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New dev blog: Rebalancing EVE, one ship at a time

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Author
Mara Rinn
Cosmic Goo Convertor
#901 - 2012-03-07 02:07:47 UTC
Combat? Bombardment? Attack?

Here are the ship roles that emerge in actual gameplay: tackle, assault, sniper, siege, scout, bumper, ECM, logistics. Do people actually use Huginns and Celestises in combat? Missile boats are horrible for anything but assault or siege due to missile travel time.

Bombardment isn't about "pinning down" the enemy: there is no terrain to pin them down to. Well, aside from stations in which case you use bumpers to "unpin" the targets from.

A simple tier to role conversion would have, say, caracal rebalanced to assault or siege while the Moa is rebalanced for tackle or sniper work (or both, since the Onyx and Eagle are both based on this ship). Then there is the focus of ship class versus other ship class: tier3 BC vs battleships and supers for example. Destroyers versus frigates. Cruisers versus frigates, cruisers versus battleships. The focus of DPS versus tracking/range, tackle bonuses versus combat.

Probing needs work too, since sniper fleets are too easily countered. No more flying interceptors 200km through space when all you do is probe to get a warp able hit in 5 seconds and have the entire fleet moved at once.

But the fanciful roles indicated in the devblog don't sit quite right with actual gameplay. Sit and watch a few dozen hours of actual gameplay in all the different arenas, and draw roles out of what players are actually doing. Then devise the roles and suggest how that might work in actual gameplay. You do not pin enemies down with gunfire. You pin them with tacklers and bumpers. Snipers are like artillery only in terms of applying damage from a point removed from the firefight.

More later after I get to read the entire thread
Debir Achen
Makiriemi Holdings
#902 - 2012-03-07 02:11:56 UTC  |  Edited by: Debir Achen
Late to the party, but some observations:

We already have some things like this in the game. Dessies and battlecruisers are already "combined" skills, where you have a racial hull requirement and a role requirement. T2s are similar. Where both of these are a bit silly is that the bonuses are derived from a single key skill - BCs and dessies require a racial hull minimum but ignore the actual level, while T2s require racial hull V so a "per skill level" requirement is a constant.

I really like the idea of giving each T1 hull dual pre-reqs, with racial hull and role skills. I'm not sure that destroyers and BCs necessarily need to be wedged directly into the progression - they could be considered as specialist hulls with a secondary role skill.

But in principle, I like where this is going.


Little concerned about some of the ship classifications. Dominix is classed as an assault hull, and drake as a bombardment hull. On current incarnation, I would put both of these as combat hulls. Specifically in the case of the drake, I'd prefer to see its mobility reduced and focus kept on an combat role, than see it repurposed into a bombardment hull. It's current bonuses to tank and damage vs range naturally put it in a combat role (and consider also the HAM drake, which certainly isn't a bombardment ship). Likewise, anything carrying heavy or sentry drones (eg Dominix) isn't really suited to high-mobility hit-and-run work.

Conversely, the existing bombardment hulls have issues, which I hope will be addressed as part of this. There are a few limited situations where a caracal will absolutely dominate, but in the general case it's a paper-thin tank and delayed DPS sitting at comfortable range for battleships. Ravens also need some tweaks; seeing a pack of Ravens land at 200km should prompt a response of "either kill them or get out now" (a bit like stealth bombers decloaking), whereas they are currently a lesser threat than most other serious battleships.

It should be possible to turn the long flight time of missiles into a virtue - "There's a huge ball of death arriving in about 10 seconds" forces interesting tactical decisions. Taking mild damage after some delay doesn't; you deal with the nasty damage being applied now instead. Though buffing bombardment fire might create issues for missioning, where the NPCs don't really do much to counter it.


Finally, consider ways that most races can have hulls in most roles. I think it's good that races have clear strengths (eg Minmatar -> assault, Caldari -> bombardment, Amarr -> combat). I think it's poor when choosing a racial specialisation completely cuts you off.

