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Aliventi
Blue Republic RvB - BLUE Republic
832
|
Posted - 2015.03.20 02:05:31 -
[1] - Quote
It is widely known that CCP is going to remove attributes and take a hard look at implants. I am going to identify some issue with implants and propose some solutions.
Here are some of the issues that implants have: 1. Lack of mobility: In other words you can't take a clone that has snakes and another clone that has slaves with you in the same trip. You have to move one, then jump clone and move the other. Also, WHers can't have multiple sets of implants at the ready. 2. Slot overlap: Omega implants overlap with the slot 6 hardwiring implants. Warfare mindlinks overlap with slot 10. 3. Slots: Hardwiring implants are arbitrarily assigned a slot. There is very little rhyme or reason and these assignments cause conflicts with desired implant combinations. 4. Attribute Implants: Attribute implants still exist.
Solution:
- Capsuleers can build and own any number of pods.
- Pods have slots that can accept implants. The slot layout is 5/1/5/1 (H/M/L/R)
- Slot 1-5 are pirate implants (high slot),
- Omega transfers to the Omega slot (mid slot)
- Hardwiring implants take up the 5 hardwiring slots (low slots).
- Warfare mindlinks take up the rig slot.
- All hardwiring implants lose their slot allocation. pirate implants retain their slot allocation.
- Each hardwiring implant can only be used once.
- Attribute implants are removed from the game. Attribute bonuses of pirate implants is removed.
Let's tackle each issue one at a time and see how this solution fixes a lot of the issues with implants...
- Issue #1 Lack of Mobility: You can treat pods as ships and move them as if they were ships. You can hop into your slave pod then load up your carrier or hauler with pods that contain snakes, crystals, or any combination of implants. Then you can move those pods to wherever you are going. Once you get there switching from one set to another is as simple boarding another pod.
For you WHers you can also store any number of pods in your POS hangars and board them as you need them. No more going back to HS to swap clones.
- Issue #2 Slot Overlap: Omega implants and warfare mindlinks get their own slots respectively. No more overlap.
- Issue #3 Slots: Hardwiring implants are no longer assigned a specific slot. This way you can have any combination of any 5 hardwiring implants you want. Simple and allows you to be as creative as you want.
- Issue #4 Attribute Implants: Attribute implants being removed from the game frees us of slot conflicts with slots 1-5 and makes Eve better.
What next: This frees CCP to create any number of new sets of pirate implants, hardwiring implants, or plainly new type of implants. Which means more choices and fun for everyone!
Preemptive question answering: But implants are a part of your clone, not a part of your pod? Correct. So think of your pod as a pod/clone combination. The game may show the pod as having the slots, but really the clone part of the pod/clone combo does. Think of boarding another pod/clone combo in station or in space is sort of a "No cooldown instantaneous jump clone". To do that from far away you will still incur the cooldown of jump cloning. For you RPers you can think of it as connecting a cable and doing a quick transfer as opposed to uploading and downloading yourself to a far away pod/clone. Also, podmails show implants so there won't be much to change for podmails.
Removing attribute implants will mean that everyone will run around with pirate implants!?! Actually... They won't. At a perfect remap and a full set of +5 attribute implants you would gain 2700SP/hour. Switch the implants to a high grade set of pirate implants and you gain 2610SP/hour. Most pilots would consider the advantage of the pirate implants to be worth more than 90SP/hour. If they didn't they wouldn't use pirate implants at all. Seeing how people are still choosing to fly with attribute implants over pirate implants shows that when those implants are no longer there they will not switch over to pirate implants.
Removing attribute implants will create a vast hole that was previously filled with easily tradeable implants. What do you propose to fix this? I admit that attribute implants do sell well because there is a large demand for them. However, CCP can add any number of items to the LP store to compensate this loss. I personally predict you will see an uptick in hardwiring sales from those who want more performance. CCP can always create unique combination implants and add them to the LP stores. For example, the Imperial Navy Modified 'Noble' Implant already exists in game already and give a 3% bonus to armor hit points and a 3% bonus to repair system repair amount. You can't get that combination with another implant. tl;dr things will be fine.
This will allow people to sell pods with implants on contracts. which means people can sell implants that are used on a clone by only selling the pod! Yeah. Someone could sell their slave pod. Is this good, bad, or something else? If CCP doesn't want people to do that then they can disallow it. If they don't mind some free market transactions then they can allow it. I don't think it will matter a terrible lot either way. Feel free to voice your opinion about this.
