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

Necrologic
Sniggerdly Pandemic Legion
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Posted - 2007.11.08 19:46:00 -
[241]
Originally by: Jenea Edited by: Jenea on 08/11/2007 19:42:43 I am very glad to see CCP has hired such a disciplined and tactful developer to act as a spokesperson. I'd rather have no communication than continually be talked down to by representatives of CCP.
Here's a couple tips for a certain poster in this thread:
Pass over the angry players and speak in a neutral, factual tone.
Never forget who is the boss, the player; don't speak down to her, she might stop paying your salary.
Say as little as possible while answering a question; you never know when someone will throw your own words back at you.
Add some general humor to your comments, it might just make the boss (the person pay $15 a month for your game) like you more.
Develop a sense of commonality with people who hold different views. For instance, say, "I see where you are coming from, but we did this because..." That right there tends to help alot.
The players pay the salary, but they are not the boss. CCP has shown many times that they do not compromise their view of the game in favor of mass outcry or threats from the players. If they did we would be playing WoW in space by now. Being talked down too is a small price to pay to maintain the integrity of this game, and i don't really see where they are doing it. They don't have to explain anythinig to us. _____________________ In the arena of logic I fight unarmed. |

Cyrus Deacon
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Posted - 2007.11.08 19:48:00 -
[242]
*Signed
Just wanted to sign this too. Game is balanced as it is. Quit nerfing things. It effects too many people. And like the opener of this thread said. Their are already counters to everything. (Except titans, feel free to nerf them)
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CCP Nozh

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Posted - 2007.11.08 19:49:00 -
[243]
Originally by: Jenea Edited by: Jenea on 08/11/2007 19:42:43 I am very glad to see CCP has hired such a disciplined and tactful developer to act as a spokesperson. I'd rather have no communication than continually be talked down to by representatives of CCP.
Here's a couple tips for a certain poster in this thread:
Pass over the angry players and speak in a neutral, factual tone.
Never forget who is the boss, the player; don't speak down to her, she might stop paying your salary.
Say as little as possible while answering a question; you never know when someone will throw your own words back at you.
Add some general humor to your comments, it might just make the boss (the person pay $15 a month for your game) like you more.
Develop a sense of commonality with people who hold different views. For instance, say, "I see where you are coming from, but we did this because..." That right there tends to help alot.
I see where you are coming from, I'm trying, believe me I'm trying :)
But if people keep shooting me down with no content, I've got no way of responding.
And I think I'm pretty much boned if I want the players to like me, it's been like this forever, you all hate the man with the nerfstick. 

Nozh Game Designer CCP Games |
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Odewad
Gallente Breadmen Make Better Luvers
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Posted - 2007.11.08 19:51:00 -
[244]
Originally by: Necrologic
The players pay the salary, but they are not the boss. CCP has shown many times that they do not compromise their view of the game in favor of mass outcry or threats from the players. If they did we would be playing WoW in space by now. Being talked down too is a small price to pay to maintain the integrity of this game, and i don't really see where they are doing it. They don't have to explain anythinig to us.
/me passes yet another handywipe to Necro.. Dude, if you don't slow down that brown stain is going to be permanent.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.11.08 19:52:00 -
[245]
Originally by: Odewad
Originally by: Necrologic
The players pay the salary, but they are not the boss. CCP has shown many times that they do not compromise their view of the game in favor of mass outcry or threats from the players. If they did we would be playing WoW in space by now. Being talked down too is a small price to pay to maintain the integrity of this game, and i don't really see where they are doing it. They don't have to explain anythinig to us.
/me passes yet another handywipe to Necro.. Dude, if you don't slow down that brown stain is going to be permanent.
get the **** out of this thread |

