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

Sean Drake
Caldari Dirty Deeds Corp. Axiom Empire
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Posted - 2007.11.08 00:16:00 -
[121]
I have a question that should shed some light on the ops orig request on where ccp are going.
So any devs care to coment on an incident at Fanfest where a recently promoted/hired/wherever they come from dev told a player that "EvE is not complacated after 2 weeks in empire you know everything you need to about the game" apparently the player who was a member of one of the larger 0.0 alliances had to be physically restrained and was laterfound in a corner very drunk banging his head off the wall reapeting " were screwed were screwed were screwed"
True story
If Goons AND BoB are agreeing with each other that your idea is stupid, it's probably stupid. |
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CCP Nozh

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Posted - 2007.11.08 00:49:00 -
[122]
Originally by: Alski
Any chance you could elaborate on the ôover the topö part? IÆm not asking in a whiney way, I genuinely donÆt understand.
-Do you mean that they were being used too far out of there intended role? -Do you mean they were making 0.0 logistics too easy? If so why? Surely jump-freighters will replace Carrier logistics and so if anything will be just as easy, if not easier? -Do you mean that being able to haul, and tank, and fight all at once was the problem?
Filling their ship maintenance bay with "maxed out cargospace haulers" transporting fuel, commodities, minerals and items safely was never their intended role. That role on its own might not be a problem, but if you're using the same ship to haul and fight in we obviously have a problem.
The Jump Freighter will most likely not make logistics as easy because:
They'll cost more - I think we're aiming for something around ~2.8bn build cost (not sure, not at work) They'll be harder to make - Being the first T2 capital ship, it won't exactly be a "Betty Crocker" production. Not everyone will want to fly them - Let's face it, a lot of people have carriers cause they're bad ass. They're much more vulnerable They won't be everyones goal after reaching BS level like the carriers currently are.
I do agree the following weeks after the change will be interesting, we've given plenty of thought to it. There will be a gap, where you'll be forced to fall back to old fashioned freighter runs, but I'm pretty sure the gap won't be too large and a lot of you will probably stock up a bit before the changes hit.
Originally by: Rells
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.
No problem, expect seeing a lot more of us.
I'm aware that "jump bridges" aren't exactly easy to obtain, super alliances generally have larger areas to cover so this is fine in our opinion. Jump Freighters aren't supposed to be used to ferry ships around, that's what carriers are for, and they'll become much better at it after the changes (I haven't heard any praises for that btw). Like I said before the carriers ship maintenance bay has doubled in size, battleships have be reduced in volume by 50%, and other ship classes have also been adjusted slightly.
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.
Originally by: Rells
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.
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.
Dampeners were overpowered. Other script modules have fared much better.
I'll take a look at your jump freighter recommendations tomorrow.
Nozh Game Designer CCP Games |
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CCP Nozh

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Posted - 2007.11.08 00:50:00 -
[123]
@ Necrologic I like you.
@ Torco we'll get to them. Don't fret Amarr have yet to receive their "Oomph"
I think I've answered pretty much all questions since I refreshed this page last, probably more been added now. But it's 1am soon and I need to get on with my social life..
Nozh Game Designer CCP Games |
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Necrologic
Sniggerdly Pandemic Legion
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Posted - 2007.11.08 00:52:00 -
[124]
Happy to help. _____________________ In the arena of logic I fight unarmed. |

Ruciza
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Posted - 2007.11.08 01:05:00 -
[125]
Originally by: CCP Nozh Being the first T2 capital ship, it won't exactly be a "Betty Crocker" production.
So it's all true...
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Drykor
Minmatar Jericho Fraction The Star Fraction
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Posted - 2007.11.08 01:06:00 -
[126]
Edited by: Drykor on 08/11/2007 01:15:56 Edited by: Drykor on 08/11/2007 01:11:55 So, what exactly ARE the reasons for slowing down interdictors?
