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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Lena Lazair
Sefrim
553
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Posted - 2016.02.12 07:37:08 -
[421] - Quote
Kyra Lee wrote:Lots of people complaining and counter complaining in this topic...
The problem that I see here is again there is only a single M1 option. Why can we not have a compact version and a version that provides better resists but has a higher fitting cost. Give us an actual choice, more fitting room or better resists. Having a single M1 option being wholly better than the M0 and the single M5 option being wholly better than the M1 doesn't really provide the player with any options to think about.
Do we want our players to think or do we want them to slap on the highest item level thing they have access to?
This has been the common theme across all tiericide. The pointlessness of the m0 version has persisted for every module category. I agree it seems stupid but CCP has applied this quite consistently and I can't imagine they'll backtrack on this now.
The m6 being flat better than m5 has also happened many times but like all of the higher tier stuff, the choice here typically comes down to cost anyway, which works out reasonably well. |
Lena Lazair
Sefrim
553
|
Posted - 2016.02.12 07:39:54 -
[422] - Quote
Bienator II wrote:why do the three new faction DCs have identical stats? Why not just adding one DC from one faction. They've been doing this for faction stuff all over tiericide. It's pointless complexity and it makes no sense to me. It's exactly the kind of "flavor for no reason but flavor" that I thought tiericide was supposed to help get rid of. Just one more way new players get burned because they don't know there is an exactly identical faction alternative to the one they saw, for half the cost. |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7185
|
Posted - 2016.02.12 07:46:17 -
[423] - Quote
Excellent change, supported 110%.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Nevyn Auscent
Broke Sauce
2969
|
Posted - 2016.02.12 07:52:12 -
[424] - Quote
Lena Lazair wrote: They've been doing this for faction stuff all over tiericide. It's pointless complexity and it makes no sense to me. It's exactly the kind of "flavor for no reason but flavor" that I thought tiericide was supposed to help get rid of. Just one more way new players get burned because they don't know there is an exactly identical faction alternative to the one they saw, for half the cost.
It's to allow different factions LP stores to have value, rather than forcing people to grind a particular faction rep for a faction DC. Obviously not all factions get every single module, but a range of factions per module spreads things out. |
Light Combat Drone
Bearded BattleBears I N F A M O U S
14
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Posted - 2016.02.12 07:52:45 -
[425] - Quote
Lena Lazair wrote:They've been doing this for faction stuff all over tiericide. It's pointless complexity and it makes no sense to me. It's exactly the kind of "flavor for no reason but flavor" that I thought tiericide was supposed to help get rid of. Just one more way new players get burned because they don't know there is an exactly identical faction alternative to the one they saw, for half the cost. Could it have something to do with making sure faction-quality items can't be easily monopolized by a single PC entity controling a NPC area of availability? |
Tabyll Altol
Breaking.Bad Circle-Of-Two
150
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Posted - 2016.02.12 08:11:36 -
[426] - Quote
CCP Fozzie wrote: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 impact 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: [img]http://content.eveonline.com/www/newssystem/media/67557/1/Damage_Controls.jpg[/img] 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!
Nice message that suicide ganking will be buffed in the next patches. Is about time.
+1 to suicide ganking. |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7185
|
Posted - 2016.02.12 08:18:17 -
[427] - Quote
Masao Kurata wrote:Already giving away my stuff. Just writing some EVE mails and giving myself a week to liquidate my assets and reconsider.
No you can't have any, the recipients are already determined. You'll reconsider. Very few people that have ever claimed to be ragequitting EVE have actually quit.
Tipa Riot wrote:This is too much, it makes things more even, buffs careless pilots, reduce room for piloting mistakes ... and what about neuts? You can't shut down a passive module with neuts! This is a huge buff to the defense side of the game without proper compensation on the offense (DPS buff). Both sides will actually get the defense bonus.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Morrigan LeSante
Senex Legio The OSS
1206
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Posted - 2016.02.12 08:21:04 -
[428] - Quote
Tippia wrote:Morrigan LeSante wrote:Any chance the ganking sperging can go back to GD where it belongs so we can actually talk about the mods and the eviscerating of the fits as a result? Why shouldn't the results of an ill-conceived changed be discussed in the feedback thread for that change?