Jenea
Gallente The Copernicus Institute
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Posted - 2007.11.08 19:53:00 -
[246]
Originally by: Necrologic CCP has shown many times that they do not compromise their view of the game in favor of mass outcry or threats from the players. If they did we would be playing WoW in space by now. Being talked down too is a small price to pay to maintain the integrity of this game, and i don't really see where they are doing it. They don't have to explain anythinig to us.
I did not ask the game to be compramised to what I consider best, only to be treated with respect. Sorry, but I don't see how being tactful harms the integrity of the game. You are right, however, they don't have to explain anything to us -- as I said, no communication is better than bad communication.
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Necrologic
Sniggerdly Pandemic Legion
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Posted - 2007.11.08 19:53:00 -
[247]
Originally by: Odewad
Originally by: Necrologic
The players pay the salary, but they are not the boss. CCP has shown many times that they do not compromise their view of the game in favor of mass outcry or threats from the players. If they did we would be playing WoW in space by now. Being talked down too is a small price to pay to maintain the integrity of this game, and i don't really see where they are doing it. They don't have to explain anythinig to us.
/me passes yet another handywipe to Necro.. Dude, if you don't slow down that brown stain is going to be permanent.
Sorry, had to get enough to last me through lunch. _____________________ In the arena of logic I fight unarmed. |

Elmicker
Black Sea Industries Cult of War
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Posted - 2007.11.08 19:53:00 -
[248]
Originally by: CCP Nozh to encourage freight runs
Expanded dreadnoughts. Expanded Rorquals. Titans. All of these will come before even considering running a freighter through 0.0.
Quote: and make moving stuff in mass quantities more challenging.
...
Why?
Logistics should be EASY. People are far more willing to go out and lose ships (you know, play the game), if they know they can have a replacement cooking the second they come back. Adding more work hinders this and will put a damper on 0.0 large-ship gang combat.
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CCP Nozh

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Posted - 2007.11.08 19:54:00 -
[249]
Originally by: Drykor Can you address my points on the 5th page please Nozh? http://oldforums.eveonline.com/?a=topic&threadID=631272&page=5#126
I believe I already did good sir, a few posts up.
Nozh Game Designer CCP Games |
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Sebastien LeReparteur
Minmatar SpaceTravelers Freelance Corp
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Posted - 2007.11.08 19:59:00 -
[250]
Edited by: Sebastien LeReparteur on 08/11/2007 20:06:07
Originally by: CCP Nozh
We did consider it yes, but came to the conclusion that even if we weren't introducing "Jump Freighters" we'd still want to remove this ability from carriers (since it's not an intended role). We did also discuss not introducing an alternative to the "hauling carriers", to encourage freight runs and make moving stuff in mass quantities more challenging. Thats also part of the reason why "Jump Freighters" are hard to obtain (T2).
Is it just me or that is the most boring part if this game and it makes lots of people consider quitting? I am ok with a bit of hauling but what you are now aiming at is for me a game killer... Small corp get shafted through and through again.
Fulling that odd POS in 0.0 will be a massacre at the freaking gate camps and major/rich Alliances WILL have a score of those jumping around and refueling very effectively their POS.
Now Yes the carrier mod are "nice" we can now bring a built battleship up there instead of 3 unbuilt BUT you can't put general loot in there no more cause you know, they for some XYZ reason have to be taken out when you jump else the thing a magie don't jump no more. MUST be part of the 2 D universal law...
The only difference in this to me is MORE AND MORE jumps to do the same thing, MORE time sink, more boredom, more reason to quit.
Carrier have to be nerfed I agree, what about giving us the option of sacrificing those 100m3 of drones and ships for cargo? modular hangar anyone? No instead you force the carrier in a niche.
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Beowulf Scheafer
Gallente
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Posted - 2007.11.08 20:00:00 -
[251]
and my questions, aswell on page 5, pls?
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2007.11.08 20:00:00 -
[252]
Originally by: CCP Nozh
Please tell me which "changes and 'balances'" didn't seem well thought through and why. Add some content.
Not to be annoying and what not, but triage module has allways been puzzling to me. it increases cap use greatly and glues you in place for 10mins. The cap use is so excessive you have to fit specifically for it, hurting your own tank, which you need because you can no longer be remote repaired yourself. I liked the idea of the module but those 2 things are making it doubtfull I will train for it currently. To make it more interesting for me would be to halve the cap use on the remotes as well to keep cap use of those the same as before and if possible to make it possible to turn off the triage module at will(like you can with mining lasers atm) at the cost of the strontium you used to activate it(so you activate the module and use up the strontium, you notice it's not going well in the battle you deactivate it and lose the strontium anyway but at least you can move). -- stuff -- |