Some ideas:
- missile boats in at least combat (close range missiles, unbonused LR missiles) and bombardment (bonused LR missiles) roles, and perhaps CR assault boats also.
- bombardment drone boats, with significant boosts to range and travel speed of heavy and/or sentry drones.

Aren't Caldari supposed to have a large signature?

Silath Slyver Silverpine
Aliastra
Gallente Federation
#903 - 2012-03-07 02:12:32 UTC
Akara Ito wrote:
Scatim Helicon wrote:
Isn't it our job to define roles for particular ships, not yours?


This is my problem with this blog

Skill lines sounds like an awfull euphenism for getting warrior ships, mage ships, shaman ships, etc

Limiting ships to a single role is bullshit
One of the great things about Eve is that you can fly every ship as you want
PvP in Eve is often about finding a fitting that suits your need and getting effects out of ships that people dont expect


Have you even ever played a WoW-type MMO?

One of the things that 'killed' WoW over the years for me is that fact that there is a constant increase in homogenization. Homogenization is a bad, bad thing.
Why, you ask?

Because homogenization means everybody picks the same ship. Because in a homogenized system, there's always going to be one ship that's better at everything than all the other ships. And what that one, best ship is, will change as balances are made; but as long as there's no specialization there will always be that flavor of the month.
So you'll get blobs of one ship type, or very few ship types, similar to what we have now. And why do we have that now? Too little specialization.

Having specific roles is a good thing. It means the people who want to play a mage can play a mage, and the people who want to play a priest can play a priest. It gives everyone a viable place... rather than everyone rolling a paladin because they are the best at everything forever.


As for people going "Waah, waah, cross-specialization, waah!" Grow some bloody balls and rip off the bandaid. You'll get your SP and probably monetary cost of books refunded. Reapply those SP to the new skills (IF, and that's a big IF, you will even need to).
Gogela
Epic Ganking Time
CODE.
#904 - 2012-03-07 02:14:15 UTC
So to be clear, if you start training BC, Destroyers, HACs, HICs, Assault Ships, Command Ships, Logistics, Black Ops, Marauders, Covert Ops, Recon Ships, Interceptors, Interdictors, and Transport Ships to V, you will get all the racial variants at V when generic skill categories go away? Sounds like a good SP investment to me. Sorry cap guns... you will have to wait. 4x SP multiplier FTW!

Big smile

Signatures should be used responsibly...

Ranger 1
Ranger Corp
Vae. Victis.
#905 - 2012-03-07 02:15:52 UTC
Mara Rinn wrote:
Combat? Bombardment? Attack?

Here are the ship roles that emerge in actual gameplay: tackle, assault, sniper, siege, scout, bumper, ECM, logistics. Do people actually use Huginns and Celestises in combat? Missile boats are horrible for anything but assault or siege due to missile travel time.

Bombardment isn't about "pinning down" the enemy: there is no terrain to pin them down to. Well, aside from stations in which case you use bumpers to "unpin" the targets from.

A simple tier to role conversion would have, say, caracal rebalanced to assault or siege while the Moa is rebalanced for tackle or sniper work (or both, since the Onyx and Eagle are both based on this ship). Then there is the focus of ship class versus other ship class: tier3 BC vs battleships and supers for example. Destroyers versus frigates. Cruisers versus frigates, cruisers versus battleships. The focus of DPS versus tracking/range, tackle bonuses versus combat.

Probing needs work too, since sniper fleets are too easily countered. No more flying interceptors 200km through space when all you do is probe to get a warp able hit in 5 seconds and have the entire fleet moved at once.

But the fanciful roles indicated in the devblog don't sit quite right with actual gameplay. Sit and watch a few dozen hours of actual gameplay in all the different arenas, and draw roles out of what players are actually doing. Then devise the roles and suggest how that might work in actual gameplay. You do not pin enemies down with gunfire. You pin them with tacklers and bumpers. Snipers are like artillery only in terms of applying damage from a point removed from the firefight.