I have some reasons NOT to: - They are a niche in the first place, with relatively long training and skills that aren't terribly useful from there on. Meaning not alot of people train for them in the first place. After this nerf it will be even harder for 0.0 alliances to find dictor pilots that will fly with them in most gangs. - They are almost always primary and rely on their speed to get out. - If you want a bubble to be dropped close to a ship, you WILL be in web range. The bubble isn't that large at all and you can't drop it too far away due to mwd's and not being too precise in the first place due to lag. - They are very expensive for paperthin ships. - Last but not least of all, NOTHING was wrong with them. No one was whining about them. Yes the Sabre and speedfitted Heretic are fast ships but the only real problem was when the pilot had snakes in. If this is something to buff inty's (just speculating here), please give me a single inty setup that isn't faster than a sabre when you speedfit the inty. But you can't, 'cause there aren't any. In fact there's a fairly large gap between inty speeds and sabre speeds, as long as you fit them in the same way. What this also means is that they can be tackled by any speedfit inty, after which the gang can warp to it. Or it can be destroyed by 2 inty's staying out of range, especially after the upcoming inty boost.
This whole thing comes across me as someone looking at base Sabre speed, not taking into account the mass that will reduce the actual mwd speed alot, or the fact it has only 2 lows, then saying "hmm that doesn't look right" and then decides to just remove 25% without looking at how they are used in the game. 25% is ALOT, you don't balance things by completely ruining it. I can understand 5% which will already matter alot, but this is far too much.
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RossP Zoyka
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Posted - 2007.11.08 01:07:00 -
[127]
Originally by: CCP Nozh
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.
Dude, that was the coolest thread I've ever read LOLLOLhaahahah
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.11.08 01:10:00 -
[128]
Originally by: CCP Nozh There will be a gap, where you'll be forced to fall back to old fashioned freighter runs
Or if you've got half an ounce of sense; expanded dreadnoughts. Slightly less efficient than a carrier, but you'll already have a bunch of pilots and the ship wont cost you 8bil.
Quote: Jump Freighters aren't supposed to be used to ferry ships around, that's what carriers are for, and they'll become much better at it after the changes (I haven't heard any praises for that btw).
You havent heard any praises because in nerfing the ability to carry cargo, you've also put a massive dent in the capability to carry ships. There's no point to a carrier's SMA if you can't haul in alternate fits alongside the ship. The only viable way to haul in alternate fits is to carry them in the cargohold of the ship you intend them to be used in.
Quote: Second of all again? Yeah, don't undock your freighter when you've got a 10 BS enemy gang outside your station. Use scouts.
It doesn't have to be BSes. A single cloaked alt could provide the cyno to drop in sufficient capitals (or even BOBS) to kill it before anything could be done. What use are scouts then?
Quote: Dampeners were overpowered.
Dampeners in themselves were not overpowered. They were simply overpowered in that they could be fitted to any ship for approximately the same level of effectiveness. In nerfing them and not providing an equivalent boost to the "specialised" (lol) dampening ships, you've given the gallente EW ships a ridiculous nerf for no good reason.
As for the other script modules "faring much better", i'd quite like to see how you expect people to fit comparable fleet fits post-nerf. The combined sniping, TD and damp nerf is simply a buff to nanoships. You've nerfed the 3 most effective counters.
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ChimeraRouge
Caldari Eve University Ivy League
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Posted - 2007.11.08 01:13:00 -
[129]
Carriers != Haulers
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.11.08 01:14:00 -
[130]
Edited by: Elmicker on 08/11/2007 01:14:07
Originally by: ChimeraRouge Carriers != Haulers
Yes, carriers are multirole support ships. Which is exactly why they should maintain their hauling capability, just at an inferior level to the dedicated hauling ships.
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ragewind
Caldari VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2007.11.08 01:18:00 -
[131]
a very active dev this is good to see
if the jump freighters end up being 2.8 bil ill be impressed that is a fair cost for the ship weather this ever happens im not sure will be interesting to see.
my take on the "ideas for carriers" including the drone suggestions seemed to me that they were thought up by a dev that may be rather inexperienced to the game.
the hauler ability's of the carrier may not have been what ccp intended! the damage dealer role may not have been what ccp intended! the remote carrier to carrier logistics tactics may not have been what ccp intended!
and the original ideas really did nerf all of these but i think ccp missed the other nerf that that whole original dev blog brought with it!!!
