Jenn aSide wrote:CCP Larrikin wrote:
We are working on changes to Anomalies that will reduce the effectiveness of Carriers and Supercarriers. These changes will be announced at a later date.[/list] Noticed this part. I'll be paying special attention to this, because this is the area where everyone can get messed up.
And you can bet that even after they bump capitals out of the anomalies they wont bother returning the 10% dmg they took. After all Carrier is just a sinonym for Cancer in CCP's dictionary as of late. They woudnt want to give cancer a fighting chance now, would they? :D
Pathetic.
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There have been many players that gave ideas on how to change PVE in order to not need the carrier nerfs.
The following is my 2 cents:
Gate every anomaly per ship class... with a variation of Hidden and Forsaken types for those who want more of a challenge for that particular class.
Burrow/Hideaway/Refuge/Den + Hidden/Forsaken variations ---> Frigs
Yard/ Rally Point/ Port + Hidden/Forsaken variations ----> Cruisers
Hub + Hidden/Forsaken variations ----> Battlecruisers
Haven/Sanctum ----> Battleships
This way, you dont need to nerf the entire PVE bounties when you notice that a particular ship type is gaining too much ISK, or nerf the ship itself in pvp by extent. Just reduce bounties or modify NPCs in those particular sites. You would be setting yourself up for an easier tackle of such problems in the future.
VNIs and Ishtars wont be able to just AFK rat in Havens and Sanctums --- Sure they will do it in the cruiser designated sites but for less bounty and players will also need to swap sites faster, thus forcing them to more active.
Have a few exceptions that can go to all of the above mentioned sites, ignoring class restriction... I.E. T3 cruisers. That way when a group wants to raise their index after capturing territory they cant complain about being forced to play with frigs and whatnot.
Now onto capitals:
Create a new Anomaly
Example: Blood Raider Capital Shipyard - restricted to carriers. Spawn 1 NPC dread + occasional waves of elite frigs and/or elite cruisers. Have the waves always aggro player ship instead of Fighters. That way players cant complain about their fighters being one-shotted by the dread while killing the additional spawns, and with the dread hitting a carrier constantly, it also presents a fair cap management and tanking challenge.
From all people flying carriers atm, only a few manage to solo dreads and even then it can be problematic and time consuming -- and if multiple carriers enter the same anomaly to make it easier, the bounty gets split and thus, individual ticks are lowered. Multiboxing in carriers is brain melting anyway so you cant have 2nd or 3rd carrier alt helping you out so players would choose between working with a different player or attempting to solo.
Make the frigs/cruiser waves put points on the player ship...that way players wont be able to just cherry-pick the Dread and move onto the next site or specialize their fighters only for taking out a capital ship.
Finally Supercarriers:
Just as with carriers, create a new anomally completely for them
Example: Guristas Headquarters - solely restricted to Supercarriers. Guarded by 1 NPC titan spawn + periodic waves of elite frigates/cruisers and battleships. Same aggro rules as with the carrier site, but elite cruisers get to have the infinite point of HICs for obvious reasons.
Now, before I get reprimanded -- yes, I am aware that atm an NPC Titan can be soloed by 1 dread and thus a supercarrier would eat it up immediately BUT the anomally titan does not need to have the same stats as the current NPC one that appears randomly nor should it have the same bounty. Numbers should be crunched and after careful thought and experimentation and player consultation, the anomaly titan spawn should have stats that --just as a current NPC dread does to carriers -- offers a challenge to a supercarrier. I would even include a tweaked doomsday, if it were up to me.
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In the end, if implemented in a balanced way for both players and game economy, such a project would:
-Offer players a satisfying experience depending on the ship class they prefer to use
- To a very small extent, reduce the impact of AFK cruiser ratting....
- Make capital and supercapital pilots not feel like they are stepping on ants while ratting due to the complete lack of a challenge in Havens and Sanctums.
- Increase the risk of capital ratting by having NPCs focus Carriers and Supercarriers with points and infinite scram, respectively. (Also, if anomalies are gated, a player cant warp to a prefered/safe distance from the site so that he can take out all point-equipped ships before they even get a chance to hold him.)
- Allow CCP to more easily tweak only the problematic side of PVE if their current predicament surfaces again in the future, instead of all of it (like overall reduction in bounties) ...or in a way that affects PVP.
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Yes, this would mean them needing to put out some effort in terms of balancing or new anomaly design... And I'm sure that people will find some flaws with the above portrayed ideas. But its better than tearing down the whole nullsec pve and starting from the ground up... not to mention its much more realistic to achieve rather than a complete overhaul of PVE -- or not doing anything at all.
THINK CCP.... THINK! Give us something or ask the community if you are out of ideas but start FIXING your game properly!
Until such a time, my accounts remain unsubed. :/
o7