More later after I get to read the entire thread



Mara, I think he was trying to give people some examples people could loosely relate to real life vessels/tactics, not trying to reinvent EVE combat.

I'm willing to wait for more details on exactly how they want to break things down.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Andski
Science and Trade Institute
Caldari State
#906 - 2012-03-07 02:16:22 UTC
Ranger 1 wrote:
By the way, cross training should be challenging, not a cheap fix to past decisions you made in your characters training plan.


timesinks aren't a "challenge", good god

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Morar Santee
#907 - 2012-03-07 02:18:50 UTC
Ranger 1 wrote:
Considering that re-balancing the immense flock of currently useless ships has been one of the most sought after fixes to the game for years now, I take that as a compliment. Smile

It's never too late to close loop holes and fix inconsistent design decisions.

By the way, cross training should be challenging, not a cheap fix to past decisions you made in your characters training plan.


Yes. And instead they "re-balance" every single ship in the entire game. After they didn't manage to correctly balance half of the ships they introduced during the last ten years, which are not commonly used as a result. And then they make the game less appealing to new players. All in one go. Of course this is a ******* brilliant idea, 'cause "Ranger 1" said so.

But as always, you'll keep spouting the same ****, eventually disaster hits, and you are back in the next thread white-knighting like nothing happened.
Ranger 1
Ranger Corp
Vae. Victis.
#908 - 2012-03-07 02:22:27 UTC
Andski wrote:
Ranger 1 wrote:
By the way, cross training should be challenging, not a cheap fix to past decisions you made in your characters training plan.


timesinks aren't a "challenge", good god


Correct. However the skill path you choose should have consequences, and not be one short skill away from changing entirely. One skill providing access to all races ships does just this in many respects, and somewhat renders those past choices pointless.

Make a sound skill plan and stick with it... and realize that if you decide to radically alter it's course it's going to take some time and effort.

Chasing the FOM is bad, making wise decisions is good.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Anah Karah
Frozen LLC
No Visual.
#909 - 2012-03-07 02:23:26 UTC
This is completely ********
like OMFG WTF are you doing to this game.
How many times have people said 'if it is not broken do not try to fix it'

having non racial battlecruiser and destroyer etc skills is great because you dont need to train ANOTHER skill to get all the races. Having milestones like this is eve makes them worth training

If i have to train for another minute tho get to where i already am i am not going to be happy.

You really did well with crucible IMHO, please don't screw all that hard work sideways by destroying my favorite universe.
Seriously
Anah
Yasumoto
The Scope
Gallente Federation
#910 - 2012-03-07 02:23:40 UTC
Orgasmadrone wrote:
Yasumoto wrote:
What. Da. Phukk?

Not even going to bother reading through this CF of a threadnought. Forgot to involve the CSM because you were busy? Bullsh!t.

I wonder what other nasty tricks CCP has up its sleeve for post-Fanfest release. Remember CCP Greyscale's slick maneuver with the anomaly nerf last year?



What if I can't fly it today? Will I be able to fly it tomorrow?
<3 OD. Pirate

I simply do not like the lack of professionalism and arrogance portrayed by CeeCeePee personnel associated with this topic. This was a pre-FanFest rush-job and it shows. Roll
Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#911 - 2012-03-07 02:23:54 UTC
There is 3 choises. Choose your poison as at least I can't see other options out there

1) They reimburse the removed skills points and people can redistribute then so, that you can fly 1 faction with same skill level like before. It will be same for everyone. Points can be also used to some totally unrelated skill. Some other remotely related spaceship skills could also be reimbursed on same go to prevent so called "wasted" points

