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Thread Statistics | Show CCP posts - 27 post(s) |

loquacious7
String Theory For. U The Obsidian Front
21
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Posted - 2015.10.25 16:10:36 -
[1] - Quote
CCP Lebowski wrote:Smertyukovitch wrote:So this is how i see things: over time you CCP nerfed EHP of super-capitals, their effectiveness against sub-capitals. Then last year you've decided to kill them completely and introduced jump fatigue, separated them from sov system, removed fighter assistance. Now you're going to reduce effectiveness against sub-capitals even further, nerf EHP even more, remove e-war immunity. And for what? So that we could shoot at some "epic" structures for like 3 hours in a week? In a massive slow defenceless bricks? With DPS limits to those structures that could be reached by couple dozen cheap, agile and fast cruisers? Why would someone even want to own a super-capital?
And i'm not even talking about WH residents that currently use dreads for ratting, they will really "enjoy" all this.
Please consider that you are drawing a lot of assumptions based on the principles we've laid out at Vegas without knowing any of the hard numbers. This may the unavoidable consequence of revealing the basic principles of a design before the specifics, but that is hopefully offset by the amount of valuable discussion on the core principles and mechanics that is now taking place. Just remember, a sizeable process of planning, feedback and iteration is still to come so please be patient and stay tuned, we really appreciate your assistance in making the capital rework as awesome as we can for all involved 
So explain how taking away what was left of the carriers usefulness and replacing it with new drone buff helps me look at my skill book cost and time invested in training leave the billions wasted out all together and I am still upset. So after a long day of work I log in to play a game. I want to move my carrier and some ships to the next region where my mates are moving to. I also want to keep fatigue down in case I need to join a defense fleet and use a jump bridge. So I check Dolan and have four carrier jumps. Spend 50 minutes a jump in a station or cloaked in space "playing a game" . So I just wasted a evening playing due to fatigue. Missed a fleet because I am cloaked in space for fifty minutes with time to think about why I wasted almost 500 days of skills and billions of risk for what looks like it will be even less useful in the spring. Now tell me with a straight face you are making this game more enjoyable to play? Really |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 16:35:04 -
[2] - Quote
Querns wrote:loquacious7 wrote:CCP Lebowski wrote:Smertyukovitch wrote:So this is how i see things: over time you CCP nerfed EHP of super-capitals, their effectiveness against sub-capitals. Then last year you've decided to kill them completely and introduced jump fatigue, separated them from sov system, removed fighter assistance. Now you're going to reduce effectiveness against sub-capitals even further, nerf EHP even more, remove e-war immunity. And for what? So that we could shoot at some "epic" structures for like 3 hours in a week? In a massive slow defenceless bricks? With DPS limits to those structures that could be reached by couple dozen cheap, agile and fast cruisers? Why would someone even want to own a super-capital?
And i'm not even talking about WH residents that currently use dreads for ratting, they will really "enjoy" all this.
Please consider that you are drawing a lot of assumptions based on the principles we've laid out at Vegas without knowing any of the hard numbers. This may the unavoidable consequence of revealing the basic principles of a design before the specifics, but that is hopefully offset by the amount of valuable discussion on the core principles and mechanics that is now taking place. Just remember, a sizeable process of planning, feedback and iteration is still to come so please be patient and stay tuned, we really appreciate your assistance in making the capital rework as awesome as we can for all involved  So explain how taking away what was left of the carriers usefulness and replacing it with new drone buff helps me look at my skill book cost and time invested in training leave the billions wasted out all together and I am still upset. So after a long day of work I log in to play a game. I want to move my carrier and some ships to the next region where my mates are moving to. I also want to keep fatigue down in case I need to join a defense fleet and use a jump bridge. So I check Dolan and have four carrier jumps. Spend 50 minutes a jump in a station or cloaked in space "playing a game" . So I just wasted a evening playing due to fatigue. Missed a fleet because I am cloaked in space for fifty minutes with time to think about why I wasted almost 500 days of skills and billions of risk for what looks like it will be even less useful in the spring. Now tell me with a straight face you are making this game more enjoyable to play? Really Carriers can take gates now. I said I wanted to use the carrier and ships not watch them burn ;) |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 16:38:54 -
[3] - Quote
The new DD weapons will work great with Tidi/nobrackets/lowsettings we will totally see them coming :p |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 16:45:15 -
[4] - Quote
Querns wrote:loquacious7 wrote:Querns wrote:Carriers can take gates now. I said I wanted to use the carrier and ships not watch them burn ;) Do they not have scouts and webs where you live? My old "suitcase" carrier did not need them. Was part of my point. Maybe I should gank miners and freighters in high sec to prove my point :) |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 17:41:50 -
[5] - Quote
Delt0r Garsk wrote:loquacious7 wrote:Querns wrote:loquacious7 wrote:Querns wrote:Carriers can take gates now. I said I wanted to use the carrier and ships not watch them burn ;) Do they not have scouts and webs where you live? My old "suitcase" carrier did not need them. Was part of my point. Maybe I should gank miners and freighters in high sec to prove my point :) Wait you point is that you can't travel around from one end of new eden to the other risk free? If so then working as intended. Never said that. For you to read that into what was said is daft. But thanks for whatever that attempt at logic was. I'm sure you will become better once you try it a few times. |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 17:47:01 -
[6] - Quote
EvilweaselSA wrote:Mai Ling Ravencroft wrote:I am concerned about the carriers, this is basically removing them from any PvE roles many carrier pilots use them for. Carriers are a significant source of income for many pilots. Many of whom use carriers for ratting so they can then afford to go out and PvP.
This seems to be a massive nerf in this area. Removing a carriers ability to field any of the basic drones and only able to use fighters, drastically hampers then in anoms where frigates take forever to target and nearly as long to kill. Using fighters in anoms is something that most carrier pilots hate, much less with them being more like ammo now rather than something that could be repaired if damaged. new carrier fighters don't need target locks read the blog before weeping over your lost ratting carriers You do not use fighters to rat, read the entire statement before flaming someone for commenting. |