Because you're not talking about it, really. As usual the polarised sides of the debate descended into name calling within 5 minutes and its all about the wider metagame of ganking as opposed to the change. Essentially you're all squabbling among yourselves about which side is telling the biggest lies instead of providing useful feedback to the devs.
I enjoy slapping carebears as much as the next guy, but there are huge ramifications here not associated with freighters, like for example nearly every fit in existence using a meta DC will now be broken. That's kind of a big deal, doubly so for younger players, it would be a shame to have that lost in gankers vs gankees v234879428937423.
I get you're concerned, I think it's madness too, however there are a lot more impacts to this than just freighters. The way the thread is completely destroys any chance of CCP seeing other concerns around the change. |
Ima Wreckyou
The Conference Elite CODE.
2202
|
Posted - 2016.02.12 08:21:14 -
[429] - Quote
CCP Fozzie wrote: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 impact 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. So can we expect a buff to ganking which is not related to Freighters then? Or will I have to roll another alt (I am glad they are free now with SP farming)?
the Code ALWAYS wins
Elite PvPer, #74 in 2014
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Primary This Rifter
4S Corporation Goonswarm Federation
1097
|
Posted - 2016.02.12 08:22:25 -
[430] - Quote
Lucas Kell wrote:Tipa Riot wrote:This is too much, it makes things more even, buffs careless pilots, reduce room for piloting mistakes ... and what about neuts? You can't shut down a passive module with neuts! This is a huge buff to the defense side of the game without proper compensation on the offense (DPS buff). Both sides will actually get the defense bonus. Yeah I'm sure gankers benefit so much from extra hull EHP. |
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Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7185
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Posted - 2016.02.12 08:25:42 -
[431] - Quote
Primary This Rifter wrote:Lucas Kell wrote:Tipa Riot wrote:This is too much, it makes things more even, buffs careless pilots, reduce room for piloting mistakes ... and what about neuts? You can't shut down a passive module with neuts! This is a huge buff to the defense side of the game without proper compensation on the offense (DPS buff). Both sides will actually get the defense bonus. Yeah I'm sure gankers benefit so much from extra hull EHP. Hey, who's fault is tit that gankers actively choose to ignore a portion of their ships stats? They choose to gank, they know the repercussions, the fact that they choose not to use what s being buffed doesn't mean they aren't getting it.
Also, a natural hull defense will make it harder for anti-gankers to volley the gank ships while they are ganking, so it's not all unused.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7185
|
Posted - 2016.02.12 08:30:03 -
[432] - Quote
baltec1 wrote:Ylmar wrote:baltec1 wrote:Chances of being killed in a freighter by gankers stands as less than 0.1%. Blimey, is it time for a round of "phantasy statistics" again? Its based off red freights record over 221,333 contracts spanning 2,786,739 gate jumps in highsec. That 0.1% is the number of failed contracts. That's the equvalent of saying "this highly trained group of sharpshooters only miss 0.1% of their shots, therefore the global chance of failing to hit a target is 0.1%". It also, once again, misses out the fact that the number of freight runs vastly outnumbers the number of gankers, so in the majority of those cases there were no gankers around to attempt the gank. If there was an attempt every time the figures would be significantly higher.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Cat Evergreen
EVE University Ivy League
0
|
Posted - 2016.02.12 08:32:22 -
[433] - Quote
(Sorry if this has been said before, but I don't have the time to read through 20+ forum pages.)
My thoughts on how this will influence fittings:
How much this change will influence ship fittings, depends mainly on the type of tank, because Damage Controls are more common in certain tank types than in others.
1. Speed/Sig Tank, long range snipers, cloaky: Usually don't have tank at all, so this change will give them a good bonus in EHP form the native hull resist, but it doesn't matter much, because the goal of those fit is to not get hit at all.
2. Buffer tank (hull, armor, shield): Usually already have a Damage Control fitted, to maximize the overall EHP. A slight bouns from the higher resists (33% + 40% > 60%), not a significant change.
3. Active tank (armor or shield) (local and remote): Most of those do not rely on a Damage Control, as they want to maximize EHP/s repaired so their main goal is to get their shield or armor resists as high as possible. In most cases an EANM2 or AI2 does this job better than a Damage Control. To survive reload times (on ancilliary reppers/booster), logi lock times and alpha strikes they sometimes compromise by adding buffer, but often in the form of plates or extenders. They get a significant EHP boost from the native hull resists, making those hard to crack nuts even harder to crack.