NERF the players NERF the sandbox game
yes you had an idea for carriers, but then the eve magic happened the eve players used imagination and brain power and thought up a range of roles,
this is the POINT of eve to think out side the box
can you now see why it was that this reaction was meet with such a fiery reaction as part of it says to the player base, "hay your ideas and uses for stuff.. meh it isnt right were changing it"
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Max Teranous
Body Count Inc. Mercenary Coalition
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Posted - 2007.11.08 01:23:00 -
[132]
Is that 2.8 billion build cost, or invention & build cost ? Because various people who know a hell of a lot more about invention than i do are saying it's no-where near 2.8 bil total cost, much more like over double that ATM.
Max 
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.11.08 01:25:00 -
[133]
Originally by: Max Teranous Is that 2.8 billion build cost, or invention & build cost?
I'm fairly sure that's the ideal ME0 build cost. Most decryptors will (AFAIK - i'm not an inventor), give a hefty penalty to ME, doubling the build cost. throw in the invention costs and the requisite mark up and you're nearing the 8B figure that's being thrown around.
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Terianna Eri
Amarr STK Scientific Black-Out
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Posted - 2007.11.08 01:25:00 -
[134]
Originally by: CCP Nozh @ Torco we'll get to them. Don't fret Amarr have yet to receive their "Oomph"
<3 I had thought that the series of nerfs/changes/whatever had been a large Amarr boost in disguise, but it's nice to see that there is in fact something in the future for our ships.
Hopefully it will have something to do with lasers or cap use, instead of a new role for Amarr entirely  __________________________________
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Necrologic
Sniggerdly Pandemic Legion
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Posted - 2007.11.08 01:43:00 -
[135]
Originally by: Drykor Edited by: Drykor on 08/11/2007 01:21:52 I appreciate you take the time to answer some questions, so here is mine: What exactly ARE the reasons for slowing down interdictors? I haven't seen any yet.
I have some reasons NOT to: - They are a niche in the first place, with relatively long training and skills that aren't terribly useful from there on. Meaning not alot of people train for them in the first place. After this nerf it will be even harder for 0.0 alliances to find dictor pilots that will fly with them in most gangs. - They are almost always primary and rely on their speed to get out. - If you want a bubble to be dropped close to a ship, you WILL be in web range. The bubble isn't that large at all and you can't drop it too far away due to mwd's and not being too precise in the first place due to lag. - They are very expensive for paperthin ships. - Last but not least of all, NOTHING was wrong with them. No one was whining about them. Yes the Sabre and speedfitted Heretic are fast ships but the only real problem was when the pilot had snakes in. If this is something to buff inty's (just speculating here), please give me a single inty setup that isn't faster than a sabre when you speedfit the inty. But you can't, 'cause there aren't any. In fact there's a fairly large gap between inty speeds and sabre speeds, as long as you fit them in the same way. What this also means is that they can be tackled by any speedfit inty, after which the gang can warp to it. Or it can be destroyed by 2 inty's staying out of range, especially after the upcoming inty boost.
This whole thing comes across me as someone looking at base Sabre speed, not taking into account the mass that will reduce the actual mwd speed alot, or the fact it has only 2 lows, then saying "hmm that doesn't look right" and then decides to just remove 25% without looking at how they are used in the game. 25% is ALOT, you don't balance things by completely ruining it. I can understand 5% which will already matter alot, but this is far too much.
If you want to fight nanoships, consider having a look at polycarbons that are totally out of line with other rigs, as well as the insane bonus a snake set gives. But don't ruin a shipclass for people that don't have the cash to fit it like that anyway.
So please, do give us your reasons.
