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Dev Blog: Back to the balancing future!

First post First post
Author
Maximus Andendare
Stimulus
Rote Kapelle
#621 - 2012-11-08 01:48:35 UTC
Quesa wrote:
. . .to give boni then maybe the answer. . .

Please stop. The plural of bonus is bonuses, not boni. The fact that you continue using it and edited your earlier post to reflect this just makes you look stupider.

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#622 - 2012-11-08 02:03:31 UTC
I can't imagine that CCP would ignore warfare links themselves when redoing the ships that use them. Or mindlinks, for that matter. I'd expect mindlinks to be severely nerfed, so they're no longer the single most important factor controlling your link strengths, at which point the problem of having the wrong mindlink disappears.

I'd expect the skirmish links to be, ah, "rebalanced" too.
GetSirrus
Imperial Academy
Amarr Empire
#623 - 2012-11-08 02:12:20 UTC  |  Edited by: GetSirrus
CCP Fozzie wrote:
... 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...


Can not recall if I was No6 or No7, but yeah, I'll take a hit for team accept that sacrifice. Speaking of the underdog Cmd ship - with the shift in drone bandwidth for the myrmidon - what can you say about current drone bonuses for the Eos? Personally given the option between the Eos and a Command Co-Processor on a myrm, it is vertical undock 19/20.

CCP Fozzie wrote:

My official position on this issue is as follows:

5% link bonuses are broken powerful, and I'm going to stab them in their metaphorical eye and then wiggle the knife.
In game.


Does that include the Rorqual?

Please say yes!
Mars Theran
Foreign Interloper
#624 - 2012-11-08 02:13:15 UTC
CCP Fozzie wrote:
ReK42 wrote:

It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.

So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes.


Harvey James wrote:

An AOE range would be the way too go and make all CS brawlers


However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? Smile


That doesn't actually sound too bad, but how do you place them? Target a ship and activate? Might be functional, but possible too limiting? idk, but I like that you're thinking about it. Smile
zubzubzubzubzubzubzubzub
Debir Achen
Makiriemi Holdings
#625 - 2012-11-08 02:15:57 UTC
Fon Revedhort wrote:
Debir Achen wrote:

One advantage of the current system is that the number of boosters needs to scale with the size of the fleet.

It is not. A blob of 250 man can be boosted by just one ship and the % gain they all receive is the same with the booster supporting just one ship.

That's as stupid as logistics being able to 'stretch' their reps to heal 250 ships simultaneously with the same efficiency as when healing just one.

No one sees a problem here Question
(1) Fleets are capped at a maximum of 250. For big null-sec battles, you do indeed need multiple identical boosters.

(2) Only a single ship/pilot's worth of boost can propagate to all 256 fleet members (well, 251, due to an annoying bug in the WC position). 5 further ship/pilot's worth of boost can propagate to 51 members each, and a bunch of pilots can give boosts to themselves and 9 others.

Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.


That said, it might be interesting to disconnect gang-link (or even all) boosting and command. Consider a mechanic where any (and all, non-stacking) members of a squad provided their boosts to everyone on-grid (read "visible in 'everything' tab on overview") in the same squad. This would encourage spreading multiple boosting vessels throughout the fleet.

Aren't Caldari supposed to have a large signature?

Fon Revedhort
Monks of War
#626 - 2012-11-08 02:41:03 UTC  |  Edited by: Fon Revedhort
Debir Achen wrote:

Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.

No, it's the fubar mechanics.

The effect should proportionally decrease if the numbers go up, so that a full squad gets only 1/10 of what a minimal one receives. A full fleet of 256 results in privates getting just 1/250 of the nominal link strength from their fleet booster, 1/50 from the wing booster and so on.

This also means a blob will have to make trade-offs in their fleet composition, because it will no longer be possible to have all the links for the full effect. Isn't that great?

