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Iminent Penance
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163
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Posted - 2017.02.24 02:15:44 -
[1] - Quote
zzzbowlcutmcgee zzz wrote:Cade Windstalker wrote:Mason Odell wrote:So many other ways to approach this change then straight out nerfing stuff into the ground.
- Make Battleships Viable Again
- Encourage more huge fights and objective taking
- Change other aspects of mining rather then making it pointless again
- Introduce new structures that require lots of minerals that provide good bonuses to those who can make them, rather then another station to dock and ship spin in
Just stop making people want to quit your game Translation, please either work on something else or find another change to make to fix my super amazing minerals faucet other than nerfing it... Translation: treat indy ships like EVERY OTHER SHIP IN THE GAME when nerfs happen. Imagine if t3 ships all got a 30% ehp reduction, 30% dps reduction, no more instawarp, no more covert ops config, AND more mass for "wormhole balance" The same people who have their heads up their asses would be crying enough salt to supply every mcdonalds in the world. And that's NORMAL. "blanket nerfs" where you hit literally every aspect of a ship in terms of its mainuse + survivability, people have issues with it. Because it's ********.
Dude look up cade's post history. He only posts on forums to flame people for wanting risk vs reward in ANYTHING but pvp ships. Seriously don't bother talking with him on anything regarding balance, he will just sarcastically tell you how you're just greedy/carebear to justify ccp making his life easier.
Which is hilarious.
In regards to these changes: Lol CCP. Lol
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Iminent Penance
Three Inch Wonders
163
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Posted - 2017.02.24 02:23:27 -
[2] - Quote
Grognard Commissar wrote:someone did the math, you'll loose fully 25% of ur optimal yield... http://pastebin.com/8WbfwhGU
i don't think i've ever seen CCP take such massive nerfbats to anything... maybe CCP should try nerfing carriers 25% dps, see how that goes over
The only equivalent shitstorm would need to affect the "el1t3 peeveep33 which would be a 50% reduction to t3 cruiser dps (initial rorq + this nerf) oh. AND drop all t3 optimal/missile travel time by a solid 40% or so.
Can you imagine? like that one guy said, this is brilliant, the same people making every excuse in the book about how "lol rorqs deserve this free win ships shud die" would IMMEDIATELY begin a thread-rage storm that'd probably clog the forum servers.
It's like....there's a double standard....or something.  |

Iminent Penance
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165
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Posted - 2017.02.24 20:24:18 -
[3] - Quote
Cade Windstalker wrote:milandinia wrote:
If Panic is such a problem, an easy solution would simply be that if you use any offensive modules or any aggression, there is a cool down timer before you can use PANIC.
Forcing a lock on a rock is just stupid.
Fozzie literally just addressed this in a post   
"addressing" versus quoting jargon that goes against EVERYTHING they are actually doing in any other scenario are very different.
Maybe not to you with your biases in how you only flame people who want balance, but I mean fundamentally this is askiew for literally all other viewpoints.
Refer to my posts, if they did this blanket nerf to t3s and fozzie came and said "if its an issue we may change t3 requirements dont worry" You wouldn't say "SEE LOOK FOZZIE SAID SOMETHING" you'd flip your **** and would be 100% opposite the mindset you're at now.
Unless you're not really this ignorant and are instead an amazing troll, which would be funny, but fruitless to the insanity that these changes are |

Iminent Penance
Three Inch Wonders
166
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Posted - 2017.03.02 11:56:42 -
[4] - Quote
CCP Fozzie wrote:JonasML wrote:From the original dev post for Rorquals...."Whether these modes are running or not, the ability to field 5 GÇÿExcavatorGÇÖ Mining Superdrones will make the Rorqual the greatest mining vessel in the history of New Eden." Well that's not only gone out the window, it's slipped off the ledge and fallen to it's splattery death 15 stories below. Take pictures now before the messy fallout get's swept up. After these changes the Rorqual absolutely maintains its title as the greatest mining vessel in the history of New Eden. Nothing else comes close to its mining ability (not to mention all the other things it does).
By that logic nerf all ships to make capitals barely 2x subcap dps and super capitals 2.5x tops. Cut dreads dps, carriers, Titans, and supers by 55%. They'd still be "the best" by this deranged logic of "balance"
Then use the "see nothing still comes close!!!!111!!" Argument... And watch the reaction.
See now why people disagree with you? It's basic logic. It really is.
I know you really really really don't want to acknowledge this. But you know it's true. |

