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[Odyssey 1.1] Tech 1 Industrials, Round 2

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Author
Endeavour Starfleet
#561 - 2013-06-29 01:35:34 UTC  |  Edited by: Endeavour Starfleet
Grace Ishukone wrote:
So now you have made Bestower best cargo capacity, rather than Iteron, you will be giving a skill refund to all players who trainined Gallente V for cargo capacity, right?

Seriousy, you just downgraded a 20 day train skill. Either fix that so it remains best capacity, add something useful like Ship Hauler Bay (50,000 m3 ships ONLY so an iteron can move a packed battleship), or give up a skill refund so people can swqritch to the new flavour of the month ... Amarr haulers.

I love the idea, but taking the top cargo ship off Gallente after so many years and giving it to another race is just a bad call, and a slap in the face to all those players who trained Gallente V - who now see everyone else flying thier ships with Gallente 1.

Iteron V needs to stay top cargo, or fair's fair, skil refund option.


NO no nononononononono NO!

The skill is now useful for the specialized haulers that exist in the Gallente line. Going to other races gives different benefits. That is why the specialized haulers are balanced.

There is alot of calls to change the Interon V as well. Either a direct nerf to its existing line or my idea of turning it into a poor mans hauler.

Endeavour Starfleet wrote:
So I was thinking about this and I believe there can be a fair tradeoff for the Iteron V

Make it a poor mans hauler. It gets a bay that can fit anything but loses quite a lot of its cargo potential.
- #1 The bay can't be changed by rigs or mods. Only skills.
- #2 Max Capactiy is 25 thousand at Gal V

If you do this it will end up making Gallente completely different from the other lines. And better yet you can rebalance the Iteron Mark V to be a poor mans hauler with the build requirements reflecting that. If people don't have to invest in T2 rigs or cargo mods they might start thinking about other fitting options.

Thoughts on this? This is just my early idea based on earlier ideas posted in this thread.


Unlike the nerfs to the Drake which directly harmed newer players. This change is only going to change things for those who trained that skill to V. People that can spare the time to train Amarr to V. Or just make use of the benefits of the Gal V skill for the Iteron 1-IV
Taleden
North Wind Local no. 612
#562 - 2013-06-29 01:42:16 UTC  |  Edited by: Taleden
Eladaris wrote:
Taleden wrote:
Or, they could just change the special bay capacity bonus of the Iteron II-IV and Hoarder to use the ORE Industrial skill, while the ships themselves retain the racial industrial level 1 skill requirement and velocity bonus.

That way Gallente Industrial skill points are no longer overvalued compared to the other races, but the Iteron V doesn't require any rage-inducing nerfs and art doesn't have to spend any time rebranding the ships as ORE industrials. Everyone's happy.


So... since you can fly post-patch what you can fly pre-patch... Gall. Indy skill magically duplicates itself into a new ORE Indy skill, probably at the same skill level.


No, that's not what I'm suggesting. If you read carefully, the idea was to make the ships themselves still require only the racial industrial at level 1 to fly, just as they are now, so there's no "if you can fly it before" issue at all here. The idea was simply to change the special bay capacity bonus to use the ORE Industrial skill, even though that skill is not required to sit in the ship.

So it would be possible to fly the ship with racial industrial 1 and ORE industrial 0, in which case you'd only get +5% velocity bonus and no cargo bay bonus at all, only the base 50-55k. But since Gal Indy would no longer affect all those specialized bays, it would no longer have greater value than the other racial industrial skills; instead, the added value would go to the ORE indy skill which is less problematic.

Edit: also, you realize the ORE Industrial skill is not new, right? That's what you need to fly a Noctis, Orca, Rorqual or any of the mining barges.
Eladaris
Indefinite.
#563 - 2013-06-29 01:54:05 UTC  |  Edited by: Eladaris
Taleden wrote:
No, that's not what I'm suggesting. If you read carefully, the idea was to make the ships themselves still require only the racial industrial at level 1 to fly, just as they are now, so there's no "if you can fly it before" issue at all here. The idea was simply to change the special bay capacity bonus to use the ORE Industrial skill, even though that skill is not required to sit in the ship.

So it would be possible to fly the ship with racial industrial 1 and ORE industrial 0, in which case you'd only get +5% velocity bonus and no cargo bay bonus at all, only the base 50-55k. But since Gal Indy would no longer affect all those specialized bays, it would no longer have greater value than the other racial industrial skills; instead, the added value would go to the ORE indy skill which is less problematic.

No, I got the idea perfectly... I had recommended it myself earlier (for Interbus) although not with the added tweak you mentioned via expanding the cargo bay size based on a different skill... Likely no one thought of it in time, and we know there won't be a third pass.

