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[Odyssey 1.1] Tech 1 Industrials

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Author
Halycon Gamma
Perkone
Caldari State
#461 - 2013-06-21 06:55:34 UTC
Dave Stark wrote:
CCP Rise wrote:
These ships mostly just carry stuff around for cheap, that's what they do.


so is this, essentially, the answer to my t1 indy ship vs orca question?

they all suck have no attractive qualities in comparison to the orca because they're cheap?


No, the real answer is CCP doesn't have time to actually fix industrials. So we're getting a quick fix which fixes nothing and makes some things measurably worse. Rise himself has mentioned things throughout this thread that could make things actually better for the class, but it hits art bottlenecks, lore problems, or time constraints from added complexity in design.

There is an answer to the Orca question, but chances of us ever seeing it is pretty much nihil. Industrial rebalance wasn't even on the road map from what I saw from fanfest presentations, so it's a nice surprise they're looking at it at all. But this feels slap dash all the way around. "Oh, we accidentally Industrial 1'd the whole class. Should probably do something with that.".
Dinsdale Pirannha
Pirannha Corp
#462 - 2013-06-21 07:03:57 UTC
CCP Rise wrote:
Ya I wouldn't mean to sound dismissive of hauling as a profession at all, I'm just saying that from a ship balance and fitting perspective, hauling isn't as complex as combat.

Maybe it could/should be, but again, I don't think this rebalance is the place to start, which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.


That's right, hauling is not as complex nor as exciting as PvP, nor should it be.
You have that right. But that is the only thing you have got right about the whole concept of messing with T1 haulers.

You were a null sec PvP pilot, who made videos of killing stuff.
You were really good at killing said stuff.
Don't think you had many opportunities, or made many video's, of you ganking T1 haulers in null sec.
And probably even fewer videos of you hauling stuff in high sec with one of these ships.

So, outside of the obvious reason that CCP hired you, and someone said "go mess with T1 haulers", what experience and credibility do you have to completely overhaul the T1 hauler which is the lifeblood of many a high sec casual player and many a hardcore high sec industrialist?

I am also flat out terrified at your comment "which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.".

You don't think these changes are "drastic", and what do you mean about "where industry is headed in general? "
So does that mean we have a bunch of null sec players like you (a null sec pvp'er), fozzie (another null sec pvp'er), and soundwave (a null sec cartel intelligence director) dictating how high sec industry will operate in the future?

Does CCP even have ONE game designer who has a high sec industrial background involved with any game design?
Efraya
V0LTA
WE FORM V0LTA
#463 - 2013-06-21 07:11:05 UTC
Not being funny or anything CCP Rise when I was a nooblet being born in Haudaugo all those years ago and dreaming of building a trade empire, I saw a mammoth undock and I was in complete awe. It's what got me to train Minmatar Industrial 5 as on of the first ship skills to 5.

Also, that ship!

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

Circumstantial Evidence
#464 - 2013-06-21 08:00:21 UTC  |  Edited by: Circumstantial Evidence
The Mammoth has been saved, as a "mammoth" capacity hauler!

I think I get what the art team is saying: the Hoarder with its brick-awkward look, is somewhat more representative of a "Minmatar: built from leftover metal scraps" design aesthetic. But, they took away the exposed girders on the neck of the Tempest and streamlined it, we were told that the Hurricane texture was not originally supposed to look so rusted and corroded looking, after it got V3'd, and the new reaper design looks much too clean. The damage to the original rough-and-tumble aesthetic has already been done.

I look forward to the new, tougher, intermediate capacity haulers.
When you don't put all your eggs in one basket, you don't cry as much if the smaller basket runs into trouble.
Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#465 - 2013-06-21 08:43:27 UTC
CCP Rise wrote:
Before the posting begins,(...and the rest)
(Just trying to keep this post short).

There is simply no way you are going to make everyone happy, that's not going to happen - ever.

Having read through the changes and the reasons why you're making them, I can only say 'Congratulations', a lot of thought, time and effort has gone into this. Changes look very decent, although some people will no doubt be hacked-off or start asking "why this and not that". That's so easy to do when you're not the one actually trying to make sense of a plethora of variables, some variables which have less to do with the physical attributes of the ships than the actual effect the modified ships will have in game.