Iminent Penance
Three Inch Wonders
167
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Posted - 2017.03.02 18:10:09 -
[5] - Quote
Iminent Penance wrote:By that logic nerf all ships to make capitals barely 2x subcap dps and super capitals 2.5x tops. Cut dreads dps, carriers, Titans, and supers by 55%. They'd still be "the best" by this deranged logic of "balance"
Then use the "see nothing still comes close!!!!111!!" Argument... And watch the reaction.
See now why people disagree with you? It's basic logic. It really is.
I know you really really really don't want to acknowledge this. But you know it's true.
Cade Winstalker wrote: Noooo... you're sliding down the slippery slope at the speed of Inty-warp.
Capital DPS doesn't need this kind of reduction because it's a completely different balance case from Rorqual mining. Capital HP, tank, and all the other factors that DPS comes into contact with are balanced around that current value of DPS. Cutting it by a large whack would be imbalanced because it would imbalance all the other things associated with it. Without a compelling reason there's no need for change.
You've basically taken one very limited statement here and run with it like a 2 year old on a sugar rush.
No? The rorqual is a ... what's the word... ah right CAPITAL.
"capital dps doesnt need this kind of reduction because its different" The only difference is its "PVE" which nobody gives a **** about. It is a capital. It is a step up from subcapital mining. Go figure it's balanced around that.
"without a compelling reason there's no need for change"
EXACTLY! YOU GET IT! There is NO reason to nerf something then using shallow flimsy logic, good for you cade!
Or, Are you *only* meaning that for pvp? Which would be deliciously hilarious irony. What i suggested for cap changes is EXACTLY what they did to "ore yield" over the past 6 months.
FOZZIE even said "its still the best" So... a carrier doing 2k dps would still be "the best" and a super/titan doing 2500 would still be "the best". Surely, even you, you have to see why this double standard is ridiculous. I know I know. "Muh minerals" and...well..ignoring the fact that the game has untold trillions pumped into it by inflated dps capitals.
Like it or not, the argument for the rorqual nerf could EASILY go down that "slippery slope" of a... "very limited statement" and turn OTHER capitals into... welll "still the best" |

Iminent Penance
Three Inch Wonders
167
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Posted - 2017.03.03 15:41:18 -
[6] - Quote
Look at cost history on the minerals though. They have risen from years of supreme isk deflation and the components to build excavators are extremely hefty. If you nerf anything needing rare drops, "supply and demand" is irrelevant when some omnipotent beings "decide" demand by influencing primary use viability.
Arguing "Ships that die dont show those that live" is the most simplistic logic in the game. It's like arguing theoretical fallacies that, since nobody can "disprove" make them automatically true. Titans dont die frequently by this ass-backwards logic, nerf titans /s
Cade Windstalker wrote: Couple of issues with this. First off, just hard limiting the Rorqual like this isn't really in the spirit of Eve.
Sure. Show me how good missile boats are at mining again? Oh wait they're specialized for fighting? Oh.... AND that's "different" since it isnt a mining ship? Right. Typical ignorance at this point.
Cade Windstalker wrote: On top of this Battle Rorquals have a long and storied tradition in this game,
LOL DOCK UP IN POS AND BUFF BECAUSE THEY SUCK ELSEWHERE. BRILLIANT TRADITION. Do you just come here to argue what you've never tried nor even been influenced by? Stop. This is ridiculous
Cade Windstalker wrote: and it would be a shame to lose that, because the Rorqual on its own isn't OP, it's just Rorqual plus PANIC that's causing problems.
Better nerf mining amirite? 10bil in a ship should be easier to kill... typical entitled pvper mentality "IT SHOULD BE EASY TO KILL" Reminds me of the whine threads where people go on "roams" and actually cry about not being able to win fights or catch ratters. The game is built around effort in pvp, not handouts. Pick your targets and engage accordingly like inner hell, don't throw a few frigates at a capital then moan for nerfs when it fails (or as you put it... "call it op because its creating "problems".... ignoring that the only problems are that they can actually DEFEND themselves)
Cade Windstalker wrote: If you just disallow offensive module activation while PANIC is active then you create the current Entosis situation.
You're right. This situation is something that has nothing to do with PANIC and is a flawed design because of how it can be abused. Nothing to do with PANIC being relevant to the flawed system.
Cade Windstalker wrote: If you make it so you can't PANIC while an offensive module is active then you basically cripple the Rorqual's ability to defend itself or its friends even if it does have offensive modules fitted because it can't risk getting caught and unable to PANIC while a module is cycling.
You ever hear of the rorqual using its warp scrambler to fight off the 50 man t3 gang? Me neither. |