If we had swapped to bays for all the ships this and future indy tweaks would have been easier, and they could better balance the ships for their intended purpose without needing to always balance around CE's/Rigs... but they didn't seem willing to go that route this late in the game either.

It's a fair middling point, when you compare it to the first pass. Not perfect, but a lot of people are likely screaming for the HAC rebalance, so it's a livable solution that actually makes the various races useful. Ultimately I think Eve has a lot of sucking chest wounds, and while this is one, it's better than it is now. Considering the apparent time limits... I think this is the best we're getting (and it's good, don't get me wrong) hopefully they won't let the hauler's linger for another 10 years.


Taleden wrote:
Edit: also, you realize the ORE Industrial skill is not new, right? That's what you need to fly a Noctis, Orca, Rorqual...

I think CCP would be more likely to add a new skill, rather than re-using or overloading an existing skill a fair chunk of player's probably have trained to III or IV (I really question the value of that skill to V, with T2 tractor beams). They're much more likely to add an entirely new skill sink, ala all the other new skills they've added. It also does a better job of balancing things for the newer players.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#564 - 2013-06-29 02:01:41 UTC  |  Edited by: Tyberius Franklin
Taleden wrote:
...
Edit: also, you realize the ORE Industrial skill is not new, right? That's what you need to fly a Noctis, Orca, Rorqual or any of the mining barges.
It's not needed for the barges.
Alvatore DiMarco
Capricious Endeavours Ltd
#565 - 2013-06-29 02:03:13 UTC  |  Edited by: Alvatore DiMarco
Grace Ishukone wrote:
So now you have made Bestower best cargo capacity, rather than Iteron, you will be giving a skill refund to all players who trainined Gallente V for cargo capacity, right?

Seriousy, you just downgraded a 20 day train skill. Either fix that so it remains best capacity, add something useful like Ship Hauler Bay (50,000 m3 ships ONLY so an iteron can move a packed battleship), or give up a skill refund so people can swqritch to the new flavour of the month ... Amarr haulers.

I love the idea, but taking the top cargo ship off Gallente after so many years and giving it to another race is just a bad call, and a slap in the face to all those players who trained Gallente V - who now see everyone else flying thier ships with Gallente 1.

Iteron V needs to stay top cargo, or fair's fair, skil refund option.


You're high, right? Or perhaps this is some kind of hilarious joke? A jab at all the people who cry for skill refunds all the time? Were you possessed by demons? I'd hate to think you made this post seriously while in a state where you can actually claim to have been in your right mind.

You did not train Gallente Industrial V in order to fly the highest-cargo ship. You trained Gallente Industrial V in order to fly the Iteron V, which at the time happened to be the highest-cargo. The ship is not being removed, its function is not being radically altered, you'll still be able to use it just the way you can use it now. It's not even losing that much space.

Do you remember when they changed active hardeners to stop giving passive resist bonuses when they're not actually running? All the people said "Are you going to refund our passive hardener skills?" and CCP said "No, you can still use passive hardeners just fine."

This is just like that, except even simpler.
Mark Rain
Deep Core Mining Inc.
Caldari State
#566 - 2013-06-29 02:04:41 UTC
Tyberius Franklin wrote:

What's your flow of logic there? T


The logic is that flying them, you become the joke eventually.... and if you care about your cargo, you don't use them.

- If a t1 industrial dies, the mission is failed . Not the same with noob combat ships.
- No one has fun in a fight while flying them, other than as bait or in comedy fleets.
- There's no intermediate cargo haulers as per capacity and skills lead to a dead end.
- They are a leading class of ships that causes rage quits which reduces revenue stream.

They cease becoming a joke, when they can be more than glass bottles.
Taleden
North Wind Local no. 612
#567 - 2013-06-29 02:11:28 UTC
Eladaris wrote:
No, I got the idea perfectly... I had recommended it myself earlier (for Interbus) although not with the added tweak you mentioned via expanding the cargo bay size based on a different skill... Likely no one thought of it in time, and we know there won't be a third pass.


Fair enough, I just wanted to clarify since you seemed to think I was suggesting creating a new skill or granting people free skill points, which was not the idea at all. And yeah, lots of folks suggested reassigning all four special bay haulers to ORE or InterBus, which would be great except it would require art to update their visual design to suit, which Rise says he doesn't want to spend time on. I figured this was a nice compromise where art doesn't have to do anything because the ships remain Gallente/Minmatar in principle, but we could still shift the huge added benefit away from the Gal Indy skill to the more neutral ORE Indy skill, which is already the one that gives bonuses to special bay size on other ships anyway.

