
Killgorde
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Posted - 2004.03.19 17:14:00 -
[1]
I don't have any objections to the recent nerfage of CPR's per se - it was always a bit of a no-brainer for low slots.
What is seriously annoying is the endless alteration of ships, modules, ore distribution ad infinitum since beta - you know, those that occur every time a ship or tactic becomes FOTM & CCP nerf it to hell and gone. I wouldnÆt recommend any dev applying for a high-wire act at the local circus where "balancing" is the pre-requisite. You only get 1 chance without a safety net...err - I guess we the customers are the safety net in the Eve universe so itÆs no skin of CCP's nose.
It does seem apparent that CCP do patch fixes without taking all factors into consideration, thus making for a game where there is no stability from one month to the next (and an endless stream of discord from the malcontent, whoÆs demographic varies form one patch to the next depending on who has been shafted by the nerf bat). It can be frustrating for players, especially when they have devoted time in skilling to suit a particular ship/configuration which is subsequently nerfed to their detriment.
My crystal ball tells me when Tech II is fully implemented (thinking Elite Frigs primarily) there will be a great deal of "Damn - <insert name of ship or module here> is way over-powered" followed by a Dev reaching for the polished nerfbat on the wall. For Tech III, IV and V read as with Tech II above (and as we have seen in the past Tech I). So unless thereÆs a bit more forethought to consequences of all factors upon implementation don't expect things to change dramatically.
Think laterally Devs.
Example:
There's been 5 gazillion posts about BS empire mining both for and against (I have no opinion on the issue other than that stripping starter systems is just plain wrong). The Devs remove the ability to anchor tins in high security. Result? The solo Empire BS miner uses an Industrial on 2nd or alt account. Anything changed?
The reason players mine in Empire is not (as one dev who shall remain nameless seems to think ) in order to make oodles of isk. Wakey wakey guys. ItÆs because battleships (and to a lesser degree Cruisers, Large Modules etc) take a shed load of low end minerals to manufacture. I donÆt see many corps strip-mining Veldspar and Scord in 0.0 because the risk just isnÆt worth the return.
Solution? Shift the emphasis of the mineral requirements for BS/Large Modules etc towards mega, zydrine and nocx (err - time taken to mine should equate to what it is at present thus keeping the cost about the same). This forces the more experienced players to mine in low security and leaves empire for the new players, market traders and agent/research missions. Ok, is changing the mineral req's on bp's en masse without royally screwing everything up possible? Is the 1:4:16:64 mineral ratio formula sacrosanct? I know not - but I do know that if this is feasible, itÆs a damned sight easier way of solving the inherent problem than the fiddling that's going on at present.
Killgorde
CEO - Cutting Edge Incorporated
"I thought I saw a light at the end of the tunnel but it turned out to be some bastard with a torch in one hand and a ****load more work for me in the other" |