loquacious7
String Theory For. U The Obsidian Front
22
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Posted - 2015.10.25 18:27:21 -
[7] - Quote
Lelira Cirim wrote:CCP Phantom wrote:The old N+1 meta of bringing bigger blogs to be more effective... Phantom, is this some kind of meta-commentary subtext on the internal struggle of dev teams to win our love and attention?   I guess it works. Meanwhile, it seemed like our esteemed CCP presenter was wounded when the audience asked for a better name than Force Auxiliary. Since we logi are anything but Auxiliary. So Imma leave this here, and you can reap what you sow.  Force Aux = FAUX Force Aux Pilot = FAP :) +1 internets for this |

loquacious7
String Theory For. U The Obsidian Front
23
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Posted - 2015.10.26 14:15:54 -
[8] - Quote
Aesir Terona wrote:Mr Floydy wrote:Aesir Terona wrote: Thanks for the giant "Screw you" to everyone who trained triage II. Completely uprooting the the triage carrier pilot will go over grand.
Maybe you should read the blog before posting rubbish. Triage modules will be fitted to the Force Auxiliary. They will replace the Logistics Carrier. ITT - people jumping to conclusions and solid proof you can't please everyone. I didn't train for a goddamn Force Auxiliary either way, it ends up nerfing all capitals more for the sake of making more "options", which, following CCP's record at balancing, means one thing will be outstandingly good, and the other two will languish in disuse because CCP isn't very smart. +1 I feel your pain. I want to know if I don't like what you did to the ship class can I have my isk and skills put back into something I would like to use in the game? :) |

