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Rebalance Noob Ship Cargo Sizes

Author
Amera Khan
Regiment Of Naga Association
OnlyFleets.
#1 - 2016-04-26 10:40:37 UTC
Current Stats:

Impairor - 115 m3
Ibis - 125 m3
Reaper - 120 m3
Velator - 130 m3

Right now the Impairor and Reaper cannot fit 300 liquid ozone in their cargo for cyno level 4 (the reaper has a rounding bug that stops it). I suggest raising all cargo to at least 125 m3 to enable all races to do cynos without needed cargo expanders at cyno level 4.
Kenrailae
Center for Advanced Studies
Gallente Federation
#2 - 2016-04-26 10:44:13 UTC
Amera Khan wrote:
Current Stats:

Impairor - 115 m3
Ibis - 125 m3
Reaper - 120 m3
Velator - 130 m3

Right now the Impairor and Reaper cannot fit 300 liquid ozone in their cargo for cyno level 4 (the reaper has a rounding bug that stops it). I suggest raising all cargo to at least 125 m3 to enable all races to do cynos without needed cargo expanders at cyno level 4.



Reaper CAN. you just have to take out the piece of Trit.


Impairor does deserve +5 though.

The Law is a point of View

The NPE IS a big deal

Lugh Crow-Slave
#3 - 2016-04-26 10:45:59 UTC
I say we go the other way and make sure none of them can with cyno V
Kenrailae
Center for Advanced Studies
Gallente Federation
#4 - 2016-04-26 10:48:00 UTC
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V



Also an option, though it needs to be either or, not 3:1.

The Law is a point of View

The NPE IS a big deal

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#5 - 2016-04-26 11:14:17 UTC
Just train your Cyno Alts to also be Covert Cynos Alts, and then you will already have Cyno V, problem solved :P
Donnachadh
United Allegiance of Undesirables
#6 - 2016-04-26 13:21:12 UTC
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V

On the right track, just make it so none of the rookie ships can fit a cyno and problem solved.

Kenrailae wrote:
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V



Also an option, though it needs to be either or, not 3:1.

Why because it is so hard and takes so long to train a cyno pilot to fly the right rookie ship? What maybe all of 10 seconds in the creation window to remember which race to make them.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#7 - 2016-04-26 20:00:28 UTC
No maybe you should use a real frigate and not the rookie ship for your purposes, just because something doesn't fit your use doesn't mean it should be changed

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Kenrailae
Center for Advanced Studies
Gallente Federation
#8 - 2016-04-26 21:10:42 UTC
Donnachadh wrote:
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V

On the right track, just make it so none of the rookie ships can fit a cyno and problem solved.

Kenrailae wrote:
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V



Also an option, though it needs to be either or, not 3:1.

Why because it is so hard and takes so long to train a cyno pilot to fly the right rookie ship? What maybe all of 10 seconds in the creation window to remember which race to make them.



You ARE so full of bitter, and don't really think things through....


So when the new guy makes his Amarr character because he's watched just enough eve video's to know he really likes the golden turkey, how does he know that he's picked the race that is going to forever damn him with being the only race that can't use a noobship cyno as is with cyno 4?


Either shrinking the cargo so none of them can do cyno's at L4, or increasing it on the impairor are both viable options.


But here's one more thought for you: When you go to the amarr new player systems, all those people that are trying to mine up that first x million isk using their noobship because its what they have and they don't know otherwise, all those amarr players are being given the short end of the stick as well, because the Impairor has to go to station more often or with less in its cargo. As older players we know that mining in a noobship is silly, but day 1, day 2, day 3 players don't necessary.


You could go into a massive derailment of what new players should and shouldn't do etc etc, but Eve is about how you choose to play the game, we can both agree to that. Punishing new guys who don't know better with something so silly as a bad cargo stat trait on their noob ship isn't a good game design.


Noobships either need to none of them be able to light cynos(due to cargo hold), or the impairor needs to be brought into the fold. It's just sensible design.

The Law is a point of View

The NPE IS a big deal

Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2016-04-26 21:37:39 UTC
Kenrailae wrote:
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V



Also an option, though it needs to be either or, not 3:1.

