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EVE Online: Inferno to be deployed on Tuesday, May 22nd

First post
Author
CCP Arrow
C C P
C C P Alliance
#21 - 2012-05-21 15:43:06 UTC
Beledia Ilphukiir wrote:
Did you fix the UI inventory window problems or are you releasing the buggy/incomplete version you have on SiSi?


We have been monitoring all feedback threads regarding the Unified Inventory and the issues players had when trying it out on Singularity. If you could specify which bugs you are referring to, then we would be happy to give you an accurate response.

CCP Arrow   |   Director of User Experience   |   EVE Online   |   @CCP_Arrow

Rivqua
Omega Wing
#22 - 2012-05-21 15:44:43 UTC
Is Bug Report 135672 a real bug or intentional ?

Thanks!

- Riv
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#23 - 2012-05-21 15:47:07 UTC
Mathias Sermus wrote:
Vimsy Vortis wrote:
Glad to know when we can get all our horrible unfinished new game mechanics.

Can't be grateful? I'm content with the changes, and look forward to seeing what CCP does post-inferno. I don't expect it to be perfect, because nothing is ever perfect when it's first released... It's after release and what they do with the changes then that makes the difference. No complaints here, anticipating the missile effects on my Drake

No, I'm not grateful for changes that will negatively impact the gameplay of myself and thousands of other players.
Aiko Hanomaa
Doomheim
#24 - 2012-05-21 15:48:16 UTC
CCP Navigator wrote:


We understand your frustration but please note that changing 20-30 ships at a time can have serious ramifications in terms of overall balancing.


Don't mind me, I am just bitter.

I understand that we are talking about a very complex matter. My concern is that you might take things so slow that you will have to reassess frigates again by the time you plan to reach Capitals or T2 Battleships. I'd much rather see you change one ship class at a time, and actually touch every ship in this class, and explain, every time, how those changes fit into a detailed and clear long-term plan of ship balance.
CCP Masterplan
C C P
C C P Alliance
#25 - 2012-05-21 15:50:24 UTC
Phiad Aurilen wrote:
Some interesting changes

There is one that bothers me, it's in the Fixes section.

Modules

Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck.

Can anyone elaborate on this? Does this mean I can't turbo salvage 4 tractors beams on one wreck?.. Ugh
I hope that isn't so.

Even if you ever did manage to achieve this, you could never benefit from multiple tractor beams on one container (only the last one to be applied actually did anything anyway).

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Lili Lu
#26 - 2012-05-21 15:54:16 UTC  |  Edited by: Lili Lu
CCP Navigator wrote:
Aiko Hanomaa wrote:
Four frigates. You changed the stats of four frigates. That's the great ship rebalance: Four frigates.

Good job CCP.


CCP Ytterbium has stated that ship re balancing will happen gradually. We start with four and take it from there.

Ok, fine, changing all the ships at once to reflect what the overall vision is in the War, Modules & Superfriends blog of CCP Ytterbium is not in truth to be expected. It would be a lot to ask. However, can you clarify whether this process is slated to take place with ensuing patches of Inferno, or will we have to wait another 6 months for the next expansion for another 5 frigs to get altered? Because if the later is the case then the above criticism would actually be quite tempered.Lol

Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation.
Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.

Also, about that blog, CCP Ytterbium listed only Caldari ships as getting the role of "bombardment ships" and listing the Hurricane as an attack vessel. Are only Caldari going to have bombardment ships? With now three BCs for each race it would seem to me that all the tier 3s fit the "attack vessel" role. That would leave the Minmatar needing a combat ship of the line and a bombardment ship between the Cyclone and the Hurricane. Similarly one would expect gallente and amarr to have a BC in each role as well. I hope this is what's being planned because if not then well, you'd better be prepared for unintended consequences.

Otherwise, thanks for doing something to try to fix FW. I have a new character that will be joining a militia to test it out. Hope the changes will work out for the better there.Smile

edit- also, have to get these things into this post, GIVE THE HOUND IT"S DORSAL FIN BACK. I want to fly a space shark again even if it has no fricking laser beams.Big smile ANd FIX THE AGILITY ON THE NEMESIS and to a lesser extent on the Purifier. These ships do not tank. To continue to gimp the Nemesis and Purifier with some stupid racial tanking theory and not stat them according to their role is misguided.
War Kitten
Panda McLegion
#27 - 2012-05-21 16:02:24 UTC
Lili Lu wrote:

Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation.
Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.


