These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Sofia Wolf
Ubuntu Inc.
The Fourth District
#361 - 2013-06-27 16:28:34 UTC  |  Edited by: Sofia Wolf
I see many want specialised ships moved to ORE but I think that would be bad decision. Even if art department had time to do it I would be against it. If art had time I’d much rather have ore ships redistributed to empires with new models and skins made for those ships as to be stylistically appropriate for they new resident empire.

Entire line of ORE ships makes no sense both form game design or form IC flavour POW. Looking form RP perspective each empire has separate racial skill line because they had unique parallel histories of development with their unlike approach to design and technology. Even pirate corps derive their ships from those basic 4 ship design traditions. And that is good , it makes sense form story perspective and game design perspective. Chasing your preferred empire line actually brings consequence and shapes the way you fight and live in New Eden. I primary fly Minamtar combat ships and that limits what I can do and how well can can do it in PvP and PvE. Giving people opportunity to make that choice is what people want when they scream against homogenisation.

But then we have this sour thumb, this obnoxious Gallente corp that thinks it special snowflake, that thinks it's better and that wants its on special separate line differentiated form all of four traditional lines. Why would ORE of all NPC corps and pirates in New Eden get this special treatment? It is silly.

Even aside from RP problems ORE line is also inferior game design because when it comes to selecting skill for optimal resource gathering ship it removes all choice. If you want to mine gas, or ice, or minerals, or collect salvage and loot, or provide mining boosts, or if you want to do it in tanky gank safe way, or lazy “i don’t want to warp back to station every 5 min”way, or maximum efficiency “hulk” way, answer is always the same: “train the ******* ORE ships”. This is clear contrast form way combat and transport ships where done in empire lines where you have to actually chose the way you want to do things, and those choices mater. But when it comes to resource collection answer is always the same boring old ORE line. Meh.

Now I do realise that however ****** was that decision to pile up all resource gathering ships in single line, now it is too late to change. However I think it is stupid to compound on this past dumb decision by adding additional ships in already bloated ORE line at the expanse of diversity in empire ship lines.

So TL:DR is I’m glad you don't have time to move Iterions 2-4 to ORE line because ORE skill line is **** game design that should burn in fire.

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Kaeden Dourhand
Raven's Sway
#362 - 2013-06-27 16:29:54 UTC
Abus Finkel wrote:
For hauling needs outside of the special bays you will generally get better performance from options other than Gallente.

For a new player they can spend around 23d 16h to get Gallente Industrial V and get
37152m3 general purpose cargo
64500m3 minerals
67500m3 PI
63000m3 Ore

Or they can spend the same time getting for example Amarr Industrial V and get
2049m3 more general purpose cargo
25299m3 less minerals
28299m3 less PI
23799m3 less Ore

Choosing anything other than Gallente seems like a waste of time to me.


I'm just going to quote this for truth, needs a bit more fiddling with the numbers, 2k max cargo extra isn't enough to offset the specialisation the rest of the gallente line gives.
Mike Voidstar
Voidstar Free Flight Foundation
#363 - 2013-06-27 16:35:30 UTC
Kaeden Dourhand wrote:
Abus Finkel wrote:
For hauling needs outside of the special bays you will generally get better performance from options other than Gallente.

For a new player they can spend around 23d 16h to get Gallente Industrial V and get
37152m3 general purpose cargo
64500m3 minerals
67500m3 PI
63000m3 Ore

Or they can spend the same time getting for example Amarr Industrial V and get
2049m3 more general purpose cargo
25299m3 less minerals
28299m3 less PI
23799m3 less Ore

Choosing anything other than Gallente seems like a waste of time to me.


I'm just going to quote this for truth, needs a bit more fiddling with the numbers, 2k max cargo extra isn't enough to offset the specialisation the rest of the gallente line gives.



