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CCP Wrangler

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Posted - 2007.05.24 15:00:00 -
[1]
Please post your questions for the next Live Dev Blog here, make sure you read through the thread so the same question isn't posted more than once.
This is a thread for posting questions only, not a discussion thread. Any posts discussion other people's questions will be removed.
If you have no clue what I'm talking about, check this thread.
Wrangler Assistant Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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Kvarium Ki
legion of qui Freelancer Alliance
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Posted - 2007.05.24 15:37:00 -
[2]
The entire heat idea sounds cool but at the same time it just seems like an other potential cause for lag. We allready have the gang bonuses that seem to cause lag won't this just add to the problem?
KK
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Magunus
The Arrow Project Morsus Mihi
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Posted - 2007.05.24 16:00:00 -
[3]
Is heat equivalent to tech 3? It doesn't sound like there will be new modules associated with heat, just the ability to modify existing modules slightly, so does heat have anything to do with industry? (Beyond increasing demand for some things by blowing them up by overclocking.) ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.05.24 16:15:00 -
[4]
What sort of a GUI are you going to have for heat? How can we adjust individual modules and easilly see the heat status of the ship without overloading the GUI?
Blueprint Research Service Available See thread for details.
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Kala Veijo
Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.05.24 16:21:00 -
[5]
Are overheated modules completely destroyed? Start a fight with new shiny Faction siege launchers, click "overheat all" button and crash to desktop. When I get back, have all my highslot modules just disappeared because I wasnt there?
Warp Wind, CSM Chapter blog. |

Treelox
Amarr Frontier Technologies
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Posted - 2007.05.24 16:26:00 -
[6]
Will "Heat" be availble for my Roid Strippers?
Or is this another case of where the ship to ship combat gets all the love and us more passive types get nada? --
FTEK | Production ~ Research ~ Sales ~ Omber Zombie's Wet Work |

Lord Darkness
Super Muppets Accumulated Space Holding Inc
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Posted - 2007.05.24 16:42:00 -
[7]
Will damage repair be added as a starbase module in the case that your ship overheats in deep space?
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Dwindlehop
Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.24 16:43:00 -
[8]
Originally by: Kala Veijo Are overheated modules completely destroyed? Start a fight with new shiny Faction siege launchers, click "overheat all" button and crash to desktop. When I get back, have all my highslot modules just disappeared because I wasnt there?
I second this question. Please do not make overheated modules completely destroyed. If they are completely destroyed, there will be no decent loot ever again.
Two more questions: Will your opponent be able to affect your heat level? Will there be ways to manage your heat apart from not overloading your modules?
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Doomed Predator
Xoth Inc Firmus Ixion
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Posted - 2007.05.24 17:00:00 -
[9]
Will every module have the ability to overheat?
Will every module overheat at the same rate?
Will there be any skills/modules/rigs that will influence overheating?
Will there be any units given so we can calculate how long until a module overloads and get destroyed?
Will the overhead be constant or will it be chance based( as it if you're lucky your module will last much longer than normal when overheat is turned on, but if you're unlucky your module will overheat and get destroyed in a few intervals)?
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.24 17:10:00 -
[10]
Currently on sisi heat is seperated between the high, mid and low slots. So you can overload both your guns and tank with no added drawbacks compared to overloading one or the other.
Was not the original intention of heat to enable you to overload a certain aspect of your ship at the expense of another aspect? i.e. you could overload your guns at the expense of your tank, or vise versa. Why the change?
--------------------------
To address some of the questions about the UI, this is what is currently on SISI at the moment:
http://img456.imageshack.us/img456/252/heat1mq1.jpg
http://img452.imageshack.us/img452/614/heat2tp5.jpg
The green segment at the top is the button for activiating the overload and the red segments represent the damage to the module. Once the damage reaches 100% the module is destroyed. --------------
[Coreli Corporation Mainframe] |

Terghon Tu
Amarr Eye of God
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Posted - 2007.05.24 17:23:00 -
[11]
Edited by: Terghon Tu on 24/05/2007 17:25:08
- Will Thermal damage affect Heat for modules (making it riskier)?
- Can there be anti-Heat modules like heat sinks (not the current module) that reduce the potential damage or lessen the chances of damage?
- What is being done to address the potential abuse of "gank" setups where you only need a couple salvos? Current gank setups make for very fast combats, which you said before you want to slow down. Heat would seem to go in the opposite direction.
- More of request than a question; please don't create rare faction mods that can benefit greatly from being overheated without too much risk of damage (like when paired with a rare faction heat moderator for example).
- What is being done to make sure that Heat is an optional play tactic, and not a "must" to be competitive?
- Modules being damaged or destroyed isn't much of a drawback for rich players. Are you planning any other drawbacks to make choosing to "overheat" a real choice instead of just another expense or "operating overhead?"
- Will existing modules like Heat Sinks get additional abilities to mitigate overheating damage or will it only be new modules (assuming their are any mitigation modules at all).
- Combat is still fast, and lower framerates make module-by-module changes annoying now. For example changing crystals on eight lasers can take me a full minute or more if I'm lagging a bit from too many missiles. Is Heat going to be an on-the-fly adjustment that could be too much of a bother or will it be a "setting" that people change for a combat and leave alone?
- Are there any plans to make Heat affect individual modules only? For example: could I fit 6 Mega Pulse lasers and 2 Dual Heavy Pulse lasers and choose just to overload the Dual Heavy ones to equal the punch of the Megas?
- Timeline beyond SoonÖ?
- Can I write stories about Heat or are the main details still in flux?