Feel free to post any thoughts, questions, or comments! I will try to answer them as quickly as possible! |
Aliventi
Blue Republic RvB - BLUE Republic
832
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Posted - 2015.03.20 02:05:38 -
[2] - Quote
reserved. |
Donnachadh
United Allegiance of Undesirables
196
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Posted - 2015.03.20 04:45:22 -
[3] - Quote
Mind posting some links to this "well known" fact that attributes are going away.
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Zan Shiro
Alternative Enterprises
590
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Posted - 2015.03.20 05:09:27 -
[4] - Quote
Donnachadh wrote:Mind posting some links to this "well known" fact that attributes are going away.
Official eve link by known ccp employee preferred. Not a mittens.com article (or reddit, etc.). not a tweet vague as hell from ccp. |
Lugh Crow-Slave
927
|
Posted - 2015.03.20 05:14:00 -
[5] - Quote
Zan Shiro wrote:Donnachadh wrote:Mind posting some links to this "well known" fact that attributes are going away.
Official eve link by known ccp employee preferred. Not a mittens.com article (or reddit, etc.). not a tweet vague as hell from ccp.
and not the csm minutes where they talked about it
Fuel block colors? Missiles for Caldari T3?
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Serendipity Lost
Repo Industries
871
|
Posted - 2015.03.20 05:49:51 -
[6] - Quote
It's widely know that CCP is going to remove local from all of eve. I'm going to identify some of the issues with no local and propose some solutions.
Here are some of the issues that NO LOCAL has:
1. You can't complain about AFK cloakers, because you can't see them in local. 2. Lack of ability to identify who is actually in local. 3. Intel channel overlap.
Solution:
* OK, so it's not really widely known that CCP is going to remove local. * Heck, I'm not even sure if they intend to do this. * Maybe if we state it as a fact, it will become true. * No Local has to be true. I want it so badly I make goofey forum posts about it.
Now that we're all on the same side tackling this imaginary thing, I'm sure it will come true. Thanks guys!!! |
Aliventi
Blue Republic RvB - BLUE Republic
832
|
Posted - 2015.03.20 15:02:17 -
[7] - Quote
Lugh Crow-Slave wrote:Zan Shiro wrote:Donnachadh wrote:Mind posting some links to this "well known" fact that attributes are going away.
Official eve link by known ccp employee preferred. Not a mittens.com article (or reddit, etc.). not a tweet vague as hell from ccp. and not the csm minutes where they talked about it
CSM Minutes wrote:Removal of attributes was also mentioned, but the idea is still in quite an early stage. It's something they want to do as it's on the level as learning skills, so that people don't have to get locked into training skills in a non-optimal order for use in order to train at the optimal speed. There is still some discussion around what would possibly be done with learning implants (keep them, flat bonus, something else). There are also questions as to what the rate would be with the changes. Ali brought up some feedback that some veteran players like the space it gives you to optimize your character, but overall supports removing attributes. There was also the point of learning implants disincentive PVP, especially in null and WH. Yes, this is one of the better quotes about this issue. It is from the CSM minutes which I know you don't think counts. What is so interesting, and why so many people (many are current and former CSM members) involved in these types of discussions considers the removal of attributes a done deal, is that there is very little discussion of "should we remove attributes?" in the minutes. If they were considering removing attributes they would open up the discussion with "should we remove attributes?" and the minutes would show that argument. CCP didn't have that discussion. CCP essentially came into this meeting and said "Here is what we want to do. Here are some solid reasons why we want to do that. Here are some effects (in this case attribute implants and rate of SP/hour) we are concerned about. Can you give us feedback about those effects?" That was the discussion, not the other way around. What is also key to understand is that this is not the CSM Summit a few years ago where CCP would present something or start a discussion and very little to nothing of that discussion would happen. CCP put some thought into this before they presented it. They have a game design team discussing and working on it. It's not a "maybe someone will work on it" and "maybe something will happen". Someone is working on it. Someone is going to do something about it.
tl;dr Feel free to pretend this is old CCP, but this is a CCP with a plan. That plan is to remove attributes. |
Samillian
Angry Mustellid The Periphery
749
|
Posted - 2015.03.20 15:23:33 -
[8] - Quote
We can shelve the will they won't the argument about attributes for now and just deal with this on a point by point basis.
