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H // M // L -- The abandonment of a design paradigm

Author
Skill Training Online
Doomheim
#1 - 2013-06-27 01:42:39 UTC  |  Edited by: Skill Training Online
What is this post about?
Slots. High, medium, and low slots.

Originally CCP had a clear design goal for these slots.

High-Power:
The ability to project effects across vast distances of space requires HIGHLY POWERFUL modules.
Modules that belong here, Weapon Systems, Remote Repair, Energy Drains, etc

Medium-Power
The ability to run active local systems on a star ship.
Modules that belong here repair modules, sensor boosters, etc.

Low-Power
The ability to run passive systems on a star ship.
Modules that belong here, Armor Plates, Resistance plates

How to sort this out?
Two Paths:
Rename High Mid Low, to Top Middle Bottom.
Organize modules by their function.



The Perceived Intent seemed to have been:

High Power Module:
Anything that affects things outside of your ship. These should all be ACTIVE modules, (ie. something to be clicked)
(All E-war, Remote Sensor booster, etc goes here)


Medium Power Module:
Anything that affects your ship and is an ACTIVE module. (ie. something to be clicked)
(Armor Repariers, Shield Boosters, Local Sensor boosters, etc goes here)


Low Power Module:
Anything that doesn't draw power goes here.
(Armor Plates, Shield Extenders, Passive Resistance Mods, Damage Mods, etc)


How would this benefit anyone?
E-War would sacrifice damage instead of tank.
Fully tackle regardless of shield/armor.
Utility High Slots become incredibly desirable and useful.
More logical Organization improves learning curve.


TL:DR:
High- Anything that can affect another player or NPC
Middle- Anything that is ACTIVE that affects only you.
Low - Anything that is PASSIVE that affects only you.

Thank You Obama!

Metal Icarus
Wraithguard.
The Wraithguard.
#2 - 2013-06-27 01:50:52 UTC  |  Edited by: Metal Icarus
So what you're saying is, a warp disruptor should be a high slot mod?

EDIT: Ugh, this guy again... 5/10
Skill Training Online
Doomheim
#3 - 2013-06-27 01:53:15 UTC  |  Edited by: Skill Training Online
Metal Icarus wrote:
So what you're saying is, a warp disruptor should be a high slot mod?

EDIT: Ugh, this guy again... 5/10


Yes, because it reaches out across space, penetrates a shield, penetrates armor, and disrupts or scrambles the warp core of a distant ship.

That should take some power.

Thank You Obama!

Doc Fury
Furious Enterprises
#4 - 2013-06-27 01:59:25 UTC

--> Features & Ideas Discussion

There's a million angry citizens looking down their tubes..at me.

Lugia3
Lazerhawks
L A Z E R H A W K S
#5 - 2013-06-27 02:04:28 UTC
No, just no. If EvE is to rough for you, go play something else.

0/10, go away.

"CCP Dolan is full of shit." - CCP Bettik

Alternate Poster
Zerious Fricken Biziness
#6 - 2013-06-27 02:10:07 UTC
The OCD in me agrees with the OP.
Problem is: why bother? What's the benefit other than making things appear "neater" to some pple?
Jonah Gravenstein
Machiavellian Space Bastards
#7 - 2013-06-27 02:28:43 UTC
Doc Fury wrote:

QFT. it belongs with the other useless thread the OP started regarding lowsec being dangerous.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Tippia
Sunshine and Lollipops
#8 - 2013-06-27 03:13:23 UTC
Skill Training Online wrote:
Originally CCP had a clear design goal for these slots.
[citation needed]
Quote:
E-War would sacrifice damage instead of tank.
Fully tackle regardless of shield/armor.
Utility High Slots become incredibly desirable and useful.
More logical Organization improves learning curve.
…if by “logical and improves learning curve” you mean “homogenized and without distinction between ship fitting styles, tanking styles, multi-role functionality etc”. Having shields and armour go in different slots is a good thing; it means ships can be purposefully designed for one or the other. Restrictions on combinations (e.g. ewar vs damag) already exists — ewar ships tend to have fewer weapon slots and paltry bonuses. All ships are already designed to fit the tackle (and weapon mods) they need — that's why shield tankers have more mids and armour tankers have more lows… and if people choose to waste those slots on more tank, then that's great because then their ships are rendered completely inoffensive, and they'll soon learn the error of their ways.

So no thanks.

Also, F&I →
Joan Greywind
The Lazy Crabs
#9 - 2013-06-27 03:25:49 UTC
We should always do things because they sound neat and organized, and not because it is effectively better design to do it in some other way. I believe in the English language every animal should start with a "c". So cats and camels are ok, but we should rename dogs and tigers to cogs and cigers, that way my little brain won't get confused when thinking about them. I mean why in the world don't we do things just because they are a "little" aesthetically better, that is just stupid, **** balance and **** working correctly, what matters is that it looks good to an ocd person.

Wow this post bad.