ProphetGuru
Gallente Evolution Band of Brothers
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Posted - 2007.11.08 20:02:00 -
[253]
I'd love to hear the developers thoughts on the role of titans/mommas.
I for one feel that their role has been nerfed out of the game and will continue to lose usefullness with these new changes. Their seems to be little use in them, considering the costs/risks inherint (sp) in their use.
I've heard a lot of people say that ccp doesn't know what to do with these 2 classes of ships... not sure I agree with that, but I don't think anyone can argue they have a distinct lack of role these days.
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CCP Nozh

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Posted - 2007.11.08 20:04:00 -
[254]
Originally by: Elmicker
Originally by: CCP Nozh to encourage freight runs
Expanded dreadnoughts. Expanded Rorquals. Titans. All of these will come before even considering running a freighter through 0.0.
Quote: and make moving stuff in mass quantities more challenging.
...
Why?
Logistics should be EASY. People are far more willing to go out and lose ships (you know, play the game), if they know they can have a replacement cooking the second they come back. Adding more work hinders this and will put a damper on 0.0 large-ship gang combat.
Yeah, you can still use deadnoughts or expanded rorquals, however you completely sacrifice your fit and you're nowhere close to being as effective.
It's our opinion that logistics have become too easy with "hauling carriers", and I'm pretty sure the game would become even more fun and intense if people wouldn't always have that replacement cooking and the stakes where a bit higher(this is just my opinion, not necessarily where we're going).
Nozh Game Designer CCP Games |
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CCP Nozh

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Posted - 2007.11.08 20:05:00 -
[255]
Originally by: Reatu Krentor
Originally by: CCP Nozh
Please tell me which "changes and 'balances'" didn't seem well thought through and why. Add some content.
Not to be annoying and what not, but triage module has allways been puzzling to me. it increases cap use greatly and glues you in place for 10mins. The cap use is so excessive you have to fit specifically for it, hurting your own tank, which you need because you can no longer be remote repaired yourself. I liked the idea of the module but those 2 things are making it doubtfull I will train for it currently. To make it more interesting for me would be to halve the cap use on the remotes as well to keep cap use of those the same as before and if possible to make it possible to turn off the triage module at will(like you can with mining lasers atm) at the cost of the strontium you used to activate it(so you activate the module and use up the strontium, you notice it's not going well in the battle you deactivate it and lose the strontium anyway but at least you can move).
I agree we need to do something about it. We're looking into it.
Nozh Game Designer CCP Games |
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Beowulf Scheafer
Gallente
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Posted - 2007.11.08 20:09:00 -
[256]
Originally by: Elmicker
Originally by: CCP Nozh to encourage freight runs
Expanded dreadnoughts. Expanded Rorquals. Titans. All of these will come before even considering running a freighter through 0.0.
Quote: and make moving stuff in mass quantities more challenging.
...
Why?
Logistics should be EASY. People are far more willing to go out and lose ships (you know, play the game), if they know they can have a replacement cooking the second they come back. Adding more work hinders this and will put a damper on 0.0 large-ship gang combat.
my guess is that all this is intended to kill 0.0 LARGE-ship gang combat, if not completely then to a good part...
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thisiswrong
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Posted - 2007.11.08 20:11:00 -
[257]
Edited by: thisiswrong on 08/11/2007 20:13:01
Originally by: CCP Nozh Great argument.
Please tell me which "changes and 'balances'" didn't seem well thought through and why. Add some content.
You mean besides the fact that you wanted less blobbing and changed the game so it increased blobbing...or the fact that you added more alliance blob mechanics while the servers go down the drain? How long has it been since you announced the 'yarrware'? Fact is EVE had less laggy fleet battles during exodus than now. Just check the old eve videos.
Quote:
Weren't the Amarr recons "the flavour of the month" after RMR? Personally I don't think Amarr are "gimped", I fly a lot of Amarr ships myself, they are however lacking something.
They were the amarr flavour of the month. The only decent amarr ships left.
Quote:
"The thought that anyone would fight in a logistic ship" If you don't see the benefits of using logistics in battle, remote repairing etc. I'm simply amazed, I know the PVP championship doesn't really portray real PVP, but logistics dominated it.
Yeah. A fight with rules and a fixed amount of players are a great example of EVE pvp.
Quote:
Show me more stuff where we went wrong, I'm really interested.
I have alread mentioned many things witch you cunningly sidestepped. Dont worry though, after trinity you will have more threads like these.
It was fun playing EVE for 3 years. My accounts are now cancelled but I drop by the forum everynow and then until the subscription runs out.
Peace.
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Greenwing
SuX ltd. Rare Faction
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Posted - 2007.11.08 20:13:00 -
[258]
Edited by: Greenwing on 08/11/2007 20:15:24
Originally by: CCP Nozh
Yeah, you can still use deadnoughts or expanded rorquals, however you completely sacrifice your fit and you're nowhere close to being as effective.
Actually nobody cares about the fit they have to sacrifice because they want to transport stuff, if they want to fight they just refit (like carriers also do atm)
Quote:
It's our opinion that logistics have become too easy with "hauling carriers", and I'm pretty sure the game would become even more fun and intense if people wouldn't always have that replacement cooking and the stakes where a bit higher(this is just my opinion, not necessarily where we're going).
If i'm in 0.0 and i loose my ship and i don't have a replacement i don't think i will have as much fun as the fun i would have if i did have a replacement ship. My idea of fun is to get into a fight and not to run some boring logistics run Also this idea is pretty much the opposite of what CCP tells us they are trying to do (get more people in 0.0)
Can you also please give an answer to the fuel question ? Atm you just cannot use your cargo hold for items and also be able to jump somewhere.
And another question about the jump freighters, have you also considered the fact within a year most corps will have one and they will not be rare anymore ?
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magnus amadeus
Amarr Hammer Of Light
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Posted - 2007.11.08 20:14:00 -
[259]
Edited by: magnus amadeus on 08/11/2007 20:15:14 Ok, one more question if you will:
Do you view the ability of 0.0 alliances to project force throughout multiple regions as a problem?
The way I see it, I do not think it was ever intended for BS gangs to cover 40 jumps in 1 hour, or for entire capital fleets to fight on two completely opposite sides of the map in the space of a few hours.
EDIT: optional bonus question:
Taking the above one step further, do you view warp to zero as a problem? _________________________________________________ Never argue with an idiot, they drag you down to their level and beat you down with experience. |

