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

CharlieMurphy
Amarr Viziam
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Posted - 2007.11.07 12:50:00 -
[31]
Originally by: MotherMoon meaning skills mean less than ship type. Which makes ships very different, makes set ups more cookie cutter
and you really think that a good thing ? sounds about as bad as it can get to me surprise setups are part of the game, they keep things interesting
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Stitcher
Caldari legion of qui Freelancer Alliance
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Posted - 2007.11.07 12:54:00 -
[32]
I'd prefer a game that changes to a stagnant, unchanging morass.
I tend to back every change CCP makes - I am ESPECIALLY behind the carrier "nerf" (the quotation marks are there for one simple reason - the change will not in any way reduce the carrier's ability as a combat ship, at least not for the people who are using it properly to begin with)
Go CCP! - The game is not the problem. The problem is that you are not adapting to the game.
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.11.07 12:59:00 -
[33]
Edited by: MotherMoon on 07/11/2007 12:59:48
Originally by: CharlieMurphy
Originally by: MotherMoon meaning skills mean less than ship type. Which makes ships very different, makes set ups more cookie cutter
and you really think that a good thing ? sounds about as bad as it can get to me surprise setups are part of the game, they keep things interesting
sry I should of added that this may not be the best choice, I was just arguing that these changes were in no way making the whole game one ship with one race.
Official fanboy of jenny< pink supporter! looking to work in the art department with CCP, 3 years and counting. http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Dropthi |

Nareg Maxence
Gallente Phoenix Wing Acheron Federation
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Posted - 2007.11.07 16:28:00 -
[34]
Is there somewhere that I can get a summary of the changes? If not, could someone please do a summary here?
Also, what are scripts? Are they programs that you can write yourself?
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Khes
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Posted - 2007.11.07 16:42:00 -
[35]
Im also curious about these scripts. What are those and/or where can I read about them?
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CCP Nozh

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Posted - 2007.11.07 18:40:00 -
[36]
Scripts are being introduced to split up bonuses on certain modules, this change has been a long time coming and been discussed a lot here at the office for a very long time. We feel scripts will bring more balance to these types of modules, and add more diversity to combat. Instead of looking at this like a "nerf" just try to see this as a way to make combat a bit more unpredictable. Warping your close range fleet in to an unsuspecting enemy fleet with "Scan Resolution" scripts loaded will surely put you at an advantage.
If you're still not sure why we're doing changes to the carriers you should read this dev blog again. The carrier ship maintenance bay is being boosted in its intended role, you might have noticed it has been doubled in size and the volume of most ship classes have been adjusted. Ships inside the ship maintenance bay will still be able to hold ammo and charges. As for the reason of this change, even though many of you have gotten used to it, the carrier was never supposed to be a jump capable hauler.
Originally by: Rells
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 cre....
This would be far to overpowered and unfair towards "super capitals". It would also make support fleets pretty much useless since you could just tell all your capital pilots to fit one disruptor. The "hactors" (like someone very clever started calling them) will be vulnerable when tackling and be useful in many situations, not only super capital scrambling.
Our goal is to make EVE better, more balanced and more fun for everyone.
Nozh Game Designer CCP Games |
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Tarminic
Forsaken Resistance
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Posted - 2007.11.07 18:43:00 -
[37]
Thanks for the reply Nozh. Of course people will flood in to disagree (using the polite term here) on the specifics, but thanks anyway.  ---------------- Tarminic - 29 Million SP in pink Forum Warfare  |
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CCP Nozh

