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Thread Statistics | Show CCP posts - 20 post(s) |

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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.29 16:50:12 -
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Drago Shouna wrote:So we better get used to no boost mining I suppose.
And those that take the risk will reap the rewards... |

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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.29 17:22:21 -
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Are the command modules "auto-repeat" or do they need to be activated each time like an interdictor bubble? |

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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.29 17:23:44 -
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Ida Aurlien wrote:Lets look at this your taking the rorqual out of the game as can't use in belts as if it gets pinned down yes it has a bubble to protect it for a few minutes. but it still can't move..and ppl drop lots of ships on it , it becomes a massacre. now links ships are worthless..
Your looking at things to make the game faster at destroying things. But your not looking at the life of the game. Or the cycle
of eve. it takes all aspects of the game to survive, changes are not always good have you looked at if people will accept and use these in field as you hope. If not the manufacturing dies and all cost rise. another way to kill your game
Probably should reserve judgement here until the entirety of the Rorqual changes are posted. You have no idea what other capabilities the ship may receive in terms of combat/defense
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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.29 17:31:09 -
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Daemun Khanid wrote:Tipa Riot wrote:Finally, finally! This will be a very good change for the health of the game. Although I think some details need to be tweaked.
- The boost duration of 60-130s is too long IMO, would like to see it more in the 30-60s range.
- Will neutral boosters receive a suspect flag if interfering with wars and limited engagements in highsec (same as logis)? The problem w reducing the time to that sort of level would be that it would mean the total elimination of frigates getting any kind of boost in places like novice FW plexes. At least w a 2 minute timer a frig pilot can get his boost then warp into the plex and have a limited amount of time boosted. With a 30 second time the boost would be gone before you even managed to land in the plex. Ofc a t1 boost frig would solve this but that's starting a slide down a particularly slippery slope. Are we gonna start creating new ships from scratch every time a gameplay mechanic changes?
Why is no boosts to frigates in novice plexes a bad thing?
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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.29 20:01:32 -
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Damocles Orindus wrote:When CCP removed boosting Command ships from within POS shields, they specifically left Orca/Rorqual mining boosts out of that change due to the outcry and the expected population fleeing from EVE. While it's important to get rid of off grid "Combat" boosting for reasons of bringing more players onto the battlefield for which they want, for some reason we now think the same issue faced during the last tweek to boosts is no longer going to massively impact the mining/industrial community in game and cause many industrialists to throw up their hands and log. This change seems more motivated by a small gang, ganker type developer that will now have a capital kill available in every mining anom they warp to. The supposed "olive branch" is that the Rorqual will have a "slow death" button that means not everything will die immediately as the fleet is bubbled and the Rorqual dies... then the fleet dies. What a big bonus.  This change to Mining Boost dynamics has no positive benefit to Nullsec industry and was likely not put forth by anyone with serious industrial experience but instead someone who wanted shinier kill mails while miner ganking.
It's mechanical. Keeping in current OGB for mining means that all the code for OGB and their relation to fleets/wings/squads has to stay in AND those corresponding skills must maintain their current use as well as the corresponding modules. That makes no sense from a game design and coding perspective.
The positive effect depends on your perspective. You may not view it as positive that your invulnerable bonuses are coming to an end, but the overall game health could certainly be positively impacted by 1) content creation resulting from boosting ships being on grid. 2) competitive advantages from groups that refuse to use on grid boots vs. other groups that do. You do not have to give kill mails by simply not risking your ships but then you also lose the advantage those boosts provide. Contrast this with the current environment where basically everyone has mining boosts offering no gameplay distinction at all and tell me what the true value is there?
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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.30 15:05:46 -
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Bo Goodwin wrote:The only thing about this mighty nerfing of off-grid boosting I know for sure is it is getting some really cool people, who just want to help out new people and solo-ers, to leave EVE forever.
Now I subbed a year about 2-3 months ago. I like mining. I like being boosted. I like my booster to be able to relax while playing, not working while playing.
A booster isn't "relaxing" while playing. He quite literally is sitting in a POS doing nothing but providing a stats boost to players.
Bo Goodwin wrote:Isn't this game about community? I've played EVE for years now, years apart of course, but every time I come back it seems they keep changing things nobody wants...actually that most people hate.[/qupte]
It's hard to respond to this without engaging in the exact hyperbole you are using here but it is quite unlikely that *most* people hate this change and it is far from something that *nobody* wants.
[quote=Bo Goodwin]I don't PvP, FW, PI, explore, PvE, incursions or any of that crap. I like to mine some rocks while I chat with friends and not get blown up.
First, nothing changes here. You can mine rocks and chat, you just will be doing it without boosts unless you also choose to bring a boosting ship along. Remember, you are getting a brand new ship for this role. If not, you will still mine, just less efficiently. Does that fundamentally change your gameplay? No. It reduces your yield (and the yield of everyone else in the game that also chooses to not use boosts).
Don't make this about changing your gameplay or lifestyle or whatever else. It is nerfing yield for those that choose to continue to prefer risk free behavior and that is what you are upset about. |