Cpt Fina
Mutually Assured Distraction
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Posted - 2007.11.08 20:17:00 -
[260]
Originally by: thisiswrong
They were the amarr flavour of the month. The only decent amarr ships left.
I disagree and claim the opposite.
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Popychacz
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Posted - 2007.11.08 20:17:00 -
[261]
Originally by: CCP Nozh
And I think I'm pretty much boned if I want the players to like me, it's been like this forever, you all hate the man with the nerfstick. 

Well, I'm afraid not. A whole lot of people like TomB for example and he was the sole responsible for nerfbat for years. It's not the nerfbat, it's that person who wields it make poor choices. For example one page earlier you slanted one player that logistic ships are used in tournaments and thus in pvp, when he clearly meant logistc ships as "ships you use for POS logistics (ie iteron V, carrier loaded with 5B of fuel etc). Ask yourself what was the point of that? Because for us it seems you either so desperate in need to win discussion you have to blantanly twist others words, or so unwise you failed to understand what that player wrote. (or alternatively - just skipped through post and got that one sentence totally out of context).
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Elmicker
Black Sea Industries Cult of War
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Posted - 2007.11.08 20:18:00 -
[262]
Originally by: CCP Nozh Yeah, you can still use deadnoughts or expanded rorquals, however you completely sacrifice your fit and you're nowhere close to being as effective.
So apply the same logic to carriers - allow them to continue their logistics role at the expense of their combat capabilities. Nerfs are simply the neanderthal's way of dealing with a problem.
Quote: It's our opinion that logistics have become too easy with "hauling carriers",
Out of those who share "our opinion", how many of you have ever dealt with large-scale (or hell, even small-scale) carrier logistics for corps and alliances?
Quote: and I'm pretty sure the game would become even more fun and intense if people wouldn't always have that replacement cooking and the stakes where a bit higher(this is just my opinion, not necessarily where we're going).
Aside from being more wrong than you can realise, the stakes are exactly the same. The ship still costs the same amount for the pilot. All you're doing is putting more time into the boring, useless bits of the game and directing it away from EVE itself.
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CCP Nozh