Really? Mining frigates is your shining example?

Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime.

The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career.

It isn't a huge handicap to anyone flying Amarr, it's a mild bump in the road that will quickly be behind you.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

MeBiatch
GRR GOONS
#28 - 2012-05-21 16:06:58 UTC  |  Edited by: MeBiatch
i still say that 5% bonus to resist is a much better bonus then 10% to internal reps...

a 25% increase to resists makes internal reps better ehp better and incoming rr more effective....

but a 50% bonus to internal reps does make internal reps more effective but it does not affect ehp or incoming rr....

personally IMO the bonus to armor repair should also include incoming armor remote repair...

this way you have a much more balance paradigm...

where gal ships would be better at internal reps/have lower ehp/ and even on incoming rr...

and caldari ships would be better at ehp/ have lower internal reps/ and even on incoming rr...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Lili Lu
#29 - 2012-05-21 16:08:58 UTC
War Kitten wrote:
Lili Lu wrote:

Which gets to the point that as you go in steps there will be periods of time where some races will lack a particular role of ship. For instance, you altered the role of the Tormentor. This now leaves the Amarr without a mining frigate. So any new players that start as Amarr are sorta SOL for building up isk as a noob. They'll have to put mining lasers on another frigate, none of which will have a bonus for mining. I certainly hope that the mining frigates of the other races will be altered in the next patch to balance this situation.
Sure, for us vets it means nothing, but for new players it is a huge handicap to roll amarr.


Really? Mining frigates is your shining example?

Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime.

The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career.

It isn't a huge handicap to anyone flying Amarr, it's a mild bump in the road that will quickly be behind you.

Two things:

1. I started in 2006 when a new character started with **** all sp and attributes that were abysmal and did not quickly rise due to the learning skills. So my perspective is skewed. However, the point still stands because,

2. Differentials at the beginning of a characters development can have a disproportionate impact. The reduced income as a new player can affect everything such as ability to buy new ships, new skills, and consequently move on to new activities.

So yes it has an impact. You can quibble about the extent, but it is not insignificant. So let's say somewhere between huge and insignificant. Regardless, it is there and needs to be addressed as soon as possible.
Lili Lu
#30 - 2012-05-21 16:35:21 UTC  |  Edited by: Lili Lu
Lol, a few more things.

Are there plans to introduce a new rig for drones that increases scout drone damage as well? Guns and missiles both have low slot damage boosting modules and rigs which do the same thing. As it stands now we will have a mod to increase scout and sentry drone damage (the new mod) but no rig for scout drone damage, only one for sentries. Is this intended?

Also, I hope that you are going forward with having tracking disruptors affect missile range. Otherwise there will be an ingame counter to turret bombardment ships, but none for missile bombardment ships. So hopefully there will be the addition to the optimal script of a missile speed or flight time reduction, or a new script to accomplish either of these. I suppose most missile users, myself included, would prefer that the effect would be on flight time. Missiles don't need to lose flight speed, far better if they lost flight time through a tracking disruptor.

Also, are there any plans to introduce any low or medium slot mods to increase missile range or explosion parameters? Obviously these would have to be very mild so that missile do not become op especially against smaller targets. However, such mods would break up the easy(er) fitting choices that missile ships currently enjoy in packing lows with damage mods and mids with tank.
Scrapyard Bob
EVE University
Ivy League
#31 - 2012-05-21 17:01:00 UTC
War Kitten wrote:

Really? Mining frigates is your shining example?

Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime.

The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career.

It isn't a huge handicap to anyone flying Amarr, it's a mild bump in the road that will quickly be behind you.