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Posted - 2007.11.07 18:47:00 -
[38]
Originally by: Tarminic Thanks for the reply Nozh. Of course people will flood in to disagree (using the polite term here) on the specifics, but thanks anyway. 
Things are slowing down a bit now at the office, so we (the balancing team) will try to be more visible on the forums now.
And yeah, I know people will disagree (using the polite term here also) with me, I just hope they don't disagree with me too hard :l
Nozh Game Designer CCP Games |
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Matrixcvd
Shadows of the Dead Aftermath Alliance
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Posted - 2007.11.07 18:50:00 -
[39]
Originally by: CCP Nozh
Our goal is to make EVE better, more balanced and more fun for everyone.
By making it worse, more difficult, ridiculous for the majority of people who have spent a long time trying to work out the complex mechanics? The worst part are the justifications, not so much the changes themselves. Your devblogCarriers, the Swiss Army Knife of EVE??? Is completely and utterly inaccurate and it was pointed out earlier in this thread that there seems to be a huge disconnect between how mods and mechanics are thought up and how they are actually used by the players.
Tarmac you are useless and remind me of the individuals that run around posting positive comments about apartment buildings when there are rats and baby diapers in the laundry room on apartmentsforrent.com
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Turin
Caldari Eternity INC. Mercenary Coalition
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Posted - 2007.11.07 18:52:00 -
[40]
Originally by: CCP Nozh
Our goal is to make the vet players of eve quit,so the game is more balanced and more fun for newer players.
I fixed your post.
_________________________________
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bobtheminer
Damned Legion
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Posted - 2007.11.07 19:04:00 -
[41]
the changes mentioned in the 2nd carrier blog should come in but, i think what many ppl are having a problem with is that your taking away the only resonable logistic tool for 0.0 and not letting your purposed replacments fully setup in build chains/skill training, etc
unless your lucky like my self i can be in a rorqual in a matter of hours but i doubt thats the case for alot of alliances, yet to want to remove their capcity to do logistics till they train for more than likely a month or more, the ammount of info flowing on changes that are going to affect almost every 0.0 entity in eve is slightly worrying im sure it needs testing etc, but ppl are woundering why a t2 freighter and not teir 2, considering it takes i think ppl quoted 60 days for freighter 5, im personaly never going to spend that sorta time on 1 skill for a ship thats completely defenceless, make the changes to carriers fine,
but dont rush it let rorquals and jump freighters take over if their that much better than carriers at it, ppl will train the skills to save even more time on logistics and X months down the line at a mid patch like the 1 that brought in the rorqual remove their hauling ability,
im pritty sure devs dont like doing 6 hour ops to move freighters around and if u dont like it i think i can safely say that the rest of the community dont either
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CCP Nozh

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Posted - 2007.11.07 19:06:00 -
[42]
Skill requirements have actually been adjusted.
Racial Freighter 4 Jump Freighters 1 Jump Calibration 1
Nozh Game Designer CCP Games |
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CCP Nozh

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Posted - 2007.11.07 19:08:00 -
[43]
Originally by: Matrixcvd
Originally by: CCP Nozh
Our goal is to make EVE better, more balanced and more fun for everyone.
By making it worse, more difficult, ridiculous for the majority of people who have spent a long time trying to work out the complex mechanics?...
Yeah it's really complex to fit a carrier.
Nozh Game Designer CCP Games |
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Elendar
Slacker Industries Exuro Mortis
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Posted - 2007.11.07 19:10:00 -
[44]
Supply convoys should be vulnerable and be forced to actually move through space, not untouchable jump boats.
Personally i'd prefer it if they removed jump logistics altogether.
Its a game, adapt to the new meta rather than crying about the loss of the old one ---------------------------- There is no sig |

