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EVE Online: Retribution 1.1 deployment schedule

First post
Author
MainDrain
Applied Anarchy
The Initiative.
#41 - 2013-02-19 12:29:31 UTC
Lexxxii wrote:
MainDrain wrote:
Melana Emmagan wrote:
J Pascal wrote:
So the ress are going down?Sad


No, not at all, as long as the modules are active. If you however deactivate an active module, it will cease giving any resists at all as opposed to giving some resists, but less than if they're active.

This only matters in cases when the modules are turned off due to having no cap (or voluntarily). Proper cap management becomes even more important and neuts become more effective. But other than that, nothing should change.


Agree with above statement. This issue was brought up in test server forum a couple of weeks back when it was first noticed. Dev involved has given his reasoning for the change there



Any idea what those reasons were ? Without having to trawl through pages of stuff.


quote from CCP Greyscale copied and pasted, no editing

tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners


This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:


We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Ayame Tao
#42 - 2013-02-19 12:30:16 UTC
Lyssane wrote:
While the startup screen says there are 12k people online, i still cant log on because EVE is "checking status"
Rebooting my computer did not help fix this


"Aura" wrote:
Your status has been lowered

MainDrain
Applied Anarchy
The Initiative.
#43 - 2013-02-19 12:32:15 UTC
Lexxxii wrote:
Melana Emmagan wrote:
Lexxxii wrote:
Quote:
Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners



Well, you had better add a highslot to the Viator, Crane & Prorator. Currently, only the Prowler will be able to fit a cloak & covert cyno, so at the moment this is pointless.


Industrial tiericide hasn't happened yet afaik. I guess stuff like this will get looked at once that happens. Soon™? :p


Yeah, seems a bit pointless adding it now, thus giving the Minmatar Blockade runners an advantage over all the other races. Much better to have waited.

Awesome piece of rebalancing there. Nice one.


Black ops and industrial ships are still to be rebalanced. They have said that this is just a quick fix, and is no means the end of the rebalance for the BlackOps ships. I would imagine they would look at the transport ships about the same time.

I suspect this change came about when the removed the 99.9% cpu bonus to module feature on certain ships to make it only work on specific ship types.
Kav MoneyMaker
Kav Inc.
#44 - 2013-02-19 14:51:36 UTC

  • It is now possible to drag and drop Fleet members around a Fleet hierarchy.


OMG This is AMAZEBALLS!
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