2) They reimburse the removed skills points and people can redistribute then so, that everyone can fly all 4 factions with same skill level than before. In other words people get 4x refund from these skills. It will not be same for everyone as remaining training time will be 4x greater to those who didn't have the original skills at 5. Also 4x more points from 1 million is 4million and 4x more points from 0,5 million is 2million... In other words some people would get more points than others. Also in this case points can be used to some totally unrelated skill if preferred to do so. Some other remotely related spaceship skills could also be reimbursed on same go to prevent so called "wasted" points

3) Forced change. L5 clients get to fly all factions with max skills. Non maxed clients get to fly all factions with the skill level they had. Training time of individual new skills will be 4x shorter than before to make it even for all. Also in this case points can be used to some totally unrelated skill if preferred to do so. Some other remotely related spaceship skills could also be reimbursed on same go to prevent so called "wasted" points

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Ranger 1
Ranger Corp
Vae. Victis.
#912 - 2012-03-07 02:23:57 UTC
Quote:
Of course this is a ******* brilliant idea, 'cause "Ranger 1" said so.


I knew you'd catch on sooner or later. Blink

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Andski
Science and Trade Institute
Caldari State
#913 - 2012-03-07 02:25:15 UTC
Ranger 1 wrote:
Andski wrote:
Ranger 1 wrote:
By the way, cross training should be challenging, not a cheap fix to past decisions you made in your characters training plan.


timesinks aren't a "challenge", good god


Correct. However the skill path you choose should have consequences, and not be one short skill away from changing entirely. One skill providing access to all races ships does just this in many respects, and somewhat renders those past choices pointless.

Make a sound skill plan and stick with it... and realize that if you decide to radically alter it's course it's going to take some time and effort.

Chasing the FOM is bad, making wise decisions is good.



reward the long in the tooth veterans and punish the newer players

hell yeah i like your philosophy

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Matuk Grymwal
Collapsed Out
Pandemic Legion
#914 - 2012-03-07 02:28:56 UTC
Nothing new to add, I'm just echoing the sentiments of many previous posters. I.e. I love the idea in principle, I just don't want to get totally boned when it comes to my current cross training. I have BC5 and CS5 and have cruiser cross training so I can fly all the amarr/matar/caldari BC hulls well. Being a multi-race specialist in BC hulls combined with leadership skills is THE PRIMARY schtick I have created for this char. I have over 80M SP and I can't fly caps on this toon, since I wanted to be awesome in sub-caps, and BC hulls in particular. After this change I would expect to still be able to fly all the same ships I can fly now, at the same skill level.
Ranger 1
Ranger Corp
Vae. Victis.
#915 - 2012-03-07 02:30:30 UTC
Andski wrote:
Ranger 1 wrote:
Andski wrote:
Ranger 1 wrote:
By the way, cross training should be challenging, not a cheap fix to past decisions you made in your characters training plan.


timesinks aren't a "challenge", good god


Correct. However the skill path you choose should have consequences, and not be one short skill away from changing entirely. One skill providing access to all races ships does just this in many respects, and somewhat renders those past choices pointless.

Make a sound skill plan and stick with it... and realize that if you decide to radically alter it's course it's going to take some time and effort.

Chasing the FOM is bad, making wise decisions is good.



reward the long in the tooth veterans and punish the newer players

hell yeah i like your philosophy


Or to put it another way...

Making sure your veteran players lose nothing and make the skill progression sensible and consistent (finally) for new players.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Andski
Science and Trade Institute
Caldari State
#916 - 2012-03-07 02:32:05 UTC
Ranger 1 wrote:
Or to put it another way...

Making sure your veteran players lose nothing and make the skill progression sensible and consistent (finally) for new players.


i.e. make sure they sink far, far more time and money into subscriptions to train for ships

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Silath Slyver Silverpine
Aliastra
Gallente Federation
#917 - 2012-03-07 02:32:26 UTC
Morar Santee wrote:

Yes. And instead they "re-balance" every single ship in the entire game. After they didn't manage to correctly balance half of the ships they introduced during the last ten years, which are not commonly used as a result. And then they make the game less appealing to new players. All in one go. Of course this is a ******* brilliant idea, 'cause "Ranger 1" said so.