I don't think it matters, given that the rookie ship with cargo fittings will almost always cost more than a probe frigate without.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#10 - 2016-04-26 21:54:26 UTC
Reaver Glitterstim wrote:
Kenrailae wrote:
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V



Also an option, though it needs to be either or, not 3:1.

I don't think it matters, given that the rookie ship with cargo fittings will almost always cost more than a probe frigate without.


right now some of the rookie ships do not need any fittings other than the cyno to cyno
Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2016-04-26 22:30:45 UTC  |  Edited by: Reaver Glitterstim
Lugh Crow-Slave wrote:
right now some of the rookie ships do not need any fittings other than the cyno to cyno

Perhaps all should be able to cyno without fittings at skill 4 or 5, and with fittings at lower skills.

If my math is correct, currently they can all do it at skill 5. The minimum skill for each one to cyno without fittings is:
Impairor: 5
Ibis: 4
Velator: 4
Reaper: 4

If all of them had their cargo increased by 5m3, their minimum skill would be:
Impairor: 4
Ibis: 4
Velator: 4
Reaper: 4

Another way to handle it could be to give the Impairor 3 low slots and 1 mid slot, and the Ibis 1 low slot and 3 mid slots.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#12 - 2016-04-26 22:43:11 UTC
nah i still think it's better if none of them can
Paranoid Loyd
#13 - 2016-04-26 23:04:45 UTC  |  Edited by: Paranoid Loyd
Lugh Crow-Slave wrote:
nah i still think it's better if none of them can

This.

And to the two arguing about training into the noob ships and/or choosing race based of which one can act as a cyno ship, the noob ships don't require any training.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Phoenix Jones
Small-Arms Fire
#14 - 2016-04-27 00:44:00 UTC
You do realize your basing the noob ship cargo size solely on disposable cyno fits.

Now what will you do if CCP decreases the cargohold to 50, vs increasing it.

What will you do then?

Yaay!!!!

Kenrailae
Center for Advanced Studies
Gallente Federation
#15 - 2016-04-27 01:10:35 UTC  |  Edited by: Kenrailae
Paranoid Loyd wrote:
Lugh Crow-Slave wrote:
nah i still think it's better if none of them can

This.

And to the two arguing about training into the noob ships and/or choosing race based of which one can act as a cyno ship, the noob ships don't require any training.




You need to read.


No one said you needed to train a noobship.
EDIT: I guess Donna did phrase it that way, but getting hung up on something we both know to mean pick the right rookie ship and train the cyno skill is kinda rich.


Donna proposed a scenario from the perspective of someone intentionally making a cyno char(who has knowledge of the game). I put it from the perspective of someone who doesn't. I then expanded on the discrepancy from a possible angle of a new player, and how this discrepancy in cargo sizes negatively impacts them as well, without any clear indication of how or why they are being so penalized.


I'm fine with noob ships being unable to light cyno's. I've said it two or three times now. But, whichever way it goes, all 4 need to be on the same page. Not because us bitter vets can't figure out which race to make our alts, but because new people don't have the luxury of that prior knowledge and are given no indicator when choosing their character as to the differences. Why do noobships need to have different cargo sizes? Every player in Eve gets one when they dock in station with no ships in it. It's not like you're going into character creation and picking a ship. You're building your barbie and what it looks like. Why does 1 need to be penalized over the other 3, in pretty much the one aspect that you can differentiate them with any real consequence?



@Phoenix That's fine. Then all 4 will be on the same page, and the newbro won't figure out a year in 'well crap I shouldn't have picked Amarr.'

The Law is a point of View

The NPE IS a big deal

Lugh Crow-Slave
#16 - 2016-04-27 02:02:56 UTC
Phoenix Jones wrote:
You do realize your basing the noob ship cargo size solely on disposable cyno fits.

Now what will you do if CCP decreases the cargohold to 50, vs increasing it.

What will you do then?


not bat an eye why?


but they could also just make it so they can't fit the cyno
Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2016-04-27 02:21:39 UTC
Given that rookie ships can be sold on the market, I don't see how this is an issue. If your Amarrian character has cyno trained to 4 and you're desperate for a cheap throw-away cyno ship, and you can't be arsed to buy a Magnate for significantly less than the cyno module costs, then just check the market for any of the other three rookie ships. If there's none for sale at any reasonable price, then bug any non-Amarrian friendly in station to get you a rookie ship.