Aliventi wrote:1. Lack of mobility: In other words you can't take a clone that has snakes and another clone that has slaves with you in the same trip. You have to move one, then jump clone and move the other. Also, WHers can't have multiple sets of implants at the ready. 2. Slot overlap: Omega implants overlap with the slot 6 hardwiring implants. Warfare mindlinks overlap with slot 10. 3. Slots: Hardwiring implants are arbitrarily assigned a slot. There is very little rhyme or reason and these assignments cause conflicts with desired implant combinations.
1. Choices, you have to make them and you are forced to risk items of value plus I'm fairly sure CCP don't want folks having a clone in every system (which would happen) so no to unlimited clones.
2. I have no problem with slot overlap, again it comes down to making choices and trade offs. You simply shouldn't be able to have it all ways.
3. Slot assignments causing conflicts again is a good thing, it means you have to make choices rather than have it all, like fitting a ship fitting hardwires is and should remain a balancing act between what you want and what is possible.
NBSI shall be the whole of the Law
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Donnachadh
United Allegiance of Undesirables
198
|
Posted - 2015.03.21 19:45:44 -
[9] - Quote
Oh boy they "talked about it" in a CSM meeting. For now all we have is a discussion in the CSM meeting minutes. When or IF this gets into the dev blogs then we could consider it something that may make it to the game. But even then in my 5 years in the game there have been many things discussed in CSM meetings, or in dev blogs, many of them have even made it to one or more of the test servers and then been scrapped.
In other words when this discussion moves from speculation on forums like this and the CSM meeting minutes to open dev blogs or requests for feed back from the community then and only then can we even start to consider the removal of attributes as a done deal.
Since EvE is supposed to be a game of choices and consequences, and given that the attribute system is a major source of choices and consequences I do not see it going away, at least not completely. But time will tell who is correct.
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Lotus Ambrosia
Mad Men Inc
4
|
Posted - 2015.05.17 01:22:32 -
[10] - Quote
+1 |
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FireFrenzy
Satan's Unicorns
387
|
Posted - 2015.05.17 08:56:39 -
[11] - Quote
The main doubts i have are based on restricting slots 6-10 (the whole omega not being in slot 6 and mindlinks not being in slot 10 i am willing to experiment with) that seems like it leaves an aweful lot of space open for gankers with NOTHIGN BUT ALPHA IMPLANTS or super carrier pilots with nothing but the slave set and the hg-1008s... I feel the current "well if i want this i cant have that" is pretty cool...
My personal solution has always been to allow clones to be carted around in space as an item with ~10-20m3 of support hardware i mean surely the clone tube and other peripherals dont care if they are on a freighter or on a station aslong as they are fed power from some kind of socket. |
Corraidhin Farsaidh
Farsaidh's Freeborn
1153
|
Posted - 2015.05.17 09:52:24 -
[12] - Quote
FireFrenzy wrote:The main doubts i have are based on restricting slots 6-10 (the whole omega not being in slot 6 and mindlinks not being in slot 10 i am willing to experiment with) that seems like it leaves an aweful lot of space open for gankers with NOTHIGN BUT ALPHA IMPLANTS or super carrier pilots with nothing but the slave set and the hg-1008s... I feel the current "well if i want this i cant have that" is pretty cool...
My personal solution has always been to allow clones to be carted around in space as an item with ~10-20m3 of support hardware i mean surely the clone tube and other peripherals dont care if they are on a freighter or on a station aslong as they are fed power from some kind of socket.
Clone tubes would need the associated brain mapping electrickery to automagically give you a new body. More complicated than plugging a tube in and cycling the power :D |
Aivlis Eldelbar
Ubuntu Inc. The Fourth District
92
|
Posted - 2015.05.17 11:23:54 -
[13] - Quote
I was going to jump on the "well known fact" bandwagon but I realize I'm late, so I'll just point out that the amount of times I've found myself having to choose between an omega implant and a 6% hardwiring for that slot is just too high for it not to be a conscious design decision by the devs.
While implants could use some iteration (crystals vs slaves for capitals, anyone?) I don't see this particular slot overlap going away. |
Zan Shiro
Alternative Enterprises
638
|
Posted - 2015.05.17 13:39:46 -
[14] - Quote
Aivlis Eldelbar wrote:I was going to jump on the "well known fact" bandwagon but I realize I'm late, so I'll just point out that the amount of times I've found myself having to choose between an omega implant and a 6% hardwiring for that slot is just too high for it not to be a conscious design decision by the devs.
While implants could use some iteration (crystals vs slaves for capitals, anyone?) I don't see this particular slot overlap going away.
it wasn't on accident. Nor are the other slots. I have theory crafted some nice stuff. Nice stuff I go damn please don't be an implant that goes where I have this other must have implant for the final ultimate tweak.....damn, you do, doh.