No doubt some additional tweaking will still happen, but bearing in mind the larger picture, all the ships, all the differing playstyles and how they affect each other and interact with each other, your work here is nothing short of brilliant. At the risk of scorching my nose with a brown stain, extremely well done, Sir o7
neuro transistor
Dodgy at Best
#466 - 2013-06-21 09:00:14 UTC
i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#467 - 2013-06-21 09:11:19 UTC
Why promote autopiloting (AFK activity) with +5% to velocity bonus instead of rewarding active industrial pilots with +% to warp-speed bonus?
Fix warp-speed acceleration/deceleration while you're at it.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Ekaterina 'Ghetto' Thurn
Department 10
#468 - 2013-06-21 09:32:39 UTC
Minmatar & Gallente having more industrial T1 ships:

I don't see a big deal on this issue or anything really needing resolving. Minmatar only have one more ship than the Amarr & the Caldari. In a roleplay sense the Gallente are the haulers of New Eden so I see no problem with them having a larger range of industrial ships across the board.

T1 Industrial ships usage:

I have made a comment here or elsewhere on this one but I will reiterate it again. T1 Industrial ships have fairly limited usage and any non-game-breaking changes will not alter this fact. Probably the only uses for T1 industrials are to empty PI goods from customs offices (In high-sec only!) and to do level four distribution missions. They will still be relatively paper thin (I'm not saying they shouldn't be paper thin.) and no one should be using them to be transporting valuable further than a very minimal distance. If at all as your clone and cargo would be for the chop.
Dependant on m3 the Prowler, Orca, & Fenrir (Or racial equivalents.) are the only viable ships to be transporting cargo with some sense of security.

Hoarder vs Mammoth:

An excellent job has been made on the ship model for the Mammoth and to my mind it is the 'prettiest' of all the T1 Industrial hulls. All the others across the board with the exception of the Wreathe are fairly ugly and I wouldn't be seen dead flying them. Twisted
If you make the proposed changes Minmatar pilots are obviously going to switch to the Hoarder as it will have considerably more tank and slightly less cargo space than now. I may still fly my beloved Mammoth but I will probably end up switching to the Hoarder as most will. I feel it would make more sense to switch your new proposed stats for the Hoarder to the Mammoth as it makes more sense physically for the Mammoth to have a stronger tank. Hopefully you realise this would be the better option?

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Oraac Ensor
#469 - 2013-06-21 10:01:46 UTC  |  Edited by: Oraac Ensor
The discussion seems to be over, but I'm baffled by many of the posts in the Hoarder/Mammoth debate which claim that the art department has said they think the Mammoth is ugly. When/where did they say that? CCP Rise says only that they don't like the way it looks, which is a very different matter. A film's casting director might say he doesn't like the look of a particular actress but that doesn't mean he thinks that she's ugly, just that her looks don't suit his purpose.

Likewise with the Mammoth. The other races each have a generic racial 'look' to their industrial ships. The Amarr ships have the typical Amarr carapace shape; the Caldari are all variations of the same hull with enlarged mid-section portions added as necessary; the Gallente all have the same front section, with four also having a similar propulsion block at the rear and the rest of the hull being various combinations of standard modular units. On the other hand only two Minmatar indies share a common racial look - the Wreathe and the Hoarder. Both have a brick-like appearance and have small engines mounted on outrigger sponsons at the front end, plus the Hoarder looks rather like two beefed-up Wreathes stacked one above the other.

On the above basis I would rather see the Mammoth hull sidelined for the sake of continuity of the racial similarity of the other two, even though I like the look of the Mammoth and have two of them and only one Hoarder (all rigged). The main problem I see is that most existing Mammoth pilots will have selected the ship because of its high capacity - the obvious solution to that would be to switch the hulls around.

Some posters also saw a problem with the Mastadon being the Minmatar DST if the Mammoth was sidelined and yet make no comment on the fact that both Gallente T2 indies are based on hulls which are now to be sidelined.

If the Hoarder is now to be the surplus item I strongly disagree with the proposed reduction in its base capacity, which results in a maximum capacity with expanders and T1 rigs which is very little more than the Wreathe - that can't be right. If it kept its present base value it would make more sense as maxed out it would have a similar capacity to the Iteron III.