Nerfing interdictor speed reduces their ability to run up too and tackle targets but does not really change their ability to bubble gates or stations. With the current speed of interdictors there is considerably less reason to use an interceptor if you can use a dictor instead. The speed nerf means the interdictors are still usuable for bubbling of gates and stations but that interceptors are needed for more classic tackling. Again i'd say this is a case of removing an unintended role from a ship when there are other ships intended to fullfill that role.
And assuming my above assumption is correct, then "completely ruining" its performance in that role is exactly the way to fix it.
_____________________ In the arena of logic I fight unarmed. |

Ket Halpak
Cold-Fury Southern Cross Alliance
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Posted - 2007.11.08 02:10:00 -
[136]
Yay! Questions being answered. /me <3 Nozh :)
Just a couple from me :)
1. Why tech 2 freighters over teir 2?
2. What solutions to the logistics gap weeks have been considered?
3. What about holding off the carrier/hauler change untill jump freighters have had a chance to come into the game?
A thought I had was to allow ships inside carriers to carry cargo, but cargo expanders and skills dont take affect, just like when someone isnt piloting a ship. I could get about 17km3 into my mamoth while flying it, but if I were to fully load it in station, swap to a different ship and then open the mamoths cargo hold, it would appear to be overloaded (ie 17km3/5900m3 of cargo space used). If you stopped people from being able to load over expanded ships into a carrier, it would vastly reduce the carriers cargo hauling ability, but still provide some sort of logistics during the gap time.
I havent done the maths (im supposed to be working atm :) ), but with the newly expanded cargo holds, you would only be able to haul about 20km3 with a carrier.
Oh and being able to fit battleships inside a carrier 4tw! _____________ Giving out free ammo, 1 missile at a time. |

Tananda Vaakaja
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Posted - 2007.11.08 03:16:00 -
[137]
With the amount of "Free to Play" mmorpgs out there... I'm mystified as to the continued silence from CCP on these changes. If there is a specific "road map" they have in mind fine and dandy.. just for heaven's sake let us know what's going on. The majority of the Eve player base is actually intelligent. I think we could understand an explination of what's in the Dev's minds on these "nerfs". How many people must leave before we get an answer? Very few I hope, every player sub loss is a loss for everyone..
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J Valkor
Blackguard Brigade
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Posted - 2007.11.08 03:21:00 -
[138]
Edited by: J Valkor on 08/11/2007 03:24:10
Originally by: Tananda Vaakaja With the amount of "Free to Play" mmorpgs out there... I'm mystified as to the continued silence from CCP on these changes. If there is a specific "road map" they have in mind fine and dandy.. just for heaven's sake let us know what's going on. The majority of the Eve player base is actually intelligent. I think we could understand an explination of what's in the Dev's minds on these "nerfs". How many people must leave before we get an answer? Very few I hope, every player sub loss is a loss for everyone..
Umm... have you read this thread or did you just reply?
Okay, here is the summation
1. Dampeners were broken and too wildly used. CCP is trying to make it so only specialized ships use them (as with ECM). 2. Carriers should not be fuel haulers. Their ability to move around ships has been hugely increased, however. 3. Myrmi and Eos were out of line with other BC's and CS's. 4. If you say "BUT IN REAL LIFE" the Dev stops reading your post.
Incidentally, I love the changes. The carrier as it is shaping up to be is what I imagined them to be when they were first announced. Instead of what it is currently being used as.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.11.08 03:43:00 -
[139]
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.
Come on Verone, there have been plenty of things that everyone thought was just being 'tested' (like warp to 0km) that ended up on TQ *exactly* like they were on Sisi, or *worse*.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Beowulf Scheafer
Gallente
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Posted - 2007.11.08 04:02:00 -
[140]
Edited by: Beowulf Scheafer on 08/11/2007 04:02:19 its very good to see somebody clearing the confusion that rages in theese forums for weeks now.
i have 2 questions i would like to ask you:
1) drone recharge: can you pls clarify what you intend to do with that change? i use a dominix for missions alot, and sometimes for pvp. in pvp this change means that my main weapon is destroyable now without a real counter, and i don't see remote repping as a real alternative because of the range. as it is i can scoop and relaunch drones, what takes about 3 seconds under optimal circumstances, so loosing ca. 1400dmg in that time. i have alot of them in both my ishtar and my domi, but no endless amount. and i can't kill others peoples mainweapons anyways (if i can't force him to overheat them for a long time somehow ), so i honestly don't see the need for that nerf.