It's basically a choice. We can have the 2 basic cargo lines, with the extra hulls just sort of filler in their respective trees, or we can have what has been proposed with the specialized holds, which is much better IMO. They aren't going to move the hulls to other lines, remove the hulls, or add hulls into the other lines. This is what there is.
Durzulgor
Stain Forever
Happy Cartel
#364 - 2013-06-27 16:35:39 UTC
Awesome! I'm really looking forward to those changes! Thumbs up CCP and thx Rise for giving it a second overhaul!
Maximus Andendare
Stimulus
Rote Kapelle
#365 - 2013-06-27 16:41:38 UTC
Abus Finkel wrote:
For hauling needs outside of the special bays you will generally get better performance from options other than Gallente.
Everyone seems to continually lose sight of this. You can't boil haulers (or any ship, really) down to one metric, and I'm not even talking about things like the Battle Badger. Align times, top speed, EHP, etc. all must be considered. I know it's convenient to break it down to a stat that you can point back to and yell "Hey! Look at this here! These ships do more!" But you're losing the fact that the Badger I, for example, has the most cargo room of the swift haulers. Or that a Bestower can hold 50,000 of ANY cargo with GSCs. Badger Mark II can carry 7300 and leave the lows free for nanos. It's not a black-and-white matter like so many people try to argue it is. I'm sorry, but it simply isn't.

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Alvatore DiMarco
Capricious Endeavours Ltd
#366 - 2013-06-27 16:48:21 UTC
The mammoth is gaining max cargo, gaining shield and becoming faster, with a smaller sig, yet people are complaining that it's being nerfed. I don't understand this.
Denidil
Cascades Mountain Operatives
#367 - 2013-06-27 16:54:17 UTC
CCP Rise wrote:

I chatted with Fozzie about the Orca and neither of us feel that any change is necessary for either ship. The Orca does so much more than haul Ore that there really isn't much tension between them.


I guess we're going to have to disagree on this one. it has 50k m3 ore bay, it costs 750m-800m isk. the new T1 industrials have a 50km3 orebay for under 1m. the Mackinaw has an 35km3 ore bay. Max cargo fit the orca can carry about 180km3 of ore (92k+40k+50k) [level V char] - sure that is ok, but i still think the ratio between mackinaw bay sizes and orca bay (or Rorq) bay is insufficient.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Flux Astraeus
The Scope
Gallente Federation
#368 - 2013-06-27 16:58:41 UTC
Alvatore DiMarco wrote:
The mammoth is gaining max cargo, gaining shield and becoming faster, with a smaller sig, yet people are complaining that it's being nerfed. I don't understand this.


Its losing -500 from CPU good luck fitting it with anything worthwhile.
Plus the EHP isn't changing regardless of small gain in shield cap as its traded off from the Armor loss.
I'd call that a nurf when most of the others received PWG buffs etc, but not the Mammoth.

Zaxix
State War Academy
Caldari State
#369 - 2013-06-27 17:05:54 UTC  |  Edited by: Zaxix
Muuuch better. Variety, delicious variety. It's nice to move away from the OMG Roles conversation to just nitpicking!

Edit: removing embarassing misreading of stats!!!

The mineral bay is a bit odd. I'm not sure I see what role it's filling. Maybe nullsec production POS resupply? Usually, at the point minerals are transported, the necessary volumes for real production are in the freighter load range. Maybe a better new player entry point for small scale minerals trading? This one was a bit of mystery to me. It's not a bad thing, just odd.

The ammo bay was also a bit odd. I have trouble picturing this ship's role. Battlefield resupply seems unlikely (who wouldn't immediately pop it?). Entry level ammo production and haul to sale seems like a possibility, but I'm not sure that justifies a whole role dedicated to it. This totally makes sense for T2 haulers that might be supporting a black ops fleet, but unless there's going to be a third T2 transport based on the hoarder, this hold type's best use will never see the light of day. Again, not bad, but I'm not seeing the role it's filling. Maybe it's ammo for the high slots? :P As if the hoarder would live long enough!

All in all, much, much better than round 1. MUCH. The one thing I think in general could improve these sorts of rebalance threads is a little more information from the CCP side about the VISION you have for ships. When you make these changes, what are you thinking about it's role? How do you see it being used? That way when these monster threads start growing, the discussion is focused on whether or not the changes fit the vision or whether the vision fits how the ships are really used by the playerbase.

So, what was your vision for the ammo and minerals bays? And, as I asked in the previous thread, what lead to the decision to make the Amarr ships the big cargo carriers? I'm not saying Itty V should remain the king, but I would like to know what the reasoning was for the change (I have 5's in every hauling ship in EVE, so it doesn't affect me one way or the other). I'd also like to know if that reasoning will extend to freighters.

Bokononist

 

Flux Astraeus
The Scope
Gallente Federation
#370 - 2013-06-27 17:24:38 UTC
Zaxix wrote:
Muuuch better. Variety, delicious variety. It's nice to move away from the OMG Roles conversation to just nitpicking!