Iminent Penance
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167
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Posted - 2017.03.03 16:01:03 -
[7] - Quote
Jacques Arkaral wrote:Cade Windstalker lays out a sound case as to the economics.
Anyone can claim "SUPPLY N DEMAND *****" over and over and over, but that doesnt change the fact that demand is being artificially smacked around by a god-hand deciding what the supply should yield in "risk vs reward" which is a favored term.... for any other aspect in the entire game
Minerals have inflated because of the deflation of isk by the MASSIVE volumes magically pumped in by ratting and wormhole escalations (ladder being nerfed eventually). But let's all ignore that because nobody is using buzzwords to pretend to be smart eh?
Jacques Arkaral wrote: Normally I tend to rage on about any nerfs to my mining ships. It has been way too long and way to little on the buffs until the Rorqual. That being said, I do see some need for some balancing
Nerfing the Invulnerable pointing Battle Rorqual is perfectly fine. This is easy to see as not intended.
Continued nerfing of the Excavators was initially infuriating to me but I now see a benefit. I WAS going to stand up a fleet of 12. With this latest nerf, that plan is now cancelled, I will still have my booster mine and use my other Rorquals as replacement spares while continuing as always have with Exhumers.
The new bright light for me is Rorqual prices are tanking as many of them are hitting the market or contracts again. Acquiring replacements is getting cheaper by the day.
CCP Fozzie "We're planning another reduction in Excavator drone yield to help keep the mineral economy healthy. I know it never feels good when things get nerfed but we're very confident that the Rorqual will continue to be an extremely powerful mining ship after these changes (not to mention the value provided by its other functions such as foreman links and defenses). We plan on continuing to make changes in this area as necessary over the coming months with the goal of keeping the mineral market healthy and ensuring that a wide variety of mining ships are viable."
That last part means even more Rorqual replacement discounts are in my future as further nerfs are applied. Looks like the Rorqual market is getting shorted [Stock Market Term] and I get to cash in!
As someone who was going to do a rorqual fleet and only uses them as boosting backups, but still mines with a fleet of exhumers because of the cost vs benefit of mining with the excavators... you are the prime example of the flawed logic of the nerfs.
Imagine if they nerfed carriers to be worth maybe 2-3 ratting ishtars. Well, you'd see massive armadas of afk ratting drone boats instead, and the carrier pilots would EXPLODE. Same concept.
Just because people choose to mass multibox cheaper ships in larger scale when bigger ships get nerfed doesn't mean the nerfs are balanced. It just means there is either an ulterior motif (Fozzie you can deny this all you want, but pushing people to 40 exhumer alts instead of 10 rorquals can only be for plex numbers nothing more), OR there is an extremely negative bias towards "pve" |

Iminent Penance
Three Inch Wonders
168
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Posted - 2017.03.03 16:07:56 -
[8] - Quote
Cpt Buckshot wrote: This is why Eve is struggling with low player base. These changes are just stupid for the most part, there were other ways to fix this. I wonder did they even ask a true rorqual pilot what he thinks about the changes or what changes would he make ............. I love Eve <3 but wow your ignorance even impresses me 
The deflation of isk makes the grind for new players harder. Deflating minerals would help newer players get into ships earlier.
But helping new players is NOT the goal of these nerfs. The old vets will just go back to boosting a 40 man exhumer fleet at the same cost of 2 rorquals using the new buffs, nothing will change except new players will need to grind multiple accounts to compete just like old days |

