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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Dersen Lowery
The Scope
#941 - 2013-05-25 03:50:59 UTC  |  Edited by: Dersen Lowery
Cearain wrote:
It's only a "problem" if you assume all bonuses need to be exactly equivalent.


Given that neither of us are designers for CCP, the only answer to that question is to look at the current design of bonuses, and the direction of the design, and ask which assumption better reflects the design methodology that CCP uses. Even in superficially asymmetrical cases like rate of fire vs. damage bonuses, the slightly greater damage of the ROF bonus is paid for in increased ammo and (when relevant) cap use. There is no payment for the resist bonus. It's as good or better at everything.

You can say, balance the ship and not the bonus, but it's easier to balance the ships if you have more-or-less consistent bonuses, with drawbacks proportional to their advantages. (This is why so many Amarr pilots hated the -10% bonus to cap use--its "advantage" was that you didn't neut your cap out with your own weapons; the drawback was that it took the place of one of two ship bonuses. Um, yay? Maybe if lasers were all that and a bag of chips again.)

Cearain wrote:
Even if the resist bonus was arguably a better bonus, I still saw allot more myrmidons than prophecys. You would think that was impossible after reading that fairly myopic discussion of percentages of armor repped.


Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship. These more subtle advantages are much harder to EFT warrior; I remember people swearing up and down that the Talwar was the clear loser among the new destroyers, and that really didn't pan out, did it?

That notwithstanding, there are other possible factors, including lag in the meta: people know that trip-rep Myrms are awesome, but not many people are hip to the Prophecy yet. I love mine, even if it turns like a POS.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Cearain
Plus 10 NV
#942 - 2013-05-25 09:44:03 UTC
Tyberius Franklin wrote:
Cearain wrote:
The most obvious indicator of this trend may have been when they were going to have tracking disruptors work on missiles. I am glad ccp dropped that. Not because missiles might not need some balancing, but because making everything the same is not good for those who like the complexity of eve.

If a TD for missiles was made it hardly does anything to bridge the mechanics of missiles and turrets. Also, as I recall it wasn't scrapped, but delayed pending a more detailed look at large missile systems.

Also having more options, such as adding missile affecting ewar, doesn't reduce complexity. It increases it.



I may have misunderstood. I don't think they were going to make a new module but instead just make the current tracking disruptor work on missiles. If I am right it was going to bridge missiles and turrets and reduce the complexity. They would probably need to rename that mod a "damage minimizer" or something that would reflect the more simple minded approach.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#943 - 2013-05-25 09:52:21 UTC  |  Edited by: Cearain
Dersen Lowery wrote:
Cearain wrote:
It's only a "problem" if you assume all bonuses need to be exactly equivalent.


Given that neither of us are designers for CCP, the only answer to that question is to look at the current design of bonuses, and the direction of the design, and ask which assumption better reflects the design methodology that CCP uses. Even in superficially asymmetrical cases like rate of fire vs. damage bonuses, the slightly greater damage of the ROF bonus is paid for in increased ammo and (when relevant) cap use. There is no payment for the resist bonus. It's as good or better at everything.

You can say, balance the ship and not the bonus, but it's easier to balance the ships if you have more-or-less consistent bonuses, with drawbacks proportional to their advantages. (This is why so many Amarr pilots hated the -10% bonus to cap use--its "advantage" was that you didn't neut your cap out with your own weapons; the drawback was that it took the place of one of two ship bonuses. Um, yay? Maybe if lasers were all that and a bag of chips again..



Its not just the lasers, some of those ships with the reduced cap need for turrets had other advantages like say a nice resist bonus to armor to help balance the ship out.

But yes Lasers had some nice things like scorch that could reach out pretty far. Then they made autocannons able to do the same thing with tes effecting fall off so autocannons had scorch equivalents for range and better tracking and no cap required. So hybrids were then complaining so they gave them more range and less cap required. Now Lasers are complaining so less cap for them and ships with a tracking bonus. All these changes to balance these turrets just happens to be making them all more the same. They are still distinct, but the difference always seem to decrease with every new balance pass. I would like to see some changes that reverse that trend.


IN other words what you say about their design direction - if true - does worry me. The differences between ships and modules will continue to decrease for the sake of balance.