There seems to be an overall align time/agility nerf. Align time is the heart and soul of hauling. I'm not seeing the need for the nerf. Maybe there is some underlying logic I'm missing out on. .


I think your reading the figure the wrong way mate , the allign time = (-x) value x = seconds.
They are getting a buff as the align time is lowered hence the minus.
Your confusing it with the other values where in there place its a + value = > .
Ersahi Kir
Brutor Tribe
Minmatar Republic
#371 - 2013-06-27 17:28:35 UTC
Flux Astraeus wrote:
Alvatore DiMarco wrote:
The mammoth is gaining max cargo, gaining shield and becoming faster, with a smaller sig, yet people are complaining that it's being nerfed. I don't understand this.


Its losing -500 from CPU good luck fitting it with anything worthwhile.
Plus the EHP isn't changing regardless of small gain in shield cap as its traded off from the Armor loss.
I'd call that a nurf when most of the others received PWG buffs etc, but not the Mammoth.




What are you fitting that requires so much CPU? All the industrials had obnoxious CPU, it was more or less impossible to use it all in an actual fit. As it stands you can fit a full tank on a mammoth and still have over 100 spare CPU, so I'm not seeing where the CPU nerf is actually going to hinder the mammoth at all.
Kaeden Dourhand
Raven's Sway
#372 - 2013-06-27 17:28:37 UTC
Mike Voidstar wrote:
It's basically a choice. We can have the 2 basic cargo lines, with the extra hulls just sort of filler in their respective trees, or we can have what has been proposed with the specialized holds, which is much better IMO. They aren't going to move the hulls to other lines, remove the hulls, or add hulls into the other lines. This is what there is.


I totally agree with the choice made, and I fully support it, I would just like the numbers tweaked a bit to make the distinction between the gallente line and the amarr/caldari line a bit sharper for the sheer hauler space.

right now, 2k extra all-purpose m3 doesn't really offset not having 3 awesome specialised ships at your command.
Flux Astraeus
The Scope
Gallente Federation
#373 - 2013-06-27 17:43:59 UTC
Ersahi Kir wrote:
Flux Astraeus wrote:
Alvatore DiMarco wrote:
The mammoth is gaining max cargo, gaining shield and becoming faster, with a smaller sig, yet people are complaining that it's being nerfed. I don't understand this.


Its losing -500 from CPU good luck fitting it with anything worthwhile.
Plus the EHP isn't changing regardless of small gain in shield cap as its traded off from the Armor loss.
I'd call that a nurf when most of the others received PWG buffs etc, but not the Mammoth.




What are you fitting that requires so much CPU? All the industrials had obnoxious CPU, it was more or less impossible to use it all in an actual fit. As it stands you can fit a full tank on a mammoth and still have over 100 spare CPU, so I'm not seeing where the CPU nerf is actually going to hinder the mammoth at all.


I didnt really word my comment correctly at all in hind sight.
Your right its not the CPU that is the issue its the PWG value where the rest were given a buff the Mammoth wasn't when it needs one so it can fit a 10MN Micro Warp Drive not a 1MN which is frigate size so it can employ the MWD/ cloak trick to actually help it not to be ganked.
Apologies for not wording my first statement correctly.
Zaxix
State War Academy
Caldari State
#374 - 2013-06-27 18:01:43 UTC
Flux Astraeus wrote:
Zaxix wrote:
Muuuch better. Variety, delicious variety. It's nice to move away from the OMG Roles conversation to just nitpicking!


There seems to be an overall align time/agility nerf. Align time is the heart and soul of hauling. I'm not seeing the need for the nerf. Maybe there is some underlying logic I'm missing out on. .


I think your reading the figure the wrong way mate , the allign time = (-x) value x = seconds.
They are getting a buff as the align time is lowered hence the minus.
Your confusing it with the other values where in there place its a + value = > .

How embarrassing! Thank you sir!

Bokononist

 

Oraac Ensor
#375 - 2013-06-27 18:05:21 UTC
CCP Rise wrote:
Quote:
Overall excellent changes, just one thing, will the special edition Ity 4 get any bigger Ore hold?


The special edition ships are kind of odd.. Right now I have them set basically as Iteron Vs that are slightly better. I think they should probably stay that way since having a specialized hold seems strange for a ship that goes out for special events to a broad set of players.

WHAAAAAT???????