Iminent Penance
Three Inch Wonders
168
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Posted - 2017.03.04 07:04:55 -
[9] - Quote
If mining is "too toxic and easy" make guns where you have to aim them in space, not just hit f1.
If mining is "too afk" make combat drones need specific utilities like carrier fighters. All of them.
Kill "afk gameplay" right? /s
To those quoting mineral price trends, dont bother. Nobody from ccp will give a crap and then cade will come say "WATCH MY ECONOMICS: SUPPLY MEANS DEMAND AFFECTS IT" and write 5 paragraphs explaining how pve is bad for the game because it just is. Seriously he wouldn't need to type THAT MUCH if he had a valid point. Most his posts are inarguable jargon that isn't relevant half the time. YET HES ON EVERY PAGE.
HE DOESNT EVEN MINE YET HES HERE RIDING CCP's **** JUST BECAUSE IT HURTS PVE. That is the eve community.
It isn't rocket science, but damn sometimes the community and ...now devs.. sure make it look like it. |

Iminent Penance
Three Inch Wonders
168
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Posted - 2017.03.06 17:29:25 -
[10] - Quote
Jasper Binchiette wrote:I refuse to believe the folks at CCP are stupid or lack intelligence, so what's going on?
multiboxing exhumers being more cost efficient = more accounts to plex.
Or fozzie is just trying to be an edgelord like his brilliant sov that made people literally quit because of how burned out they got.
Rorquals get 55% hit BEFORE travel time issues (which by the way 300m/s is slow)
Carriers get "your drones get shot a little more"
Don't worry though, ccp doesn't give a rats ass about blatant bias any more apparently.
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Iminent Penance
Three Inch Wonders
168
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Posted - 2017.03.06 20:20:23 -
[11] - Quote
Cade Windstalker wrote:Iminent Penance wrote:multiboxing exhumers being more cost efficient = more accounts to plex. Except this thread is full of people saying how they re-subbed accounts to fly Rorquals and anyone who was using Exhumers before is either still doing so or trained/is training them to Rorquals... so this doesn't make much sense. Iminent Penance wrote:Rorquals get 55% hit BEFORE travel time issues (which by the way 300m/s is slow) Um... no? This change is a roughly 25% nerf, the last one was a 25% nerf on the old value, the combined effect is something like 46% between the two. No idea where you got 55% nerf but it wasn't math.
I know you are trying to be an edgy dimwit.
But travel time is a factor unless the rorqual literally teleports to 0 on rocks instantly and never ever moves.
Seriously. You don't know nullsec. You don't know industry.
But you can PRETEND to know if you at least *tried* to think before spouting your baseless arguments.
To humor you. Calculate the travel time during an hour with the new cycle durations going 350m/s (VERY generous speed) at 4000m average. Its MUCH closer to a 50% nerf JUST with these changes according to "math" as you like to flaunt. I only lump it down to 35% because people like you wouldnt even bother to think or test anything the moment you hear something out of a range you can immediately agree with.
Put in the most minimal effort for your pretentious rambling to have SOME credibility. |

