These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Back to the balancing future!

First post First post
Author
Don Salaris
#501 - 2012-11-07 14:04:31 UTC
Creat Posudol wrote:
Don Salaris wrote:
...

This has now been answered numerous times by the devs, if you had even just checked for dev posts in this thread you'd know it. It would've been faster than typing all the text you've posted. Quoted from just one page earlier:
CCP Fozzie wrote:
You'll be able to use the ships you could use before, at the same skill levels you could use them at before.
So if you can fly Hurricanes with BC V, you'll get Minmatar BC V
IN other words: having BCV will mean you'll get ANY racial BC at level 5 as long as you have that races Cruiser to at least III.


Thank god for people who have the time to read 25 pages of text. Big smile

I'm glad it will work as you describe...but frankly if someone makes a stupid text then I find that letting them clarify it multiple times is a good incentive to think twice next time about how to formulate things.
Trash Ice
Tesla Cat
#502 - 2012-11-07 14:06:02 UTC
I beg you not to f*ck with Typhoon.
It is ok now, turrets are ok, everything is fine. Main feature of this BS is flexibiity. It feels like a cheap Machariel.
Why should I like torpedoes? Do torpedoes have nice tracking and falloff? Can I kill frigate with it?
If you want me to use torp-phoon, just give it some more cpu and armor and (voila!) - it will be great.

I have a feeling, that some changes are made just for changes themselves.
Ethan Revenant
Adhocracy Incorporated
Adhocracy
#503 - 2012-11-07 14:14:20 UTC
CCP Fozzie wrote:
Ethan Revenant wrote:
Is it just that no one loves the Eos, but one day, its prince will come?

Let me answer your question with one of my favorite old-school pvp videos.

And before anyone asks no we are not bringing back superNOS.


Making me want to fly an Eos while preaching against crosstraining is cruel.

Seriously, though, while I'm on the topic, a versatile noob is far more valuable than the noob who flies one T2 cruiser OMGSOWELL. If their focus is that narrow, they probably don't know what they're doing anyway. Crosstraining isn't the devil, and homogenizing the races to eliminate any perceived need to crosstrain would just be silly.

Because I am good at reading devblog, I only just noticed that the Harbinger will be losing a slot. No one else is crying internet tears over the Harbinger, so as it has served me well and faithfully, I have decided to rend garments and strew myself with ashes to make up for this. Further, [vader] NOOOOOOOOOOOO [/vader]
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#504 - 2012-11-07 14:15:43 UTC
Quote:
Dominix: still remains a popular ship. It is fairly good, except for the drone mechanics themselves, which are terribly outdated. While we are not certain when this can be tackled, it definitely has high priority on our to-do list.


That's great, but when? How can you balance a ship without knowing how drones will be fixed? Might as well leave it as it is, fix drones, and then re-balance all drone boats yet again to account for the drone changes.

Quote:
Hyperion: the hull could be improved, but again most of the issues come from passive versus active tanking problems


Same as above, how can you balance the hull without knowing what the final solution will be to the whole tanking issue? Depending on how it's handled, the bonus on the hull could end up totally wrong, and powergrid/etc., could be way off, requiring a second rebalance which is coming who knows when.

Wouldn't it make much more sense to fix armor and drones FIRST, and then balance the ships using them? Instead of balancing the ships for existing (admittedly terribly outdated) state, then fixing the outdated stuff, and then being forced to re-balance yet again?

And PLEASE be careful with nerfing Megathron's hitpoints. Gallente have very few viable fleet ships as it is. If you turn a Mega into a close range blaster hull, you HAVE to do a good job on Hyperion, or do something magical about drones, to allow either Hype or Domi to be a good fleet ship.

And finally, why is Scorpion set into a separate category (EWAR), but other races get no EWAR hulls of battleship size? Grossly unbalanced, if you ask me, giving one race an EWAR BS, while others get absolutely nothing. Either give all races their own EWAR BS, or change Scorp into an Attack Battleship. Fair is fair.
Pinky Denmark
The Cursed Navy
#505 - 2012-11-07 14:17:40 UTC
Sniping:

If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...

Pinky
Creat Posudol
German Oldies
#506 - 2012-11-07 14:22:58 UTC
Don Salaris wrote:
Thank god for people who have the time to read 25 pages of text. Big smile

I'm glad it will work as you describe...but frankly if someone makes a stupid text then I find that letting them clarify it multiple times is a good incentive to think twice next time about how to formulate things.