---------- The right to do something doesn't make doing it right. |

Tipz NexAstrum
Celestial Horizon Corp. Valainaloce
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Posted - 2007.05.24 17:39:00 -
[12]
Does heat damage affect the attributes of modules in any way aside from damage?
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DigitalReaper
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Posted - 2007.05.24 17:46:00 -
[13]
if modules are heavily damaged will this increase their chance of being destroyed with the ship?
If so is there anything being done to stop people purposely damaging their modules so that most/all of them will be destroyed if they die, leaving the attacker with very little to show for their trouble? |

Cailais
Amarr VITOC The Sani Sabik
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Posted - 2007.05.24 17:46:00 -
[14]
How long (roughly) will a take for a heat stressed module to cool?
Any plans for other modules to effect, or be effected by heat? i.e Nos draining cap and heat from a target while adding cap and heat to your own ship?
C.
Idea: Diplomacy - sig designer - eve mail |

Valator Uel
Caldari Pax Minor Asylum Confederation of Independent Corporations
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Posted - 2007.05.24 17:56:00 -
[15]
Will certain races (or ships) have better heat disipitation than other races (or ships)? -----------------------------------------------------
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Cyberus
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Posted - 2007.05.24 18:52:00 -
[16]
Edited by: Cyberus on 24/05/2007 18:52:14 Just was on sisi. Looks awesome that heat thing. Once i did turn on overload modules start poping so fast that i was not even able to turn them off.
So question: Is it already balanced? Because if it yes, then i will for sure stay out of overload the modules cause they pop like after 2-3 actiavations (just seconds) but heat indicator still between 50-75%. :(.
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Inspiration
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Posted - 2007.05.24 18:57:00 -
[17]
* Will there be an automatic failsafe option that prevents module destruction?
* Will such a feature be part of a damage control module or another new one?
* What is the scale of the abuse we can be expected to put at work here before they fall back into safe mode or break.
* Will there be something that repairs damage done to modules.
* Will damage to modules be gradual or instant?
* If not instant, will the associated cost of module repair at stations be substantialy increased and become a potential new ISK sink to counter inflation? You guys are in constant fight iirc to control mission inflation and hence the constant nerfing. This looks like an oppertunity...will you take it?
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Blind Man
Kemono.
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Posted - 2007.05.24 19:02:00 -
[18]
Edited by: Blind Man on 24/05/2007 19:01:43 * how do you see heat being used in battles, do you intend for it to be used that f.ex in some fights you overheat all your guns for the entire length of the fight? and will it be balanced in that your modules don't die too quickly? just trying to get a feel for how often you will overheat modules during a fight.
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Adam C
0utbreak
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Posted - 2007.05.24 19:12:00 -
[19]
REPOSTED
If answering questions only related to HEAT then I got this;-
Comment: Going by the sisi UI of heat and hud (thus far) its pritty *bleep* No indication of whever a module of "overloading or not" (for what i could tell on my limited time on sisi) Q: Will the UI for heat have the proper colours (ie red overlay for heat) Comment: and indications for speed is a bit ugly looking try changing the speed indicator to blue n stuff.
If devs will answer any questions i'd much rather ask this;-
Q: Will they be a support mechanism in coming patches to show whom has advanced leadership skills &/or gang modules in gangs (ie icon next to name in gang or something in overlays.
Thanks and happy dev blogging. o/
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Ridjeck Thome
The Older Gamers
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Posted - 2007.05.24 19:14:00 -
[20]
is heat part of the mechanics envisaged to give Amarr 'oommphhh'?
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Polysynchronicity
Amarr
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Posted - 2007.05.24 19:20:00 -
[21]
Will there be a matching option to "underload" your modules so that you can overload other modules with less risk? ----- That glorious ship is a Templar-class fighter, the sword of light and purity which our carriers shall drive into the hearts of the Minmatar heretics! |