Iminent Penance
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168
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Posted - 2017.03.06 20:49:08 -
[12] - Quote
Nasar Vyron wrote:Gadzooki wrote:You might want to check your math, shorter cycles is infact a nerf (more time in transit). Or are you one of those "my minerals are free" morons? That is Cade you're talking to. He would like everyone to believe he has any actual game development experience. I have a feeling he interned somewhere when he was younger (if even this much, likely just likes reading up on it) and thinks that gives anything he says credence. I will say this though, your math is wrong. We will be mining (on paper no travel time) 56.25% what we were before. That mean's a 43.75% combined nerf. However, where devs seem to love ignoring is that even sitting at 0 on an asteroid we will never see those numbers. Asteroids have a size in space, orbits occur around the outside of that radius, not the center point, which means their plans to increase the size of the asteroids means wider orbits for the drones. Wider orbits means even sitting at zero like we do now, the drones themselves will have futher to travel to get back to our ships before returning back to the asteroid again to begin their mining cycles. As each most asteroids have a different radius, and it is typically unwise to actually sit zero on an asteroid due to risk of bumping when you do inevitably need to warp out it is nearly impossible to even get a true average travel time between asteroid and ship. It's best to figure that each time a cycle ends it takes about 5 seconds from cycle stop to cycle re-start for a well placed rorqual currently - assuming the drone doesn't bump off the backside of the asteroid itself. Assuming no change to belt or asteroid size that means each cycle as far as we are concerned will take approximately: Best case: 26.92% nerf from current values Wost cases: 27.94% nerf from current values That is not taking into account the time it takes to re position the rorq between asteroid as that has too many variables to properly account for. Distance to ping location, burning towards rock, unknown increase in roid and belt size after patch, etc. However, it does give you an idea of how much increasing the current small radius of an asteroid could have if they increase it to the point where they become visible at most distances. The above simply being solved by not adjusting these features as they do effect yield to a degree by simple giving asteroids brackets.
Usually the average distance you will achieve is 1000m give or take and that's ignoring a TON of travel time and other factors that decimate the yield i mentioned (drone sharpshooting can add 1km optimal... more travel)
The actual travel time + the orbit radius + average distance being beyond 0 (which it will be until asteroid tractor beams exist, and they wont)allows drones to return from a 4000 range up to 11km away, If they have to hit that scenario more often due to the shortened cycles, it amplifies the effect.
So the math isn't wrong, it is just the "optimal case" perspective people are choosing over realistic cases
also check sisi. Rock sizes have... indeed changed https://i.gyazo.com/e88e90afcebf3a0fb4a6a8651dd3b575.jpg |

Iminent Penance
Three Inch Wonders
168
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Posted - 2017.03.07 02:59:56 -
[13] - Quote
Nasar Vyron wrote:Iminent Penance wrote:Usually the average distance you will achieve is 1000m give or take and that's ignoring a TON of travel time and other factors that decimate the yield i mentioned (drone sharpshooting can add 1km optimal... more travel) The actual travel time + the orbit radius + average distance being beyond 0 (which it will be until asteroid tractor beams exist, and they wont)allows drones to return from a 4000 range up to 11km away, If they have to hit that scenario more often due to the shortened cycles, it amplifies the effect. So the math isn't wrong, it is just the "optimal case" perspective people are choosing over realistic cases also check sisi. Rock sizes have... indeed changed https://i.gyazo.com/e88e90afcebf3a0fb4a6a8651dd3b575.jpg Ya, I can see, but until it goes live I can't speak for the sizes we'll see is all I'm saying. I was jsut giving an example to the nerf the travel time adds to the yield with current values. CCP likes goes with paper values ignoring all other factors it seems which is why I gave the examples in the way I did. I even indicated on paper, meaning I know they aren't realistic. And yes, if the changes go live we are likely going to be seeing a 5-15 second travel time on the larger spod rocks. But CCP likes dealing with optimal for some unknown reason rather than averages which is how it's done everywhere in the industry with min/max values and trying to reduce the difference between the two rather than increase that gap. In other words, decreasing the value between min/max allows for easier balancing, however reduces effect of skill/positioning. That is why mining lasers can be more easily fine tuned, where as drones cannot. -> This is why if we could go back to the original drawing board I'd have argued for short range capital mining lasers, not drones. I'm not a masochist when it comes to game development and like things I can balance without several uncontrollable factors. -> go further back I'd have made all mining based off lasers and a type of minigame similar to hacking. The more successful you are the more ore you get up to a max value. Which is repeatable until the asteroid is depleted.
Tested on singularity. 700m froma spod rock = excavators travel nearly 15km away.
THAT ADDS UP TO 60 SECONDS OF TRAVEL PER BAD CYCLE. THAT IS ABSOLUTELY HUGE
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Iminent Penance
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172
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Posted - 2017.03.12 06:19:09 -
[14] - Quote
You know it's funny with the "pve group booster" thing getting everyone saying you HAVE to multi box to mine properly but
I wonder how the reaction would be if ccp made some rats only kill able by subcap S, some rats with mechanics to ecm/web fighters, and some rats that are easiest to kill by carriers
Oh. And then nerf the dps of carriers to make sure they can't cheese the mechanics
why does shooting a rock into dust require more "teamwork" than killing notoriously wanted and bloodthirsty pirate factions that literally exist in lore to kill other ships?
The changes don't even make lore sense, they're just blanket nerfs to only one area of gameplay instead of other sensible options.
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Iminent Penance
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172
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Posted - 2017.03.12 19:27:46 -
[15] - Quote
Cade Windstalker wrote:
Sounds like a good idea to me, and a heck of a lot less boring than solo-running sites.
Seriously though, no one's saying you *have* to multibox this to make it efficient. The Rorqual still mines the larger rocks better than a Hulk, but if you're min-maxing your risk vs reward it's more in your interest to add some Hulks now. Whether that's friends or alts doesn't matter too much, but mining is an often multiboxed activity and nothing in these changes is going to change that.
Nobody would say you'd "have" to bring subcaps to make it efficient/possible to clear anoms. The carrier still would dps large ships better than a Raven, but if you're min-maxing your risk vs reward it'd be more in interest to add more ravens then. Whether friends or alts wouldnt matter, but ratting would then have to be multiboxed and nothing would change that.
IT's easy to apply the same logic to multiple angles you know. |