Early on, rookie pilots are lucky if they can make 200-400k per hour. Mining cruisers start at around 4-6M for the hull these days plus another 1-2M for fittings. It doesn't sound like a lot, but new pilots are also busy spending ISK on skillbooks and other things. To most players with less then a month in game, 1M ISK is still a lot of ISK. It took me probably 2-3 weeks back in '07 to get into a mining cruiser, and that was with a 1M gift from an older pilot.

That being said, it's far easier to make a few million ISK these days then it used to be when I started in '07. The career agents do a good job of giving you skillbooks and a few ships. The SoE epic arc in Arnon is something like 10-15M (more/less?) in bounties and rewards. And older and richer players are a lot more likely to pay for newer players to do the scut work (like Planetary Interaction, or paying someone to mine Tritanium).

I'm not overly attached to the likes of the Bantam. They're very lightweight and could almost be replaced by just fitting mining lasers on another frigate or destroyer hull. But they do serve a role during that first few weeks before you get into cruisers.
Spartan Romanus
State War Academy
Caldari State
#32 - 2012-05-21 17:11:33 UTC
How big is this new patch? 1 gb

Spartan Romanus Honor, Courage, Commitment

Eternal Error
The Scope
Gallente Federation
#33 - 2012-05-21 17:31:07 UTC  |  Edited by: Eternal Error
I'm glad to see that CCP ignored all of the feedback in the devblog threads about the new (and mostly terrible) war changes. That's the CCP I know and love.

Unified inventory looks awesome, and the FW changes should be interesting too.

I'm disappointed that you're only rebalancing a few frigs. I understand it would be bad to do them all at once, but couldn't you have at least done cruisers?

Regarding the tax increase, are there any plans to introduce new skills or modify existing ones to lower that tax (i.e. something beyond the current scope of Accounting)?
Zarnak Wulf
Task Force 641
Empyrean Edict
#34 - 2012-05-21 17:36:27 UTC
Why did you lower the standings needed to join FW from .5 to 0? Shocked
Tara Nighthawk
Center for Advanced Studies
Gallente Federation
#35 - 2012-05-21 17:39:04 UTC
Coincidentally, I have just received a reminder email to say my second account has 20 hours left before it expires.

From past experience I think I will wait a few days before renewing that. It will probably be at least a week before the game is playable again, since of course, no prior testing will have been carried out - especially for Mac users.

One account sitting unused will be enough during that time.

Please, please prove me wrong there CCP, just for once.

Make it work right from release date this time Blink
Lyron-Baktos
The Scope
Gallente Federation
#36 - 2012-05-21 17:42:58 UTC
One would think that people who hate the game/designers so much they would quit. Lots of masochists in this thread
Kyr Evotorin
KarmaFleet
Goonswarm Federation
#37 - 2012-05-21 17:43:54 UTC
Once again, I apologize for having to ask this. My computer can't show me the community site for some reason. can someone repost the changes here / link me something that isn't on an overly complex site page? (It's not the computer as much as the 2001 internet version)
Delivery Boi
Doomheim
#38 - 2012-05-21 17:50:45 UTC  |  Edited by: Delivery Boi
I recall reading previous info alluding to a 10k ISK cost per datacore from R&D agents, but no mention here... did I miss it or is it not happening?

And also: "Show info windows for blueprint copies stored within containers will now show accurate data." = \o/
Linda Shadowborn
Dark Steel Industries
#39 - 2012-05-21 18:10:43 UTC
Since i officially turn into an old woman on thursday.. all i can say is yay!!! keep up the good work, nothing earth shattering but lots of good fixes.
Sizeof Void
Ninja Suicide Squadron
#40 - 2012-05-21 18:32:40 UTC
War Kitten wrote:

Everyone please raise your hand if you mined for more than a week in a mining frigate ever in your character's lifetime.

The mining frigate role is surpassed instantly by flying any larger ship, all of which take less than a week to qualify for. The mining frigate role could just as easily go away for all the difference it makes in anyone's career.

o/

When I started out, I used the Navitas exclusively for mining for quite a while. It wasn't a matter of ISK and being able to afford a bigger ship. I was advised by almost every experienced player to spend my first weeks training up support skills, rather than rush into any larger ship (such as a cruiser or mining barge), which I would not be able to fit and fly properly anyways.