icarus braciolini
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Posted - 2007.05.24 19:59:00 -
[22]
Edited by: icarus braciolini on 24/05/2007 20:01:05 when and what is being done to fix the glitches in the drone region (exploration bugged) and can we have a definative hint at any goodies that are planned to be released for this specific area?
on a related topic does ccp plan on doing anything to fix the mineral economy? seems like low ends increasing in value only help to support macro miners who mine these empire minerals.
finally, any hint at all of mining fixes? perhaps a count down or a movement on the screen like a clock to show the depletion of an asteroid?
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Jim Lovell
Gallente Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2007.05.24 20:09:00 -
[23]
Will Tech3 handle heat more efficiently, how will t3 manufacture occur, will bpc's be found via exploration or a lottery etc?
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Hunlight Faithus
Ravenclaw Manufacturing Mordus Angels
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Posted - 2007.05.24 22:20:00 -
[24]
Will each race have heat affect them in different ways?? and also do different mods have different thresholds to heat so u can overload some mods more than others?? Also i remember reading somewhere an amarr boost was planned, what will this invole or is it just rumour.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.24 22:24:00 -
[25]
Will heat only be applied to active modules, or can also modify ships stats like capacitor overcharge, maybe even some sort of drone/fighter hardwiring that would have chance of completly loosing control of drones? ---
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Tareen Kashaar
Jericho Fraction The Star Fraction
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Posted - 2007.05.24 22:31:00 -
[26]
My primary concern is what kind of UI will be used to control heat: Will it be another right-click intensive mouse-slugfest (like for example switching ammo types or controlling drones), or are there any plans to streamline the UI with more keyboard shortcuts to increase the usability and handling of our ships in already hectic combat?
One thing that comes to mind is removing the UI auto-focus on the active chat window whenever any standard letter key is pressed. Removing this and adding, say, a hotkey to activate the chat window (like pressing Enter before you can type) would free up much more keyboard space for useful shortcuts to control aspects of our ships. What are the devs' thoughts and philosophies on this matter? --- WTS: Forum Signatures, 30mil a piece. Evemail me!
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.24 23:57:00 -
[27]
Originally by: Tareen Kashaar My primary concern is what kind of UI will be used to control heat: Will it be another right-click intensive mouse-slugfest (like for example switching ammo types or controlling drones), or are there any plans to streamline the UI with more keyboard shortcuts to increase the usability and handling of our ships in already hectic combat?
Check my previous post. --------------
[Coreli Corporation Mainframe] |

Sinnbad Mayhem
Amarr Pitch Black Incorporated
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Posted - 2007.05.25 01:43:00 -
[28]
Sup Tuxy
1. Do you plan to introduce Heat bonuses on any of the ships?
2. Can we preset the use of heat before a fight? Or at least set a limit ? or is this simply on the fly usage?
3. How do you repair a heat damaged mod at a pos?
4. Will mods destroyed by Heat simply disappear from the fitting and CPU/Grid be available instantly? (allowing you to online another mod in another slot that was offline)
Sounds kinda neat. Anything that that makes each combat experience more unique gets my vote. S&M
S&M |

Seramyr l'Ethia
The Greater Goon The OSS
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Posted - 2007.05.25 01:48:00 -
[29]
Edited by: Seramyr l''Ethia on 25/05/2007 01:47:07 Are there any plans to implement overload bonuses more tailored to the strengths of any given module rather than a blanket RoF/cycle speed increase for most fitting types?
Artillery/missiles get more frontloaded alpha rather than dps over time, ECM jammers get stronger delock strength rather than swifter activation time, and so on.
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w0rmy
M. Corp M. PIRE
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Posted - 2007.05.25 02:15:00 -
[30]
Edited by: w0rmy on 25/05/2007 02:17:46 My question is a 2 part question:
What assurances do CCP have that this new feature, and the additional calculations it does, will not have any impact on Server Performance and in turn lag caused by Server Performance.
If the answer is none or the equivilant ramble of none, why oh why are you implimenting it???
Originally by: CCP Oveur I'm very sorry w0rmy, I beg your forgiveness.
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tbyt
Grumpy Old Men
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Posted - 2007.05.25 09:04:00 -
[31]
A "planetary flight" or planetary interaction question, remember this?
http://dl.eve-files.com/media/11/FanFest_2004_-_Planetary_Flight.WMV
Is there anything that you can tell us about this? Something like; - Yes, yes, stop nagging, you'll get it in the future - no never and now shutup - euh yes if Hellmar pays more ;-) - euh yes if we reach 100k concurrent users - did we show you that? ...
You get my point :-)
- Another question I have is will there come more ME research slots in high/low sec? Tech 2 invention is popular but we need more research slots, scotty
- The new ORE ship, what's the status on that?
Yours truly
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Pattern Clarc
Celtic Anarchy
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Posted - 2007.05.25 09:16:00 -
[32]
Will there be any heat reduction skills?
As it seems now, heat looks to be a very easy way of denying your enemy from loot... will this be fixed? 
What are your impressions on the game balance implications? Sig removed lacks EVE content, email [email protected] if you have any questions - Xorus |