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Posted - 2016.08.30 15:46:39 -
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Noxisia Arkana wrote:Thanks Fozzie, With how big grids are now - do you think that a 60km radius (roughly) is large enough for these boost ships? I obviously disagree but hoping you can shed some light on the thought process?
A lot of fights take place on gates, wormholes, stations, but an equal number take place in the wide wide open - where the range is going to become a much bigger consideration.
Q: Why are the ranges so short? Shouldn't they cover an entire grid? A: We want to ensure that there is gameplay involved in piloting and positioning your burst ships, as well as counterplay in splitting up opposing fleets and separating them from their bonuses. We may adjust the ranges based on how playtesting goes, but ideally they should always be small enough that the ranges matter.
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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.30 16:55:13 -
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Agul Chith wrote:After seeing the proposed changes I'm less worried. But still have two big concerns...
1. That range... not everyone anchors up and presses F1. Need more range for small gangs who tend to spread out more.
2. The ammo idea is just plain dumb. Please use scripts instead.
1. Bring multiple boosters that follow the various combat units in space (new gameplay) 2. Scripts are a one time purchase. Ammo, similar to interdiction charges, promote industry for a near identical feature
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Star Explorers Reckoning Star Alliance
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Posted - 2016.08.30 17:11:23 -
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FearlessLittleToaster wrote: If the above is how the Rorq is going to work going forward they will become the toys of only the biggest and best organized blocs. As a Goon that would actually be kinda nice for me personally, but crushing thousands of other miners in smaller outfits would be horrible overall. There is no way a hundred man mining corp could use Rorquals if they lived within a couple BLOPS jumps of a halfway decent lowsec outfit, let alone PL or Goons.
Why is that a bad thing? Smaller groups get Porpoise and Orcas. Larger groups field *capital* boosters. This idea that the smallest mining group should have the best boosts because the current state of the game allows everyone to have zero risk boosts is silly. It is exactly the scenario being fixed by this change. Your boost capabilities scale with your size or your risk level.
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Posted - 2016.08.31 13:54:10 -
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FT Diomedes wrote:What's funny to me is that the Rorqual will still offer better mining boosts than any other ship, even without being in Industrial Core mode. Despite that, people who had to know their "hide in the POS shield" playstyle was on life support for several years are completely freaking out.
It is interesting to see that people will actually have to fly the Rorqual now. They'll have to push buttons more than once and stuff. The Horror! The Horror! The real impact of this is not that the Rorqual will actually be at risk now, but that it will actually require regular player input, making it harder to multibox the ship.
I know I have trained up a Rorqual booster, three Exhumer pilots, and a hauler/scout pilot. In the past, I could easily forget about the Rorqual pilot in his POS, and focus on watching three Exhumers, the hauler or scout, and intel channels. Now I have to pay more attention to another pilot.
As someone who has always relied on multiple characters, I'm noticing the subtle shift CCP has in place to make each pilot matter more and require more player input. I don't have a problem with it, but I am noticing it. It's most evident in the recent Carrier changes. In the past, I could undock three Carriers, drop sentries, assign drones, and establish remote repair chains with ease. Now, that it is all but impossible to multibox Carriers with any degree of efficiency. But flying a single Carrier is a much more fun and engaging play style. I did decide to sell off a few of my Carriers because of these changes, but on the whole it's a good change. As this design philosophy sneaks into more game play aspects, it may eventually cause me to unsubscribe a couple more accounts, but I think in the long run it will make Eve a better, more engaging game.
It certainly would be nice to lay it out in a nice graphic for the hard of thought. Boost level : Porpoise < Orca < Rorqual (no core) < Rorqual (core)
Each carries a bigger risk and bigger reward. I agree, those rewards should be distinctly balanced for the additional risk. Dropping an industrial core should be 100% worth doing and not just a small marginal increase (again, seeing the numbers charted out would help a lot of people).
All this hand-wringing that this is killing mining is nothing more than pain at losing income and efficiency. *Nothing* about these changes fundamentally changes how mining works, how you enjoy it, or anything of that nature. It changes your profitability plain and simple. Base mining should be worth something. But people willing to climb up the risk ladder should be the ones getting the reward, not that the base is the highest reward level because anyone can stick a Rorqual in a POS and boost to the max without risk.
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Star Explorers Reckoning Star Alliance
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Posted - 2016.09.01 12:51:36 -
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Johnno Ormand wrote:If these changes go ahead I won't be boosting any longer. I have 3 accounts 1 for PvP and he 2 others are boost/mining but will not put an orca or rorq in a belt. These changes will effectively kill mining for small players like myself. CCp you will loose 2 subscriptions from me over this.
Does your booster mine? Are your mining ships suddenly unable to mine without boosts?
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