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[February] Wreck Hitpoint Rebalance

First post First post
Author
Haidere
Republic Military School
Minmatar Republic
#121 - 2016-02-02 03:37:24 UTC
Definitely a good idea, will cut down on accidentally targeting/destroying wrecks, my 2 isk though, leave wrecks that were the victims of a gank remain very low.
Arya Regnar
Darwins Right Hand
#122 - 2016-02-02 03:42:03 UTC
You can still shoot wrecks, it's just that now you will have to throw more than 2 mil at it to make sure it dies.

EvE-Mail me if you need anything.

Dom Arkaral
Bannheim
Cuttlefish Collective
#123 - 2016-02-02 04:02:07 UTC
Haidere wrote:
Definitely a good idea, will cut down on accidentally targeting/destroying wrecks, my 2 isk though, leave wrecks that were the victims of a gank remain very low.

A gank is a kill, the game doesn't care if it was a suicide gank or not. A kill is a kill.

Tear Gatherer. Quebecker. Has no Honer. Salt Harvester.

Broadcast 4 Reps -- YOU ARE NOT ALONE, EVER

Instigator of the First ISD Thunderdome

CCL Loyalist

Salpad
Carebears with Attitude
#124 - 2016-02-02 05:54:11 UTC
CCP Fozzie wrote:
Frigate, Rookie Ship, Shuttle, Small NPC: 700 hp
Destroyer: 1000 hp
Cruiser, Mining Barge, Medium NPC, Generic NPC: 1500 hp
Battlecruiser, Industrial: 2500 hp
Battleship, Large NPC, Officer NPC: 3500 hp
Carrier, Dread, Rorqual, Orca, Freighter: 15000 hp
Supercarrier, NPC Supercarrier: 25000 hp
Titan: 30000 hp

The CSM feedback we've received so far has been positive, and we'd like to hear what you all think.


My only concern is whether I'll be able to tell these wreck categories apart? Do they get different names? Different icons? Do they get different signature radii?
baltec1
Bat Country
Pandemic Horde
#125 - 2016-02-02 05:59:06 UTC
Salpad wrote:
CCP Fozzie wrote:
Frigate, Rookie Ship, Shuttle, Small NPC: 700 hp
Destroyer: 1000 hp
Cruiser, Mining Barge, Medium NPC, Generic NPC: 1500 hp
Battlecruiser, Industrial: 2500 hp
Battleship, Large NPC, Officer NPC: 3500 hp
Carrier, Dread, Rorqual, Orca, Freighter: 15000 hp
Supercarrier, NPC Supercarrier: 25000 hp
Titan: 30000 hp

The CSM feedback we've received so far has been positive, and we'd like to hear what you all think.


My only concern is whether I'll be able to tell these wreck categories apart? Do they get different names? Different icons? Do they get different signature radii?


They currently have different names.
Nelly Galbatha
Caldari Provisions
Caldari State
#126 - 2016-02-02 06:13:57 UTC  |  Edited by: Nelly Galbatha
Can you give giant freight container's more hit points also?
Mistique Jasson
Platinum Octopus
Infernal Octopus
#127 - 2016-02-02 07:58:16 UTC
This will make salvage the wrecks harder?
Molly Duma
Perkone
Caldari State
#128 - 2016-02-02 08:44:13 UTC
Maybe hit the Titan wreck with 50 000 hitpoints?
Daksa Crendraven
The Scope
Gallente Federation
#129 - 2016-02-02 08:50:26 UTC
Well... Thanks for the loot then! :)

>Outside in the cold empty space, A wild Cap did growl, Two skilled campers were approaching, And their scramz, began to howl, HEY! - https://youtu.be/TLV4_xaYynY

Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#130 - 2016-02-02 08:51:50 UTC
Arya Regnar wrote:
You can still shoot wrecks, it's just that now you will have to throw more than 2 mil at it to make sure it dies.

So, now it's somehow about value of the ship performing the gank?
Ima Wreckyou
The Conference Elite
Safety.
#131 - 2016-02-02 09:14:09 UTC
+1 good change, about time this exploit got fixed.

This is completely unrelated: but I just want to thank our goonswarm overlords for making all this possible.
Vulfen
Imperial Academy
Amarr Empire
#132 - 2016-02-02 09:40:53 UTC
With wrecks now having more hp, would smart bombs now affect them?, currently i dont below wrecks are damaged by smart bomb damage.
baltec1
Bat Country
Pandemic Horde
#133 - 2016-02-02 09:45:31 UTC
Ima Wreckyou wrote:
+1 good change, about time this exploit got fixed.

This is completely unrelated: but I just want to thank our goonswarm overlords for making all this possible.


Twas PLBlink
Lugh Crow-Slave
#134 - 2016-02-02 10:36:43 UTC
Can we get them probable while you are at it?
Gully Alex Foyle
The Scope
Gallente Federation
#135 - 2016-02-02 11:09:03 UTC
Lugh Crow-Slave wrote:
Can we get them probable while you are at it?
Would be nice, certainly the scavanger mini-profession would have a surge.

Would be a newbie-friendly activity by the way, getting more people into low/null/wh, creating PVP situations, etc.

Honestly can't see any downside, except possibly a slight increase of supply for salvage, mods and other stuff that drops, but that doesn't seem a bad effect.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Kestielh Mechielv
21st Mordu's Legion
#136 - 2016-02-02 14:27:16 UTC
We all know who's going to get bennefit from this change. Don't even need to call them ;)
Aker Krane
OMEGADYNE LABS
Rising Darkness
#137 - 2016-02-02 16:14:08 UTC
Generally speaking, anything that reduces the the amount of destruction/consumption is a bad idea.

Will you be reducing the amount of loot that actually survives the destruction of the hull accordingly?
FT Diomedes
The Graduates
#138 - 2016-02-02 18:43:51 UTC
I do not care what happens with freighter tanking or High Sec space in general. I'm just excited at the prospect of having trivially longer to warp to a wreck and it being marginally harder to destroy a capital ship wreck to deny the winner a chance at the loot.

I remain firmly opposed to being able to scan down wrecks. That breaks way more than it fixes for 0.0 escalations, missions, and etc.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sizeof Void
Ninja Suicide Squadron
#139 - 2016-02-02 19:32:16 UTC
An odd change... I'd have argued to make wrecks easier to kill and also to shorten the amount of time they last in space. The servers have to keep track of all of this space junk, so making wrecks go away faster helps to reduce the server load.

Also, how about fixing the issue where wrecks cannot be salvaged because they contain too much loot , and/or something too big, to fit within a drop can?
death minner
Neutin Local LLC
#140 - 2016-02-02 19:55:20 UTC
Sizeof Void wrote:
An odd change... I'd have argued to make wrecks easier to kill and also to shorten the amount of time they last in space. The servers have to keep track of all of this space junk, so making wrecks go away faster helps to reduce the server load.

Also, how about fixing the issue where wrecks cannot be salvaged because they contain too much loot , and/or something too big, to fit within a drop can?


That is not an issue in the sense that it was some unforeseen side effect of a new mechanic or something, in fact that was an intentional change as i stated in a previous post.

o/
DM.