Felysta Sandorn
Caldari Murder of Crows E N I G M A
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Posted - 2007.05.25 11:01:00 -
[33]
Damn you DEVs, you always plan your blogs when I'm busy... Luckily I finish my exams that day, so my 'business' will be taken up by drinking... Lots...
On to the question:
I read in EON that Heat will also give extra bonuses to certain modules. The example used was that a plate could gain a resistance as an extra ability. My question is that if this is the case, how do people know what resistances to add with Heat except from when fighting against Amarr? Amarr are the only race that are limited to one primary damage type (true, we get thermal too, but not as much of it), so in reality every ship you come across where you need to boost your plate, you'll select 'HP Amount' except Amarr where you'll select 'EM Resist', which is another nerf to Amarr... Just wondering if you're going to still implement this, or if you've thought about giving Amarr a new damage type (explosive crystals please), or whatever...
Okay, so I can't phrase questions very well... Someone who knows what I'm talking about rewrite that in about 2 lines please? 
Latest Video, Click Here!
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S'Trikki Delavar
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Posted - 2007.05.25 11:14:00 -
[34]
Will heat apply to rigs as well as modules?
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Macmuelli
Gallente Gallente Mercantile Exchange Coalition Of Empires
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Posted - 2007.05.25 11:16:00 -
[35]
Edited by: Macmuelli on 25/05/2007 11:18:23 Edited by: Macmuelli on 25/05/2007 11:17:01 Edited by: Macmuelli on 25/05/2007 11:15:26 Will we have any "fuel" like in poses to reduce the heat on mods?
Like heavy water ? liquid ozon ? Coolant?
Using a Modul and the overload will be take more time if we woud use it?
Is there a chance to combine Heat bonuses to actual Tech II mods in future doing out of research? (..rembering u said u wanna add more old Races to the game like Takmahl/sleepers/Yan Yung etc...) Will the Heat on Mods intiating a new Technologie level( or a semi level)? combined with old races and there mysterious to bring a deeper story into the game then?
breg mac
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.05.25 11:23:00 -
[36]
Questions:
1. What is being done to ensure that heat doesn't add additional effectiveness to tank setups compared to damage setups? Right now it is far more effective and practical to overload armor reps, shield boosters and hardeners to increase the tank by a drastic amount, while offensively all you can overload are the guns/launchers themselves, not the damage mods.
2. What is being done to ensure that heat doesn't further exacerbate the already large capacitor requirement imbalance? Simply increasing the ROF on guns/launchers helps Caldari/Minmatar while hurting Gallente/Amarr due to the increased cap requirements that an ROF bonus brings.
3. What is being done to ensure that heat won't make shield tanks even more imbalanced when compared to armor tanks? A rep amount bonus from the overloading combined with Crystal sets increases the peak HP/sec able to be tanked by a very large amount. The addition of a Crystal set therefore multiplies the overload bonus, pushing the capabilities of shield tanks that much further past those of armor tanks.
4. What modules will be able to be overloaded? I'd like to see more than just gun and tank modules able to benefit from overloading. Furthermore, I think that each module should get their own heat rates, bonuses, etc., tuned to each specific type of module and their use.
Overloading will be far more interesting if we're allowed to overload almost any active module type, instead of just guns and tanking mods.
5. What will be the average amount of time a module can be overloaded before it is rendered inoperable? Heat will be nearly useless if modules can't be overloaded for very long.
6. Will module overloading be able to be engaged *at all* without the modules taking damage, or will modules start taking damage immediately? It doesn't make any sense to have a global heat meter if each individual module will start taking damage right away.
7. How will drone ships benefit from heat? All ships with drones as a main weapons system will be at a big disadvantage due to the fact that drones can't be overloaded.
8. Heat specific skills/modules/rigs/ship attributes: will we see any/all of these, allowing us to further tune our use of heat/overloading?
Because I said so...
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Alpha Type
Gallente Belief in Antimatter
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Posted - 2007.05.25 11:28:00 -
[37]
Will you consider altering the overheating UI so as to not add yet more disadvatages to the colourblind?
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Mashie Saldana
Hooligans Of War
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Posted - 2007.05.25 13:37:00 -
[38]
Do you plan to keep the name Heat as a lot of people are confusing about heat the feature with the thermal damage type.
Will the only difference between T2 and T3 be heat or do you plan on adding other differences as well?
Have you considered adding heat to drones?
In the new shiny UI, will the four sections in the speed section be used for indicating warp scramble strenght received? If not have you considered using it for this?
We're sorry, something happened.
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Li'l Mol
Minmatar Freelancing Corp
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Posted - 2007.05.25 14:06:00 -
[39]
In the E-ON article regarding heat and its effects there was a brief mention of subsystem targetting. How will this be implemented ? ie is the overview getting a nice little overhaul to allow subsystem targets to be selected, or will you have to lock a taget before you can do this ?
Ta Mol ______________
'When all your wishes are granted... Many of your dreams will be destroyed...' ____________________________ |

Karash Amerius
Amarr O.E.C Legionnaire Services Ltd.
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Posted - 2007.05.25 17:11:00 -
[40]
Will Heat screw over Lasers more than other weaponry?
(its a serious question because you still havent addressed Amarr balancing yet...but trudging on with new features!)
Merc Blog |

EinhanderZ
Minmatar
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Posted - 2007.05.25 20:12:00 -
[41]
There might be some serious capacitor issues involving the Triage module when used on a Nidhoggur, are there any plans to change the carrier to accomidate the new Triage module?
You may take my liberty, but you shall never take my sig!
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ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.05.26 05:25:00 -
[42]
Edited by: ghosttr on 26/05/2007 05:24:32 When will we get mining rigs?
When will we get a jump freighter?
How will the new outpost upgrades work?
Will constellation sovereignty be awarded on patch day to alliances who meet the requirements, or will we have to start working up to constellation sov. from patch day? If so what about capital assembly arrays?
Will the system scanning pos array be able to find cloaked ships?
Will the cyno jammer also apply to cyno modules on the same pos?
Will a certain level of constellation sovereignty make it so that towars that do not belong to your alliance cannot be anchored in sovereign space?
When will the drones regions be fixed?
Will the new belts have to be scanned for like current complexes (just without probes), or will they be as easy to find as they are now?
Make Mining Better |