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Posted - 2007.11.08 20:19:00 -
[263]
Originally by: Beowulf Scheafer 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
We decided to change the drone recharge because people were basically "exploiting" it, by like you said scooping them and launching them directly again, in PVP. It was mostly being done by people using "Sentry Drones" but we decided to remove the instant recharge from all drones. The drones will however recharge at a normal rate (like the shields) while in the drone bay.
You can use the covert ops jump portal in low-sec, same rules as capital ships basically. You don't need any standings or anything to do so, at least not that I'm aware of. The SISI stats for the T2 BS are pretty much final. The Black-Ops ships are pretty expensive ships, and will probably not be used in close range combat. The agility bonus was to allow the Sin to scoop up sentry drones, and accelerate quickly to warp out.
We're probably never going to allow the Black-Ops ships to use Covert Ops cloaks, they do however get bonuses to normal cloaks. (you even go faster while cloaked)
Sad to hear that these ships aren't attractive to you, I'm really excited about both of them myself (mostly the black-ops though).
Hope this answers your questions.
Nozh Game Designer CCP Games |
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CCP Zulupark

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Posted - 2007.11.08 20:31:00 -
[264]
Originally by: magnus amadeus
Ok, one more question if you will:
Do you view the ability of 0.0 alliances to project force throughout multiple regions as a problem?
It's not a problem if the alliances have the infrastructure and manpower to actually harvest and build up those regions. However when alliances claim space just to claim space, maybe we need to look into something there.
Originally by: magnus amadeus
The way I see it, I do not think it was ever intended for BS gangs to cover 40 jumps in 1 hour, or for entire capital fleets to fight on two completely opposite sides of the map in the space of a few hours.
Travel times have gotten a LOT shorter, yes, but it's not really a horrible thing. A fast moving fleet should be able to cover decent distances relatively fast. A capital fleet should however have a little more problem moving around and take more time and logistical work (than the battleship fleet that is).
Originally by: magnus amadeus
EDIT: optional bonus question:
Taking the above one step further, do you view warp to zero as a problem?
Nope.
Originally by: magnus amadeus
EDIT II: sry if this sounds like a reporter, just questions I think myself and many amarr are interested in (well my first post) and I think 0.0 and low-sec are interested in the question presented in this post.
BTW: We don't HATE the nerfbat guys, just sometimes disagree with their decisions and viewpoints. If I really HATED anyone at CCP, I wouldn't be posting here or paying for eve.
Fair point :)
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magnus amadeus
Amarr Hammer Of Light
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Posted - 2007.11.08 20:34:00 -
[265]
Originally by: CCP Zulupark answers
Cool, thanks for the answers, if you guys aren't falling asleep yet could you answer my previous post at the beginning of the page?
I promise that the last of the questions I have.  _________________________________________________ Never argue with an idiot, they drag you down to their level and beat you down with experience. |

Beowulf Scheafer
Gallente
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Posted - 2007.11.08 20:35:00 -
[266]
yes, it does. thx alot
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2007.11.08 20:35:00 -
[267]
Originally by: CCP Nozh
Originally by: Reatu Krentor
Originally by: CCP Nozh
Please tell me which "changes and 'balances'" didn't seem well thought through and why. Add some content.
Not to be annoying and what not, but triage module has allways been puzzling to me. it increases cap use greatly and glues you in place for 10mins. The cap use is so excessive you have to fit specifically for it, hurting your own tank, which you need because you can no longer be remote repaired yourself. I liked the idea of the module but those 2 things are making it doubtfull I will train for it currently. To make it more interesting for me would be to halve the cap use on the remotes as well to keep cap use of those the same as before and if possible to make it possible to turn off the triage module at will(like you can with mining lasers atm) at the cost of the strontium you used to activate it(so you activate the module and use up the strontium, you notice it's not going well in the battle you deactivate it and lose the strontium anyway but at least you can move).
I agree we need to do something about it. We're looking into it.
Awesome (though I was saying that already when it was still in testing ) -- stuff -- |
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CCP Nozh

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Posted - 2007.11.08 20:40:00 -
[268]
Originally by: Popychacz
Originally by: CCP Nozh
And I think I'm pretty much boned if I want the players to like me, it's been like this forever, you all hate the man with the nerfstick. 

