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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Fozzie
C C P C C P Alliance
13725
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Posted - 2016.02.11 19:18:44 -
[1] - Quote
It's happening!
We're planning a huge set of module tiericide in our March release and this thread will serve as the feedback location for changes to Damage Controls.
The issue with Damage Controls is that they're essentially a must-fit module on a huge variety of ships. This limits fitting choice quite significantly. However because they're so powerful and so ubiquitous, simply nerfing them would be a large EHP nerf to almost every ship in EVE, knocking a lot of other dynamics out of balance.
So the plan is to nerf the hull resistance bonus of damage controls by a large margin, but also buff every ship in the game at the same time to compensate. We'll be reducing the hull resist benefit of Damage Controls by about 1/3 (going to 40% for T2 and 30% for T1) but also adding a base 33% hull resistance to ships by default.
This will result in a significant EHP buff to ships that can't or don't fit Damage Controls, but most of those already have very low hull hitpoints. The big exception is Freighters, but we like to pair buff and nerfs to suicide ganking to keep things in balance, and after the February Wreck HP change these ships can handle a bit more tank without the "predator and prey" environment being thrown out of whack.
We're also planning on completing two long-time player requests: 1) Adding faction and officer versions of Damage Controls 2) Making all Damage Controls passive modules
We recognize that this is a pretty huge and far-reaching set of changes, so we'll be especially interested in all your feedback from SISI!
Here's the most recent iteration of the numbers:
We're very interested in your feedback on all these changes. We'll be releasing them to Singularity next week if all goes well, so that you can try these and all the other module changes planned for the March release. Please use this thread for passing along your feedback, and we'll be reading.
Thanks!
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13725
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Posted - 2016.02.11 19:18:58 -
[2] - Quote
Reserved
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13731
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Posted - 2016.02.11 20:12:09 -
[3] - Quote
Khador Vess wrote:Do you have a plan for the 'legacy' damage control items in game like interior forcefield array and GLFF Containment Field. No one really fits them anymore as they are more a collectors item. But would be nice to confirm they will still exist or not.
They will be unified and converted into the 'Basic' Damage Control, the same way we've been unifying the other legacy basic versions of modules.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13734
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Posted - 2016.02.11 20:20:19 -
[4] - Quote
Makoto Priano wrote:5pitf1re wrote:"Syndicate Signal Damage Control"? Seconded. Syndicate Signal? Any relation to this?
Copy/paste error.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13734
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Posted - 2016.02.11 20:22:24 -
[5] - Quote
Skyler Hawk wrote:Will the shield and armor resists provided by damage controls continue to stack separately from links and other hardeners? Yes.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13894
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Posted - 2016.02.14 16:54:26 -
[6] - Quote
Now a quick note on suicide ganking and the impact that these changes will have.
We view ganking as one of many normal game systems that needs tweaking and balancing from time to time. Changes to the balance around ganking doesn't mean we have any intentions on removing it (if we wanted to do that, we easily could through direct methods).
In a lot of ways, keeping balance in this system is much like park rangers maintaining balance between wolf and elk populations. We keep an eye on how the whole ecosystem is developing and make tweaks as nessesary. Sometimes we might protect the corpses of dead elk from vultures so the wolves can feed in peace. Sometimes we might put some light body armor on the elk so that the wolves need to pick their targets more carefully. And I think I've officially taken this analogy too far.
You gankers are a clever bunch and we have no doubt that you'll adapt and do just fine. Our previous changes didn't kill ganking, these changes won't kill ganking and our future changes won't kill ganking either.
We're going to keep making changes that we believe benefit the game as a whole, which needs to remain healthy for both sides of this debate to thrive.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
14015
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Posted - 2016.03.20 19:12:48 -
[7] - Quote
Jayden Thomas wrote:2) Making all Damage Controls passive modules
Now lets talk about those Drone Control Units..
Good news! The module formerly known as Drone Control Units (being renamed to Fighter Support Units) is becoming passive in the Citadel expansion next month.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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