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CCP Mitnal
C C P

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Posted - 2008.03.19 18:53:00 -
[1]
When you get five Developers in the same room the result can be exciting, frightening or a combination of both. This Live Dev Blog would be put in the "both" category, might even be worse, and it focuses on what our Game Design department is working on right now. This evening we had a lot more speakers than usual, of course Zulupark was among them, joined by Fendahl, Chronotis, Greyscale and LeMousse, all known from Dev Blogs and forum posts.
The Live Dev Blog recording is just a mouse click away, feel free to listen to it in our player or download it and use your own and find out all about Exploration, UI, NPCs and much more.
To listen to previous Live Dev Blogs, please visit this location and select anything you find interesting.
Mitnal, Community Representative
EVE Online CCP Games Email/Netfang |
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Chainsaw Plankton
IDLE GUNS
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Posted - 2008.03.19 21:24:00 -
[2]
wooo, been waiting for this devblog since as soon as boost patch was announced 
way to leave it locked for a few hours 
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Kethry Avenger
Angel Enterprises
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Posted - 2008.03.19 21:30:00 -
[3]
Why do you always post "read and listen inside" when you can never read it? Transcripts would be nice doesn't CCP have interns?
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clone 1
Laughing Leprechauns Corporation
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Posted - 2008.03.19 21:32:00 -
[4]
"SoonÖ" and and now introducing
"That's another thing we are looking intoÖ"
Joking aside, its the most interesting blog yet.
Just got the get the ball rolling.
-------------------------------------------------- The Angels Have the Phone Box |

Avalira
Pax Minor Expiscor Pario Addo
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Posted - 2008.03.19 22:02:00 -
[5]
I've made a summary here, for those who are interested.  ------------- Selling prob BPC's
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Manfred Rickenbocker
The Elliance
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Posted - 2008.03.19 22:31:00 -
[6]
Edited by: Manfred Rickenbocker on 19/03/2008 22:35:26 Excellent blog. Thank you for the quick update post Trinity 1.1!
Edit: Yay Exploration! Yay NPC smartness! Yay sellable kill-rights & bounty hunting! Yay UI upgrades!
On the topic of UI upgrades, would it be possible to dual-monitor? Keep the Targets, system info, radial dial, module buttons and visuals on main, and drag chat windows, market windows, character sheet, overview to the second monitor? ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Kyoko Sakoda
Ghost Festival
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Posted - 2008.03.19 23:03:00 -
[7]
I'm a bit disappointed that the broken pirate implant balance wasn't mentioned, but I did enjoy the rest of the talk.
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Keiko Kobayashi
Order of the Blessed Sisters of Amarr
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Posted - 2008.03.19 23:06:00 -
[8]
Originally by: Manfred Rickenbocker Yay Exploration! Yay NPC smartness! Yay sellable kill-rights & bounty hunting! Yay UI upgrades!
I second that! Very interesting topics, there were very few things I disagree with and I hope we will be seeing some of these changes soon!
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Kaahles
Jion Keanturi
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Posted - 2008.03.19 23:50:00 -
[9]
Originally by: Manfred Rickenbocker Edited by: Manfred Rickenbocker on 19/03/2008 [...] On the topic of UI upgrades, would it be possible to dual-monitor? Keep the Targets, system info, radial dial, module buttons and visuals on main, and drag chat windows, market windows, character sheet, overview to the second monitor?
yay.. gimme that More and more people I know run 2 monitors or they are planning to buy a second one. Dual Monitoring at home is becoming more and more common so not only the rich players got them. And would be nice not to see all the shiny new graphics covered by text windows 90% of the time |