I however know when I do this I am looking to bend the fitting rules most of the time. I have in the past tired to recover from nerfs via implants. I see most blocking here as if I want that say falloff back that was taken away to some extent, some other implant has to go. Decision time....
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James Baboli
Ferrous Infernum
689
|
Posted - 2015.05.17 15:19:03 -
[15] - Quote
Lets see. You can now stack the (newly affordable) complete geno set for 4.7% more CPU and PG with both a 6% for PG and CPU. Hmmm, I can only think of about a dozen ships this allows to do hilariously OP things, like 100mn MWD vagabonds with guns.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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Aliventi
Blue Republic RvB - BLUE Republic
857
|
Posted - 2015.05.17 18:45:13 -
[16] - Quote
Alright y'all! First: Attributes are good as dead. Read and cheer!
Second: I said no stacking implants. You only get one of each implant. Set implants stay assigned to slots. No stacking alpha implants. Just one of each implant.
James Baboli wrote:Lets see. You can now stack the (newly affordable) complete geno set for 4.7% more CPU and PG with both a 6% for PG and CPU. Hmmm, I can only think of about a dozen ships this allows to do hilariously OP things, like 100mn MWD vagabonds with guns. Sure if you want to drop a few bil on getting a fullset of Genolutions and two +6% implants you can be my guest. Be creative. Sooner or later you will die just like any other ship. |
Haatakan Reppola
Science and Trade Institute Caldari State
10
|
Posted - 2015.05.17 19:23:25 -
[17] - Quote
Aliventi wrote:Alright y'all! First: [url=http://www.reddit.com/r/Eve/comments/343pb3/skill_training_was_a_large_point_of_contention_in/cqr8nuc]. Our team actually has it on our list to remove attributes but have been looking at solving that issue before we do it.
Having it on a list is not the same as it will happen, or even if it happen sometime in the future it may be 5-10 years from now...
Until its officialy released from CCP that they are removing attributes or attribute implants we should all assume its NOT going to happen anytime soon.
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Zan Shiro
Alternative Enterprises
639
|
Posted - 2015.05.17 22:15:38 -
[18] - Quote
Aliventi wrote:Alright y'all! First: Attributes are good as dead. Read and cheer! Second: I said no stacking implants. You only get one of each implant. Set implants stay assigned to slots. No stacking alpha implants. Just one of each implant. James Baboli wrote:Lets see. You can now stack the (newly affordable) complete geno set for 4.7% more CPU and PG with both a 6% for PG and CPU. Hmmm, I can only think of about a dozen ships this allows to do hilariously OP things, like 100mn MWD vagabonds with guns. Sure if you want to drop a few bil on getting a fullset of Genolutions and two +6% implants you can be my guest. Be creative. Sooner or later you will die just like any other ship.
apparently you missed where I kindly asked not reddit. Its just a dev shooting the crap there. There is nothing binding there.
They say are looking at fixing problems before they do anything. That means nothing.
Lets go down a brief eve history shall we:
CCP put up the official word for an AF fix to its missing bonus. It was originally supposed to be a boost to AB fits. it even got past internal testing and reached sisi. You may have noticed that is not the current added bonus, it got the half assed mwd bloom bonus of an inty. AB bonus died, on sisi. thanks to 10mn ab fits. Sad day really....I wanted the AB bonus, for legitimate 1 mn use.
CCP years ago promised us blops redo. One plan, again documented by ccp, was blops like recons would fall into 2 lines. You may have noticed this didn't happen. All blops got so far was a band aid jump range boost. That is not even fatigue exempt. 2 steps (not really, just being nice as it was something) forward, 1 step back really.
CCP shooting the crap on reddit and even semi-official black and white here on their site is anything but set in stone canon the tl;dr. Official release note/blog saying this what will happen next expansion is what we want to see. |
ShahFluffers
Ice Fire Warriors Snuffed Out
8028
|
Posted - 2015.05.17 22:41:52 -
[19] - Quote
Quote:1. Choices, you have to make them and you are forced to risk items of value plus I'm fairly sure CCP don't want folks having a clone in every system (which would happen) so no to unlimited clones.
2. I have no problem with slot overlap, again it comes down to making choices and trade offs. You simply shouldn't be able to have it all ways.
3. Slot assignments causing conflicts again is a good thing, it means you have to make choices rather than have it all, like fitting a ship fitting hardwires is and should remain a balancing act between what you want and what is possible. I'm going to quote this because it pretty much sums up my sentiment.