Eladaris wrote:
If we had swapped to bays for all the ships this and future indy tweaks would have been easier, and they could better balance the ships for their intended purpose without needing to always balance around CE's/Rigs... but they didn't seem willing to go that route this late in the game either.


I agree here too, the cargo expander module as currently designed throws off this whole balance pass and I argued repeatedly that it should be a) removed, b) banned from the indy ship class, c) given a stacking penalty or d) made irrelevant by changing all haulers to special bays unaffected by it, but as you say, Rise didn't seem to want to do that. So, we're stuck with a rebalance that's skewed by the cargo expander issue, which isn't great but better than nothing.

Eladaris wrote:
Really, considering the apparent time limits... I think this is the best we're getting (and it's good, don't get me wrong) hopefully they won't let the hauler's linger for another 10 years.


Hah -- we all know that's exactly what will happen, though. Haulers weren't touched for the last ten years, and since Rise confesses they're not a very interesting ship class in general, I don't think we can expect any more changes for the next ten years. This rebalance is not bad, but let's not kid ourselves about the near future.
Eladaris
Indefinite.
#568 - 2013-06-29 02:14:25 UTC  |  Edited by: Eladaris
Taleden wrote:
Fair enough, I just wanted to clarify since you seemed to think I was suggesting creating a new skill.
...
Hah -- we all know that's exactly what will happen, though. Haulers weren't touched for the last ten years, and since Rise confesses they're not a very interesting ship class in general, I don't think we can expect any more changes for the next ten years. This rebalance is not bad, but let's not kid ourselves about the near future.

Edited my post after you posted this, but I think a new skill would be their best goal. Which is why my skill name was rather generic. CCP does like adding new skill sinks. Doubly so when they can get folks to train it to V! 4 Sensor Comp skills? I'm looking at you. Along with some of the other newly added skill sinks.

And, yup, Hauler's will be ignored for a LONG time. And the T2's will probably be the second to the last ship to be re-balanced (right before the dreaded Capital balance pass).
Endeavour Starfleet
#569 - 2013-06-29 02:24:15 UTC
Mark Rain wrote:
Tyberius Franklin wrote:

What's your flow of logic there? T


The logic is that flying them, you become the joke eventually.... and if you care about your cargo, you don't use them.

- If a t1 industrial dies, the mission is failed . Not the same with noob combat ships.
- No one has fun in a fight while flying them, other than as bait or in comedy fleets.
- There's no intermediate cargo haulers as per capacity and skills lead to a dead end.
- They are a leading class of ships that causes rage quits which reduces revenue stream.

They cease becoming a joke, when they can be more than glass bottles.


#1 Do people seriously waste money ganking mission haulers? If so fly the more tanky kinds.
#2 They are not meant for fighting. They are made for those who want to move stuff.
#3 That is why you see haulers with specialized holds that can hold more of a specific type of item than a general hauler.
#4 They will come back and learn about Red Frog.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#570 - 2013-06-29 02:28:12 UTC  |  Edited by: Tyberius Franklin
Mark Rain wrote:
Tyberius Franklin wrote:

What's your flow of logic there? T


The logic is that flying them, you become the joke eventually.... and if you care about your cargo, you don't use them.
Their proliferation suggests otherwise

- If a t1 industrial dies, the mission is failed . Not the same with noob combat ships.
That is the risk accepted when doing distribution missions, contracts or just general moving of cargo; this risk is carried by any ship which is capable of moving the cargo, including noob ships

- No one has fun in a fight while flying them, other than as bait or in comedy fleets.
They serve a purpose which for several enables fun, either through themselves or someone else performing the task. The fact that hauling itself isn't a popular activity is both useful in giving value to those that are willing to do it and is an attribute not isolated to T1 haulers

- There's no intermediate cargo haulers as per capacity and skills lead to a dead end.
Skills lead to the highest capacity ships in game and their jump capable counterparts

- They are a leading class of ships that causes rage quits which reduces revenue stream.
What we gain from them is far greater than anything we would theoretically lose considering the cost associated with a freighter or orca making even small hauling tasks greatly more tedious or require considerable increases in entry cost and training. Equally their loss is likely rivaled for inducing rage quits by the loss of larger hauling ships, pimped PvE ships or repeated losses of mining barges

They cease becoming a joke, when they can be more than glass bottles.
They already see significant use as is. It would appear your opinion is not widely shared.
Tiber Ibis
The Paratwa Ka
#571 - 2013-06-29 09:01:27 UTC
Grace Ishukone wrote:
So now you have made Bestower best cargo capacity, rather than Iteron, you will be giving a skill refund to all players who trainined Gallente V for cargo capacity, right?