Typhado3
Ashen Lion Mining and Production Consortium STELLAR LEGION
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Posted - 2008.03.20 00:52:00 -
[10]
space reserved for once I finish listening
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Chainsaw Plankton
IDLE GUNS
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Posted - 2008.03.20 00:58:00 -
[11]
Originally by: Kaahles
Originally by: Manfred Rickenbocker Edited by: Manfred Rickenbocker on 19/03/2008 [...] On the topic of UI upgrades, would it be possible to dual-monitor? Keep the Targets, system info, radial dial, module buttons and visuals on main, and drag chat windows, market windows, character sheet, overview to the second monitor?
yay.. gimme that More and more people I know run 2 monitors or they are planning to buy a second one. Dual Monitoring at home is becoming more and more common so not only the rich players got them. And would be nice not to see all the shiny new graphics covered by text windows 90% of the time
Thirded.
or at least a way to full screen 2 accounts 
being able to change the size of the windows would be cool too though.
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Treelox
Market Jihadist Revolutionary Party
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Posted - 2008.03.20 00:59:00 -
[12]
Space reserved for when I am done reading the blog
/sarcasim off --
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Sylthi
Coreward Pan-Galactic
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Posted - 2008.03.20 03:52:00 -
[13]
saving space for editing.....
*
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nihlanth
Nut House Dark Taboo
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Posted - 2008.03.20 04:38:00 -
[14]
It does seem like the devs do listen to the players, because everything in that blog touched on the most important game design issues in my opinion. I am excited to experience this direction that the game is taking, but I only hope that they keep their word and implement all of those improvements/features in the game.
Exciting times 
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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2008.03.20 07:37:00 -
[15]
Edited by: Haniblecter Teg on 20/03/2008 07:38:51 Sylthi seems like a true carebear to the core.
I love that idea of havign hte number in system reported in local, but not showing who you are until you speak. Be easy to tell who's an enemy because they'll be quiet.
Smarter NPC's soudn fun.
Titan as a mobile station, YES! Station enviroment and everything please.
Anchorable guns to keep it protected or some or method of keeping it safe in enemy space without having to have the whole alliance logged. Possibly allowing a temporary 'anchoring' of it in a system with no stations. There's tons of empty space in 00, and having an enemeny station set up camp deep in your territory would be interesting and a keen beachhead. Possibly have a shield emmitter based on a moon ala Star Wars to prevent a quick take down by the enemny (with some requisite timer too)
I'd realy like to see some dev blogs about the direction of EVE. Dont inflate our imaginations too much, but deffinantly some fodder for our dreams and things we can wow our friends with. ----------------- Friends Forever |

Damned Force
Republic Military School
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Posted - 2008.03.20 08:06:00 -
[16]
Cloack.... Players should be able to cloack as lomg as they want in own space. - make a pos module for sov3 which send a decloack signal in every let say 20 min and make hostile cloacks not usable for the next 20min
AF.... making them web resistance so they are unlockable by big ships??? On a big ship is not the web the problem for fast smaller ships but the neuts
Pilgrim.... FIX IT
HAM's..... FIX PG usage, damage, speed atm are not bad, but faar from good..... They advantage/cost(fitting) ratio is not good enough
.....other ideas comming :)
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Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2008.03.20 08:12:00 -
[17]
Edited by: Serenity Steele on 20/03/2008 08:12:37 nm.
 ≡v≡ Strategic Maps - Outposts & Sov - Alliance Rank |

Pius Punitorea
NorCorp Security eXceed.
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Posted - 2008.03.20 08:17:00 -
[18]
Lots of good ideas, and i like how many of them are going.
Greyscale: Scan cloaking? NOOOOOOO!!! Cloaking and nano's are the only thing to counter blobs with. Thought u guys wanted to REDUCE blobs!! Try taking a 5 man gang into low sec or 0.0. 10 Minutes later u will have 30 to 100 people on u. If u get camped in a system for hours, u cant wait them out, and u cant log out, cus that blob is just going to scan u out and small gangs dont stand a chance anymore. Rest of stuff u said is good. 
Chronotis: Orca, is nice. Making other stuff with salvage parts? That means rig prices are going to go up. Not too happy about that. All though they where not inteded to, they have almost become a necessity, adding to the cost of getting a ship. Hope u adjust salvage drops if u still plan on doing this.
LeMousse: More challenging missions, cool. Just please dont make them longer. Not everyone has time to do a 2 hour mission. Making smuggling a viable profession, about time. Bounty hunting, Selling / trading killrights. SWEEET!! Maybe i can finally start making isk of pvp :p.
Fendahl: OMG where to begin. Fixing the UI has to be the worst job ever. There is so much to do. Just dont add too many fancy blinky stuff making it slow and laggy. Groubing modules is something that i think everyone has been waiting for. Switching ammo on 8 turrets in a fight can be a pain atm.
Zulupark: Forum improvments would include better searching i hope. New frigs, cool.
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.03.20 09:21:00 -
[19]
hmm ... I have to listen to this a few more times to get the full picture ... but ...
1. fixing the UI ??? there's nothing to fix. you need to sc*****it and start from scratch ... there's so much wrong with the UI ... look at Xaens post...
2. local changes ... well this needs to go hand in hand with ship scanner change. like you get an overview of what is in the system (ships fited with transponder beacons), but not any details.
3. fix teh forums ... I just had to click log in link 8 times to post this ...
4. capital ships ruined lowsec for me. while there were only dreads, all was fine and well. carriers and motherships make me cry ... with jump freighters, there is no need for them to enter lowsec. if you think there are too many of them, make them buildable only in 0.0 ...
more ranting later :-) Waiting for the patch that patches the last patch ... |