4. Active hull tank: Those do not really exist, as hull resists couldn't be increased over 60% (without Triage or Bastion) while armor or shield easily went over 70% up to more than 90% resists. And hull repair modules are harder to fit than similar sized armor repair modules, require more cap than those and repair only as much as smaller armor repair modules. The small increase in hull resists helps those a bit, but not as much as acitve armor or shield tanks.
TL;DR: Overall I think this change only favours active armor and active shield tanks, but my hope for some hull tank love has been denied again. |
Primary This Rifter
4S Corporation Goonswarm Federation
1097
|
Posted - 2016.02.12 08:40:31 -
[434] - Quote
Lucas Kell wrote:Primary This Rifter wrote:Lucas Kell wrote:Tipa Riot wrote:This is too much, it makes things more even, buffs careless pilots, reduce room for piloting mistakes ... and what about neuts? You can't shut down a passive module with neuts! This is a huge buff to the defense side of the game without proper compensation on the offense (DPS buff). Both sides will actually get the defense bonus. Yeah I'm sure gankers benefit so much from extra hull EHP. Hey, who's fault is it that gankers actively choose to ignore a portion of their ships stats? They choose to gank, they know the repercussions, the fact that they choose not to use what s being buffed doesn't mean they aren't getting it. Also, a natural hull defense will make it harder for anti-gankers to volley the gank ships while they are ganking, so it's not all unused. Someone get Lucas Kell a position on his country's Olympic team for mental gymnastics. |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7186
|
Posted - 2016.02.12 08:50:06 -
[435] - Quote
Primary This Rifter wrote:Someone get Lucas Kell a position on his country's Olympic team for mental gymnastics. Typical response. You have no counter because the points I made are spot on. Gankers do benefit and the only reason their benefit is limited is the choices they choose to make in playstyle. Get over it.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Tipa Riot
Federal Navy Academy Gallente Federation
2192
|
Posted - 2016.02.12 09:05:20 -
[436] - Quote
Lucas Kell wrote:Tipa Riot wrote:This is too much, it makes things more even, buffs careless pilots, reduce room for piloting mistakes ... and what about neuts? You can't shut down a passive module with neuts! This is a huge buff to the defense side of the game without proper compensation on the offense (DPS buff). Both sides will actually get the defense bonus. Sure, but what I'm saying is, the game does not need more passive mechanics and passive hitpoints in general, but less. Players should be more involved, have more choices, not less (or receiving less penalties for the wrong or no choice).
I'm my own NPC alt.
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Awkward Pi Duolus
Pator Tech School Minmatar Republic
162
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Posted - 2016.02.12 09:27:23 -
[437] - Quote
Are the mods on vacation or what?
How did this thread devolve into one full of ganking related shitposts, with only minor entertainment value in seeing recurring proof of the fact that Aiwha is an idiot? |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7186
|
Posted - 2016.02.12 10:01:20 -
[438] - Quote
Tipa Riot wrote:Sure, but what I'm saying is, the game does not need more passive mechanics and passive hitpoints in general, but less. Players should be more involved, have more choices, not less (or receiving less penalties for the wrong or no choice). I don't disagree, I'd love to see more active methods of defense. Unfortunately those don't seem to be coming any time soon and every time anyone attempts to have a discussion about adding more active mechanics for anti-gankers the usual crowd jump with their "lol the tears" and "there's already enough mechanics". So in lieu of that I'll definitely support passive defense improvements as something is better than nothing. In the future if CCP choose to add more active defense methods, then I see no reason why they can't swap out some of the passive defense at that point.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Sbrodor
Oscura Simmetria Yulai Federation
176
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Posted - 2016.02.12 10:12:45 -
[439] - Quote
extremly agree on that change. |
Jin Kugu
Scanners Anonymous
32
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Posted - 2016.02.12 10:13:55 -
[440] - Quote
Zappity wrote:I have trouble with the "ganking won't be profitable any more" argument in the context of ganking empty freighters. You are just reaping what you sowed.
Pleyer vs dev is the worst kind of balance. We shouldn't be punished because we like to do something and are succesful at it., but somehow that's what always happens with ganking.