2)black ops: first, can i use the jumpbridge in empire? if so, do i need a faction standing of 10.0 for the actual space to jump in and/or use it, like stated in a blog i don't find anymore unfortunately? second, are the SISIstats on thoose final, or close to final? especially the sin's tII bonuses seem to be very mismatched, 5% agility is not exactly the essence of my wildest dreams... is that one only heavily prenerfed and might become better? and is there a chance they in general get the ability to use covert ops? i must admit i'm not a very rich player, and atm neither the marauders (which are somewhat meant to be pve ships as i understand) nor the black ops attract me alot to spend such an amount of isk for. as i spent a very long time now focusing on bs-related skills and leaving for example command ships alone to have decent (perfect?) skills when tII bs finally hit tranq, i must admit i'm rather disappointed in the sin in its current state.
thx alot
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Rells
Caldari Agony Unleashed Agony Empire
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Posted - 2007.11.08 04:03:00 -
[141]
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! |

Cygnus Zhada
Amarr The Wild Hunt
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Posted - 2007.11.08 04:28:00 -
[142]
As I see it it's very simple; they want to increase the 'size' of the universe, make it less easy for alliances to occupy large portions of space without a whole lot of effort. This creates more room, room that's needed to accomodate the influx of new players who won't (want to) all be joining the existing (super)powers.
Since it's a FACT that there's more players, CCP HAS to react to that by either adding more space or by limiting the amount of space an alliance can realistically hold. As such they have to push this through, no amount of whining will change that.
Ofcourse the industrial/logistics people aren't happy at all, and I can understand that. They all of a sudden start thinking "how am I going to fuel and haul stuff to/from all our POSes", while they SHOULD be thinking "which POS areas should we start to focus on and which should be loosen our control over".
Looking at BOB's situation and their move makes a lot of sense in this; they weren't really holding on and with the incoming patch they were quite sure they wouldn't be able to in the future. Now it's up to their adversaries, do THEY want to over extend themselves given the upcoming changes...
Welcome to EVE Online: Press 1 for Caldari, PVE Online Press 2 for Minmatar, PVP Online Press 3 for Gallente, PWN Online Press 4 for Amarr, Lulz Online |

Fabienne Runestar
Ars ex Discordia GoonSwarm
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Posted - 2007.11.08 04:37:00 -
[143]
CCP
Why does everything always have to be more expensive? Inflation is one thing, but if there was true inflation the amount of bounties on rats, and mission rewards would also be going up. I'm not seeing that though, just the latest and greatest way to screw people out of isk, seems to be take away one roll from a class of ships and give it to another class of ships more expensive. You have an isk problem CCP, we all know it, yet you chose to screw the players who are talking up your game, and paying you a monthly fee, rather than go after those who are causing the isk problem to begin with. Go after the macro miners, ratters, and mission runners. Take them out of business, lock away their 'isk' and you will solve a lot of your isk problems. Instead of taking a role away from one class of ships and giving it to a more expensive class.
What's next Tech 2 Carrier, Dreads, Motherships and Titans?
You and I both know what will happen, you say logistics will be harder after trinity for a few weeks. I say no it wount because anyone with any brains is preparing now, getting months and months worth of fuel near their POSes to keep them online.
Sure a Carrier can carry 2 battleships in Trinity, but with only 40 rounds of ammo in my megathon's guns I'm not very useful right out of the launch bay. Well not for long. Shooting a POS down, or in a fleet. If I last more than one engagement my guns will run dry. You can stop ships from being loaded into the Roqual if they aren't an industrial class, can't you stop ships from being loaded with something other than consumables ie Ammo, Caprechargers, crystals etc in their holds? ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |

Jenea
Gallente The Copernicus Institute
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Posted - 2007.11.08 04:39:00 -
[144]
Originally by: Rells
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.
