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Thread Statistics | Show CCP posts - 96 post(s) |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.07 06:01:00 -
[1]
From the point of view of the people testing on Sisi, it looks like you are SHATTERING the balance of the game. Almost every single ship and pilot will be affected by the massive changes. What I cant figure out is where you are all going with all of these changes? What is the goal of the changes or the vision you are contemplating? I personally c ant figure it out.
Modules with scripts are going to be significantly weaker (even with the script installed) than original modules. For example, max targeting range reduction on a tech 2 damp even with a script is only 40% with good skills. The other script modules are in the same boat. These changes to ewar affect every single ship in the game.
Carriers are getting nerfed for unknown reasons. If the goal is to make the jump freighter useful then the answer is to change the stats and bonuses on the jump freighter, not nerf the carrier to the point it cant be used in combat.
As for motherships and titans, just make them susceptible to warp scrams and give them 10 points built in. Solves the problem of tackling them without the gymnastics of creating a new ship class only to tackle a single ship. Its quite a bit rediculous that a ship class has been created that basically has the only useful role of tackling less than 30 ships in the game. Also motherships should be fearsome damage machines.
Heavy interdictors would be great with mobile moving warp disruption field. Slow but mobile rather than to tackle supercapitals.
The nerfs across the point makes no sense. I cant see a unifying theme behind it. Its as if you got a new producer that has never played the game before.
I would like to know what your goal is. And I would ask you FERVENTLY to reconsider many of the mistakes that are about to be made.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.07 06:31:00 -
[2]
Originally by: Kali Ananda Signed. Come on CCP, there are counters to everything already, stop!!!!!
Agreed. They need to stop listening to the whine parade that cant use their brain to go further than tank and gank.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.07 21:45:00 -
[3]
Edited by: Rells on 07/11/2007 21:46:40
Originally by: CCP Nozh
Originally by: Semkhet
People log in EvE to have fun. Logistics are a pain in the ass. You should think twice before altering the balance between fun & boredom. Your customers aren't all kiddies paying the subs with daddy's CC.
Yeah but too easy logistics are also a pain in the ass. We've been making logistics a lot easier with "jump bridges" and the POS fueling change, the hauling carriers were over the top.
First of all, thanks for replying to my thread.
Second of all, I have to disagree with you here. The fact that is that jump bridges are a toy for a superalliance. They are totally out of reach for 99% of the player base. Jump feighters wont make logistics easy, but harder.
The fact is that rigs were introduced into the game a while back and now there are thousands of ships fitted with them. People cant just obliterate 50 million in rigs to move a ship from A to B.
Second of all, the freighter can easily be killed by 10 battleships in the time it takes for the session timer to expire to redock. That is not a sustainable strategy. They dont need to chew through your force, just go right for the multi-billion isk loaded freighter.
I posted some jump freighter reccomendations on the game development forum to help them become what they are targeted at but I feel quite ignored on that one.
Another changes I object to are The speed nerfs to the interdictors (they are made of paper and primary target man). The sabre was a bit powerful but the answer was to fix the flycatcher (reduce its weight by 30%) and other interdictors, not nerf them all.
As for scripts, I wouldnt care if the script loaded attributes for the modules was the same as the current values. The fact is that even with a script loaded, damps have been hit with a 40% nerf and other script modules havent fared much better.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.07 22:42:00 -
[4]
Originally by: Redback911
Originally by: Rells
The fact is that rigs were introduced into the game a while back and now there are thousands of ships fitted with them. People cant just obliterate 50 million in rigs to move a ship from A to B.
Ah dude, didn't you get the memo? Theyre being buffed for carrying fitted ships... Can even carry ammo and boosters in holds as well apparently.
I know that but jump freighters should be able to pack the assembled ships in. You cant take them out of the freighter in space so there is no balance issue. Read my thread on jump freighters that I linked.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.08 04:03:00 -
[5]
Again thanks for taking the time to reply.
Originally by: CCP Nozh
Originally by: Rells
Second of all, the freighter can easily be killed by 10 battleships in the time it takes for the session timer to expire to redock. That is not a sustainable strategy. They dont need to chew through your force, just go right for the multi-billion isk loaded freighter.
