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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP Terminus
C C P C C P Alliance
248
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Posted - 2015.06.19 13:29:33 -
[1] - Quote
As part of our continued module tiericide project, we are planning on applying consolidation and balance changes to Shield Rechargers, Shield power Relays, and Shield Flux Coils. Please note there is no definitive time frame for these changes to go out at the moment.
The general principles behind module tiericide are as follows:
Goals of Module Tiericide
- Reduce unnecessary complexity
- Provide meaningful options within the module set
Structural Changes
- Consolidate 'Named' modules from meta levels 1-4 into two variants within meta level 1 - a 'compact' variant and a 'restrained' variant
- Maintain the general positioning and power level of Tech II variants in the families
- Place 'Storyline' variants in a place that is somewhere between the 'compact' and Tech II variants in terms of relevant stats
- Bring the power level of Shield Flux Coils up closer to the power of Shield Power Relays.
- Add new Faction variants to increase meaningful options tied to ISK price
Notes Naming Signifiers GÇô The modifiers used by this set of modules are Compact (lower fitting requirements) and Restrained (lower penalties) Flux Coil Recharge Rates GÇô Because Shield Flux Coils reduce your overall Shield amount, the calculations for their actual shield recharge rate are slightly more complicated. The actual recharge rates have been listed as additional information beside the modules stats.
Proposed Module Changes
Shield Rechargers Shield Rechargers - Tiericide Spreadsheet
Shield Power Relays Shield Power Relays - Tiericide Spreadsheet
Shield Flux Coils Shield Flux Coils - Tiericide Spreadsheet
Release Plan As previously stated, these changes have no current release plan. They are unlikely to be released in the Aegis release in July, but are more likely to come out in the release after that.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
250
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Posted - 2015.06.19 15:34:20 -
[2] - Quote
Aeon Veritas wrote:CCP Terminus wrote:Consolidate 'Named' modules from meta levels 1-4 into two variants within meta level 1 - a 'compact' variant and a 'restrained' variant And again I want to ask why they are all changed to meta level 1? Do you have any plans for the meta levels 2-4? If not, please consider to distribute the variants across them, like "Compact" = Meta 1, "Restrained" = Meta 2 and so on... This would make it easier to filter the inventory for the different mods.
Once the module tiericide project is complete, it is very likely we will rework meta levels to remove the gaps. Until then we feel leaving the gaps is a better option than having two systems working simultaneously.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
253
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Posted - 2015.06.20 01:52:43 -
[3] - Quote
Rowells wrote:Zappity wrote:Out of interest, how do you prioritise the groups? Dartboard Definitely dartboard
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
262
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Posted - 2015.06.22 02:10:19 -
[4] - Quote
Regarding Shield Flux Coils and Shield Rechargers, I'll make sure to bring up some of the points and ideas made in this thread the next time we have a module tiericide meeting. There's always potential for changes at this stage.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
271
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Posted - 2015.06.24 13:55:47 -
[5] - Quote
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.
It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.
Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
274
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Posted - 2015.06.24 18:58:10 -
[6] - Quote
James Zimmer wrote:The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it won't be able to tank anything higher. It would run them like a beast, but that's a lot of risk, and I could easily run C2s in a much-cheaper ship. So maybe a better statement about shield rechargers would be this: Shield rechargers can make passive-tanked battleships stronger in cases where cost is a concern, but that may be irrelevant because passive-tanked battleships may not be practical anyway.
This is probably completely valid, hence the looking in to actual usage metrics to see if we should change the module set further.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
286
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Posted - 2015.07.15 01:52:41 -
[7] - Quote
Omnathious Deninard wrote:Are you at a point to which you will be able to show us some new stats?
Nothing yet. Aegis and sov have taken priority for now. I'll make sure to post an update when there's more information.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
290
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Posted - 2015.07.15 17:25:41 -
[8] - Quote
FT Diomedes wrote: I would also recommend adjusting it so that the meta and faction modules no longer drop. Instead, have the BPC for those items drop. Then have the build requirements for the meta or faction module require the T1 item as part of the build cost for the module.
As far as I know that's been talked about as an actual plan for the future, or some variant of it. Making T1 more valuable as a manufacturing component and tying the meta prices to the t1 modules.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
345
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Posted - 2015.09.29 11:53:57 -
[9] - Quote
So a little update. These module changes are now set to go out in the December release. We're still mulling over ideas for the Shield Flux Coils, and I'll post another update when there is more information on that.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
346
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Posted - 2015.09.29 13:20:55 -
[10] - Quote
TrouserDeagle wrote:turret tiericide when
The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin).
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
347
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Posted - 2015.09.30 10:51:53 -
[11] - Quote
Kasia en Tilavine wrote:CCP Terminus wrote:TrouserDeagle wrote:turret tiericide when The December release should have a decent amount of module tiericide in it. This may include tiericide on turrets I'm not sure. Either way it's unlikely I will be doing it, you're better off mentioning it to one of the other module tiericide members (CCP Fozzie, CCP Delegate Zero, CCP Rise, or CCP Larrikin). Are they the only four working on tiericide? Has there been any discussion about the slow pace of tiericide? A lot of us consider it to be very important to improving the game both for newer and older players. 4 module groups every 2-4 months leaves us with a 2019 finish date for full tiericide. Has there been any consideration to massively buffing these passive shield modules, so stacking penalties can make 2 of them in the lows instead of ballistic controls a viable pvp choice with a single invuln/extender tank. Rather than having to all in with every module slot in order to make them viable. (Penalties allows 1 or 2 to make a big difference while 6-9 are meaningless wastes of slots ). What about flux coils being +total hitpoints - hp/s recharge? Well along with me that makes 5, which is a decent portion of the designers working on EVE. Unfortunately module tiericide is not a primary focus of anyone at the moment, so it's basically done when we have the time between major projects. The good news is I would expect the December and possibly January to be heavier in tiericide, which will somewhat make up for the lack of it these past few releases.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
347
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Posted - 2015.09.30 14:39:36 -
[12] - Quote
Bobb Bobbington wrote:Which modules are to be folded into each new type? Shield Rechargers Meta 1-4 wil become the M51 'Benefactor' Compact Shield Recharger
Shield Power Relays All the Meta 0 modules except for the Shield Power Relay I will be combined into the 'Basic' Shield Power Relay Meta 1-4 will be combined into the two Meta modules which remain. We usually (though not always) have 1 and 3 be a module, and 2 and 4 be the other
Shield Flux Coils Same thing will happen as the Shield Power Relays, meta 0's merged, meta 1-4 merged into 2 modules
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
430
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Posted - 2015.10.19 04:21:56 -
[13] - Quote
Ncc 1709 wrote:this part of November or December patch?
It should hopefully make it in to the December release.
@CCP_Terminus // Game Designer // Team Size Matters
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