While I have no problem with removing attributes, the OP's proposal basically wants to do away with any an all conflicts that may arise when equipping implants. This does not jive with the ethos of EVE where everything comes with a tradeoff.
A good example is the Slot 6 implant; you either get an Omega Implant (amplifying the primary 5 implants and their secondary effects)... or a really powerful bonus to a really critical ship system (CPU, PG, etc).
How did you Veterans start?
The Skillpoint System and You
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Mag's
the united
19417
|
Posted - 2015.05.17 22:49:11 -
[20] - Quote
In many regards the attribute situation can affect new players more than old ones, due in no small part to the vast variety of skills one has to train when new. If you start a new and wish to specialise, it's an odd state of affairs that you end up being penalised for doing so at some point with your SP/h training. Especially when specialisation is generally considered a good thing when new and will help you compete.
For that reason alone, I can see the need for their removal.
But as and until CCP tell us in a blog it's going to happen, I'll consider all talk of it as speculation. So please stop telling us it's a done deal.
**Destination SkillQueue:- **
It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless.
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Garrett Howe
Spectres
4
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Posted - 2015.05.17 23:18:12 -
[21] - Quote
It would be interesting if they changed implants to a fitting system with set number of slots to work with that you could put any implant in (no two of the same style), but with restrictions on "fitting" for your implants (something similar to calibration for rigs). They could even bring back clone grades to have more implant slots or more fitting room. |
Zan Shiro
Alternative Enterprises
639
|
Posted - 2015.05.17 23:22:08 -
[22] - Quote
Mag's wrote: But as and until CCP tell us in a blog it's going to happen, I'll consider all talk of it as speculation. So please stop telling us it's a done deal.
especially when ccp hasn't addressed, even vaguely, what on set implants would be replaced. this my usual sticking point. Okay poof....no attributes. So what do lg/hg sets get as compensation for lost attribute enhancement. They are a part of the value of that implant set.
Given lots of changes my hg talons not really needed as much anymore. My HG talons to me at this point are +4's primarily and added insurance for gurista jam proofing. Which not needed as much these days. take tengu, max sensor sub skill, max sensor boost skills, eccm and/orr sensor backup array and there already (hell I still get the odd jam in a gurista mission with all this and HG's tbh).
Long ago ccp took away why I actually got these...unprobable setups (the hg talon clone has stayed in one piece since those days). I can dig that for balance reasons. taking away its now other bene of +4....this without compensation I would not dig tbh.
As a hg talon owner if my +4 taken away since deprecated, what do I get in return? Bigger bonus to sensor strength? Fit depending is unprobable coming back (as I do not know the math fu they did to kill it but would stronger sensor implants break that a question I'd have)?
Snakes iirc were nerfed many moons ago. Would this get back some of the speed boost they lost.
Slaves getting slavier?
Crystals getting more crystally?
If so....is ccp prepping the re re re balance for it. |
Aliventi
Blue Republic RvB - BLUE Republic
857
|
Posted - 2015.05.18 03:46:15 -
[23] - Quote
Y'all can cry over timeline, lack of devblogs, the fact that there are still some things to figure out and such. You didn't need a devblog years ago,when all you had was statements from CCP employees that they were going to get to it, to figure out that SOV was going to be redone. You don't need a devblog to know that BlOps, supers, logistics, AFs, etc. are going to be reblanced some day. My point is a statement that is along the line of "Removing attributes is on the list of things for the team to do" is a little to strong of language for there to be much doubt. But feel free to doubt away.
Also, attribute bonuses have little to no actual impact upon the value of pirate implant. You don't buy slaves, crystals, snakes, halos, talismans, etc. for the attribute bonus. You didn't even buy the talons for their attribute bonus. Therefore attribute bonuses should be removed and not compensated at all. |
Aliventi
Blue Republic RvB - BLUE Republic
857
|
Posted - 2015.05.18 03:56:20 -
[24] - Quote
Aliventi wrote:Y'all can cry over timeline, lack of devblogs, the fact that there are still some things to figure out and such. You didn't need a devblog years ago, when all you had was statements from CCP employees that they were going to get to it, to figure out that SOV was going to be redone. You don't need a devblog to know that BlOps, supers, logistics, AFs, etc. are going to be reblanced some day. My point is a statement that is along the line of "Removing attributes is on the list of things for the team to do" is a little to strong of language for there to be much doubt. But feel free to doubt away.