Then, upon adopting this fundamental principle CCP may have their hands finally untied to toss around any ideas, make links buble-like, grid-wide, make them rely on capacitor heavily and so on and so forth.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#627 - 2012-11-08 02:45:39 UTC
"Jack Miton" wrote:
There are some serious issues with the fleet boosting changes.

1. it's a 60% nerf to bonuses, going from 5% to 2% (since apparently T3s will be tougher with links fit and off grid boosting is going away). this is MASSIVE in terms of anything in EVE. I can't think of any other changes anywhere near this vast.

2. giving each boosting ship a bonus to 2 or 3 link types has several issues.
a. it doesnt make sense from an EVE point of view
b. it makes all caldari and gallente boost ships totally obsolete since everyone is going to pick skirmish+shield or skirmish+armour links from amarr or minmatar.
c. this is one you may not care about but specialized boosting pilots that have all cruisers 5 trained will have 2-3 racial cruisers worth of wasted SP when these changes go through.

3. it's a severe nerf to smaller fleets/gangs fighting larger forces.

i hope these changes undergo re evaluation before becoming final.


1. It is this vast because, well, the bonus handed out by T3 OGB ships which are to all intents and purposes unscannable, is so vast. 45% vast, in fact.

2.
a. I think it does make sense. Gallente get armour/info. They use armour tanking as their philosophy and face off against Caldari who use ECMs, so this strengthens them against their foes. Minmatar philosophy is fast shield kiting (well...as much as the mutable Minmatar have a tanking philosophy) so they get Skirmish and Siege. Caldari use ECM so they get Info links to increase their ECM optimal, strength and sensor integrity, and Siege links because of shield. Etcetera. These pairings are logical - CCP Fozzie's thoughtbubble about giving Gallente Skirmish would be good at making blaster boats more usable, but it would basically just turn into shield Astarte's.

b. I disagree. Maybe in w-space where it is all brawling at short ranges, dominated by T3 gangs with uber tank, logis and so on, this is true. However, in lowsec there is a greater use of Falcon alts, BB blobs and even ECM Drake blobs. This is a type of combat where sensor strength is key, and Info link utility is sorely, sorely needed. I would argue that pairing Armour/Info on an Eos and Shield/Info on a Vulture will see these ships proliferate in FW and lowsec fights, as you can now pair an Eos with a SFI gang, or a Vulture with a Drake gang, and avoid having a single Falcon 100% ruin your day. It will only be 50-75% chance of day ruinage.

c. This is an allegation predicated upon the OGB whiny Q.Q. IF you have trained all cruiser 5 and got into strat cruisers with WC4 and leadership skills so you can roll the whole suite of AFK boosting T3's, well, sucks to be you. Arguably you wasted 3 of the Cruiser 5 skills anyway as the 5 link Tengu fit everyone uses is pretty much de rigeur. In the end, maybe you should spend the time before this change hits in training BC5 and CS 5 on that toon (a sweet 80 days, plenty of time to spare) in order to convert your 4 racial Cruiser 5's into being across the Command Ships.

Oh, that's right. Aside from cloaking and being able to use ECCM's and moderate fitting skills, these alts you all have possess no gun, tanking or mobility skills at all because they were never intended to get shot at. So now we come to the crux of the problem, if it is indeed a problem, and that is that these toons all the anIs that in essence tears on behalf of an OGB booster alt? Om nom nom!

Now, as to these claims that OGB's are a leveller between small mobile/cloaky gangs and larger gangs (aka Nosirevbus's blather).

This is crap. Yes, cloaky T3/recon gangs gain benefits from having cloaky OGB booster alts, and Nosirevbus carries on at length about how they use their cloaking to control engagement parameters. Well, nerfing OGBs won't change that. unless I fell asleep and woke up playing Elite, your cloaky booster can uncloak on grid up to 500km away. Or more if you stretch the grid competently. This is far and away enough to allow you to maintain "control" of the situation. This then becomes a gripe about the nerf to bonus amount, and is in essence a complaint that cloaky T3/recon gangs only work via maintaining ridiculous range via 45% boosts and using faction dissys etc.