No, no, no - surely you can't mean they'll change to the Iteron V hull model? That ship is the third stupidest looking hull in all of EVE, behind the Tristan and the Imicus. I can never figure what it most looks like - a giant, legless, space-going stick insect, or an Iteron III with an Iteron II's nose shoved up its arse.

The special edition Iteron IV's already have specialised additional cargo holds, so why should they change?
Taleden
North Wind Local no. 612
#376 - 2013-06-27 18:07:26 UTC
Flux Astraeus wrote:
Your right its not the CPU that is the issue its the PWG value where the rest were given a buff the Mammoth wasn't when it needs one so it can fit a 10MN Micro Warp Drive not a 1MN which is frigate size so it can employ the MWD/ cloak trick to actually help it not to be ganked.


The Mammoth, Badger II and Iteron V received no change to their PWG. Only the Bestower gained 20 PWG, moving it from 70 to 90 which is more than the other high-capacity haulers have, but I don't think even that is enough to fit a 10MN MWD.

Which is probably by design. Those four haulers are now aimed at maximum capacity, with minimal tank, speed and maneuverability. If you need any of those things, such as hauling in low-sec, then the high-capacity haulers are not the right ship. You will want a Sigil, Badger, Wreathe or Iteron, which all have subtantially higher tank, better align times, and plenty of PWG for a MWD.
Salpad
Carebears with Attitude
#377 - 2013-06-27 18:16:13 UTC
CCP Rise wrote:
One of the most recent posts mentions increasing the bonus per level from skills for the special bay haulers, and I was thinking the same thing. I'm going to increase the skill bonus per level for all the special bay haulers from 5% per level to 10% per level, and reduce the base bays to give basically the same potential bay size as before. This means you will still get an improvement at level 1 over any normal hauler, but you have to invest SP to make the difference quite as big. This seems especially appropriate since these ships don't have to sacrifice lows to reach the same capacity.


Yay!

But you still need to acknowledge the fact that the ability to haul 50k m3 of ore isn't equal to the ability to haul 50k m3 of minerals. Eitgher the 50k m3 ore bay is underpowered, or else the 50k m3 mineral bay is overpowered, and unequal power isn't in the spirit of tiercide. Personally I think you ought to enlarge the ore bay, since as someone else (Mara?) pointed out, the ability to undock with 50k m3 of minerals is sweet, sweet potentail for suciide gank, but if you want to go conservative, you can make the mineral bay smaller instead for starters, then change your mind in some months.

Other than that, I'm absolutely ecstatic about these changes! Great job!!
Albert Spear
Non scholae sed vitae
#378 - 2013-06-27 18:19:03 UTC
Taking a risk and talking about the idea of building things in the next release, here are some thoughts on what Industrials could do and what might add to the game play as part of the build things.

In the real world moving large items at sea requires one of (or both) two classes of ships:

1) Heavy duty sea going tugs to pull the large objects into position to be aligned and then secured. Oil rigs, sea going industrial facilities and other large structures all depend on sea going tugs to move them.

2) Heavy lift ships, these ships have massive cranes or the ability to ballast down to accept very large loads to move from place to place.

In both cases they move things that can not be moved in other fashions.

I could see a piece of gameplay where large structures are assembled in space by using tugs to move them around and attach them to other pieces. I could see jump tugs that move them between systems (heavy lift ships too). The neat thing about tugs is they sometimes lose the load on the way - the tow cable is broken and the load drifts free, free for anyone to claim in pirate waters.

Because heavy lift ships carry their load open, they avoid major storms, because the load can fall off. Instead of storms think about bumping to move a load off a heavy lift ship and make it a free for all as to who can grab it first.

In both cases the limits imposed by internal volume disappear, because the limit is now power - power to move the load from point A to point B - as the loads get heavier/larger the speed, align times and agility are all impacted.

An empty tug can out run many ships, but with a full tow they are slow and require skill to maneuver.

Given the goal of building things, this may be a game play item that people want to think about.

It works for the industrial guys - they have a way to move things - including completely configured structures from one location to another (surprise) - and the gankers can steal the load without having to actually deal with the ship towing/carrying the load.

The risk may be worth the reward for both sides.

This is an idea, nothing but an idea. I had to put it forth because of the theme for the next release and the discussion on industrials.
Endeavour Starfleet
#379 - 2013-06-27 18:33:13 UTC  |  Edited by: Endeavour Starfleet
CCP Rise wrote:
Today's update:

We are going to go ahead and bump the unpacked volume on the Hoarder significantly (up to 400000) to avoid any major issues with compression. This gives it the same packed volume to cargo ratio that the Iteron V has currently.