There is also absolutely no balance issue at the moment, freighters aren't dying left and right. A-type providences and bulkheaded obelisk are a tiny percentage of dying freighters compared to expanded ones. |
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Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7186
|
Posted - 2016.02.12 10:20:43 -
[441] - Quote
Jin Kugu wrote:Pleyer vs dev is the worst kind of balance. We shouldn't be punished because we like to do something and are succesful at it., but somehow that's what always happens with ganking. It's not player vs dev, and you aren't being punished. They are simply adding balancing changes and you're sad because you'll have to put in a small amount more effort. Considering how little effort it already takes, that's not big deal.
Jin Kugu wrote:There is also absolutely no balance issue at the moment, freighters aren't dying left and right. A-type providences and bulkheaded obelisk are a tiny percentage of dying freighters compared to expanded ones. Of course there's a balance issue. The only reason freighters aren't dying left and right is because you're not attempting to kill them. It's impossible for a freighter to be ungankable, so if you really wanted to you could gank any and all of them. That would be like saying a module that killed every enemy in a system instantly wouldn't be unbalanced if people generally chose not to use it, as people wouldn't be dying left and right.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Jin Kugu
Scanners Anonymous
32
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Posted - 2016.02.12 10:22:38 -
[442] - Quote
Adam Lyon wrote:Jin Kugu wrote: Miniluv makes 0 profit.
Any loot we get goes back into ganking. We have a lot of months where we run a deficit. That means after thousands and thousands of hours of playing this terrible game we made negative isk. Before facturing in the cost of gankers having to plex their accounts.
If CCP fozzie wants to see the real numbers for freighter ganking maybe he should have asked.
Just wanted to point out how misleading this is. The reason you make 0 isk is because that's where you draw the line. PushX has made changes to their hauling such that they won't take loads over 1.5bisk because that's where the break even line is for gankers. All this does is push the line up. You'll still gank for 0 isk.
1.5 bil freighters are way, way below the treshold for us to care. I would tell you the treshold but that would make things too easy.
Don't confuse CODE dunking things left and right in Uedama with miniluv actively hunting whales all over high sec. |
Jin Kugu
Scanners Anonymous
32
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Posted - 2016.02.12 10:27:03 -
[443] - Quote
Lucas Kell wrote:Jin Kugu wrote:Pleyer vs dev is the worst kind of balance. We shouldn't be punished because we like to do something and are succesful at it., but somehow that's what always happens with ganking. It's not player vs dev, and you aren't being punished. They are simply adding balancing changes and you're sad because you'll have to put in a small amount more effort. Considering how little effort it already takes, that's not big deal. Jin Kugu wrote:There is also absolutely no balance issue at the moment, freighters aren't dying left and right. A-type providences and bulkheaded obelisk are a tiny percentage of dying freighters compared to expanded ones. Of course there's a balance issue. The only reason freighters aren't dying left and right is because you're not attempting to kill them. It's impossible for a freighter to be ungankable, so if you really wanted to you could gank any and all of them. That would be like saying a module that killed every enemy in a system instantly wouldn't be unbalanced if people generally chose not to use it, as people wouldn't be dying left and right.
Why has my triple expanded freighter that lives in Uedama and Niarja never died?
I autopilot it around all the time. I move miniluv loot and assets worth 15bil+ at once.
Please tell me how I could get my charon ganked, I would love to be on the other side for once. |
Tavion Aksmis
EVE University Ivy League
0
|
Posted - 2016.02.12 10:29:07 -
[444] - Quote
TigerXtrm wrote:I'm sorry, what does the EHP of a freighter have to do with the HP changes to wrecks?
As of this patch you cant deny the loot from a suecide ganked freighter, in favor of the ganker. This could be offset by buffing Freighter EHP. |
Jin Kugu
Scanners Anonymous
32
|
Posted - 2016.02.12 10:34:01 -
[445] - Quote
Lucas Kell wrote:Jin Kugu wrote:Pleyer vs dev is the worst kind of balance. We shouldn't be punished because we like to do something and are succesful at it., but somehow that's what always happens with ganking. It's not player vs dev, and you aren't being punished. They are simply adding balancing changes and you're sad because you'll have to put in a small amount more effort. Considering how little effort it already takes, that's not big deal. Jin Kugu wrote:There is also absolutely no balance issue at the moment, freighters aren't dying left and right. A-type providences and bulkheaded obelisk are a tiny percentage of dying freighters compared to expanded ones. Of course there's a balance issue. The only reason freighters aren't dying left and right is because you're not attempting to kill them. It's impossible for a freighter to be ungankable, so if you really wanted to you could gank any and all of them. That would be like saying a module that killed every enemy in a system instantly wouldn't be unbalanced if people generally chose not to use it, as people wouldn't be dying left and right.
