETS******** |

Lara Divinity
Black Scorpion Nomads
31
|
Posted - 2014.12.25 03:34:08 -
[117] - Quote
Haplo Bartow wrote:You said in the announcement that Tier II Mining Upgrades will receive a 1% mining amount bonus to reflect their rarity and to counter the increased cost. However, Mining Laser Upgrade II is slated to change from 10% CPU penalty and 9% mining bonus to 12.5% CPU penalty and... 9% mining bonus. Where is the bump to 10%, or was that a typo?
Further, when will we see MLU IIIs?
the bump has been made into 400million isk Mlu's but as ccp told me its the miners choice to invest in that or in more tank o.O basicly the same as sayin who cares really ur just a miner u want more yield fit 3 400mill mlu's on ur already expensive exhumer then u get that 1% extra. awesome change aint it
if u read back on the thread u would have seen my posts about it to its just another nerf imo under the disguise of we renaming modules to make things easyer
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Masao Kurata
Z List
182
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Posted - 2014.12.25 03:36:51 -
[118] - Quote
CCP Terminus wrote: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.
FWIW as a ganker I consider it a buff to gankers but it's the miner's own silly fault if he uses these without taking precautions .
This is getting a bit ahead of ourselves, but would you consider giving the ORE strip miners and ice harvesters a yield buff to at least equal T2 strip miners with crystals? Despite the immense expense a lot of miners use them briefly then realise that their primary stat is worse than T2 (and I'm sure many more realise this before buying them). |

Lara Divinity
Black Scorpion Nomads
31
|
Posted - 2014.12.25 03:41:40 -
[119] - Quote
Milla Goodpussy wrote:this guy has an incredible sense of detachment for miners.. assuming they are going to go grind out and use ORE MLU's just to make their ships even more gank targets but will not for one second think to even begin nerf'ing cloaky campers, unlimited power cloaks, catalyst and his friends "blighted weapons" idea's.
you guys need some outside help really.. its pretty obvious you're concentrated on causing players to lose expensive ships just so it makes the "news" about how eve online is full of players who enjoy losing expensive ships to pvp.
then you sit there and scratch your head wondering why new players do not stick around.. you resort to using monkey surveys get feedback just to distort the truth in the feedback and implement YOUR OWN idea's instead..
what does ccp want?? short term players who get ganked just so it can do their marketing..
or does ccp want a good mmo with a good community with some win on both sides of the table?
I shouldn't ask you cause of course you'll run back to your data pull's and spreadsheets believing your formula spells out fun.
tiercide is nothing but breaking things in order to serve a purpose for demographic and continue to force future changes .. once your data doesn't add up.. i'll be sitting and waiting for you pretty pie charts indicating how your mod changes is used..
you remember what happened to Teams do you?? yeah.. and back then "this will encourage more use of teams".. now.. well teams are not used so they're being removed.. afterall this time the community was telling you so up front and center.. but you denied it.
you guys have denial syndrome and backwards logic.
Merry Xmas to all and to new sci-fi mmo's.. I cant wait to spend my money elsewhere.
what about the rorqual?? ***CRICKETS********
i hear Elite Dangerous is ready to play and Looks Awesome, might try that one out to prolly has better content at this point since its new and has to compete with older games like umm...Eve Online
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Sizeof Void
Ninja Suicide Squadron
555
|
Posted - 2014.12.25 05:29:41 -
[120] - Quote
I took a second look at the devblog tonight, and I think that adding new faction modules, which are better in every way over T2, is the wrong way to go, esp. for modules which can be purchased from LP stores.
Officer modules, which drop rarely and from high-risk sites, are ok. They have very little impact on game balance due to their scarcity. Faction modules, which can be acquired in quantity via LP, however, imbalance the game too much in favor of those with larger wallets (ie. a gold ammo problem). They also contribute to another serious imbalance in the game, which is LP farming.
All of which, you might not care much about, but the fact that the faction modules are OP compared to T2 versions means that you are adding power creep, which will affect the overall ship balance, as well. Keep in mind that the ship rebalancing was done with respect to T2 fits - not to faction fits.
Easily obtainable faction modules should have some advantage over T2, but they also need to have drawbacks, as well. And, not merely cost - expensive is not much of a barrier (although prohibitively expensive, ex 1B ISK per module, would probably be ok). |
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