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[Crius] Little things from Team Super Friends

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Hard Knocks Citizens
#21 - 2014-06-10 14:01:55 UTC  |  Edited by: Franky Saken
CCP Punkturis wrote:
Agrakari Saraki wrote:
CCP Punkturis wrote:
Elly Artrald wrote:

Is this also true for rigs?


You can also fit rigs


Hang on - doesn't that entirely negate the minimum required skill level for rigs?


you could already have someone else fit rigs on your ships for you and then fly it

Yes, but now most people dont need to train it to iv at all anymore, there's only a very small subset of fits that actually need the lvl iv or higher to make them fit (due to drawbacks).

Are you going to be removing the requirements from the rig modules as well as they are now irrelevant aside from affecting the drawbacks.
Pandemic Legion
#22 - 2014-06-10 14:02:55 UTC
CCP Punkturis wrote:
Agrakari Saraki wrote:
CCP Punkturis wrote:
Elly Artrald wrote:

Is this also true for rigs?


You can also fit rigs


Hang on - doesn't that entirely negate the minimum required skill level for rigs?


you could already have someone else fit rigs on your ships for you and then fly it


Yea but i still needed the rigging skills to four before i could fit them myself, so are you saying that i can now fit any rig regardless of the skill? because if that's true you've just made every skills under "rigging" redundant, the only reason to train it now is to reduce drawbacks...
C C P Alliance
#23 - 2014-06-10 14:05:28 UTC
Agrakari Saraki wrote:
Thanks super friends!

Two questions:

1) Does the fleet warp speed take into account the non-warped members? Put simply, if I am in a fleet of two members with a no-warp flagged cruiser and an interceptor, does the fleet warp at the speed of the interceptor? (Hint: please yes please!!!)

2) If I initiate a fleet warp, but *I* am tagged no-warp, will I avoid the warp myself? This would be invaluable for combat probers / bombing commanders.


1) the people who are in the warp affect the warp, so no (interesting question though)

2) yes you will avoid it yourself

go play with the feature yourselves!!! don't be asking me about everything BlinkBig smileBlinkBig smile

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

C C P Alliance
#24 - 2014-06-10 14:06:55 UTC
Jassmin Joy wrote:
CCP Punkturis wrote:
Agrakari Saraki wrote:
CCP Punkturis wrote:
Elly Artrald wrote:

Is this also true for rigs?


You can also fit rigs


Hang on - doesn't that entirely negate the minimum required skill level for rigs?


you could already have someone else fit rigs on your ships for you and then fly it


Yea but i still needed the rigging skills to four before i could fit them myself, so are you saying that i can now fit any rig regardless of the skill? because if that's true you've just made every skills under "rigging" redundant, the only reason to train it now is to reduce drawbacks...


ok hold on, looking into thisOops

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

#25 - 2014-06-10 14:08:29 UTC
cool stuff... any chance you can add "status" to the chat menu?

I am in a small corp and it would be awesome if there was a way to know if my buddies i am trying to talk with are AFK or not.

Settings could be:

Available

AFK

Wife Agro

Bio Break

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

Ugh ti-di pooping makes me sad.

Goonswarm Federation
#26 - 2014-06-10 14:11:28 UTC
What I wouldn't give for jump bridges having a hook into the 'jump' hotkey functionality.
Test Alliance Please Ignore
#27 - 2014-06-10 14:12:05 UTC
CCP Punkturis wrote:
Jassmin Joy wrote:


Yea but i still needed the rigging skills to four before i could fit them myself, so are you saying that i can now fit any rig regardless of the skill? because if that's true you've just made every skills under "rigging" redundant, the only reason to train it now is to reduce drawbacks...


ok hold on, looking into thisOops


HI5s all around. Still love the changes. :)
C C P Alliance
#28 - 2014-06-10 14:16:13 UTC
Franky Saken wrote:
CCP Punkturis wrote:
Agrakari Saraki wrote:
CCP Punkturis wrote:
Elly Artrald wrote:

Is this also true for rigs?


You can also fit rigs


Hang on - doesn't that entirely negate the minimum required skill level for rigs?


you could already have someone else fit rigs on your ships for you and then fly it

Yes, but now most people dont need to train it to iv at all anymore, there's only a very small subset of fits that actually need the lvl iv or higher to make them fit (due to drawbacks).