Devon7785
Mutually Assured Destruction Vanguard.
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Posted - 2008.03.20 11:20:00 -
[20]
should speed up skill training little i would say i dont want to spend next 22years trying to get all the current skill to lvl5s,
ôHe who defends everything defends nothing.ö
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Helison
Times of Ancar Pure.
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Posted - 2008.03.20 11:32:00 -
[21]
Great stuff in this Live Dev Blog, but it would be great if we could read a full transcript.
Scanning for cloaked ships: Please do it! But make it difficult to make a successful scan. Specially the deviation has to be large, so it requires some player skill to really find the ship (a deviation for 0m should not be possible, even when scanning for a cloaked titan).
For the changes to exploration (and other bigger changes): As soon as you have a design of the changes, please make a Blog about them - before you start programming. It¦s better to discuss as long as it¦s possible to change the plans.
Speed: Nerf rigs and MWDs. One idea might be, that MWDs have a fixed velocity-boost and not a relative one.
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Mina Tirith
Tirith Industries
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Posted - 2008.03.20 11:55:00 -
[22]
I hope they dont change local. Especially in 0.0 it would increase blobbing. You cant mine and rat alone anymore because you never know who is in system. Every alliance will have to gatecamp the entries to their space 23/7, because its the only way to know when an enemy enters it before its to late. Because of all the gatecamps, you cant get into small gangs anymore. So ppl will use big gang to bust camp -> camp will get bigger -> gangs get bigger -> caps at gates -> caps in gang -> titans at camp -> titans in gang -> EVE going to hell and everybody quits 
Oh well, thats how i see it anyway. 
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Delichon
The First Foundation Stella Polar
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Posted - 2008.03.20 12:05:00 -
[23]
AFs
As said before: assault frigates with web resistance will get slaughtered by anything that carries a neut. I do agree that gankier, more agile version of current AFs was a bad idea also (since it would just make T1 Cruisers even MORE obsolete than they are atm), but web-resistance does not sound like a solution.
AF should have a unique role - something, that is not covered by bigger and better vessels. Anti-frig is not such a role, because there are a lot of ships that do it much faster and better (Muninn, Eagle, Cerberus, Caracal, Taranis, destroyers, etc) Web resistance will not cut it - HACs make far better heavy tacklers and Interceptors can tackle outside of web/neut range.
Bombs. Making bombs cheaper would not solve the problem. The problem of bombs is not about the cost (8 bombs are maximum of what you can use in 1 volley - which means that killing 1 well-fitted HAC justifies using them) The problem of bombs can be described as "critical mass of factors". In order to actually kill something with bombs you need: - sufficient amount of tightly packed enemy - sufficient (more often than not 9) online pilots in the same system as the enemy(8 bombers and a cov. ops pilot) - sufficient resources (bombs, bomb-launchers, bombers, cloaks - bombers have something close to 80-90% death rate when used with bombs) - state of the art timing and coordination (!!!). - luck (you can imagine what just a little lag does to the WHOLE bomb squad - they get brutally murdered with little to no chance of escape)
Remove just one of the factors - and your killing potential decreases to 0. This makes this weapon very unreliable and very difficult to master. And it really takes godlike timing - we tried it. At the same time counters to bombs are very easy to manage - just takes some creative thinking.
If you would like to make bombs better - make them less complex through decreasing threashholds for each/some of the factors. And allow some "slack" in coordination and timing required.
Things about bombs are taken from Stella's experience in using them on both SiSi and Tranq. ------------------------------------------ All nerfs are meant to hurt you personally. Next time they are going to nerf you directly. Eve Forums. |