Is that the tears of an OGB booster alt? Om nom nom. You are engaging at 40-50km range with faction Dissy's in cloaky T3's only when you don't have ceptors on the field, or when you know you can DPS down the main gang so the ceptor is irrelevant. And since the latest T1 frigate patch, ceptors are worse than Condors with ASB setups anyway, so complaining a T3/recon cloaky gang is suddenly uncompetitive is bulldust, as T1 frigs these days are competitive. You might just have to wear a bit more risk and give up on engaging what you engaged before.

I am sure you can work out how to rewarp your cloaky booster T3 to the far side of the fleet, decloak it only when neccessary, and fight with its 2% boosts. You don't have to bring a fat slug of a Vulture or Damnation along (but they do make great bait!).

There is also a lot of whine about Mindlinks. Again, this is predicated upon people with OGB alts, who have been mainlined into being niche trained for a niche fit with a niche role, which is utterly safe from attack in any practical way, realising that you may as well drop 100M on a mindlnk because you'll never lose it. Now CCP expunges your niche by forcing your toons on-grid and the logic behind putting stupid implants in your head is gone, and...OMG, is that some OGB booster alt tears? Omnomnom.

Train Infomorph Psychology, mint a JC with Estal Arador, and roll a clean clone if you can't stomach a 2B pod loss. Everyone else does this - its not a problem with the availability of mindlinks or the fact to go Uber you will have to risk something in a CS.
Marlona Sky
State War Academy
Caldari State
#628 - 2012-11-08 03:27:28 UTC
In large fleets, deciding to put a gang link ship as squad commander to affect 9 guys is simply not even thought about. Now if the squad cap was 20 instead of 10, then it might be worth thinking about. Not to mention doubling the fleet cap which is desperately needed.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#629 - 2012-11-08 04:26:54 UTC
HANDS OFF TYPHOON!
Before you give us Tech3 Battleships, the role of the Phoon is called "versatility".
Dinsdale Pirannha
Pirannha Corp
#630 - 2012-11-08 05:07:31 UTC
CCP Fozzie wrote:
HydroSan wrote:

Basically Gallente sucks because the game mechanics suck. Can we just get fixes to active tanking and drones? Drone UI needs to be completely redone.


Those are going to be a different dev blog


Because you guys recognized that drones are have been useless as a PvP platform for ages and you are about to wipe them out as a PvE platform with the new AI?
Dinsdale Pirannha
Pirannha Corp
#631 - 2012-11-08 05:14:44 UTC
I can't read through 32 pages of posts, but after reading through the first 5. I realized how stupid or perhaps simply obtuse CCP devs are. You seem to believe that the cruiser hull re-balance is complete. News flash for you: now that you have altered T1 generic T1 cruiser hulls, you have impacted the relative performance of umpteen T2 and faction cruiser hulls.

The fact that you are now moving on to BC's and BS's whole ignoring the balance of cruiser hulls does not surprise me, since I lost all faith in the CCP dev's common sense long ago.
Verlaine Glariant
The Kudur Cult
#632 - 2012-11-08 06:09:21 UTC
Nighthawk is in need of a boost long time ago. While you're at this please look into it

www.amphysvena.org

Galphii
Caldari Provisions
Caldari State
#633 - 2012-11-08 07:02:43 UTC
Since there are battleships with 8 turrets, it'd be nice to have battleships with 8 launchers, too. Yeah cruise missiles suck, but it wouldn't hurt to have the raven with 8 of them, and the typhoon with 7 Cool

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#634 - 2012-11-08 07:08:45 UTC
Dinsdale Pirannha wrote:
I can't read through 32 pages of posts, but after reading through the first 5. I realized how stupid or perhaps simply obtuse CCP devs are. You seem to believe that the cruiser hull re-balance is complete. News flash for you: now that you have altered T1 generic T1 cruiser hulls, you have impacted the relative performance of umpteen T2 and faction cruiser hulls.