Let me tell you a secret.
There are ungankable t2 haulers. They still die from time to time but if you aren't bad they will never ever die. DSTs, blockade runners and JFs are unkillable in high sec if flown properly.
T1 freighters are indeed less safe but they can move more cargo at once. It's almost like things are in an ok place where people can make choices. |
Jin Kugu
Scanners Anonymous
32
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Posted - 2016.02.12 10:36:25 -
[446] - Quote
Tavion Aksmis wrote:TigerXtrm wrote:I'm sorry, what does the EHP of a freighter have to do with the HP changes to wrecks? As of this patch you cant deny the loot from a suecide ganked freighter, in favor of the ganker. This could be offset by buffing Freighter EHP.
You can still very easily deny loot using the same mechanic. The wreck ehp was just silly low before, now I think it's in a balanced place. |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7187
|
Posted - 2016.02.12 10:50:03 -
[447] - Quote
Jin Kugu wrote:Why has my triple expanded freighter that lives in Uedama and Niarja never died?
I autopilot it around all the time. I move miniluv loot and assets worth 15bil+ at once.
Please tell me how I could get my charon ganked, I would love to be on the other side for once. I dunno, blind luck? What are you suggesting the reason is? That it's possible not only for a ship to be ungankable, but a triple expanded freighter with 15+b in cargo autopiloting through uedama to be ungankable?
Gankers not choosing to gank everything and game balance are not the same thing. You can't just choose to not kill anythign for a month, then say "well nothing has been ganked in a month therefore freighters need paper thin tanks". The mechanics to gank guarantee that freighter cannot be ungankable, and that the biggest hurdle to overcome is getting them bumped (instalock suicide tackle and a bumping machariel will sort that for you).
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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Anthar Thebess
1454
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Posted - 2016.02.12 10:51:23 -
[448] - Quote
Important thing is that this raw buff to structure resists will affect every one in eve.
Low and nullsec : Huge buff to structure EHP will remove damage control from many fleet fittings, as buff provided by current damage control will be much lesser than additional armor resistance, or power diagnostic system. Ships will be harder to kill, and this will be issue in fleet fights where we have logistic ships. Huge buff to all capitals and supers.
Higsec: All kind of ganking will be affected. People who don't mount damage control will get flat bonus to structure EHP.
MOST IMPORTANT : Why we don't have pirate lp store versions of this module. Stop discriminating loyal citizens of NPC null sec!
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Tavion Aksmis
EVE University Ivy League
0
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Posted - 2016.02.12 10:52:51 -
[449] - Quote
Jin Kugu wrote:bigbud skunkafella wrote:https://zkillboard.com/kills/freighters/ should give you an idea for last 24 hours
9 aren't even in high sec 7 aren't ganks 14 ganks 10 of them in uedama, 1 system that can be avoided and should be scouted every time
How the **** do you avoid Uedama? By going around, thats 40 jumps in a freighter.. or nearly 1 hour... lol |
Lucas Kell
Internet Terrorists SpaceMonkey's Alliance
7187
|
Posted - 2016.02.12 10:54:47 -
[450] - Quote
Jin Kugu wrote:You can still very easily deny loot using the same mechanic. I'd very much argue this. You'd need to get at least 2 ships instalocking and killing the wreck before the looter looted it. Considering how many times even a thrasher failed to get it in time, the chances are significantly lower following the change.
Jin Kugu wrote:Giving freighters more EHP is the worst way to ~counterbalance~ a loot retrieval buff. Decreasing the amount of targets will lead to another dead way of playing EvE sooner or later. No one cares that it's easier to loot when there are no more viable targets. It only decreases targets if you're too lazy to adapt. There is no such thing as an ungankable freighter, so the number of potential freighters to gank remains the same.
The Indecisive Noob - EVE fan blog.
Wholesale Trading - The new bulk trading mailing list.
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