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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP kieron

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Posted - 2007.08.11 20:55:00 -
[1]
Give the guy a chance to blog and he runs with it! Chronotis has a new blog with more insight into the introduction of the Rorqual ORE Capital Ship, some balance fixes, more skills on the market and info on a new player-deployable structure.
Curious? Of course you are! Check out More Stuff Happening in Revelations 2.2.
kieron Director of Community Relations, EVE Online EVE Online, CCP Games Email/Netfang Look Ma, I'm in a Dev thread! Oh wait... |
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CCP Chronotis

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Posted - 2007.08.11 21:54:00 -
[2]
Originally by: Charles Schwab Will the Advanced Mobile Laboratory offer less time bonus (say, 0.85 rather than 0.75) to balance it against the regular Mobile Laboratory?
I forgot to add that into the blog which I just updated, it is currently a -10% time bonus so 0.85 modifier on copy/PE/TP and 0.60 on invention jobs.
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CCP Chronotis

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Posted - 2007.08.12 19:35:00 -
[3]
Thank you all for the constructive feedback and discussion so far. Many of you have raised some valid points and concerns and I hope I can give some of our viewpoints to help clarify the reasons behind the change and continue on as we consider the feedback in our development process with yourselves.
Such changes do alter significantly the modus operandi of many of your current logistical operations and in many cases makes this at least in the short term, more difficult as unsettling as change is. Whilst mineral compression has been around since the beginning, Eve has undergone a rapid evolution in 'logistical cost' which changed first with the arrival of freighters in Cold War, this lead to logistical ops changing rapidly from solo or convoy runs of a few haulers with high risk operated on an individual corp basis to 10-20 freighters escorted by typically 30-40 pilots. Then as quickly as friday night low-sec freighter ops came (ones which were organized with excellent military discipline in my experience!), they disappeared to be replaced by carriers in Red Moon Rising which only needed a fraction of the original manpower to operate and with much more impunity and safety to become the workhorse of any low sec corp today. Only since the last year, we recently seen an exponential growth in 'mineral compression' to cater for the lack of capacity in carriers and reduce logistical cost to its lowest possible point which is a natural goal of any industrial operation to aim for.
Leaving the history lesson behind, to answer the most debated point of does mineral compression need fixing? Well we believe so, it really is a by-product of individual items not being balanced in respect to their products and in the extreme case of jump portal generators allowing crazy amounts of minerals to be transported with ease really negating even the remote possibility of the more intended alternatives and mechanics with capacities of different ships.
However equally we recognize why this is done and why players have turned to mineral compression to offer the greatest incentive and ease for low sec operations and carrier transport. Mining in low sec, particularly for tritanium and pyerite is never done besides what is dropped from hauler spawns. As much as our desire is to fix mineral compression at the same time as introducing a ship capable of compressing ore for transport by ratios up to 40:1 (at least 240 million tritanium as compressed ore by my sums is possible in one trip using the Rorqual) whose special role is really dampened by the existence of mineral compression where we really wanted to offer an official and more controlled way for transport of ore. We also want to address the foundations of empire building in low sec and look at providing methods to get the tritanium and pyerite in quantities needed by looking at low-sec ore and possibility of boosting the skiff or mackinaw (which are really dwarfed in most aspects by the hulk) to perform a special role when it comes to hovering up veldspar in low sec as one solution.
Regarding affected loot, LeMousse will be able to talk to you more about that but there is a long term goal of overhauling many of the loot tables to switch from tech 1 items which we would like to be more in the hands of players to supply to meta items equivalents as their main drop. Since the mentioned items with a 80% reprocess are the tech 1 player built kind, moving many of the modules away from loot drops will mitigate any minor effect this change has and help provide the long term goal of placing more supply and demand in the hands of players.
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CCP Chronotis

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Posted - 2007.08.12 19:35:00 -
[4]
With the Drone Regions which have been poorly done by recently having being affected by global issues with exploration and NPC spawn problems, we realize the uniqueness of your situation when it comes to the sheer quantity of minerals you deal with now after the revelations 2.0 changes. For those players who dwell in the regions, you have not been forgotten and at least in the next patch, you will see rogue drone commanders swarming through the belts in such frequency as enjoyed by other regions with more planned additions and changes in the future. The sheer volume of products you have done well to manage and live with is being looked at to see how we can ease those extra issues you are faced with when it comes to asset based income and greater need for cargo space.
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CCP Chronotis