The fact that you are now moving on to BC's and BS's whole ignoring the balance of cruiser hulls does not surprise me, since I lost all faith in the CCP dev's common sense long ago.


First Tech1, like it has been stated like a thousand times since March. Than Tech2/ Tech3 and Capitals. The gap between Tech1 and Tech2 will be small during this period, that will change when Tech2 is done. And that includes ALL Tech2 ships. You can't do everything at once, it will only lead to broken ships and balance again.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#635 - 2012-11-08 07:18:06 UTC  |  Edited by: Viribus
Fon Revedhort wrote:
Debir Achen wrote:

Now, you might claim that a single ship + mindlink can give all the boost that matters. That could be considered as an argument that said set of boosts is relatively overpowered (vs the other options), rather than a criticism of the hierarchical mechanics themselves.

No, it's the fubar mechanics.

The effect should proportionally decrease if the numbers go up, so that a full squad gets only 1/10 of what a minimal one receives. A full fleet of 256 results in privates getting just 1/250 of the nominal link strength from their fleet booster, 1/50 from the wing booster and so on.

This also means a blob will have to make trade-offs in their fleet composition, because it will no longer be possible to have all the links for the full effect. Isn't that great?

Then, upon adopting this fundamental principle CCP may have their hands finally untied to toss around any ideas, make links buble-like, grid-wide, make them rely on capacitor heavily and so on and so forth.


In an ideal world warfare links wouldn't exist at all, I don't see how it improves gameplay to have a single ship in a large fleet be significantly more powerful than a single ship on its own by virtue of the fleet having some dude's alt in an unkillable damnation or vulture. Are numbers not enough of an advantage or something? idgi. Maybe CCP just wants command ships to kill off small gang and solo for good

But of course CCP is stuck with their awful policy of not removing mechanics once implemented, no matter how bad they are for the game.

EDIT: But I like your idea if we're gonna be stuck with gang links, which evidently we are
Roime
Mea Culpa.
Shadow Cartel
#636 - 2012-11-08 07:51:29 UTC
Dear Ytterbium,

props for one of the biggest (contentwise) dev blogs we've ever read! General direction is absolutely awesome, and answer many of the issues we players have been discussing or a long time <3

Like many have mentioned, armor vs shield balancing needs to be done before this next stage of tiericide, especially active armor. What can be seen from the ASB boom is that their level of reps is viable and promotes solo active tanking shenanigans (which result in very, very good fights for both parties), even though they have seemed a bit OP.

Active armor tanking modules are far beyond shield rep amount for many times the fitting cost. Simple example, from a ship with 7.5% per level bonus to armor rep amount and higher base armor resists:

Myrmidon, one XLASB: 337.9 hp/s
Myrmidon, one XLSB II: 165.5 hp/s
Myrmidon, one LAR II: 144.9 hp/s - UNFITTABLE, uses 156% of pg -

So improving the rep amount of medium and large modules (small reppers are fine) would be the first step. The whole idea of armor is to tank more. Shield has to tank less, otherwise there is never balance- shield has more mobility and dps. Cap usage is next thing, currently active armor tank on anything larger than frig means you also use a midslot for a cap booster (or two), negating the slot layout niche of armor.

The next big thing is rig penalties. Shield rigs have no (meaningful) penalty, armor has. Yes, both sig and speed are factors in tracking formula, but with MWD on armor tanks have a blown up sig as well, which leaves only speed, and that affects many, many more things than just tracking on the battlefield.

Solution suggestion- change rig penalties to total CPU amount for shield rigs, and pg for armor, or make MWD sig bloom affect shield tank sig more.

WILDCARD- expand all active armor rep bonuses to effectiveness of received remote reps. Brutix and Myrm fleets are go?

Quote:
Brutix: this ship role conflicts a bit with the Talos, mainly because the latter is more mobile and packs more punch. We want to explore options on how to turn the Brutix into a more reliable close-range brawler, while the Talos keeps a kiting advantage.