Gogela
Krigmakt Elite
Safety.
#10 - 2013-06-27 04:06:59 UTC
Yo dawg, I heard you like modules... so we gonna add modules to modules so you can customize your modules. Roll

Signatures should be used responsibly...

handige harrie
Vereenigde Handels Compagnie
#11 - 2013-06-27 05:36:51 UTC
Gogela wrote:
Yo dawg, I heard you like modules... so we gonna add modules to modules so you can customize your modules. Roll


Tech 3 modules all the way

Baddest poster ever

Bloody Wench
#12 - 2013-06-27 05:57:27 UTC
Give every ship 24 slots and you can put anything anywhere.

Happy now?

[u]**Shepard Wong Ogeko wrote: **[/u]  CCP should not only make local delayed in highsec, but they should also require one be undocked to use it. Then, even the local spammers have some skin in the game. Support a High Resolution Texture Pack

Caitlyn Tufy
Perkone
Caldari State
#13 - 2013-06-27 06:35:16 UTC
Bloody Wench wrote:
Give every ship 24 slots and you can put anything anywhere.

Happy now?


And enough PG/CPU to put 24 guns on that Vindicator? Big smile
Grimpak
Aliastra
Gallente Federation
#14 - 2013-06-27 06:56:07 UTC
Skill Training Online wrote:
What is this post about?
Slots. High, medium, and low slots.

Originally CCP had a clear design goal for these slots.

High-Power:
The ability to project effects across vast distances of space requires HIGHLY POWERFUL modules.
Modules that belong here, Weapon Systems, Remote Repair, Energy Drains, etc

Medium-Power
The ability to run active local systems on a star ship.
Modules that belong here repair modules, sensor boosters, etc.

Low-Power
The ability to run passive systems on a star ship.
Modules that belong here, Armor Plates, Resistance plates

How to sort this out?
Two Paths:
Rename High Mid Low, to Top Middle Bottom.
Organize modules by their function.



The Perceived Intent seemed to have been:

High Power Module:
Anything that affects things outside of your ship. These should all be ACTIVE modules, (ie. something to be clicked)
(All E-war, Remote Sensor booster, etc goes here)


Medium Power Module:
Anything that affects your ship and is an ACTIVE module. (ie. something to be clicked)
(Armor Repariers, Shield Boosters, Local Sensor boosters, etc goes here)


Low Power Module:
Anything that doesn't draw power goes here.
(Armor Plates, Shield Extenders, Passive Resistance Mods, Damage Mods, etc)


How would this benefit anyone?
E-War would sacrifice damage instead of tank.
Fully tackle regardless of shield/armor.
Utility High Slots become incredibly desirable and useful.
More logical Organization improves learning curve.


TL:DR:
High- Anything that can affect another player or NPC
Middle- Anything that is ACTIVE that affects only you.
Low - Anything that is PASSIVE that affects only you.



eh? what the **** are you talking about?

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Bloody Wench
#15 - 2013-06-27 07:37:34 UTC
Caitlyn Tufy wrote:
Bloody Wench wrote:
Give every ship 24 slots and you can put anything anywhere.

Happy now?


And enough PG/CPU to put 24 guns on that Vindicator? Big smile


1 meeelion CPU & PG

[u]**Shepard Wong Ogeko wrote: **[/u]  CCP should not only make local delayed in highsec, but they should also require one be undocked to use it. Then, even the local spammers have some skin in the game. Support a High Resolution Texture Pack

smokess
The Scope
Gallente Federation
#16 - 2013-06-27 08:14:02 UTC  |  Edited by: smokess
The amount of time people have on their hands to waste with fruitless topics like this never ceases to amaze me.

Ask yourself this question: Does it really matter whether slots are referred to by 'high, medium and low' as opposed to 'top, middle and bottom'?

'No', is the answer.

Does it confuse anyone? No. Does it affect people generally? No. Does it affect the game? Within the confines of game balance...no.

Has it occured to you that as part of module/item design, CCP likely think long and hard about where a new module should be placed in terms of slot hierarchy? Any abadonment of design paradigm has been done out of necessity and game balance, I imagine, rather than reckless disregard for any particular player's obsessive nitpicking over ancient in game descriptions that or may not hold weight any longer.


[Edit] I think you should play the game a bit more and stop worrying about things that don't matter. You might enjoy yourself.
Inxentas Ultramar
Ultramar Independent Contracting
#17 - 2013-06-27 11:13:04 UTC
I suddenly feel like going to the grocery store and complain the bread isn't neatly displayed from light to dark. This calls for a very angry Facebook post.
Diesel47
Deep Core Mining Inc.
Caldari State
#18 - 2013-06-27 11:22:00 UTC
Rofl.

This is so bad.
War Kitten
Panda McLegion
#19 - 2013-06-27 11:24:40 UTC
Can we get this thread locked for lack of content?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Tiber Ibis
The Paratwa Ka
#20 - 2013-06-27 11:27:29 UTC
Metal Icarus wrote:
So what you're saying is, a warp disruptor should be a high slot mod?

EDIT: Ugh, this guy again... 5/10

Actually when I first started the game I kept thinking that ewar modules went in the high slots as that is the intuitive way to think of it. Now I'm used to them going in the mids though it seems crazy. I think the OP is correct but rebalancing it would be a nightmare.
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