I really think the balance should just be generally at the race level and some balance at the ship level. But making all ships and modules and even every bonus to every ship equivalent sounds, to me, like the making of a simplified eve. Thats not as much fun to play as the complex eve.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

X Gallentius
Black Eagle1
#944 - 2013-05-25 14:17:44 UTC
Dersen Lowery wrote:
Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship.

Myrm: Speed - 145, Align - 12.8, Mass - 13,100,000
Proph: Speed - 150, Align - 12.6, Mass - 12,900,000

Sisohiv
Center for Advanced Studies
Gallente Federation
#945 - 2013-05-26 01:46:54 UTC
Tyberius Franklin wrote:
Sisohiv wrote:
Airto TLA wrote:
Sisohiv wrote:
These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.

Is it good, is it bad? It's irrelevant.

Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want.



I am hoping that it is exactly what they said it is, they were trying to balance some mechanics in the game and realized that the resist bonus were causing a disproportionate impact. They needed to fix this first then, they can fix the ral issue. This is a reasonable long term goal, but from the players point of view it more like, hey my ship was subpar before and now you are nerfing it ?


Nobody ever had a problem killing ships with resist bonuses. If anything they only served to give people a false sense of security. No ship in EVE is immune to gank. Again, this seems to me to be a change based on some formulation factor they can't come to at the server end. A Dust one no doubt. I really don't see this factoring in to more or less killmails.

If it were that I'd question why we haven't seen the change sooner, like when dust was integrated into TQ. Your reasoning feels somewhat like grasping at straws. In the end the bonus will function the same with a lower number. That being the case I don't see any conceivable way that a server problem would be the cause of it. Unless you think Dust code is somehow allergic to counting in multiples of 5?


Not 5 but odd numbers in general because they create decimal values more often. That's really not core to anything I am saying though. What I have continued to say and will say again is, it isn't a game changer. Except in missions you never know what your fight will look like anyway. The resist bonus is still an Omni armor or shield resist bonus. The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.

Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop.
John 1135
#946 - 2013-05-26 16:14:57 UTC
Sisohiv wrote:
The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.

Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop.

True, but remember to consider the percentual change in damage let through, rather than the raw change in % resist. Because damage let through will determine survival underfire and repping-rate required. The flat change at BSV to survival under fire is I now understand 6.7%. If before you lasted 300 seconds, now you last 20 seconds less. Probably a bit worse due to the interaction with repping.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#947 - 2013-05-26 19:33:10 UTC
Cearain wrote:
I may have misunderstood. I don't think they were going to make a new module but instead just make the current tracking disruptor work on missiles. If I am right it was going to bridge missiles and turrets and reduce the complexity. They would probably need to rename that mod a "damage minimizer" or something that would reflect the more simple minded approach.

IIRC feedback had fozzie admitting that a single module would be rather op and that separating them was definitely on the table. It was retracted before being truly fleshed out, even specific numbers were lacking, but I doubt they'd strengthen TD's so much right after nerfing them.

Cearain wrote:
Not 5 but odd numbers in general because they create decimal values more often. That's really not core to anything I am saying though. What I have continued to say and will say again is, it isn't a game changer. Except in missions you never know what your fight will look like anyway. The resist bonus is still an Omni armor or shield resist bonus. The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.

Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop.

I was responding to your accusation that the change had to do with the server or Dust code. Neither of these makes sense. Dust doesn't care about Eve EHP or resists and has it's own decimal values to handle. Eve tends to have worse decimal strings in weapon damage modifiers after skills and mods as well as tracking since their base values often have more decimal values to begin with. And even after that the measure would be defeated by stacking penalties on mods further creating decimal numbers.

In the end the result isn't simplified, just lowered.

As to the effect, every fight that has been won by a ship with this bonus that had < 6.7% of it's tank layer EHP left would have lost that same afterwards. RR will be more vulnerable by a similar degree. While this may not seem that much think how long people train for an extra 2% here and 3% there. I'm sure it will creep up in time to be a factor.
Wegetzur
Corpus Alienum
#948 - 2013-05-26 19:59:35 UTC
The change is bad because the ships that have that bonus have significant drawbacks for their powerful tanks
Rented
Hunter Heavy Industries
#949 - 2013-05-26 20:13:54 UTC
X Gallentius wrote:
Dersen Lowery wrote:
Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship.