One of the most recent posts mentions increasing the bonus per level from skills for the special bay haulers, and I was thinking the same thing. I'm going to increase the skill bonus per level for all the special bay haulers from 5% per level to 10% per level, and reduce the base bays to give basically the same potential bay size as before. This means you will still get an improvement at level 1 over any normal hauler, but you have to invest SP to make the difference quite as big. This seems especially appropriate since these ships don't have to sacrifice lows to reach the same capacity.

I talked with our story team about renaming and they are going to think about it and get back to me. As I said before, there are problems with both sides so I've just left it in their hands and will report back to you guys as soon as I know more.

As always, thanks for the feedback o/

edit: Also I want to acknowledge all the ideas around converting the special bay haulers to ORE, or any other similar solution. I completely understand where you're coming from but this simply isn't possible. It would either require an enormous investment by our art teams, which we don't feel is worthwhile, or would mean some kind of hacky re-texturing type approach, which we feel is ultimately bad for the game (we have standards okay). This is why we were originally hesitant about giving anything exciting to all 5 Iterons, we knew we didn't like where it would leave us in relation to this stuff. I'm glad that most of you seem to be able to cope with it as it stands though.


This nerf (tho slight I admit) to the specialized bays for newer players is saddening.

Let me start by saying I LOVE the new line of specialized haulers. They are going to make living out in nullsec far easier and more sustainable for smaller corps and alliances that don't have 50 orcas on call. Not to mention it means more incentive to recruit newer players to aid in hauling ore and other activities.

The thing is I disagre with that poster's idea for 10 percent and reduced base and I disagree with it being implemented because it is another trend that harms newer players and forces them to spend valuable time training (likely off attributes) into an industral line that they may not make use of other than specialized hauling of one thing.

Yes it is slight. And right now it matters very little. What I worry about is a trend. Some in this topic have clearly stated they think these ships are OP (Despite the fact that they are specialized) You listened to one of those and I worry about what tomorrow will bring. I don't want these awesome ships suffering a slow death by a thousand nerfs that Drake pilots got because they dared train into the most balanced ship in the midline.

So are you completely happy with this? Are you pretty sure you are not going to be tempted to nerf them any further? This change already nearly pushed the idea into better for Ore industrial skill because then atleast that skill will help newer players get into a Noctis.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#380 - 2013-06-27 18:40:35 UTC
CCP Rise wrote:

edit: Also I want to acknowledge all the ideas around converting the special bay haulers to ORE, or any other similar solution. I completely understand where you're coming from but this simply isn't possible. It would either require an enormous investment by our art teams, which we don't feel is worthwhile, or would mean some kind of hacky re-texturing type approach, which we feel is ultimately bad for the game (we have standards okay). This is why we were originally hesitant about giving anything exciting to all 5 Iterons, we knew we didn't like where it would leave us in relation to this stuff. I'm glad that most of you seem to be able to cope with it as it stands though.


Then just scrap the specialized bays. It is a dumb way of making these ships unique. I understand that there is sort of a built in imbalance with Gallente have the most Industrials, but this just magnifies the imbalance. Sure, the Iteron V is only the second biggest general hauler now, by 2000m3 maxed outRoll and then you give Gallente all the best specialized hulls. To the point where these specialized bays are so awesome that the Hoarder has to be tweaked because its only value is in abusing mineral compression and hauling with carriers.


You want to make them unique, interesting, have reason to train one over another for different roles? Give them something other than cargo and velocity/agility bonuses. Balance out Gallente by giving each ship just one bonus and double up bonues on the Caldari and Amarr hulls.

Badger - cargo, agility, shield resists

Badger II - cargo, velocity, fleet hanger

Bestower - cargo, velocity, armor resists

Sigil - cargo, agility, drones

Wreath - cargo, agility, warp speed

Hoarder - cargo, tractor beam and/or turret bonus

Mammoth - cargo, velocity, probes

Iteron I - cargo, agility

Iteron II - cargo, drones

Iteron III - cargo, fleet hanger

Iteron IV - cargo, tractor beam

Iteron V - cargo, velocity



There are so many options to make Industrials more interesting that just "small and fast, big and slow, and Gallente hauls the most with special bays".