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Boosters are going to be big

Author
c4 t
Cosmic Psychedelics
#61 - 2011-11-17 15:16:45 UTC  |  Edited by: c4 t
Don't change the manufacturing process.
Hans Jagerblitzen
Ice Fire Warriors
#62 - 2011-11-17 15:24:46 UTC
I'm just hoping we see a blog about this soon, or have a developer step in and explain what's going on. Feedback has been almost universally negative about the changes seen on SiSi, there's either more to the story that they haven't explained yet or this was kind of a derp change just for the sake of adding more "fixes" to the expansion.

CPM0 Chairman / CSM7 Vice Secretary

Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#63 - 2011-11-17 15:24:51 UTC
\o/ w00t a Reason to get back into Gas xD

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#64 - 2011-11-17 16:28:42 UTC
Hmmm I may have to go into drug manufacturing... I do PI (for pos fuel), exploration sites and get those useless drug blueprints. I should set up a pos and be that awesome drug dealer in our corner of null.
Grath Telkin
Amok.
Goonswarm Federation
#65 - 2011-11-18 05:56:46 UTC
Tamiya Sarossa wrote:


While I can see that this is a buff to fleet actions and perhaps to the Drop and other boosters, for Exile and Blue Pill, the two that I use, I would gladly have them retain their side effects and keep the 5% extra efficiency that can make the difference between life or death. In that context, this is a nerf, and I'll stick by my points.


You realize with maxed skills theres exactly 2% missing from the old effectiveness with absolutely zero penalty, so if you use Blue Pill or Exile, that 2% your missing will likely be absorbed by the buffer you don't lose from side effects.

I have near maxed skills, and not only did I get constantly get draw backs, it seemed ETERNALLY to be the worst possible side effects.

Not to mention that the process of making the drugs is about as painful as possible without granting anywhere NEAR the value of the time you spent, this should spike their price a lot, making the act of producing them worth more.


As somebody who lives in Amamake, I am excited by this ( Amamake is a drug producing constellation).

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Jiji Hamin
Aliastra
Gallente Federation
#66 - 2011-11-18 18:03:09 UTC
what this is going to be is a buff to ahac gangs/fleets.
Commander Spurty
#67 - 2011-11-18 18:21:29 UTC
So, smuggler routes.

Buff these, give us a chance to move them about.

Might even use a coup

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Soon Shin
Scarlet Weather Rhapsody
#68 - 2011-11-19 23:16:29 UTC
What will happen to Edge and Alchemist implants? Without side effects, these will have no use.


I propose giving them boost to drug effects.
Miss President
SOLARIS ASTERIUS
#69 - 2011-11-20 07:23:09 UTC
CCP is crazy, this boost is extremely overpowered if all negative effects are removed.

First came the skill, then came overheating and nanite paste, now boosters buff.

All this stuff is gotta stop at one point I say nanite paste is where it should stop.
AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#70 - 2011-11-20 07:44:08 UTC
Horrible ******* idea.

Boosters are great the way they are. Significant specific boost in exchange for the risk of one or more significant harmful effects. Very much a mechanic in the spirit of EVE.

I can smell the microtransaction fuckwits who came up with this bullshit a mile away.

First, you jack up PLEX prices now you're jacking up the cost of level-playing-field PVP. Get your head out of your ass, Toffer. Fix the goddamn EVE economy and leave boosters alone.
KFenn
State War Academy
Caldari State
#71 - 2011-11-21 13:50:17 UTC
Ardamalis wrote:
Boosters may be worthwhile for once.


ITT: Lots of people who never actually used the old boosters. They were useful as they were, making them have no drawback is going to make it mandatory to have them in PvP, which completely removes the edge they gave people willing to invest the skills/time/ISK into them.

We don't need this change. Have another go at it, won't you CCP?

Red Templar wrote:
And this is bad how exactly?

This issue isn't the profitability or the industry of boosters. The issue is we've now got yet another mandatory thing which must be used to have an edge in PvP. First it was T2, which was ludicrously expensive before invention, and then invention came in and T2 prices fell, and it's now mandatory on everything. Next was faction ammo, which came down in price once people realised there was money to be made. Now they're making boosters mainstream. All that's left is faction modules, and the wide availability of them is causing the prices to drop fairly sharply. Just waiting for CCP to make those ridiculously accessible too.

Every advantage you can pay for in PvP is being made more accessible, which has the side effect of them eventually becoming cheap and homogenising what everyone should have in PvP.

Grath Telkin wrote:
You realize with maxed skills theres exactly 2% missing from the old effectiveness with absolutely zero penalty, so if you use Blue Pill or Exile, that 2% your missing will likely be absorbed by the buffer you don't lose from side effects.

And because everyone is using them you gain absolutely no advantage for the time, effort and ISK you invested into booster skills/boosters themselves because everyone will be using them, making them basically mandatory, and thus not special or influential in any way. Hooray for that :/.

Commanding Officer of the Treacle Tart Brigade