Also, attribute bonuses have little to no actual impact upon the value of pirate implant. You don't buy slaves, crystals, snakes, halos, talismans, etc. for the attribute bonus. You didn't even buy the talons for their attribute bonus. Therefore attribute bonuses should be removed and not compensated at all.
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Haatakan Reppola
Science and Trade Institute Caldari State
10
|
Posted - 2015.05.18 03:59:55 -
[25] - Quote
Aliventi wrote: Also, attribute bonuses have little to no actual impact upon the value of pirate implant. You don't buy slaves, crystals, snakes, halos, talismans, etc. for the attribute bonus. You didn't even buy the talons for their attribute bonus. Therefore attribute bonuses should be removed and not compensated at all.
Had attributes been removed from pirate implants today, their sales would drop. Whatever compensation pure learning implants would get, pirate sets should get the same for their attributes (IF/when changes are made)
Would also like to point out that WiS used to be an upcomming feature, and we can see there have been real work put into it before it was removed from the lists again |
13kr1d1
Hedion University Amarr Empire
135
|
Posted - 2015.05.18 06:41:57 -
[26] - Quote
Why should they ever remove attribute implants?
the whole point of implants is that there's some risk for loss in eve pvp.
At 5 drones of T2, the Tristan is nearly as powerful as the Algos, with a cheaper price tag, better maneuverability and speed, and smaller sig radius to avoid the lazy carebearish T3 station blapping -10s who have no life. Pick tristan for FW.
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afkalt
Republic Military School Minmatar Republic
1208
|
Posted - 2015.05.18 07:57:40 -
[27] - Quote
Because attribute implants don't directly affect combat like pirate and hardwires and it is needlessly irritating and limiting(*) when you live in bubble prone space? That as you move to more dangerous space the smart move is to slow down your skill training without a compensating factor (isk is balanced by ship loss, not implant).
I don't know how many times I've said myself and heard others say "Sorry man, I'm in a learning clone with a timer, I won't fight". Doesn't create choices, it creates a lack of PvP.
(*) unless you have more money than sense and/or NEVER fly dictors.
tl;dr: Implants reward higher security dwellers the most, beause they're nearly impossible to lose, which is fundamentally wrong. |
Lotus Ambrosia
Mad Men Inc
4
|
Posted - 2015.05.18 17:02:40 -
[28] - Quote
Capsuleers can build and own any number of pods.
I think this part should be limited by the current skills that we have. You can build as many as you like but they amout of active pods needs to be limited to the amout of skillpoints you have in the skill infomorphy psychology |
Lotus Ambrosia
Mad Men Inc
4
|
Posted - 2015.05.18 17:09:58 -
[29] - Quote
Zan Shiro wrote:Mag's wrote: But as and until CCP tell us in a blog it's going to happen, I'll consider all talk of it as speculation. So please stop telling us it's a done deal.
especially when ccp hasn't addressed, even vaguely, what on set implants would be replaced. this my usual sticking point. Okay poof....no attributes. So what do lg/hg sets get as compensation for lost attribute enhancement. They are a part of the value of that implant set. Given lots of changes my hg talons not really needed as much anymore. My HG talons to me at this point are +4's primarily and added insurance for gurista jam proofing. Which not needed as much these days. take tengu, max sensor sub skill, max sensor boost skills, eccm and/orr sensor backup array and there already (hell I still get the odd jam in a gurista mission with all this and HG's tbh). Long ago ccp took away why I actually got these...unprobable setups (the hg talon clone has stayed in one piece since those days). I can dig that for balance reasons. taking away its now other bene of +4....this without compensation I would not dig tbh. As a hg talon owner if my +4 taken away since deprecated, what do I get in return? Bigger bonus to sensor strength? Fit depending is unprobable coming back (as I do not know the math fu they did to kill it but would stronger sensor implants break that a question I'd have)? Snakes iirc were nerfed many moons ago. Would this get back some of the speed boost they lost. Slaves getting slavier? Crystals getting more crystally? If so....is ccp prepping the re re re balance for it.
Longest tear thred ever that had nothing to do with the topic.
They will just ad +5 to alla attribut points for everybody just liked they did when they removed learning skills |
Lotus Ambrosia
Mad Men Inc
4
|
Posted - 2015.05.18 17:23:40 -
[30] - Quote
13kr1d1 wrote:Why should they ever remove attribute implants?
the whole point of implants is that there's some risk for loss in eve pvp.
You do understand that people opt not to PvP due to attribute implants. Why would you not want people to PvP? |
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