Second of all again? Yeah, don't undock your freighter when you've got a 10 BS enemy gang outside your station. Use scouts.
LOL .. I never said I could count. Anyway the scenario I was envisioning is that you are jumping the freighter in 0.0. The Cyno goes up and the freighter jumps. Now there are 30 seconds before the freighter can dock, because of the session change timer. In the meantime there is a huge beacon in the system saying "come shoot us here" and they can come pop the freighter before it can even dock. This needs to be anticipated and accounted for. I would move their half their effective HP to Armor or Shield with decent resist and then at least they can be remote tanked.
Originally by: CCP Nozh
Well I started out only looking at the sabre, but realized quickly that the speed difference between the interdictors wasn't that great. A -25% speed reduction to all of them brought them a bit closer together and slowed them down a bit.
I'll take a look at your jump freighter recommendations tomorrow.
The problem with the flycatcher is not its speed, its the agility and its weight. Cruisers align faster than a flycatcher. No speed changes will do anything until you lower its mass significantly. As for making them slower, I still disagree. They aret good at living in the mosh pit of combat and only speed keeps them alive. As for differences in speed, that is more because of the number of low slots and weight. I stopped flying a flycatcher because my amarrr cruisers were warping faster.
I really appreciate you looking at my reccomendations on the freighter and will be interested to hear your comments.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.08 17:00:00 -
[6]
Originally by: Trojanman190 A lot of the dudes on this thread seem to be attacking the dev responses with sarcasm and the like, you need to grow up and stop. You should just be happy that the devs are taking the time to respond to our questions. If you treat them like s**t they aren't going to want to answer our questions anymore. If they don't come to the forums to answer our questions then they won't hear any of our input.
Not everyone on this thread is being an a-hole but you morons know who you are. Please stop and let the devs do their thing.
Couldn't agree more. I would like to personally thank the devs for being so involved in the thread. The vast maority of us are able to have a rational discussion. Those that arent should be ingored out of hand and have their posts removed.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.09 20:29:00 -
[7]
Originally by: CCP Chronotis
Originally by: Amarria Black Busy day, Zulu? 
A couple of questions:
As decryptors are being removed from static plexes and demand is set to increase from a new wave of T2 ships, are the number of hacking sites slated to be increased in order to keep pace? Are the individual hacking sites having their decryptor availability increased?
Has the econ genius taken a hard look at the impact of the decryptor changes and what they will do to the overall market? Has he also looked at the impact of increased demand for Mechanical Engineering datacores, and how that will affect both the overall datacore market and invention in general?
Considering the upcoming changes, do you consider ship invention to be balanced for T2 ships which have BPOs?
read this , and the blog as well.
We would not increase supply to 'keep pace' with demand unless it was in severe shortage as decryptors are still regarded as luxury items and are also tiered by rarity.
As for mechanical engineering datacores, we are still looking at options which may range from changing modules based on mech. engineering to electrical engineering to start of with and leaving ships to be the main item for mech. engineering to changing their balance in a much wider method.
Also, supply and demand being the forces they are, appear to be working quite well and the prices are falling across the board currently whilst global player supplies are increasing rapidly
The problem with Mech engineering datacores is that they are required for the vast majority of blueprints. This creates a demand that is approximately 6 times the demand of the starship engineering datacores. Since every ship requires them and many modules and drones do as well, the demand cant go down and unless there is a flood of supply the situation wont change. What I think CCP should do it to make each race of ship depend on a different secondary datacore (secondary to the starship engineering). This would not only boost the price for non mechanical engineering datacores but also cause more diversity in the market. Once that change is in then all the modules should balance out the datacores demand.
As for the auxiliray datacores, I would sugest you make them match the datacore used for the module that the racial recons specialize in. Perhaps even add two different datacores.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.09 20:37:00 -
[8]
@GM Nozh: Did you get a chance to look at my freighter recommendations thread?
As for the Amarr question, the previous poster had a point that lasers run your cap down so bad that they end up severly affecting many other aspects of the ship. That should be taken into account when rebalancing.
Also I just wanted to thank all of the devs for all of the great answers that have made this thread one of the most epic in history. There is SO much info in here that this should be stickied IMHO.
Four years is long enough to leave the corp interface broken! |
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