loquacious7
String Theory For. U The Obsidian Front
23
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Posted - 2015.10.26 16:27:12 -
[9] - Quote
Querns wrote:Tiberizzle wrote:Querns wrote:Combat refitting needs to die. There is no skill involved in switching your modules to tank when you see yellow boxes. No ship should be able to mellifluously mutate to the exact optimal configuration for whatever situation they are in. Your fitting choices should be meaningful. I disagree very much. Refitting can absolutely require skill in the form of in-depth fitting knowledge and correct situational prioritization of attributes. Even something as simple as "Throw on full tank" has stupid many permutations. What even is full tank??? Is the incoming damage balanced or can you optimize further from omni for it? Could the incoming damage change, how much should you optimize and leave yourself time to react to a damage type switch? Can you overheat specific hardeners until burnout then refit fresh ones to buy more time? Which hardener combinations give you the best omni profile with your native resists, the best trade-off vs other likely damage type swaps? Which sacrificial heated hardeners give you the most tank for the longest for a particular damage profile? Could you get bumped and lose the ability to refit, could you get neuted, should some or all of your tank be passive? If you're active hardened and being neuted should you generate cap, should you inject cap, should you reflect neuting with capacitor battery and get fed cap? Do you really even need to go full tank or is there enough surplus RR that you could reduce your tank and affect the fight beneficially in some other way? tl;dr: you can dismiss it as "too powerful" or "too tryhard" but please don't even try to dismiss it as "no skill" All of these choices are largely congruent to a situation where you can't refit, except they matter even more when you have no replacements. The small depth of tactical decisions, amplified by the removal of cost associated with changing your modules, in no way is worth the complete neutering of all the strategic decisions involved in picking your fit in the first place. I'm curious why do you dislike the utility of the current carrier platform? |

loquacious7
String Theory For. U The Obsidian Front
23
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Posted - 2015.10.26 19:03:21 -
[10] - Quote
Flavious Signtai wrote:The idea of changing the triage mechanic to a totally different capital ship is crazy, and not in the good way. Like was mentioned in the blog, many of us bought and use our carriers specifically because it is a capital logistic platform.
Carriers and Supercarriers will now become obsolete, as dreadnoughts will become the DPS platform, with carriers serving no role. Yes, supercarriers have the remote ECM, but now... that's really the only thing going for it.
This is a horrible idea to create a new ship class, stripping carriers of their one good trait.
However, if you gave carriers greatly increased damage/hp bonuses to fighters and drones, all may not be lost.
Do not nerf the hitpoints... capital ships are, well, capital ships, and shouldn't be able to be destroyed by a few tackled orthrus'.
None of the changes are for the player base, you know the ones that played a game loyally for years. Suddenly your years of skills and organization force projection was discouraging new players. So they nerfed and nerfed til it was miserable to play the game, felt like your first year all over. But making the game easier for new players to skill into the needed ships seems to have backfired. Turns out the new players really wanted to pay their dues just like the bitter vets. :) they wanted to be in big groups fighting in doctrine ships that people fit tooled and theory crafted over for weeks, they just did not know it then... Only thing is a lot of those players left when they saw the game changed every time someone complained about the game not being fair/null warfare is broken or too hard to start playing. So 60k counting bots turned into 40k, so they said fix it some more, then it went down to 30k. Now with the same logic applied comes a bigger nerf but with bling and promises of more fun. If only someone would say wow remember when Saturday's had 60k players maybe we should see what worked best back then and build from there. Then use that old trick, convincing players the game will be easier if you have more stuff and more skill points. *evil laughGäó* " Hope, I'll take that first." *** Remember when people had goals like get logi to V, learn to sit in a Guardian, all the while your next four hundred days or more will be carrier skills. That goal was worth something back then, billions in skill books then billion or more in hull and fits. Suddenly you have the ultimate utility ship (if it is gold in color) ;) ... You could be useful in really big fleets and say I was there... back when we would complain that bashing outpost and blowing up blockade units is dull. Wow if we only knew then what we know now... :) |
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loquacious7
String Theory For. U The Obsidian Front
25
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Posted - 2015.10.27 14:22:45 -
[11] - Quote
Rena'Thras wrote:I just have one question:
Will the existing ratting carrier still be functional? (A Carrier that rats with its fighters and remote reps them or that takes part in team ratting as a repair platform.)
That's what a lot of people are going to complain about going away since they've trained skills to use it for that purpose. As a non-cap pilot, I've been training in that direction because it seems like a fun form of gameplay.
Will the Carrier class still be able to use remote repair modules? Hell, even L sized Battleship ones (that T2 Logi can use)?
Also, will "Fleet Auxiliaries" have to be in triage mode to use ANY remote reps, or only Capital class remote reps? Will they be able to use weaker ones without nerfing themselves into the dirt (since I can think of no other way to describe "intentionally become immobile AND completely subject to EWAR simultaneously")?
And will this "great gameplay" decision also apply to ships putting out damage? Will Titans and Dreadnaughts be forced to only be able to deal damage in siege mode and be unable to conduct their primary role without activating a module that makes them a sitting duck?
...sorry if I'm coming on a little heavy there, but this is just annoying after all the SP I've put into going for a functional ship that's about to be not functional anymore.
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...also, as a person that likes playing healing roles in games, I hate it when people go about nerfing healing classes while buffing damage dealing classes or not subjecting them to the same conditions (e.g. in WoW, making healers super mana dependent while removing mana management from damage classes, or here, making healing dependent on triage mode while damage dealing is still possible outside of siege mode.)
I just like things being handled equally.
.
EDIT: Okay...that was more than one question. My apologies. ^_^; I hope a Dev answers your questions. I feel like they do not care what most people were doing with a utility (multipurpose) carrier. They seem to think what were were able to do with it is not good for the game. Regardless of what you want to do with your carrier. That great ship is getting nerfed so you can have more fun. :( say goodbye to your carriers guys and girls they will be only good for one small role in major battles only. Because you will have more fun doing only one thing with it. Trust them with this. Look how much fun we have entosising little nodes scattered across an entire constellation. That's fun right? History of nerfs and buffs for this game tell me the carrier is even more of a spinning ship in station only ship. My only hope is they let us move skill points to a ship we can use. |