Iminent Penance
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Posted - 2017.03.13 17:23:39 -
[16] - Quote
Trevize Demerzel wrote:starmaser darkborn wrote:I don't fly rorqs but I feel like the problems have other solutions. For example:
- Make EWAR not operable during PANIC
- Make a Cyno not usable during PANIC or you cant PANIC while using a cyno
- Raise the stenosis time multiplier to something obscene
Those would be probable solutions to the problems. Rorqs are capitals with little dps or combat ability (as far as I know), having the PANIC work while moving or transporting is a necessity in my opinion.
Thoughts? They've really not done a thing to prevent the battle/tackle Rorq in belts. ie: Tackle Rorq jumps into belt and tackles a mining Rorq. Tackle rorq targets rock. Boom PANIC, safe. No change from before. CCP Dev does facepalm wondering why he didn't think of that..
Fozzie would never facepalm because he'd be too busy spinning it to be "creative gameplay" even though its the same ******* issue that caused people to hate it in pvp.
The man is either delusional or powerless, nobody can read the math, test things on the test server themselves, and then look at the numbers of the overall picture and say "Seems legit" when compared to ANYTHING else its ********.
Nobody except fozzie it seems. Honestly being nice and pointing out basic math or scenarios doesnt mean **** to someone who literally spends his dev career trying to be an edgelord to his pvp buddies.
Jump hic was a problem for pvp, but pl still wants to use it. So they made damn sure it was still usable to gank.
I promise you, fozzie will never, ever, facepalm or realize any wrongdoing. He will simply be proud for supporting his bias stance and continue to bring "great" changes to eve.
Fozzie. Please. Take your brilliant "gamechanging" ideas to wormholes. Go on, add entosising and other things to "combat the big power blocs" of wormholes. Your ideas are so brilliant I think the rest of eve needs to benefit from them .
Or quit your job. I'd be happy either way. Sorry, but the "feedback thread" where you ignore everything involving proof against your statements is just ********. |

Iminent Penance
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173
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Posted - 2017.03.15 00:00:27 -
[17] - Quote
ISD Chanisa Nemes wrote:Deleted some off-topic posts as well as some posts with offensive language.
[img]http://i.giphy.com/l4FGkR6E0Jg100H3W.gif[/img]
Please remember to be respectful!
Fozzie made this ******* feedback thread to get feedback
Then promptly ignored all the feedback
And you want *us* to be RESPECTFUL of all things?
Respectfully... go **** yourselves. You all knew this blanket nerf was horseshit. People told you so. You had more feedback than most changes page-wise. And you ignored it all. Didn't even TWEAK anything or bother explaining why the math people presented was utterly ignored.
Yes I'm mad. This was bullshit. Nerf the yield. Nerf the ore size. Nerf the panic. Nerf the range of rocks.
NOT ALL AT THE SAME ******* TIME. ESPECIALLY WHILE IGNORING FEEDBACK
THEN YOU ADD KILLMAILS FOR DRONES TO MAKE IT EASIER
YOU WANT RESPECT AFTER THAT? GET ******* REAL.
PEOPLE WERE RESPECTFUL FOR SEVERAL PAGES HERE. YOU IGNORED THEM ALL.
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