I think the Iteron IV should also keep its existing base capacity to give it a bigger lead over the smaller versions.
Myri Tufy
Sebiestor Tribe
Minmatar Republic
#470 - 2013-06-21 10:04:24 UTC  |  Edited by: Myri Tufy
neuro transistor wrote:
i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread.


We've all known the changes to industrials will be coming sooner rather than later, as Iteron V's domination is currently absolute. If someone decided to invest into the potential profits during the intermediate period, that's their risk to take and they can't possibly blame CCP for taking a financial hit.

That said, most of the outcry imo isn't economic. It's quite simply a question of "Why?" Why do the changes like this? What is the purpose of tanky industrials? Who is going to fly a Sigil over a Bestower? All this balance seems to do is shift the roles around, but all the existing problems remain.
Michael Harari
Genos Occidere
HYDRA RELOADED
#471 - 2013-06-21 10:14:50 UTC
neuro transistor wrote:
i expect there maybe people like myself that have invested in the itty 5 financially by buying blueprints etc based on the previous news that the skill requirements where changing for industrials. i think it would have been more transparent to have alluded to these new changes at the same time. and while i except that the isk cost of purchase and research time of the blueprints is not entirely wasted it does leave a bad taste in the mouth of those of us that rightly or wrongly tried to get ahead of the curve (or in this case wavy line). This maybe a contributing factor to some of the resistance you are seeing in this thread.


Speculator is speculative
Oraac Ensor
#472 - 2013-06-21 10:28:02 UTC
Callic Veratar wrote:
I will continue to use a mammoth, even if the hoarder is "better". I hated the hoarder when I was given it in the tutorial and stuck with my wreathe for a long time.
Which tutorial was that, then? None of them gave me a Hoarder (I've done the tutorials of all races, don't let this Caldari character fool you).

Ryelek d'Entari wrote:
(5) Nobody puts guns on haulers. There's no situation in which it's even remotely the right thing to do.
Never heard of a Battle Badger?

Melek D'Ivri wrote:
- Iteron mark IV is the Occator hull isn't it?
No - Viator.

Gizan wrote:
Why does the bestower now hold MORE than the Impel, its t2 variant?
Ah, now let me guess . . . oh, could it be because the T2 variants have not yet been rebalanced?

darmwand wrote:
Don't just listen to the art dept, have you seen what they did to the Navy Comet?
As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.
Dave Stark
#473 - 2013-06-21 10:33:13 UTC
Oraac Ensor wrote:
As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.


you mean, the very thing people loved about it?
Oraac Ensor
#474 - 2013-06-21 10:36:54 UTC
Dave Stark wrote:
Oraac Ensor wrote:
As far as I recall they improved its looks by about 1000% by getting rid of that ludicrous police car look.


you mean, the very thing people loved about it?

And others absolutely hated.
Cuervo Harr
Demoted Bimbos
#475 - 2013-06-21 10:39:57 UTC
Woah this thread has gone ways, now the mammoth seems to be on the high seat again. I guess no more planning for a set of new cargo rigs to build.

I was thinking we've discussed all axis of rebalancing, tank vs cargo vs looks vs utility vs flexibility vs ...

But we've forgotten an important one. VERTICALITY.

Naglmoth
Max Goldwing
The Scope
Gallente Federation
#476 - 2013-06-21 11:14:13 UTC
Oraac Ensor wrote:
Gizan wrote:
Why does the bestower now hold MORE than the Impel, its t2 variant?
Ah, now let me guess . . . oh, could it be because the T2 variants have not yet been rebalanced?

The T2 gallente already holds less than the Iteron V, if they are both t1 rigged and max expanded, but the t2 has +2stabs.
They dont nessarily have to be larger than the T1, just different.
Zaknussem
Everybody Loves Donuts
#477 - 2013-06-21 11:46:07 UTC
While I welcome discussions and proposed changes to the T1 Industrials, I can't help but think that these changes are premature. The reason being that they're being done without a simultaneous look at the T2 Industrials. In this case it is better to see the whole picture first.

Since Industrials are not so hard to balance as combat ships, might I make a suggestion to CCP Rise? Delay the T1 Industrial rebalance. Put it on the backburner until you've rebalanced all the T2 ships, then take a look at T1 and T2 Industrial together.

Use the time to better consider the options for the roles of Industrials as a whole, regardless of tech level. Read the suggestions given here, weigh them in, give it all more time. I'm one of those that think it's weird that only two roles are possible for haulers, fast low-yielders and slow high-yielders. Surely there must be more options possible, but I cannot say for sure until I see the suggestions and possibilities for the T2 Industrials as well.