Myrm: Speed - 145, Align - 12.8, Mass - 13,100,000
Proph: Speed - 150, Align - 12.6, Mass - 12,900,000


Repost for epic reversal.
Nerf Burger
Doomheim
#950 - 2013-05-28 02:27:33 UTC
Vincent Gaines wrote:
Why not just modify remote rep bonuses to resists?

The higher the resist, the more difficult it is to rep it.


This change please. Not the 4% nerf across the board.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#951 - 2013-05-28 04:22:56 UTC
Nerf Burger wrote:
Vincent Gaines wrote:
Why not just modify remote rep bonuses to resists?

The higher the resist, the more difficult it is to rep it.


This change please. Not the 4% nerf across the board.

Doesn't affect local rep effectiveness increase and if you include that you may as well get rid of the bonus and replace with HP. That said I'm still not understanding why people want a less versatile bonus.
John 1135
#952 - 2013-05-28 09:10:40 UTC  |  Edited by: John 1135
Tyberius Franklin wrote:
Nerf Burger wrote:
Vincent Gaines wrote:
Why not just modify remote rep bonuses to resists?

The higher the resist, the more difficult it is to rep it.


This change please. Not the 4% nerf across the board.

Doesn't affect local rep effectiveness increase and if you include that you may as well get rid of the bonus and replace with HP. That said I'm still not understanding why people want a less versatile bonus.

Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!

Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.

Sigh. I'm repeating myself. Out.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#953 - 2013-05-28 16:56:04 UTC  |  Edited by: Tyberius Franklin
John 1135 wrote:

Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!

Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.

Sigh. I'm repeating myself. Out.

Is repping the issue? That's not the impression I get here. If the interaction of repping and resist bonused ships is an issue it numerically falls on the 44 ships affected as being the issue since repping still works on the rest of the hulls in game, which is the majority of combat ships So why rewrite repping when it really isn't the culprit.

This is why I said we may as well convert to an HP bonus. As you seem to desire it preserves and perhaps would further increase EHP. In addition it leaves RR alone for all the other ships that do not have resist bonuses and aren't problematic. Remember that those ships raise their resists as well through mods to enhance the affect of RR yet aren't mentioned. This means RR enhanced by resists in and of itself is NOT broken and doesn't need fixed.

Unless you are suggesting ONLY the bonus given portion of resists be penalized in RR. But again, if we take away the versatility of the bonus and a raw HP bonus would give MORE EHP, why not convert to that? We rid ourselves of the ships breaking RR while increasing their buffer to compensate for the loss in versatility at the same time and avoid "fixing" RR which in isolation isn't broken, thus avoiding actually breaking the same mechanic on ships which RR is not broken now.
Cyrus
Deep Core Mining Inc.
Caldari State
#954 - 2013-05-28 17:09:27 UTC
Tyberius Franklin wrote:
John 1135 wrote:

Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!

Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.

Sigh. I'm repeating myself. Out.

Is repping the issue? That's not the impression I get here. If the interaction of repping and resist bonused ships is an issue it numerically falls on the 44 ships affected as being the issue since repping still works on the rest of the hulls in game, which is the majority of combat ships So why rewrite repping when it really isn't the culprit.

This is why I said we may as well convert to an HP bonus. As you seem to desire it preserves and perhaps would further increase EHP. In addition it leaves RR alone for all the other ships that do not have resist bonuses and aren't problematic. Remember that those ships raise their resists as well through mods to enhance the affect of RR yet aren't mentioned. This means RR enhanced by resists in and of itself is NOT broken and doesn't need fixed.

Unless you are suggesting ONLY the bonus given portion of resists be penalized in RR. But again, if we take away the versatility of the bonus and a raw HP bonus would give MORE EHP, why not convert to that? We rid ourselves of the ships breaking RR while increasing their buffer to compensate for the loss in versatility at the same time and avoid "fixing" RR which in isolation isn't broken, thus avoiding actually breaking the same mechanic on ships which RR is not broken now.


To put it simply, some people use reppers and can care less for EHP.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#955 - 2013-05-28 17:25:11 UTC  |  Edited by: Tyberius Franklin
Cyrus wrote:
To put it simply, some people use reppers and can care less for EHP.