I think Brutix is a brawler with superior tracking, while Talos is a kiter (btw if you nerf it's sig and speed too much, it becomes useless as mobility is it's saving grace), and I think just adding the one slot to lows, speed buff along with med repper buff will fix the ship.

Quote:
Myrmidon: this vessel is mainly fine, but it couldn’t hurt giving it a bit more drone bandwidth and bay to make it more of an improvement when compared to the Vexor.


I love you long time! Obviously 100, not 125mbit/s.

Quote:
Megathron: just like the Thorax on the cruiser level, the Megathron role will be changed slightly to make it less resilient, but more mobile so to make proper use of blasters. Think of it as a ship closer to the Typhoon in terms of speed and agility. Next to a Talos, it will be more durable, more flexible, but still cumbersome to have in small gangs.


But Mega is fine as it is? Cheaper version of Proteus, with heavy neut and more range. It really needs the current level of EHP to be viable.

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.


Very nice to hear :) Domi is more than fairly good, it is amazing. From highest dps (ok Vindi still beats it) brawler to ECM-immune pos basher to PVE, it Dominates. It only needs a visual facelift!

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


If LARs were more cap efficient, Hype could manage with just one cap booster for dual reps, and then you could move one mid to low slot, making room for more tank or even just one dmg mod. Obviously it needs more drones, both bay and b/w. It would be more useful in PVE, if large rails would track better.


All in all I commend you for the direction ship balance is heading <3

.

Keko Khaan
Center for Advanced Studies
Gallente Federation
#637 - 2012-11-08 08:11:03 UTC
Some interesting changes. However like many others i think ferox shouldnt be "sniper" but instead it should have rof or dmg bonus. Ive always hated that range bonus on turreted caldari boats like in blaster rokh for example.

Im not sure if i like carrier skill reduce idea or not. For me it would be nice as i have one carrier allready and support skills for it. So i could get another race carrier just by buying racial carrier skillbook without needing to train that racial BS to 5. On other hand i think capitals shouldnt be so "easy" to train.

Another thing which really wasnt related to that blog. Imho freighters are too easy to suicide gank in highsec atm. i think the main problem with highsec freighter ganks is these "new" tech 3 battlecruisers such as talos. Problem is that they are pretty cheap compared to BS and yet still they have 8 x large guns with nice dps and they can just melt freighters in easymode. Id like to see freighters EHP relooked to face these large guns from these cheap hulls. Before T3 battlecruisers people used BS's mostly i believe which would be kinda ok as BS's cost alot more. Alltho i think its good that we got rid of suicide gank insurance fraud thing.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#638 - 2012-11-08 08:30:32 UTC
CCP Fozzie wrote:
Only rational integers need apply Smile


4.5 is a rational integer. So what happens in that case?

On the other hand, if he has 4.49% complete, it's an irrational number and he obviously gets nothing at all. Right?

http://www.purplemath.com/modules/numtypes.htm

Georgiy Giggle
Senclave
Apocalypse Now.
#639 - 2012-11-08 08:36:43 UTC
All I see: NERF, NERF, NERF.

CCP wonna make some gallente ships as fast as matar ships.
Some amarr ships with same drone bonuses and bays as gallente ships.
Some matar ships woth same missile bonuses as caldari ships.

Sure, first I have to see changes. But atm all I think is 'WTF?'
Are you trying to make all ships same in use so dronelovers won't train gallente ships, speedy gonzalez won't look for matar ships and missilefans won't train caldari ships?
All in one? Nah... Imho, eve is becoming too easy.

Not mastering proprieties, won't become firmly established. - Confucius

Georgiy Giggle
Senclave
Apocalypse Now.
#640 - 2012-11-08 08:55:28 UTC
And what about skills?
I have bc lvl 5 and destroyers lvl 5. Does it mean that you will give me all racial destroyer and battlecruisers skills lvl5?

Not mastering proprieties, won't become firmly established. - Confucius