Are you going to be removing the requirements from the rig modules as well as they are now irrelevant aside from affecting the drawbacks.


Reasonable point. The skills themselves have value, obviously, but the requirements are more or less moot at this point. We will likely keep them on at 1 to achieve certain back-end things (we often check "modules requiring this skill"), but the 4s are misleading at this point.
#29 - 2014-06-10 14:17:56 UTC
Dorijan wrote:
CCP Punkturis wrote:
Jassmin Joy wrote:


Yea but i still needed the rigging skills to four before i could fit them myself, so are you saying that i can now fit any rig regardless of the skill? because if that's true you've just made every skills under "rigging" redundant, the only reason to train it now is to reduce drawbacks...


ok hold on, looking into thisOops


HI5s all around. Still love the changes. :)


What's wrong with you people? You should be happy about no skill rig fitting.
HYDRA RELOADED
#30 - 2014-06-10 14:24:59 UTC  |  Edited by: Mizhir
CCP Punkturis wrote:
Elly Artrald wrote:
CCP Punkturis wrote:
Hi,

CoolFit modules without the required skillCool
Good for those massfitting ships for other people. You can now fit modules without having the required skills but you cannot online them. When you undock in a ship with modules you don't have skills for, you will get a warning (suppressible) saying that you can't online some of your modules because of lacking skills.


Is this also true for rigs?


You can also fit rigs


How does the mechanics with rigs work then? Currently you can get other people to fit rigs for you when you dont have the skills, but if people will be able to fit rigs they don't have skill for how do you control the skill requirements then?

Edit: Nvm got answered Lol Still awesome changes.

❤️️💛💚💙💜

#31 - 2014-06-10 14:26:40 UTC  |  Edited by: MeBiatch
Lair Osen wrote:

What's wrong with you people? You should be happy about no skill rig fitting.



okay how about this double the negative effects and increase the skill to 15% per level.

that way if you dont have the skill trained its a 20% drawback.

or at level V 5%.

that way you encourage players to actually train the skill.

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

Ugh ti-di pooping makes me sad.

HYDRA RELOADED
#32 - 2014-06-10 14:28:38 UTC
CCP Greyscale wrote:

Reasonable point. The skills themselves have value, obviously, but the requirements are more or less moot at this point. We will likely keep them on at 1 to achieve certain back-end things (we often check "modules requiring this skill"), but the 4s are misleading at this point.


Remember that Jury Rigs like Ancillary Current Router II have no drawback.
So you can just skill it to I and put a T2 rig in your ship without any sideeffects.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

#33 - 2014-06-10 14:33:32 UTC
l0rd carlos wrote:
CCP Greyscale wrote:

Reasonable point. The skills themselves have value, obviously, but the requirements are more or less moot at this point. We will likely keep them on at 1 to achieve certain back-end things (we often check "modules requiring this skill"), but the 4s are misleading at this point.


Remember that Jury Rigs like Ancillary Current Router II have no drawback.
So you can just skill it to I and put a T2 rig in your ship without any sideeffects.



true enough... I would say add drawbacks for all rigs... for the engineering rigs i would say a reduction in agility or scan resolution or somthing would be in order.

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

Ugh ti-di pooping makes me sad.

skill urself
#34 - 2014-06-10 14:46:25 UTC  |  Edited by: Capqu
my only concern with this change would make jury rigging a literally pointless skill to have at 4 (which a lot of people already trained to be able to fit no-drawback rigs)

and i'm using the dictionary definition of literally here - it would do nothing

jury rigging already does nothing at 5 though (compared to 4) so maybe it's due an update anyway
#35 - 2014-06-10 14:46:37 UTC
Regarding rigs: perhaps the skill requirements should be moved from fitting to using? (cue: thousands of low-skilled T2 rig users crying out in horror) Twisted

MDD
#36 - 2014-06-10 14:52:26 UTC
I usually laugh at the "my skill is different so now it's useless so give me a refund!" crowd, but in all honesty, there are several rig skills I've trained or am training beyond level 1 for the sole purpose of easily fitting T2's on my own. The drawbacks are meaningless for me on all but a very small select few, so being able to fit rigs without their skills and still get the full benefit would honestly make me push for a refund on rig skills. If a person wanted the reduced drawbacks, they can dump that SP back into the skills, but if, like me, a person only trained them for the fitting needs, and not to reduce drawbacks, we could actually do something useful with the SP.