Local rep was intended to be nerfed by this measure. Leaving the bonus the same and nerfing RR only bypasses this. So in addition to the effort of reworking RR to break one of the mechanics associated with resists on all hulls the suggested would also leave the goal of nefing local rep with resist bonuses unaccomplished.
Tilo Rhywald
Wilde Jagd
#956 - 2013-05-28 20:42:04 UTC  |  Edited by: Tilo Rhywald
A week before the lauch and still Fozzie won't descend to actually address the many counter-arguments. That would be ok if we hadn't been asked to give feedback and given the intended illusion to have an impact on the outcome.

This change is horrible: It lessens versatility, makes underused ships even more so, does not affect blob alpha/RR doctrines, nerfs local rep and thus solo/small gang PvP for far too many ships which were already lacking in that area and undoes previous balancing efforts...

Sitting this head wind out obstinately is simply impertinent. That's how you lose your face btw - not by admitting to a mistake or changing course due to additional input.

Cheers
Tilo R
EvEa Deva
Doomheim
#957 - 2013-05-28 23:41:31 UTC
Dear CCP if you would stop making ships worthless people will find a ship they like and get to PvPing, as it is now they have to keep retraining, retraining, retraining, ahh screw it i quit.
Xander Det89
T.R.I.A.D
Ushra'Khan
#958 - 2013-05-29 09:25:39 UTC
For the love of god can people stop moaning about this as a nerf to the already bad ships, none of the bad ships are bad because of a lack of EHP normally just because they lack good capabilities outside their EHP.
Little Dragon Khamez
Guardians of the Underworld
#959 - 2013-05-29 18:27:38 UTC  |  Edited by: Little Dragon Khamez
Isn't anyone concerned that RR is overpowered,

I've recently been in a fight in which logis were repping my enemies from 75km out. Back in the day when the drake was still worth flying I could have hit them out to 88km but now it's 68km. I couldn't get anywhere near them and as a result we had heavy losses.

Now if the RR range on logi's were nerfed along with the rebalancing of medium weapon systems like missiles we wouldn't have the issue of unbreakable tanks supplied by ships that are so far away that they may as well be off grid. Combine that with actual offgrid boosting from the hidden command ships out there and wham you are easily blown out of the sky. The only saving grace is ewar which I've used to break target locks from logi's but ewar is in desperate need of a balance pass and not as strong as it should be.

Anyhow my point is nerf the RR not the resist bonuses on already balanced ships.

Dumbing down of Eve Online will result in it's destruction...

ExAstra
Echoes of Silence
#960 - 2013-05-29 18:34:32 UTC  |  Edited by: ExAstra
Little Dragon Khamez wrote:
Isn't anyone concerned that RR is overpowered,

I've recently been in a fight in which logis were repping my enemies from 75km out. Back in the day when the drake was still worth flying I could have hit them out to 88km but now it's 68km. I couldn't get anywhere near them and as a result we had heavy losses.

Now if the RR range on logi's were nerfed along with the rebalancing of medium weapon systems like missiles we wouldn't have the issue of unbreakable tanks supplied by ships that are so far away that they may as well be off grid. Combine that with actual offgrid boosting from the hidden command ships out there and wham you are easily blown out of the sky. The only saving grace is ewar which I've used to break target locks from logi's but ewar is in desperate need of a balance pass and not as strong as it should be.

Anyhow my point is nerf the RR not the resist bonuses on already balanced ships.

The main point of the resist nerf was due to the rep bonus being completely overshadowed by it. Because

1) At all level 5, a Prophecy (barefit) with a single MAR II only tanks a few dps (like literally 2 or 3 or something) than an all V Myrmidon with an equal fit
2) Resist bonus ALSO applies to RR whereas the rep bonus does not

So the Resist bonus is pretty much a better choice in every single scenario. Buffer fit, local rep, remote rep, doesn't matter. So no, nerfing RR is not going to solve the problem. Reading the OP (and the countless community threads on the same subject saying the same thing) may help.

Oh and before I hear the whole "Oh look a Gallente pilot satisfied with Odyssey" bull again, this actually does affect a lot of the ships I fly (Rattlesnake, Punisher, Prophecy, Retribution, Malediction, Ferox, etc.) so leave it. I personally see the nerf as justified, not a HUGE friggin deal.

Save the drones!