Seriousy, you just downgraded a 20 day train skill. Either fix that so it remains best capacity, add something useful like Ship Hauler Bay (50,000 m3 ships ONLY so an iteron can move a packed battleship), or give up a skill refund so people can swqritch to the new flavour of the month ... Amarr haulers.

I love the idea, but taking the top cargo ship off Gallente after so many years and giving it to another race is just a bad call, and a slap in the face to all those players who trained Gallente V - who now see everyone else flying thier ships with Gallente 1.

Iteron V needs to stay top cargo, or fair's fair, skil refund option.

No skill refund for you. Deal with it.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#572 - 2013-06-29 10:32:42 UTC
What people that are ranting about how much better Gallente is for getting the most bays seem to have missed is that those ships are basically screaming that they have expensive cargo and can't hide any of it in secure containers.

63k in high sec ore is worth 10-12mil which is more than enough to be blown up.
67k in PI is worth 6-30mil for 0, 30-80mil for 1, 150-300mil for 2, and so on. If they pack supercomps they can fit 1 BILLION in a T1 industrial. Yes, someone will do it.
64 and a half in minerals is where things get insane; that's 32million if it's just trit. If it's all mega, and it will be sometimes, they will be flying around with just under 13 Billion on board.

Before anyone says no one will be that stupid, yes, they will be.

You shouldn't really ever fill an industrial up anyway but you really shouldn't fill one up that can only have nice things on it.


All said I like it.
whaynethepain
#573 - 2013-06-29 12:05:54 UTC
HiddenPorpoise wrote:
What expensive cargo to be blown up T1 industrial 1 BILLION sometimes under 13 Billion
I like it.


tldr;

Getting you on your feet.

So you've further to fall.

BURRITO CHUNKS
not-it
#574 - 2013-06-29 15:10:58 UTC
CCP.. What do you know about hauling? This is a terrible idea.
Octoven
Stellar Production
#575 - 2013-06-29 17:04:46 UTC
So I train Gall Indy to 5 to fly an Ity 5...you take that away...ok I can kind of understand that. At least my skill trained has use since trained to 5 its better than the other indies. NOW you want to take that away and make the skill virtually pointless??

Id like a refund of that skill, I can then apply it to Amarr Industrial instead. Im quite sure CCP wont do this as they are trying to shake skills up to force you to train a new set so that equals more subscription time and more money.

The part that really erks me is that historically the tradeoff for cargo has ALWAYS been speed. If you have a faster speed then you have less cargo space and the otherway round. However, you now had the bestower with a higher base velocity and a higher cargo space, and the same % of velocity bonus for skill. This means that the bestower will ALWAYS be faster and have more cargo space than the Ity-5...that is ******* stupid tbh.
Octoven
Stellar Production
#576 - 2013-06-29 17:05:36 UTC
Tiber Ibis wrote:
Grace Ishukone wrote:
So now you have made Bestower best cargo capacity, rather than Iteron, you will be giving a skill refund to all players who trainined Gallente V for cargo capacity, right?

Seriousy, you just downgraded a 20 day train skill. Either fix that so it remains best capacity, add something useful like Ship Hauler Bay (50,000 m3 ships ONLY so an iteron can move a packed battleship), or give up a skill refund so people can swqritch to the new flavour of the month ... Amarr haulers.

I love the idea, but taking the top cargo ship off Gallente after so many years and giving it to another race is just a bad call, and a slap in the face to all those players who trained Gallente V - who now see everyone else flying thier ships with Gallente 1.

Iteron V needs to stay top cargo, or fair's fair, skil refund option.

No skill refund for you. Deal with it.


Perhaps CCP should have used that same ******* attitude with learning skills as well
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#577 - 2013-06-29 17:29:19 UTC
Bit off-topic but:
The skillpoints invested wouldn't have to go to waste if we (or CCP) could add in more uses for that particular skill; that being more unique ships that uses that ability, tied in with another one. This game is about internet spaceships, so there should be no complaint about seeing such in masses. As long as they are flexible and useful like how the Orca is while still leaving the more specialized stuff for the T2 family, all should be good.

In other words, there would be no need for skill refunds as long as we have a "decent replacement" for the time invested in skilling to suffice skilling whatsoever to V before.

It was good that Learning Skills was removed and compensated for. It was a big thing in the way and it really needed to go.

Another thing is that there are no real arguments to suffice as to just "why" Iteron V needs to be the top dog of cargo hauling either. It happens to be so that CCP has the last word on that one. Just thought I should toss that in.