loquacious7
String Theory For. U The Obsidian Front
25
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Posted - 2015.10.27 14:55:49 -
[12] - Quote
Mr Floydy wrote:Luscius Uta wrote:Mr Floydy wrote:Luscius Uta wrote:CCP, would you consider reimbursing CCC rigs on my Archon once they become useless? LOL. Do you whine every time ccp rebalances a ship you own. Htfu Attitudes like yours are killing EVE, they are the exact reason why the game has been turning for the worse in the last year or two. CCP could literally turn EVE into a Pay2Win game and get away with it because 90% of the community will have their fun trolling each other over how much they love or hate the changes, instead of trying to find sensible approach to the problem. On the contrary, it's attitudes like yours that are holding back the game. Are you seriously expecting CCP to start a precedence of reimbursing any assets/time/isk every time they rebalance the game because something that was once useful is now less so? Do you not think CCP have more important things to be doing than trying to cheer up a poor chap who's going to be out of some isk as there is now a better choice of rigs for his Archon? These changes are going to upset people, that's an absolute given. CCP cannot please everybody with these changes, some people will lose out - that's the nature of the game. ps. I have an Archon which has CCC rigs, I also have a Revelation that's useless to me since the Nag/Moros are so much better for what I need. *shrugs* I have several ships that were once awesome sadly this trend continues... |

loquacious7
String Theory For. U The Obsidian Front
25
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Posted - 2015.10.27 15:32:55 -
[13] - Quote
Circumstantial Evidence wrote:CCP historically does not refund skillpoints for skills that are still in-game, but fall out of favor. The usual argument is that you got value out of the skill, before the change was made. Now something new/better/different has come along - everyone is in the same boat.
CCC rigs on Carriers MIGHT actually get moved for us, via a one-time conversion of carriers with triage fitted, into Force Auxilliary ships - suggested (but not promised) in an early developer comment in this thread. This might be the first time they took a ship class with skill books required that cost a few bil and said sorry those do not count anymore. Oh wait outpost construction is in the same context now. So happy now. |
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