Aram Gishno
Caldari Shadow Front Lost Children of Eve
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Posted - 2007.11.07 19:11:00 -
[45]
Edited by: Aram Gishno on 07/11/2007 19:12:47
Originally by: CCP Nozh If you're still not sure why we're doing changes to the carriers you should read this dev blog again.
Nozh,
Actually, the blog cleared up a lot of misconceptions that I had earlier regarding the changes. Your statement regarding the fact that the changes proposed earlier were not going into effect were interesting. I do wonder if the change team had a chance to evaluate a few players request that the carrier be broken into two classes or tiers? One being support focused while the other combative. For myself, I can fully stand behind this as a resonable alternative and a way to add more dynamics for this class.
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Xaen
Caldari Caldari Provisions
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Posted - 2007.11.07 19:13:00 -
[46]
Originally by: MotherMoon
Originally by: Delphi Disra agreed.... anyone remember star wars galaxys?
I fear eve may go the same way...
you know your sig made everyone ignore you right? rofl.
It didn't. -- Support fixing the EVE UI | Suggest Jita fixes
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Bimjo
Caldari SKULLDOGS
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Posted - 2007.11.07 19:17:00 -
[47]
Originally by: Verone
Originally by: Rells From the point of view of the people testing on Sisi,
I stopped reading here.
The stats on the test server are never final, that's why it's called a TEST server. There's no need to get worked up about changes there... they're being TESTED, and may not go live.
well put
come on guys, lets all(including me) just wait and see if they further balance things or not before we all start complaining
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bobtheminer
Damned Legion
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Posted - 2007.11.07 19:18:00 -
[48]
nozh while we have your attention, i saw it mentioned somewhere about a blog going into some detail to clear up info about the jump freighter a day or 2 ago, is their any more news on said blog, sure it would prolly help spread info if its all in once place, for ppl to read
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Arenis Xemdal
Amarr Obsidian Core
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Posted - 2007.11.07 19:20:00 -
[49]
Originally by: CCP Nozh Skill requirements have actually been adjusted.
Racial Freighter 4 Jump Freighters 1 Jump Calibration 1
Why is the most powerful tech 2 ship in the game also the only one that doesn't need racial lvl 5? I don't get it. Its like you're making concessions to carebears, and I see no other way to interpret it. Same deal with cloaking 5 reduction, it made sense, people whined, CCP caved.
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CCP Nozh

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Posted - 2007.11.07 19:21:00 -
[50]
Originally by: Aram Gishno
Originally by: CCP Nozh If you're still not sure why we're doing changes to the carriers you should read this dev blog again.
Nozh,
Actually, the blog cleared up a lot of misconceptions that I had earlier regarding the changes. Your statement regarding the fact that the changes proposed earlier were not oing into effect were interesting. I do wonder if the change team had a chance to evaluate a few players request that the carrier be broken into two classes or tiers? One being support focused while the other combative. For myself, I can fully stand behind this as a resonable alternative and a way to add more dynamics for this class.
We discussed it, but we'd have to decide which role the current carriers would fulfill. We actually had a 5 hour meeting yesterday discussing possible solutions. I can't release any information quite yet, we'll probably end up with a system where people can actually choose the role themselves (and possibly be better at it than currently), either through module fitting or rigs.
But like I said, we're still discussing it, if you think you've got a super solution just make a constructive post on the game development forum.
Nozh Game Designer CCP Games |
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CCP Nozh

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Posted - 2007.11.07 19:24:00 -
[51]
Originally by: bobtheminer nozh while we have your attention, i saw it mentioned somewhere about a blog going into some detail to clear up info about the jump freighter a day or 2 ago, is their any more news on said blog, sure it would prolly help spread info if its all in once place, for ppl to read
I'll write it tonight / tomorrow, and it will be posted in the next few days.
Nozh Game Designer CCP Games |
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Minerva Vulcan
Caldari The Nexus Foundation
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Posted - 2007.11.07 19:25:00 -
[52]
Originally by: CCP Nozh Scripts are being introduced to split up bonuses on certain modules, this change has been a long time coming and been discussed a lot here at the office for a very long time. We feel scripts will bring more balance to these types of modules, and add more diversity to combat. Instead of looking at this like a "nerf" just try to see this as a way to make combat a bit more unpredictable. Warping your close range fleet in to an unsuspecting enemy fleet with "Scan Resolution" scripts loaded will surely put you at an advantage.
If you're still not sure why we're doing changes to the carriers you should read this dev blog again. The carrier ship maintenance bay is being boosted in its intended role, you might have noticed it has been doubled in size and the volume of most ship classes have been adjusted. Ships inside the ship maintenance bay will still be able to hold ammo and charges. As for the reason of this change, even though many of you have gotten used to it, the carrier was never supposed to be a jump capable hauler.
Originally by: Rells
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 cre....
This would be far to overpowered and unfair towards "super capitals". It would also make support fleets pretty much useless since you could just tell all your capital pilots to fit one disruptor. The "hactors" (like someone very clever started calling them) will be vulnerable when tackling and be useful in many situations, not only super capital scrambling.
Our goal is to make EVE better, more balanced and more fun for everyone.
It's good to hear the whys about changes.
Now, your thoughts on the Eos and Myrmidon?
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Xaen
Caldari Caldari Provisions
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Posted - 2007.11.07 19:28:00 -
[53]
Erm...since it seems to be pester a CCP dev day...
Any word on a global GUI overhaul? Solution to Jita? -- Support fixing the EVE UI | Suggest Jita fixes
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Semkhet
KR0M The Red Skull
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Posted - 2007.11.07 19:28:00 -
[54]
Originally by: CCP Nozh Ships inside the ship maintenance bay will still be able to hold ammo and charges. As for the reason of this change, even though many of you have gotten used to it, the carrier was never supposed to be a jump capable hauler.
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.
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CCP Nozh