Using tablet, typoes are common and I'm not going to fix them all.

Maximus Tyberius
Free People United Inc.
#578 - 2013-06-29 18:07:56 UTC
Thinking it well, what is not broken you don't fix....They never had to do the tiericide at least on industrials, it was good as it was, no artificial flavors just plain: More skill level = more cargo space....Maybe doing it easier and adding some new ships could have been the solution like this:

Gallente industrial 1 = iteron mk I
Gallente industrial 2 = iteron mk II
Gallente industrial 3 = iteron mk III and iteron mk IV (special ability)
Gallente Industrial 4 = Iteron mk V (second biggest cargohold)


Caldari industrial 1 = Badger
Caldari industrial 2 = Badger II (special ability)
Caldari industrial 4 = Badger III (T1 version of the Bustard) (c'mon.. to reskin this one should'nt be so hard )(third biggest cargohold)


Minmatar industrial 1 = Wreathe
Minmatar Industrial 2 = Hoarder (special ability)
Minmatar Industrial 3 = Mammoth (fourth biggest cargohold)


Amarr industrial 1 = Sigil (special ability)
Amarr Industrial 4 = Bestower (biggest cargohold)

in this way there's a reason to train your race and no compulsory reason to cross train

Amarr = easiest to get special ability industrial / largest top cargo but less variety

minmatar = easiest to get top cargo industrial

caldari = good and practical all round / new top cargo Type badger III

gallente = good variety but hardest to get special ability industrial


looks neat to me...





Endeavour Starfleet
#579 - 2013-06-29 18:39:58 UTC
Octoven wrote:
So I train Gall Indy to 5 to fly an Ity 5...you take that away...ok I can kind of understand that. At least my skill trained has use since trained to 5 its better than the other indies. NOW you want to take that away and make the skill virtually pointless??


Not pointless at all. One day you likely will find yourself in need to use these specialized ships and your Gal V will mean you can make the most use of em.

Octoven wrote:
Id like a refund of that skill, I can then apply it to Amarr Industrial instead. Im quite sure CCP wont do this as they are trying to shake skills up to force you to train a new set so that equals more subscription time and more money.


What evidence do you have that CCP is doing this for more money? Otherwise you are just posting Libel.

Octoven wrote:
The part that really erks me is that historically the tradeoff for cargo has ALWAYS been speed. If you have a faster speed then you have less cargo space and the otherway round. However, you now had the bestower with a higher base velocity and a higher cargo space, and the same % of velocity bonus for skill. This means that the bestower will ALWAYS be faster and have more cargo space than the Ity-5...that is ******* stupid tbh.


The Inty 5 needs a completely new role. It needs to get a 25K Gal V bay that does not get affected by cargo expanders or rigs to become a poor mans hauler.

If that change is made it will stop being compared to the Bestower.
Endeavour Starfleet
#580 - 2013-06-29 18:44:22 UTC
Maximus Tyberius wrote:
Thinking it well, what is not broken you don't fix....They never had to do the tiericide at least on industrials, it was good as it was, no artificial flavors just plain: More skill level = more cargo space....Maybe doing it easier and adding some new ships could have been the solution like this:

Gallente industrial 1 = iteron mk I
Gallente industrial 2 = iteron mk II
Gallente industrial 3 = iteron mk III and iteron mk IV (special ability)
Gallente Industrial 4 = Iteron mk V (second biggest cargohold)


Caldari industrial 1 = Badger
Caldari industrial 2 = Badger II (special ability)
Caldari industrial 4 = Badger III (T1 version of the Bustard) (c'mon.. to reskin this one should'nt be so hard )(third biggest cargohold)


Minmatar industrial 1 = Wreathe
Minmatar Industrial 2 = Hoarder (special ability)
Minmatar Industrial 3 = Mammoth (fourth biggest cargohold)


Amarr industrial 1 = Sigil (special ability)
Amarr Industrial 4 = Bestower (biggest cargohold)

in this way there's a reason to train your race and no compulsory reason to cross train

Amarr = easiest to get special ability industrial / largest top cargo but less variety

minmatar = easiest to get top cargo industrial

caldari = good and practical all round / new top cargo Type badger III

gallente = good variety but hardest to get special ability industrial


looks neat to me...




It does not look neat to me.

You want to add another ship to the game to change things around when the changes CCP rise has made will be plenty to break the Homogenization.

We do not need to add more T1 haulers to the game. Eventually hopefully the Iteron II III and IV will be moved to the ORE Line, renamed, and given an amazing model. After they do that they can do another balance pass on the remaining lineup and hopefully move to cargo bays that do not get affected by rigs or expanders.