How exactly does streamlining and simplification make the game less appealing to new players?
Gorn Arming
Deep Core Mining Inc.
Caldari State
#918 - 2012-03-07 02:33:38 UTC
Don't pay too much attention to the (entirely predictable) shitstorm of whinging grognards. Any time you change how skills work you're going to have a different impact on vets and new players. I think it's appropriate to err on the side of favoring new players when this happens; the last thing you want is to give a huge bonus to the bittervets that newbies can't hope to gain. This is exactly what would happen if you translated BC 5 into racial BC 5 for each race--so don't do it.

Reimburse the skillpoints at a 1:1 ratio. This is already quite favorable to vets as you can dump those points into something you're mapped away from but would like to have now. If you really want to maintain the ability to fly each race's BC, you can buy level 4 in each racial skill.

I say this as someone who finished his first long skill grind last night--and yes, it was BC 5. Handing out each racial BC 5 to everyone who currently has BC 5 (to say nothing of those putting it in their queues after reading this devblog) would increase my skill point total by 25% of what it is now. Even so, I can tell it's a bad idea.
Iris Bravemount
Golden Grinding Gears
#919 - 2012-03-07 02:33:45 UTC
Hi,

I love the idea of making every ship useful. Good luck with that CCP ! This is a very good idea, but will be hard to implement.

My few ideas about this :

- To settle the reimbursement debade, why don't you just reset ALL the spaceship command skills that will be modified, and allow players to spend the amount required to reach the exact same competency in space ship command skills as they please ? Radical, but people can't complain. All skills "uninjected" in the process could be given back to the players through the item redeeming menu.
- Manufacturing prices and required skills will need to be adjusted too (yeah, that's obvious, but still).
- Don't give up on your idea of pursuing every shipline from frigates to battleships (or even above ?). More ships is more awesomeness. Worth the trouble !
- The covetor should be a alot easier than the hulk to train for. ATM they are like 2 days apart. This feels broken. How about keeping the mining barge V prereq, but lowering the Astrogeology prereq to IV ?

Keep up the good work !

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Helothane
Ascendent.
Test Alliance Please Ignore
#920 - 2012-03-07 02:36:22 UTC
CCP Ytterbium wrote:

CSM NOT INCLUDED?!:


  • I will be honest by saying this is due to my own failure here, please do not blame CCP, or any other employee on that matter. I just plainly and simply forgot to include them in the feedback process; I know that sounds incredibly stupid, unbelievable or even naive, but you have to realize that between various work duties, procedures that have to be followed, internal meetings and reviews, random design emergencies, questions that pop-up from your team, plus being split into different projects that have to be finished in time, you are bound to forget things in the heat of the moment for being tremendously busy.

  • I will not attempt to justify myself however, this was a professional blunder on top of showing a serious lack of courtesy toward them as individuals, but also as elected representatives of the player base.

    Yes, I do fully acknowledge the value they could have brought to this blog before it was released. Trust me, had I remembered about it, this would have been done as it would have saved a lot of confusion here Oops.

    That is why, not only as a CCP employee, but also as an individual, I would sincerely like to apologize to every and each member of the CSM I forgot to include here. CSM, feel free to smack me in the back of my head during Fanfest to remind me that being absent-minded has life threatening, rage inducing consequences that should be avoided at all costs.





This I see as a failure of process, and of whoever is in charge of creating processes. ANY project that involves revamping an entrenched part of the game should at the very beginning have the CSM engaged. Not necessarily that they can provide input or review of what is being proposed, as it is likely still not formed at that point. The point is that the CSM would be aware of the project from the start, and could make inquiries of their own should they not get any further updates about it, so that there isn't a single point of failure in communication. This project is such a single point of failure in communication. It could have been avoided, not by relying on one person to remember to talk to the CSM, but by the failure to make sure that it didn't happen in the first place because of that.