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Posted - 2007.11.07 19:29:00 -
[55]
Originally by: Arenis Xemdal
Originally by: CCP Nozh Skill requirements have actually been adjusted.
Racial Freighter 4 Jump Freighters 1 Jump Calibration 1
Why is the most powerful tech 2 ship in the game also the only one that doesn't need racial lvl 5? I don't get it. Its like you're making concessions to carebears, and I see no other way to interpret it. Same deal with cloaking 5 reduction, it made sense, people whined, CCP caved.
TBH, I haven't seen any whining about it, I haven't really been reading the forums a lot. I just thought the skill training time was a bit too harsh. The last level gives you a 5% boost and at these quantities thats quite a lot, so I guess a bunch of people would want to train it to lvl5 anyway.
Nozh Game Designer CCP Games |
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Tarminic
Forsaken Resistance
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Posted - 2007.11.07 19:30:00 -
[56]
Originally by: Xaen Erm...since it seems to be pester a CCP dev day...
Any word on a global GUI overhaul? Solution to Jita?
I don't remember exactly, so don't quote me on this, but I believe a complete UI overhaul is scheduled after Trinity is released. As for Jita, they're working on implementing RDMA that will be implemented in the first half of 2008. ---------------- Tarminic - 29 Million SP in pink Forum Warfare  |
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CCP Nozh

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Posted - 2007.11.07 19:31:00 -
[57]
Originally by: Minerva Vulcan
It's good to hear the whys about changes.
Now, your thoughts on the Eos and Myrmidon?
Check the OMG YOU NUURFED MY DRONE thread.
Nozh Game Designer CCP Games |
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Xaen
Caldari Caldari Provisions
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Posted - 2007.11.07 19:33:00 -
[58]
Originally by: Tarminic
Originally by: Xaen Erm...since it seems to be pester a CCP dev day...
Any word on a global GUI overhaul? Solution to Jita?
I don't remember exactly, so don't quote me on this, but I believe a complete UI overhaul is scheduled after Trinity is released. As for Jita, they're working on implementing RDMA that will be implemented in the first half of 2008.
I wish they'd consult me for the GUI design, or at least my thread (and others' posts too). It takes a very picky bastard to design a top notch GUI. A merely sufficient GUI is a complete failure. If you can't grasp that as a truth, don't work on GUIs.
Tarminic, wtf is RDMA? -- Support fixing the EVE UI | Suggest Jita fixes
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Jack Target
Koshaku Interstellar Starbase Syndicate
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Posted - 2007.11.07 19:34:00 -
[59]
Edited by: Jack Target on 07/11/2007 19:34:19
I don't think the experienced players have anything to worry about, even if their worst fears are realised (but I expect they'll find the changes an interesting improvement).
With the skills they currently have, they'll be very close to flying Black Ops battleships. They sound brilliant - I much rather pilot one of these than a carrier anyway.
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CCP Nozh

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Posted - 2007.11.07 19:35:00 -
[60]
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.
Nozh Game Designer CCP Games |
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