Well, I'm afraid not. A whole lot of people like TomB for example and he was the sole responsible for nerfbat for years. It's not the nerfbat, it's that person who wields it make poor choices. For example one page earlier you slanted one player that logistic ships are used in tournaments and thus in pvp, when he clearly meant logistc ships as "ships you use for POS logistics (ie iteron V, carrier loaded with 5B of fuel etc). Ask yourself what was the point of that? Because for us it seems you either so desperate in need to win discussion you have to blantanly twist others words, or so unwise you failed to understand what that player wrote. (or alternatively - just skipped through post and got that one sentence totally out of context).
I actually genuinely believed he was talking about logistics (remote repping etc) in general and if he wasn't I still don't completely understand what he was saying.
If he was talking about "ships you use for POS logistics (ie iteron V, carrier loaded with 5B of fuel etc), then no I don't think we ever expected to see Iteron MK V's on the battlefield. We did however expect to see carriers on the battlefield, but we didn't expect that people would actually use them as fuel haulers. It was never their intended role. They were however supposed to be great logistics ships, by bringing spare ships to the front lines and very good at supporting other ships in battle.
Hope that clears up that misunderstanding. 
Nozh Game Designer CCP Games |
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Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2007.11.08 20:42:00 -
[269]
Since this is the cool thread to post in and get a reply from the devs.
I have concerns about Super caps atm.
1) If a Titan goes to low sec to get more ships for his fleet, and he gets scramed, how does he defend himself (keep in mind that no one has ever really fit guns on these ships). Is the answer always, the support fleet should be able to help him??
2) To balance the ability of ships to tank the specific damage type of Titans, can we change the fixed damage type that Titans can do? E.g. How about let an Erebus fit a Judgement? This gives them a better chance to survive, as now every Titan pilot is in address book so they know what is coming every time.
3) When is bumping going to be fixed?? A BS bumping a Titan is the equivalance to a 200lb man trying to push a moving 3500lb car off its vector! This is unacceptable and is one of the biggest reasons (besides lag) that these things die.
I think those are my questions about Super Caps, thx if you can answer them.
Don't Ban me for my Love of Amarr! |
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CCP Zulupark

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Posted - 2007.11.08 20:42:00 -
[270]
Originally by: magnus amadeus
I normally try to avoid this type of thing, but here we go.
1)When you guys added the armor compensation skills, did you realize that those would eventually create to the dreaded omni-tank of doom, and do you still see it as a problem?
Neither me nor Nozh were in the balancing team when these modules were introduced. However I can imagine that when they were designed people realized they would be useful. If I remember correctly they were in game for a while, mostly unused, until they were boosted to their current stats, making them a lot more efficient than they were.
Originally by: magnus amadeus
2)When you say they are "lacking something" is it possible to elaborate on that? Would it be clear definition of the roles between ships? I ask this because Amarr now have a missile line, a tanking line, a ganking line, and a drone/ew line of boats, so they do not lack in variaty anymore IMO.
I have to be vague here, but my personal opinion is that Amarr lack some "oomph".
Originally by: magnus amadeus
3)Do you view the racial resitance bonuses (+10%) as somewhat imbalanced or fine(10% being +25% for minmatar, while being +11% for amarr)?
The Minmatar resistances to EM are quite ridiculous in my opinion.
Originally by: magnus amadeus
4)Will CCP try to continue and keep the -10% capacitor use per lvl on amarrian ships?
We haven't really looked at anything that would take that ability away from them.
Originally by: magnus amadeus
Now to the meat of it. Its no secret that certain amarrian ships are lack-luster. The omen, prophecy, maller, punisher, apocalypse all suffer from a lack of damage coupled with a lack of versatility when compared to other ships within the amarrian line and racial contemporaries. Do you, and by extension, CCP share this point of view?
I think we could do something to make these ships more fun and useful. Do you have any ideas? Note that we have at no point sat down and said "lets tinker with Amarr". I'm just talking theoretically here :)
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