I do like the changes, but, well, just slightly miffled about the rigs change.
WE FORM V0LTA
#37 - 2014-06-10 14:52:42 UTC
MeBiatch wrote:
l0rd carlos wrote:
CCP Greyscale wrote:

Reasonable point. The skills themselves have value, obviously, but the requirements are more or less moot at this point. We will likely keep them on at 1 to achieve certain back-end things (we often check "modules requiring this skill"), but the 4s are misleading at this point.


Remember that Jury Rigs like Ancillary Current Router II have no drawback.
So you can just skill it to I and put a T2 rig in your ship without any sideeffects.



true enough... I would say add drawbacks for all rigs... for the engineering rigs i would say a reduction in agility or scan resolution or somthing would be in order.


Ummm, Big No TY.

The last thing we need is another barrier to entry for newer pilots to competitively pvp. I want more content in the game and adding yet another drawback to lower sp players takes away from new bros. And who gives a ***** about rigging skills.

IMO rig skills aren't perfect but they're balanced enough that adding drawbacks would just add another "Wtf factor" to new pilots trying to get competitive in PvP.

I support these changes, it's nice little adds like this that keep coming out that keep us happy. Thanks CCP!
#38 - 2014-06-10 14:54:25 UTC
Shagmar Gera wrote:
Ummm, Big No TY.

The last thing we need is another barrier to entry for newer pilots to competitively pvp. I want more content in the game and adding yet another drawback to lower sp players takes away from new bros. And who gives a ***** about rigging skills.

IMO rig skills aren't perfect but they're balanced enough that adding drawbacks would just add another "Wtf factor" to new pilots trying to get competitive in PvP.

I support these changes, it's nice little adds like this that keep coming out that keep us happy. Thanks CCP!


fine then just remove some rig skills all together.

If you dont have to have to skill to put on the rig and there is zero drawback for the rig anyways whats the point in having a skill?

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

Ugh ti-di pooping makes me sad.

Triumvirate.
#39 - 2014-06-10 14:55:58 UTC  |  Edited by: Erasmus Phoenix
CCP Punkturis wrote:
Jassmin Joy wrote:
CCP Punkturis wrote:
Agrakari Saraki wrote:
CCP Punkturis wrote:


You can also fit rigs


Hang on - doesn't that entirely negate the minimum required skill level for rigs?


you could already have someone else fit rigs on your ships for you and then fly it


Yea but i still needed the rigging skills to four before i could fit them myself, so are you saying that i can now fit any rig regardless of the skill? because if that's true you've just made every skills under "rigging" redundant, the only reason to train it now is to reduce drawbacks...


ok hold on, looking into thisOops


There has to be a way of doing this that actually gives an incentive to train the rigging skills similar to the one that exists now.

I'm not normally one to cry that changing what a skill does is unfair, but I would argue that this is a massive kick in the teeth to people who trained the skill, partly because we did it knowing that there was a way around doing it, and wanted to be able to fit the rigs ourselves rather than asking for help, and partly because I know that I personally trained them partly because I wanted to be able to help fit rigs for other people.

Frankly, I would say that rigs should be exempt from the "Don't need skills to fit it" thing. Logically, the skill is required to fit the rig, rather than being required to actively use it, as is the case with modules. Therefore, it makes sense for the skill to be checked when the rig is being fitted, and never again afterwards, as is the case now, so I'd say that continuing to require level I or IV to fit it would be behaviour that is more in line with how rigs work otherwise.

The way that the rig skills currently works encourages working with other players, and is an easy way for an older player to help out a newer one.

From a lore point of view, look at it as the actual modification of the ship's systems being complex, while their operation after the work is done is just as simple as ever.

TL:DR; Remove being able to fit rigs from this, leave it as it is. They are already fundamentally different from modules and should be thought of separately.
Goonswarm Federation
#40 - 2014-06-10 15:04:50 UTC
hot damn, Cap pilots and fleet boosters will be rejoicing on this.
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