Azu Ra
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Posted - 2007.05.26 11:44:00 -
[43]
Will heat increase the ship's signature radius? Which in turn will make the ship easier to target?
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Paula Roscarai
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Posted - 2007.05.26 19:40:00 -
[44]
Originally by: tbyt A "planetary flight" or planetary interaction question, remember this?
http://dl.eve-files.com/media/11/FanFest_2004_-_Planetary_Flight.WMV
Is there anything that you can tell us about this? Something like; - Yes, yes, stop nagging, you'll get it in the future - no never and now shutup - euh yes if Hellmar pays more ;-) - euh yes if we reach 100k concurrent users - did we show you that? ...
You get my point :-)
- Another question I have is will there come more ME research slots in high/low sec? Tech 2 invention is popular but we need more research slots, scotty
- The new ORE ship, what's the status on that?
Yours truly
Are you ******* stupid? Jeez...
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Kodiak31415
An Eye For An Eye Rule of Three
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Posted - 2007.05.26 21:30:00 -
[45]
Will T2/faction ships have inferior superior or the same heat dissapation as their t2 counterparts? (Sort of like calibration).
How will T2 or faction modules differ from their t1/best named counterparts? _______________________________ Pleese exucse any seplling erorr's in tihs psot |

Camilo Cienfuegos
Caldari EP0CH
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Posted - 2007.05.26 22:45:00 -
[46]
Will heat have any effects on cloaking technology? Will I be able to overheat the improved cloak on my stealth bomber to finally overcome the lack of subtlety that is the Stealth Bomber coming onto a grid?
Will 'Heat' effect things like warp scramblers, stasis webifiers and if so, how?
Probably a simpler question: are there any modules that will not be able to be overheated to improve their performance for a limited length of time?
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A'ruhn
We Be Tinkers
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Posted - 2007.05.27 00:09:00 -
[47]
Edited by: A''ruhn on 27/05/2007 00:11:17 I've heard it said somewhere that with the implementation of Heat, Amarr would have some kind of ability to handle it better than the other races. Is this true? Our weapon mods are heat-sinks after all.
Also, could we have word on any other balance changes for the amarr?
(preferably flipping the weapon damage types)
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Merin Ryskin
FinFleet
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Posted - 2007.05.27 05:39:00 -
[48]
Since we already have off-topic questions:
Question 1:
Originally by: CCP Fendahl (in the Strategic Weapons thread in GDF) The next patch also makes it possible to detect cloaked ships with scan probes, so the BS fleet could have its scouts scan for hidden surprises.
Could we please have some more information on this? As a dedicated recon pilot, I am very concerned by this. What detection rate will probes have (reduced from normal I hope!)? What margin of error (close enough to de-cloak us?)? Will this apply to covert ops cloaks, or just normal cloaks?
Question 2:
Bombs are looking very interesting, except for the insane cost. But there's one major flaw right now with the bombers: without the covert ops cloak, there is virtually no way to sneak up on an alert opponent. So the ideal strategy for bomb deployment is actually going to be this alternative (as proposed by myself and several other people independently, so this isn't just speculation):
1) Bombers wait at a safespot with an interdictor. Prototype cloak is optional, it's only used to stay off the scanner until the bombers are needed.
2) Covert ops frigate or recon cruiser sneaks into position behind the enemy fleet.
3) Bombers/interdictors warp in, using the covert ops frigate as a warp-in point to drop them at point blank range on the target. They drop bombs/bubbles and instantly warp out.
So we have a successful bomb run, without even using a cloak. The cloak provides no benefit (at least no more than any random ship with a prototype cloak). In fact, it could be considered a liability, and a better idea to fit another gun in that slot instead of a near-useless cloak. Doesn't it seem a bit silly that a stealth bomber isn't using stealth in any way?
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MotherMoon
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Posted - 2007.05.27 05:59:00 -
[49]
Edited by: MotherMoon on 27/05/2007 06:01:28 Love for the colorblind? The current heat UI doesn't have any.
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MotherMoon
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Posted - 2007.05.27 06:00:00 -
[50]
Originally by: Paula Roscarai
Originally by: tbyt A "planetary flight" or planetary interaction question, remember this?
http://dl.eve-files.com/media/11/FanFest_2004_-_Planetary_Flight.WMV
Is there anything that you can tell us about this? Something like; - Yes, yes, stop nagging, you'll get it in the future - no never and now shutup - euh yes if Hellmar pays more ;-) - euh yes if we reach 100k concurrent users - did we show you that? ...
You get my point :-)
- Another question I have is will there come more ME research slots in high/low sec? Tech 2 invention is popular but we need more research slots, scotty
- The new ORE ship, what's the status on that?
Yours truly
Are you ******* stupid? Jeez...
ugh trolls
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MotherMoon
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Posted - 2007.05.27 06:03:00 -
[51]
Love for the colorblind? The current heat UI doesn't have any.
p.s. I can't edit for some reason
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Raquel Smith
Caldari Freedom-Technologies
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Posted - 2007.05.27 10:28:00 -
[52]
Originally by: CCP Wrangler Please post your questions for the next Live Dev Blog here, make sure you read through the thread so the same question isn't posted more than once.
Why do the developers feel the need to alienate deaf, hard of hearing, and non-native English listeners with voice chats? Would it not be more wise and accessible to do what game companies have been doing for the past 10 years and use IRC?
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Dr Cron
Northern Lights Number 5
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Posted - 2007.05.27 16:04:00 -
[53]
how much lag will this add?
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Di Jiensai
Gallente Domination.
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Posted - 2007.05.27 20:15:00 -
[54]
Is it possible, to in the future use heat as a means of balancing weaponry?
Meaning, is it possible from the base heat code, to have all modules produce some heat, and more when overloaded?
Or will it Stay like it is now, with a quite boring linear damage/per time overheating?
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Erotic Irony
RONA Deepspace
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Posted - 2007.05.28 10:36:00 -
[55]
Some time ago, you touted heat, rigs and sub-system targeting as means to augment the lengths of fights and have to a degree been successful on the first two counts. I was curious about sub-system targeting though, is this planned for after heat goes live or has it been scrapped entirely? ___ Oveur: Please read the rules of this thread, keep the discussion elsewhere.
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Alyna Shin'tay
Amarr Indomita Classis
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Posted - 2007.05.28 11:04:00 -
[56]
1) Any idea to regulate or create a real spy profession? At this time a spy is simple an alt that enter in an alliance o corporation without any possibility to reveal his presence, if he doesn't make errors. But this options isn't a real task for a character, it's a simple task for any player and an hard task to alliance or corps with spy inside.
2) Any idea to regulate use of alt in npc-corp to simple scout operation? I think that a pilot who enter in a system to scout for his friend fleet must be a real profession, not a simple alt use.
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Tiger Fai
Minmatar
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Posted - 2007.05.28 18:31:00 -
[57]
Does Heat imply an opposite Cooldown, rather than say destroyed modules?
My hope would have been that on overheat modules are automatically offlined and can't be onlined again in, say 5 minutes, if you turn them off at 80% you can't turn them on again in say 2 minutes (e.g. exponentially longer, the higher Heat). It would also be nice to be able to Cool them down by letting them work at negative levels (-20% damage/ROF gives a 2% cooldown/10 seconds) or couple defensive mods working at -50% negative effectivenes (Cool) with offensive working at +10% positive effectiveness (Heat) to achieve less Heat-loading on the overheated modules.
Sorry for ranting, I didn't find any in depth discussion of what Heat really is in any of the links provided, so I sprinkled my question with some conjecture and wishes.
-- TOO MANY ENERMY |
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CCP Ginger