There is a very easy way to read just the dev posts in threads like this: Click on "Dev Posts" at the top, enter "Back to the balancing future" into the "Topic"-field and click search. You'll get a list of only the dev posts in this thread, and reading only those should be just fine since they usually quote the stuff they're responding to. Just open them all with middle click (or your browser equivalent for 'Open new tab in background') and voilà.

I do agree that CCP should've added that information from the beginning to the blog, or at least after seeing it constantly asked even after it has been answered 4 times or so. If I recall correctly this was one of the most asked questions for the last blog where this subject was discussed, where they (or players who read all posts) also had to constantly answer it. So it was quite foreseeable that this would be a frequently asked question again.

CCP, just add it to the article, maybe in the form of CCP Fozzies line from a page or two back. That should do just fine.
Irregessa
Obfuscation and Reflections
#507 - 2012-11-07 14:23:35 UTC
Pinky Denmark wrote:
Sniping:

If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...

Pinky


Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted).

If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same.
Rommiee
Mercury Inc.
#508 - 2012-11-07 14:28:10 UTC
Irregessa wrote:
Pinky Denmark wrote:
Sniping:

If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...

Pinky


Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted).

If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same.


Yup, exactly.

By "balancing", CCP mean make each class of ship across all the races, basically the same, they will just look different. There goes the diversity in EVE, which is what made this game unique. Welcome to WOW in space.
Irregessa
Obfuscation and Reflections
#509 - 2012-11-07 14:30:07 UTC
Kara Vix wrote:
Lady Naween wrote:
As someone with all leadership skills to 5 all I can say is:

YAY!!!!!! thank you thank you thank you!!!

Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!!


But unless that sexy ship gets some serious bonus to tank, you will be boosting for a very short time before it becomes a sexy wreck and you a sexy frozen corpse. I would think the first target priority will be the on grid booster and it wouldn't take much to dust it. Just my opinion.


Funny, I have flown claymores and damnations in large fleets and lived to park the ship back in the hangar at the end. Logis know to keep the command ships watchlisted, even permalocked, to make sure that they get reps when needed. My boosting pilot in his armor boosting clone (the one with the armor mindlink and full LG slave set) has a damnation with 630K EHP with the fleet bonuses/boni.
Bouh Revetoile
In Wreck we thrust
#510 - 2012-11-07 14:34:51 UTC
CCP Fozzie wrote:
Wanted to quickly address two of the more common points raised so far here:

  • Skirmish links and the Amarr/Gallente command ships
  • We recognize that the skirmish links do fit especially well with Gallente blasterboats and the Gallente scram range bonuses. The initial plan here gives Skirmish to the Proteus for that reason, but it may prove a good idea to give skirmish bonuses to the Eos and Astarte as well. We are not going to rule out the possibility of making the Amarr command ships Armor/Info bonused and the Gallente command ships Armor/Skirm bonused. This would cause a significant disruption for the 7 of you that have the Eos trained specifically for Info links, but that may be a sacrifice worth making. Not going to make any promises now but it's on the table.


In theory, Gallente armor tank and have generous number of mid slots to use EWAR. They are a lot more elligible to info warfare link than Amarr who don't have any midslot to use this link. Gallente and Caldari being the EWAR races, I think it's normal for them to have these links.

These proposed command link bonuses for gallente are good IMO, or maybe reverse armored warfare and skirmish warfare between command and T3 bonus, but gallente should keep the info warfare link IMO.
Foolish Bob
E-MORage
#511 - 2012-11-07 14:40:44 UTC
Trash Ice wrote:
[on why bs class turrets are better than torps] Can I kill frigate with it?


This right here is something that needs to change. Either torps should kill frigs or BS guns should be equally powerless against ships so small. I vote the latter, but I love frigates, so I'm biased. Other opinions are available, but whatever the design decision the weapons systems should be on an equal footing. I claim it would also make the re-balancing easier.
Noisrevbus
#512 - 2012-11-07 14:42:13 UTC  |  Edited by: Noisrevbus
I'm sorry, i had to dash off to work earlier so i kind of left the comments open. I realize the thread has taken a turn in another direction by now, but i just wanted to sum up the point i was trying to make like this:

Do you see what all these issues mentioned in the devblog have in common?

Armor vs. Shield(aka. midslot utility versus lowslot damage mods) = getting more ships do not necessarily allow you to better tackle or control your opponents. Larger gangs usually have enough ships to seed out the utility to a few pilots. Damage mods are not better than utility mods, they scale better.