Saietor Blackgreen
The First Foundation Stella Polar
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Posted - 2008.03.20 12:30:00 -
[24]
Originally by: Delichon Lotsa wurdz
Kinda +1. Except you are not so right about AFs.
If they will retain web resistance AND Afterburner bonus, this can be a unique combination. It will be much less affected by neuts, and will be able to get under the large turrets easily. Basically, this will produce a ship with a very narrow but very stable speeds. Might be interesting. Large enough tank to stand against light missiles, cmall enough sig to stand against larger ones, stable speed to keep transversal high, small weapons to take down tacklers...
The values for bonuses should be very well adjusted tho.
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Havok Pierce
D00M. Triumvirate.
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Posted - 2008.03.20 13:26:00 -
[25]
Originally by: Saietor Blackgreen
Originally by: Delichon Lotsa wurdz
Kinda +1. Except you are not so right about AFs.
If they will retain web resistance AND Afterburner bonus, this can be a unique combination. It will be much less affected by neuts, and will be able to get under the large turrets easily. Basically, this will produce a ship with a very narrow but very stable speeds. Might be interesting. Large enough tank to stand against light missiles, cmall enough sig to stand against larger ones, stable speed to keep transversal high, small weapons to take down tacklers...
The values for bonuses should be very well adjusted tho.
Unfortunately, as it's been stated before, that only lasts until a heavy neutralizer looks at them funny. No cap and that ship is dead. Of course, the "simple" solution would be to make neuts sig-radius dependent (which has its own evil side effects).
Originally by: CCP Wrangler There's a Community petition category??
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Reptzo
Master Miners Intruders.
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Posted - 2008.03.20 13:33:00 -
[26]
Changes look great. I like the idea of scanning down none cov ops cloaks.
About missions, there need to be 2 options when you get a mission, long version and short version. Sometimes you don't have a lot of time and just want some quick pve pew pew. Other times you have a few friends with you, and the hardest lvl 4 takes more time traveling thru then actually killing everything. Lvl 5s are great but they are too difficult to just go with a few friends, so an option to do a lvl 4 mission that is really long would be great. Would be nice if you could choose whether to have a 1-2 room mission, or a 4-5(or more) room mission. I like lvl 5s being as hard as they are, but is the reward fix already in place or is it coming soon?
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Tetractys
Factory of Dreams
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Posted - 2008.03.20 16:11:00 -
[27]
Permitting to scanning down the covert ops nullify the role of covert ops itself. Not a good idea.
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Reptzo
Master Miners Intruders.
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Posted - 2008.03.20 16:43:00 -
[28]
Originally by: Tetractys Permitting to scanning down the covert ops nullify the role of covert ops itself. Not a good idea.
They specifically said the cov ops will be unscannable if they do make cloaked ships scannable. Only ships without cov ops cloaks would be scannable and it would NOT be fast.
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Haniblecter Teg
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2008.03.20 16:44:00 -
[29]
Edited by: Haniblecter Teg on 20/03/2008 16:44:54 I liked a past idea about AF's:
Give them some form of bonus for flying in 'formation'.
Have teh gang/squads laid out in such a way that they'll get a different bonus. For example: 1 Wing Commander and 3 squads of 3 is the 'damage' formation with a requisite bonus. 1 WC, 1 large squad, and 1 small squad gives the small squad a speed/agility bonus for scouting.
or
Reduce all hostile modules used against the AF (except guns) by a requisite amount per your AF level. For example, at level 4, all hostile modules (Nos/Neut, TDs, RSD's, WEbs) are reduced in effectiveness by 60% when used against the AF. ----------------- Friends Forever |

Cirithungol
Center for Advanced Studies
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Posted - 2008.03.20 16:59:00 -
[30]
I have a new idea I would like to see some kind of License I could buy to be a Bounty hunter giving me the right to kill people with bountys on them even in hi sector with out the police blasting me for a given amount of time.
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