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Posted - 2007.05.29 11:17:00 -
[58]
Will Ginger people get a bonus in Heat, due to their special heat conductive hair?
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Del ReyII
Caldari
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Posted - 2007.05.29 13:39:00 -
[59]
When will this 'live' Devblog be available to download?
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Pizi
Gallente
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Posted - 2007.05.29 18:59:00 -
[60]
question
some devblog/devchat mentioned mining will get an improvment with heat care to give more hints ? _______________________________________________ EVEpedia[Deutsch/German] add
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Macmuelli
Gallente Gallente Mercantile Exchange Coalition Of Empires
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Posted - 2007.05.29 21:24:00 -
[61]
Another question.
Will overloaded Mods be completly destroeyed or is there a chance to repair them ( industrial skill based)?
Will destroeyed or overloaded Mods have any effects when the ship completly get destroyed and u salvage them? (not so much salvage materials then?)
Will there be a chance that in future it will be possible to fit Mods to bring enemie Mods to overload? (targeting and overload them as a new way of pvp?)
Will Heat comes also to Npc s ? (missions ratting etc..)
Perhaps some questions was asked before.
breg mac
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
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boochaka
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Posted - 2007.05.30 15:38:00 -
[62]
Originally by: Merin Ryskin Edited by: Merin Ryskin on 27/05/2007 05:42:57 Since we already have off-topic questions:
Question 1:
Originally by: CCP Fendahl (in the Strategic Weapons thread in GDF) The next patch also makes it possible to detect cloaked ships with scan probes, so the BS fleet could have its scouts scan for hidden surprises.
Could we please have some more information on this? As a dedicated recon pilot, I am very concerned by this. What detection rate will probes have (reduced from normal I hope!)? What margin of error (close enough to de-cloak us?)? Will this apply to covert ops cloaks, or just normal cloaks?
Yes, please touch on this topic a little bit. It seems to be the consinsous of the community to leave the covert ops type ships alone (cov ops & recons). However the vauge statements that we have are are not enough for us to work with and this is causing a lot misinformation to be be spread.
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Cornchips
kleptomaniacs
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Posted - 2007.05.30 15:39:00 -
[63]
Edited by: Cornchips on 30/05/2007 15:38:56 damm alts...above is me
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Grey Gryphon
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Posted - 2007.05.31 13:09:00 -
[64]
Will heat ever become a natural byproduct of operating your ship? For example, continuously firing all your guns leads to a temporary shutdown of your weapons systems?
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Dora
Playboy Enterprises
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Posted - 2007.05.31 14:06:00 -
[65]
What made you decide to go to "heat" after the failure of "damage" to mods eariler in eve's history?
Can we assume that there is a significant upgrade to the repair UI so that it only shows damaged items, both installed on a ship and uninstalled in the hanger? Or can we just look forward to an intuitive right click on the item and see a repair in the menu list?
Will tech 3 require tech 1 and tech 2 items?
Dora - CEO Playboy Enterprises Chnnl: PLAYBOY E-ml: [email protected]
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Venatoris Portucalis
Equinox Eternal Enterprises
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Posted - 2007.05.31 14:22:00 -
[66]
Ok, here go my questionsą
Apparently, everyone forgot to ask the main question:
Q1) When and What for is Heat supposed to be used (in the minds of Devs/CCP?) Is it a desperate move to save your ship (i.e. in the end of combat) or is it another tactical option to use during a fight (i.e. can start to be used right from the start of the fight)?
Q2) If the intention is a desperate move to save your ship, tests on SISI showed that it wouldnĘt make much of a difference at the moment. My personal tests show that I could overload my armor repper for 4 cycles, before ALL my hardeners went offline (hardeners offline= death). 4 cycles with 15% bonus wouldnĘt really make any difference. So my question is: are you thinking of changing the bonus to something really useful? Like 400%? And if the idea is a last resort option, would a single Button EMERGENCY OVERLOAD be better than to have to click single mods?
Q3) If the intention is to be used as a tactical option, at the moment there are two facts that spoil it. First, is that entire rows suffer from overheated, that is, if I only overload my repper, my hardeners start taking damage (if that is by design, why not a button to overload the entire row, instead of going module by module?). Second, mods start taking damage right has soon has overload starts, even if HEAT meter is like 0.01%. That takes away the possible to micro-manage the Heat. Ok, Ok to the question. Are you thinking of allowing to micro-manage the heat BEFORE it starts to give damage? Are you thinking of changing the fact that entire rows take damage?
Q4) Just one more question, are you considering the possibility to repair Overheated Mods without having to dock in Stations? (I am thinking on 0.0 areas where stations donĘt exist near byą)
p.s. and yes I am also concern about the probing of cov ops ships, if you can shed some light into the subject it would be nice 
The views expressed here are my personal views, and in no way represent my corporation views. |