I'll save you a bit of frustration and remind you that the Ni-Kunni are, in fact, Amarrian even if they don't seem like it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tabyll Altol
Viziam
Amarr Empire
#18 - 2016-04-27 06:03:25 UTC
Lugh Crow-Slave wrote:
I say we go the other way and make sure none of them can with cyno V


better solution
Donnachadh
United Allegiance of Undesirables
#19 - 2016-04-27 14:38:42 UTC
Kenrailae wrote:
[You ARE so full of bitter, and don't really think things through....


So when the new guy makes his Amarr character because he's watched just enough eve video's to know he really likes the golden turkey, how does he know that he's picked the race that is going to forever damn him with being the only race that can't use a noobship cyno as is with cyno 4?

Oh please spare me your now supposedly huge concern for the new players, especially when you post an argument that can be counter with half a brain cell active. SO wait for it. By time he has trained his main into cap ships and needs a cyno pilot your theoretical player would already fully understand the limitation of the various ships and could have a dozen or more alts started and properly trained to use the right rookie ship as a cyno.

Kenrailae wrote:
But here's one more thought for you: When you go to the amarr new player systems, all those people that are trying to mine up that first x million isk using their noobship because its what they have and they don't know otherwise, all those amarr players are being given the short end of the stick as well, because the Impairor has to go to station more often or with less in its cargo. As older players we know that mining in a noobship is silly, but day 1, day 2, day 3 players don't necessary.

Nice try, IF, and please note that I say IF the OP had asked for the changes based on this reason I might have been inclined to agree with them. I say "might" have been because any new player that is going to mine is going to be in a venture after the first day or two anyway so this whole cargo size thing is irrelevant.

Kenrailae wrote:
You could go into a massive derailment of what new players should and shouldn't do etc etc, but Eve is about how you choose to play the game, we can both agree to that. Punishing new guys who don't know better with something so silly as a bad cargo stat trait on their noob ship isn't a good game design.

You are so right here and yet you still draw the wrong conclusions from it.
EvE is about choices, it is also about the consequences of those choices, and after working with new players since I started in 2009 the sooner they learn this fundamental aspect of everything they will ever do in EvE the better off they will be. If the hold size differences in the rookie ships can help some of them learn this then it is valid simply for that fact, especially early in the game when it is so cheap, quick and easy to overcome.

Moving on to the "bitter all over me" thing, again you are right but you are so wrong.
I am bitter, Like you I have played this game since 2009 and like those who started before us and then complained about us we worked and waited sometimes a month or more for skills etc to train that new characters today are given the moment the go live one the server. In many ways there has been good to come from this and in some ways there has been a lot of bad from it. I see significantly more entitlement attitude in the new players I work with these days than I ever have in the past. And I see significantly less inclination to work and wait for the next level to come. Are the gifts given at birth all of the reason for that, probably not, but at the same time we have to accept that those gifts are a part of those changes. In the end new players in any game will always be at a disadvantage and nothing a game company can give them when they start a new character can or ever will change that so we have to look at it from that angle as well.

Kenrailae wrote:
Noobships either need to none of them be able to light cynos(due to cargo hold), or the impairor needs to be brought into the fold. It's just sensible design.

I already covered this one. No one in the game should be able to get a FREE ship to be used as a cyno, unless it is supplied by a corp / alliance ship replacement program and the only way to make that happens is to limit rookie ships so none of them can use a cyno. Cargo capacity is just one way that could be done, but considering the early game reinforcement choices and consequences they provide and at a relatively insignificant level I am all for them staying in the game.
Serendipity Lost
Repo Industries
#20 - 2016-04-27 15:37:35 UTC  |  Edited by: Serendipity Lost
Non covert cynos should only be allowed using t3d which should include a SP loss when popped with an active cyno up. This would go a long ways to solving several issues. (thinking caps on ladies)



EDIT/ADD: I think this whole noobs ships should be equal and fair concept is pretty cute.
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