(On a personal note and to eliminate any possible bias, I'm not bothered if the changes go live. I'm one of those weird sods who has all four Industrial skills trained to 5.)
Kastar Alland
Dustdogs
#478 - 2013-06-21 12:06:39 UTC  |  Edited by: Kastar Alland
I'm agreeing with the general sentiment that the changes are premature. If you want to wait until the Industry rebalance, do so; none of the things everyone was wanting from a hauler rebalance have appeared here at all.

As for their roles, it's rather important to see what these ships are competing against: for much of the hauling, it will be high volume low value, which makes anything but the Bestower a lesser choice. On the flipside, high value low volume goods should be moved in something that doesn't have a 12+/10s align time - namely, frigs and covops frigates.

High value high volume is something that should be either redfrogged or moved in an Orca; even the tanky haulers are simply not tanky enough. I appreciate that's the role of the T2's though to an extent.

By removing the skill requirements and homogenising the ships, you will actually generate even more of "this is the ship to fly" than we had before. Why would you fly a badger 2 when the Bestower is better and only 30 minutes of training away?

Furthermore, as Gevlon has said, these industrials are useless once you train to something better - the only paper advantage any of them have is lower align time than an Orca, which becomes moot when you are using the cloak/MWD. The efforts of your tierecide program have made virtually all T1 ships across the galaxy worth flying; why break the mold here?

If you don't know what to do with the haulers, don't just mess with them because you feel you should. We can wait, there are more broken things in the game that need fixing. As long as the rebalance will be worth it when you get to it.

I suppose I should put in a note that with the removal of the skill requirements above 1 for any of the ships, I don't buy "barrier to entry" as a reason to not use the iteron/hoarder hulls. I'm on the fence about how exactly to use them, but really, 30 minutes of training is peanuts.
CCP Rise
C C P
C C P Alliance
#479 - 2013-06-21 12:14:01 UTC
Not wanting to use the leftover 4 haulers is quite a bit different from not knowing what to do with the primary ones.

We know that we were very unhappy with their balance, especially in light of the skill requirement changes, so there isn't anything premature about the balance we're giving the 8 base ships. Also there's no reason that dealing with the main group restricts our ability to come back to the others.

@ccp_rise

Albert Spear
Non scholae sed vitae
#480 - 2013-06-21 12:19:00 UTC
CCP Rise wrote:
Ya I wouldn't mean to sound dismissive of hauling as a profession at all, I'm just saying that from a ship balance and fitting perspective, hauling isn't as complex as combat.

Maybe it could/should be, but again, I don't think this rebalance is the place to start, which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.




Right now the mix of haulers is too bland to make hauling a profession that is worth much training. Until you get to freighters, anyone can haul.

In the real world a visit to Singapore or Honk Kong would give you a much better perspective on what hauling is all about. While the Freighters work, the fact is that CCP has ignored the massive number of types of small haulers that work the coastal trades.

From ocean going tugs with strings of barges or rafts of logs, to small container ships, to specialized chemical haulers, these ports are full of diversity.

In the small ship area speed and the ability to handle hostile environments are big differentiators in terms of the cost to hire and the training a captain needs.

If you were to sit in the Hong Kong ferry terminal for a day you would see 40 to 100 different small ship types, all specialized in what they do.

When you sit in Singapore, you would see a different set of small ship types because of the pirate issues in the straights.

I would like to see CCP think hard about new ship classes for moving stuff. At a much more strategic level than just haulers.

Right now for me haulers are just shipping containers with engines attached, large square boxes that have little difference. Maybe that is what CCP wants.

I know after decades on the ocean, that I would love to see some of the diversity that I saw at sea, with some of the specialization. I think that like ocean trade, a number of new operations would end up happening - I know some of the most fun I had was heavy lift work - something that does not exist in EVE today, but would offer some interesting game play mechanics. Same tug work moving strings of containers from location to location - offering an easy gank to pick off a container to two from the string.

Specialized hauling of gas, ice, and other commodities, a ship that is designed to support station and POS placement. The ideas are endless, and the best examples are in the real world. Sit down with a copy of Jane's Merchant Ships, and take a read, see if that does not inspire you.