Off topic, but I like your sig alot.
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Jenea
Gallente The Copernicus Institute
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Posted - 2007.11.08 04:50:00 -
[145]
Originally by: CCP Nozh
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.
Nice attitude.
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missionalt
GoonFleet GoonSwarm
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Posted - 2007.11.08 04:59:00 -
[146]
this.
this is the best thread.
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Jenea
Gallente The Copernicus Institute
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Posted - 2007.11.08 05:14:00 -
[147]
Originally by: missionalt this.
this is the best thread.
You seem lost. COAD is that way. 
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Ed Anger
Federal Navy Academy
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Posted - 2007.11.08 05:18:00 -
[148]
Originally by: Jenea Off topic, but I like your sig alot.
Nova Z and more here
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ArtemisEntreri
TALON'S GRIP
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Posted - 2007.11.08 05:42:00 -
[149]
Originally by: Bellum Eternus
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.
Come on Verone, there have been plenty of things that everyone thought was just being 'tested' (like warp to 0km) that ended up on TQ *exactly* like they were on Sisi, or *worse*.
idk if he'll actually read this, but another argument is that on test server there are things being "tested", sure, but this means that the devs are suggesting this should be in the game, they're thinking about changing these things to something different.
This is why people argue things appearing on test server, because CCP are THINKING about doing changes the players don't think they should.
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Greenwing
SuX ltd. Rare Faction
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Posted - 2007.11.08 05:52:00 -
[150]
Edited by: Greenwing on 08/11/2007 05:53:11
Originally by: CCP Nozh
Filling their ship maintenance bay with "maxed out cargospace haulers" transporting fuel, commodities, minerals and items safely was never their intended role. That role on its own might not be a problem, but if you're using the same ship to haul and fight in we obviously have a problem.
But what about alternate fits for ships, without the ability to put a new fit and ammo in the hold of the ships logistics is getting a nightmare.
Quote:
The Jump Freighter will most likely not make logistics as easy because:
They'll cost more - I think we're aiming for something around ~2.8bn build cost (not sure, not at work) They'll be harder to make - Being the first T2 capital ship, it won't exactly be a "Betty Crocker" production.
This will be a problem in the first few months, after that every alliance/corp will have one and logistics will be just as easy as it is now except you have to make 2 runs for moving ships.1 with a carrier to get the ships to where you want them and 2 the jump freighter run with the fittings/ammo of those ships.
I think the carrier hold should be reduced but not as much as it is now. You should be able to also take alternate fittings for the ships you transpor.
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Not everyone will want to fly them - Let's face it, a lot of people have carriers cause they're bad ass.
This is where CCP is wrong, most people fly them because they are the next step after a BS and they are the only capitals to get for the casual player, not because they are bad ass ships.
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They're much more vulnerable
Well they can't shoot back, but have you ever tried a carrier without support against a small gang ? Furthermore the jump freighter always has a scout at the place he is going to, so he would be pretty dumb to jump it in hostile space.
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They won't be everyones goal after reaching BS level like the carriers currently are.
Yup, you are right here, but still every corp will have one next year, 2.8 bil is not exactly out of reach for even a small corp.
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Jump Freighters aren't supposed to be used to ferry ships around, that's what carriers are for, and they'll become much better at it after the changes (I haven't heard any praises for that btw).
Maybe that's because nobody is waiting for a bigger maintenance bay (especially not if the ability to also take fittings and ammo is taken away) ? You shouldn't expect praises for things people aren't waiting for. (if i take a dollar away from you and give you a dime, would you be happy ? )
Another question, with this change to carriers they are definately no jack of all trades anymore, does this also mean there will be no other changes to carriers (as stated by CCP Zulupark lately) ?
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