Active vs. Buffer = getting a better buffer allow you to sustain the volley from more ships. The repairs from a logistics cruiser is not necessarily more than the amount from local repairs. Getting more repairs does not keep you alive if your buffer get volleyed. Buffer is not better than active, it's scales better.

LR vs. SR weapons = more ships means more damage, more ships does not mean more range. That means more ships can replace more damage but not better range. LR is not better than SR, it scales better.

SC vs. CS boosting = better bonuses to a larger and less mobile ship also mean better bonuses to ships that generally run LR weapons on buffered ships in larger gangs with less individual utility. Worse bonuses to smaller, more mobile or flexible ships mean worse bonuses to smaller ships, with other tanks in smaller gangs that rely more on the utility from their booster, that don't have more ships to draw benefit from a larger variety of links.

It's amusing when CCP write a devblog, identify a few problems but don't deconstruct them to look at their roots - only to later in the same post suggest something that further exacerbate the (non-) issues they identified to begin with.
CCP Eterne
C C P
C C P Alliance
#513 - 2012-11-07 14:55:34 UTC
Deleted a post for inappropriate racist language.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Echo Mande
#514 - 2012-11-07 15:12:34 UTC
Hmm. Overall a good devblog

I'm assuming that the Command Ships skill will have its Battlecruisers V requirement removed and that the individual command ships will have racial Battlecruisers V as requirement instead of racial Cruisers V. Also, will command processors get buffed (T2; supporting multiple links?) or will the link limits be removed entirely?

If you are redoing battleships one thing that could be looked into is allowing some battleships to field more than 5 drones at a time. The dominix would be a logical choice for this, as could the apocalypse (to get some differentiation in amarr battleships).

Making the racial carrier and dread skills depend on racial BS 4 is sure to draw howls but it does seem sort of logical. It's not as if the other requirements (Drone Interfacing, Capital Ships) don't take up time and they're just the beginning really if you're looking to fit a capital right. If you want to balance dread vs. carrier training time add another longish requirement to dreads. Please drop the carrier skillbooks' prices though.

There's one command ship that is conspicuous by its absence in this blog and that is the Rorqual. Will this get a second specialisation (siege seems most logical)?

The bit about killing off-field boosting needs careful evaluation though. As is it will make rorquals extinct because they only get their boost bonus in deployed mode which renders them immobile during cycle. Personally I've never seen a rorq boost outside a POS field due to hotdrop/gang risks. For those people who think a boosting rorq pilot is AFK, as often as not they'll be compressing ore (and quite busy) while the boost cycle is (perma)running. Being able to get ore from a corporate hangar/ship assembly array while boosting keeps them busy longer..
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#515 - 2012-11-07 15:13:02 UTC
Im a little sad you were thinking about turning the prophecy into a drone boat. The prophecy does need some love but in its current form, a person can choose either DPS in the Harbinger, or big tank in the prophecy with the resist bonuses, each sort of gave a player options. As long as the prophecy keeps the tanky bonus parting with its current form will be alot easier.

I would actually recommend that the ferox NOT be another sniping platform. The merlin no longer has its range bonus its a close range hybrid slugger. Why couldnt the ferox have similar bonuses? Why not keep the shield bonus and then give it a hybrid damage bonus instead and get rid some of its launcher slots. Now its a big version of the currently rebalanced merlin.

Lets face it even if you turned the ferox into yet another sniping boat it still wouldn't be able to contend with any of the tier 3s. If you focus on making it into yet another sniper ship no one would fly it.

You could also do something like keep the launcher slots and then give the ferox split weapon bonuses like a launcher rate of fire bonus and the hybrid damage bonus so people could choose how they wanted to deal there damage up close.

There are lots of places you can go with the ferox right now. I dont think a medium rail sniper platform is the best direction to go with it.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Pinky Denmark
The Cursed Navy
#516 - 2012-11-07 15:14:32 UTC
Rommiee wrote:
Irregessa wrote:
Pinky Denmark wrote:
Sniping:

If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...

Pinky


Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted).

If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same.


Yup, exactly.

By "balancing", CCP mean make each class of ship across all the races, basically the same, they will just look different. There goes the diversity in EVE, which is what made this game unique. Welcome to WOW in space.


Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
Pinky Denmark
The Cursed Navy
#517 - 2012-11-07 15:31:05 UTC
off-grid boosting is wrong on so many levels...
Small scale pvp will improve with a grid nerf - only the multi-account-self-promoted-false-solo-players will suffer!!
Krell Kroenen
The Devil's Shadow
#518 - 2012-11-07 15:31:39 UTC  |  Edited by: Krell Kroenen
Trash Ice wrote:
I beg you not to f*ck with Typhoon.
It is ok now, turrets are ok, everything is fine. Main feature of this BS is flexibiity. It feels like a cheap Machariel.
Why should I like torpedoes? Do torpedoes have nice tracking and falloff? Can I kill frigate with it?
If you want me to use torp-phoon, just give it some more cpu and armor and (voila!) - it will be great.

I have a feeling, that some changes are made just for changes themselves.


I rather liked my phoon until I got T2 torps and discovered I couldn't fit them with the load out that I so favored. So it got pushed to the back of my hanger where it has been more or less forgotten about. But I like the idea of finally dumping the split weapon system and making it a pure torp boat. There are already two other gun battleships for the minmatar why not let the phoon be for missiles? I would love for it to have a torp rof bonus and a TP bonus.
Terik Deatharbingr
Ministry of War
Amarr Empire
#519 - 2012-11-07 15:39:11 UTC  |  Edited by: Terik Deatharbingr
Pinky Denmark wrote:


Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.


he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#520 - 2012-11-07 15:59:02 UTC
Had some more thoughts about the blog...

First, the splitting of Destroyers/BC skills. It's not news, we've been talking about this for a year almost, but lately I've been thinking about this from a new player's perspective. It'll realistically take 3x longer to be able to fly all BC hulls. Is it specifically CCPs intention to reduce and discourage cross-training?

I understand there's reasons for working the Dessie and BC skills into the logical ship progression chain. But look at it from a new player's perspective, point of view of someone who joins just a week before the change goes live, and finds out he just missed out on essentially 3+ months worth of "free training" with the skill split. I mean, that gotta hurt. If it were me, I'd probably just laugh and walk away from the game, just from the fundamental unfairness of it all. And this is in a game where old hands already have a humongous advantage over new players. And when I say "new" I mean characters less than a year old. Which in all other MMOs would be called "ancient", not "new".

I'm not advocating against this change, I know it's too late for that. And personally it doesn't affect me as I already have all those trained to V. The point is, think about how it'll affect newer players ( if any... Roll ) and how much it will discourage cross-training, and how this will affect the game.

Currently, the general rule of thumb is "Train for Tengu and STFU" when it comes to many aspects of the game. When it comes to PvP, the general consensus (just search New Pilots Q&A forum) is "Winmatar or GTFO". And Gallente having few viable fleet/blob ships (see top 20 most used hulls) doesn't help. If this persists past the change, cross-training will still remain virtually mandatory, while the training time required for it will shoot up by a huge amount. This is not something I would consider good for the game.

Granted, you could actually balance the game. That is, make cross-training totally unnecessary, except as just something for a pilot to do for lack of anything else to spend time on. But this would mean making armor and shield tanks equally viable (currently they're not, each has a distinct role), making active and passive tanks equally strong and viable for all applications, making all weapons systems equally desirable, etc., etc., without losing their individuality. And meaning no offense, do you really think you could pull this off in a reasonable time?

I mean, let's just look at weapons and damage types. When two weapons systems can change their damage, while the other two cannot, how can you balance that? If you happen to specialize in a "wrong" weapon system for the area that your corp of real-life friends ends up living in, what can you do about it EXCEPT cross-train? Nothing. Or you could live with significantly reduced DPS and/or significantly weaker tank just because you chose the "wrong" weapon, "wrong" tank or "wrong" place to live?

Plus, how would you balance high alpha of Minmatar with low alpha of rails for Gallente/Caldari? You really can't. Alpha is vastly more popular, which is supported by the top 20 statistics of the killboards. You can't "balance" them without basically evening them out so that the difference is miniscule. Or, you would have to totally change how on-grid stuff works to bring sniping back as a viable option. See what I mean? It's a can of worms.

Bottom line, I just don't feel it's such a good idea to do anything that slows cross-training more. You'll end up making many new pilots very unhappy when they realize they chose "wrong". I know, because I've been in this boat myself. I chose Gallente and heavy drone skills, and essentially crippled my advancement by several months. This mistake will be a whole lot more painful when cross-training times increase.