Katana Seiko
Made in Germany
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Posted - 2007.05.31 15:03:00 -
[67]
Will there be ways to countermeasure the destructive forces of heat? We got Heatsinks, and maybe some of the Devs might have thought about Rigs and skills that might be used as countermeasures...
Will the repair service at stations be usable to repair damaged modules as well? Will there be modules to repair damaged modules, as they are existing for Hull, Armor and Shields?
Why do you bring heat to the game before you stabilized the servers? Lately we got more heat from the servers than from the Dev blog... Maybe you should fix those first, and THEN continue to expand something... Imagine an eve world without any bugs, and petition-free time that lets you fully concentrate on the next update... --- The future begins now - in EVE we live it, in real life we create it!
Your sig is too big. Please keep it under 400x120, and less than 24000 bytes. -the sexiest moderator ([email protected] |

Barbaro55a
Caldari Os Lobos Ethereal Dawn
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Posted - 2007.05.31 15:16:00 -
[68]
Will HEAT show up on Kill Mails?
So if your wondering why you died so fast it'll become clearer when it pops up in your mail box?
.......................................... We come in peace - My sig and your sig would make cute baby sigs. |

MotherMoon
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Posted - 2007.05.31 15:40:00 -
[69]
something was said about EvE planets. I know you can't say much on it, but the old point and click in empty space move control wouldn't hold up if your trying to fly between things. so there any idea on the drawing board for new movement control?
----------------------
EvE if you can't tell us what just a yes we have ideas would be nice:) and just to think about if a planet is in the way and you want to move towards it you wouldn't be able to because you have to click in empty space
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.31 15:52:00 -
[70]
Hope im not too late.
- With heat, theres alot of new calculations coming in for servers. The modules that need to be overloaded when already active, and all the damage/boost/risk system will need extra processing. How will that be handled hardware wise on TQ, and wont it cause network problems(read lag) in medium to big engagements? -
tnx. ---
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Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.05.31 16:43:00 -
[71]
Edited by: Sarf on 31/05/2007 16:51:46 Heat looks good, but when will miners get some loving..
The biggest problem for miners are ore thieves taking ore, then waiting for you to attack and then gank you, they are not there for the ore, just baiting you. Allot of people think that stealing ore should cause concord to attack! one idea is to have a purchased concord protection contract. 1m/ hour and concord will then attack ore thieves.
Also the jet can issue is a problem, the jet cans are getting to small, and using secure cans is less than one cycle of mining for a barge. We need a 15k - 30k secure can for mining operations, or another way to transfer ore from a barge to a transport. There are a couple of ideas from mid slot ore transfer module, to solar sail ore return vehicles that work like a secure can with 30k space, but when activate takes a half hour to fly to the designated station with your ore. Then at the station you collect like MFG job
What do you think of these ideas? Will miners get some loving?
- Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |

Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.05.31 16:43:00 -
[72]
Question : Heat is gamedesigned as something to be based on reflex of the player. Overload this module there, stop this one and the delay the accumulated heat start to burn your module is pretty fast. From what people reported to me on the test server, you'll have to right click then overload, or rigth click, stop overloading.
Don't you think the HUD should have included new buttons ? How to control heat if the lag(tm) and the time put in it prevent players from controling the overload actions ? -----
History is made by whinners
Originally by: DB Preacher (...) Ignore what the coalition muppets are saying on their forums (...)
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Audri Fisher
Caldari VentureCorp Imperial Republic Of the North
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Posted - 2007.05.31 16:44:00 -
[73]
How do Ammar factor into the concept of heat? it seems form tidbits form comments made by Devs in various postings that Ammar have somthing special to do with heat. As it is, this is not very encouraging, because all heat is on sisi currently is a revenge weapon. if you know you are going down, and you might be able to take somebody with you, you *might* be able to take soemone with you as your ship explods.
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.05.31 16:47:00 -
[74]
Second question (sorry) : Lastly CCP have made combat a little longer, by change ships's HP. Do you think the last addition of rigs and the use of rigs lengthes the battles ? -----
History is made by whinners
Originally by: DB Preacher (...) Ignore what the coalition muppets are saying on their forums (...)
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BRooDJeRo
Hybonashi Industries
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Posted - 2007.05.31 17:07:00 -
[75]
Hey Devs!
What HEAT features have been left out currently and is there any plans already on an evolved version of HEAT? If yes, what can we expect?
Regards
BJ |

Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.05.31 17:13:00 -
[76]
is heat coming pre nerfed?
- Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |

Nariana
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Posted - 2007.05.31 17:20:00 -
[77]
Originally by: Audri Fisher How do Ammar factor into the concept of heat? it seems form tidbits form comments made by Devs in various postings that Ammar have somthing special to do with heat. As it is, this is not very encouraging, because all heat is on sisi currently is a revenge weapon. if you know you are going down, and you might be able to take somebody with you, you *might* be able to take soemone with you as your ship explods.
I would just like to add to this by saying the following. Amarr are mostly useless at the moment and I hope that you the devs can see this. Now to me, heat seems like a good way to bring amarr back up to the level of the other races. Amarr use lasers, lasers do thermal damage. Surely heating up the other guys ship is going to increase the heat on his mods. This heat damage should be applied to all weapons or ammo types that do thermal damage. Also, Amarr use heatsinks. Thats a HEATSINK, this means it removes heat and dissipates it safely. So my questions are: Will thermal weapons and more specifically, lasers, do heat damage to the target? Will heatsinks negate the damage of heat to some extent, or perhaps increase the bonus from overloading the modules if a heatsink is present? Just a thought; by adding a heatsink, the heat damage from overloading the modules is passed on to the heatsink so the heatsink takes damage instead of the modules. Thankyou.
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Ruoska
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Posted - 2007.05.31 17:46:00 -
[78]
Edited by: Ruoska on 31/05/2007 17:48:35 How exactly do you figure that the HEAT meets with the envisioned "last ditch attempt to save your ship" with the very moderate bonuses it gives, for the very few cycles it works before most modules have been disabled and/or destroyed?
(RoF bonuses of 15% or such, average life expectancy of 3 to 5 cycles apparently before too much damage has occured to keep on fighting with any efficiency)
and
Can the HEAT be hidden from client configuration to eliminate accidental overloading and grief thereafter?
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SiJira
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Posted - 2007.05.31 18:03:00 -
[79]
nariana the devs already posted that a boost to the amarr is coming ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Jean Reneaux
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Posted - 2007.05.31 18:32:00 -
[80]
Question concerning exploration: Complexes de-spawn once they have been emptied (i.e. last 'rat destroyed, tried to access container, all players left). Why has this been changed for (some) gravimetric exploration (hidden belts). Admittedly, coral reefs in space look pretty, but after almost a week I'd rather find something new ... or am I missing something?
Note: I first thought this quasi-permanent empty hidden belt was a bug, but the response to my report *bug id 38033) was "this is an intended game feature".
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Bentus Kushani
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Posted - 2007.05.31 18:41:00 -
[81]
Same as a few people above... when do industrialists get some love? We haven't gotten anything interesting since invention. Also, can we heat mining lasers?
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Ricco Lonestar
Minmatar xtort
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Posted - 2007.05.31 19:16:00 -
[82]
Will stealth mods for POS be implemented?
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2007.05.31 19:36:00 -
[83]
3 very important heat questions (presumably for tux):
- what effect will heat have on the amarr oomph? - will heat affect the time until we get the amarr oomph devblog? - will heat have an effect on the time remaining till we get a new emperor?
i think you get the basic idea
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ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.05.31 20:18:00 -
[84]
Amarr already have a mega cap problem as it is and there was talk about Amarr haveing an advantage when it comes to heat, is this True?

Sig (partially) nerfed. Only one image allowed, and that one image has to be under 400x120, and below 24,000 bytes. -Conuion Meow ([email protected])
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Anti WOW
Minmatar Republic University
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Posted - 2007.05.31 20:25:00 -
[85]
My question is about Invention
No doubt many people have seen the elite battleships in the contracts and seen the invention tab on the BS BP's. Im wondering if there is any chance in hell that you can invent a t2 or even a faction bpc when inventing on a BS BPC. Or at this point would it be like throwing a hotdog down a hallway
see you at fanfest
respect Rolo Temasi ROLO TEMASI HYPERSPACE JUNKIE |

ArtemisEntreri
Art of War Cult of War
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Posted - 2007.05.31 20:30:00 -
[86]
is there a plan to change the button for heat? I've been on test server and I keep misclicking and overloading everything
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CCP Wrangler

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Posted - 2007.05.31 21:04:00 -
[87]
This Live Dev Blog is now over, and we thank you all for taking the time to post questions. If you wish, you may discuss in this thread. 
Wrangler Assistant Community Manager EVE Online
Contact Support - Contact Moderators - Report Bug - Submit News Leads - Knowledge Base Player Guide - Policies - Join ISD - Fan Submissions - DevFinder LiteÖ |
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