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Posted - 2007.08.13 17:34:00 -
[5]
Important Update
The item material reprocessing fix will be delayed until a future patch after kali 2.2. Many players have asked for more time to adapt to the changes and time to assess suitable alternatives being implemented as we talked about previously such as addressing the mining of veldspar in null sec for example with additional bonuses to the skiff and mackinaw amongst other suggestions made elsewhere in this thread by many players.
A much better roadmap and sequence of changes is needed and preferable with time to implement and see how the Rorqual and other alternatives mature before we when fixing this take away something many have come to rely on.
We realise many supercap industries have heavy reliance on this method to supply their minerals from the marketplace and that whilst the ability to move two freighters worth of minerals in a frigate is broke and something we want to fix, it can be done in a better way.
In summary, nothing with these modules is happening till at least kali 3.0 now, where nearer the time we will address other mechanics such as low/null sec low-ore mining and others in parallel to provide good and better alternatives.
Most importantly, thanks to those of you who provided good constructive feedback, it is always awesome that you care as much as we do about the game and help us find the right direction for it together.
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CCP Chronotis

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Posted - 2007.08.13 18:30:00 -
[6]
Originally by: Roemy Schneider
Originally by: CCP Chronotis the ability to move two freighters worth of minerals in a frigate is broke and something we want to fix
until then you're not helping with these exaggerations
Its not an exaggeration, but neither will I state how its possible.
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CCP Chronotis

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Posted - 2007.08.15 06:47:00 -
[7]
Mantalari Altis, your suggestions are the same ones many players have made here and they do achieve a much better solution but more importantly the timing of each change or addition is better placed to allow adjustments to be made by those affected long before the implementation so the transition is much smoother with the extension before the change is applied.
Low sec 'low end' ore mining we will very much want to make more attractive so trit and pyerite can be obtained locally and personally I have been looking at some possibilities that may be even a little fun like 'blast mining' which like dynamite fishing is a highly illegal and dangerous activity not allowed by the empires but leaving such jotted down ideas (that are far from anything but high level concept in chronotis's head to spam the internal wiki with) aside, the most likely solution is some bonus to the skiff or mackinaw that will increase the mining rate in some way.
But if any of you have ideas of your own, feel free to add in the features and ideas forum, we all pretty much read everything posted there.
Advanced Mobile Lab feedback
Regarding the advanced modile lab, the extra slots and its affect on things like the caldari outpost is admittedly a concern. Something that may lead us to adjust some of the final attributes before the patch such as making it have a higher power/cpu need, perhaps limiting the slots more but giving it a bonus to job times over the mobile lab. As with everything, the design will evolve based on internal and community feedback.
Ore compression
Ki Tarra, you are right in that whilst ore is compressed the minerals are not in the case of anything but the low ends. However, this is still fairly desirable as the high end ore is looking to be brought back to a refinery whereas the low end ore is looking to be used for transport to a producer.
Come kali 3 when we will look to add in new low sec methods of mining and the demand for low end ore switches to local suppliers, alongside the compressed ore secondary market that will mature through time to a good future where empires can be built in null sec from the materials near them.
We are not ruling out evolution in the current designs though for the rorqual in future patches. As ever with eve, nothing endures but change.
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CCP Chronotis

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Posted - 2007.08.17 14:48:00 -
[8]
Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
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CCP Chronotis

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Posted - 2007.08.17 14:52:00 -
[9]
Do you mean low sec or 0.0? Please bear in mind they're totally different situations altogether.
could be both. We will most likely in weeks ahead after 2.2 is deployed, write a dev blog discussing where we would like to progress mining which will include anything we might want to do with low/null sec and veld mining alongside other areas of focus such as mercoxit for example of stuff we are looking at.
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CCP Chronotis

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Posted - 2007.08.21 08:56:00 -
[10]
Originally by: Ricdic
Chronotis can you please advise on whether copying has been fixed for alliance members? It really is an important point. If it hasn't been fixed, please just come clean so I don't get my hopes up for nothing. If it has been fixed (or will be fixed by this time) then <3 to the devs.
this has not been fixed for patch 2.2 which is all I can confirm at this stage.
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