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EVE Online: Rubicon - Feedback

First post
Author
Davion Falcon
Those Once Loyal
#161 - 2013-11-21 00:48:47 UTC
Nankeen Heron wrote:
Davion Falcon wrote:
ISIS is damn near useless. Weapon Upgrades V for industrials and logistics boats, Shield and Armor Compensation V for frigates and destroyers amongst a host of other nonsensical 'requirements' for 'mastery'.


Useless? Mildly annoying, perhaps. I think it's working as intended - reminding players of skills they can train to improve their effectiveness in ship X. ("Mastery III in Rookie Ships? WTF?! Oh, that - got it.")


Bolded the part you missed.

Allowing corp/alliance to set their own certificates/mastery/kudos makes much more sense than the current batch of 'mastery' requirements.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Wulf Kondur
Mo' Money Enterprise
#162 - 2013-11-21 01:23:16 UTC
First, I would like to add my voice to the crowd who likes Rubicon. Nearly everything I've had a chance to look at thus far has been a real improvement. I have had no problems at all with the upgrade downloading and cranking up right away. The sound change has been noticeable, but it's still in the background. It's been smooth sailing all the way.

There is, however, one "improvement" that needs to be removed - hi-sec POCOs.

So far, hi-sec POCOs have succeeded in doing exactly what I thought they would do. They have completely screwed every new player and small operation that is trying to make a buck with planetary ops. I have already seen them at several of the planets I am processing, and the owners have universally raised the tax rate.

So now I can choose between paying the higher tax, or moving to another system (until they catch up with me). Neither option is cheap for a new player.

Since only the corps with the big bucks have been able to roll POCOs out in large numbers, it's already to late for the little guy to save up and build a few.

I heard lots of raves about the hi-sec POCOs in the lead-up to the release of Rubicon, but I can't for the life of me figure out how anyone outside the big corps gains any advantage from them.

Next will come the nuisance war-decs as the people who can afford it fight over POCOs.

I had thought up to now that hi-sec was a relatively safe place for players and corps to grow, build skills, and prepare for the jump to the riskier parts of New Eden.

I think CCP has failed a large segment of the player population in this one small area.

"The rich get richer and the poor get children."
Vrykolakasis
Sparrowhawks Corp
#163 - 2013-11-21 01:51:06 UTC
I don't know how many times I've left a post on something, clicked "Post" and walked away to do something, and then returned to see that my post vanished into thin air. Catch it immediately and it's saved as a draft but if you don't catch it the draft is gone (or it has been a few times in my case, it may be some other factor than time passed) and trying to load the previous page gives a redirect loop error.

I hate re-typing things but I want to leave the feedback, so:

I love Interbus Customs Offices in HS - spent all day yesterday bashing them with a few of my friends, had a great time. We're a really small entity and managed a good number of kills (I made the first kill with just a pair of characters, took about 50 minutes) so I really can't take anyone seriously who is complaining about the new mechanic being unattainable for small groups. Yes, large power blocks will be better at it, but any mechanic, no matter what it is, will favor large power blocks because large groups of people are better at doing things than small groups of people.

We also set POCO taxes very reasonably, just like so many other groups, both large and small, who are replacing Interbus Customs Offices. Please don't complain about higher tax rates being an option, it FINALLY makes the Tyrannis expansion interesting, meaningful, and fun in High Security.

Interceptor warp speed is really cool, I absolutely love it for it's new role from the point of view of an interceptor/tackle frigate pilot, but you really can align an anomaly-running battlecruiser or battleship immediately upon a hostile entering the system (a cowardly move but if they are in an interceptor it may be your only chance for your BC/BS) and still get caught - not so much of a problem if interceptors were easy to kill, but they're really really good at not getting hit - at least long enough for their backup fleet to arrive. While there are plenty of ways to deal with interceptors and fleets in a non-PvE setting (or in a PvE setting with a good amount of "not-worth-it" work), I do worry that this will drive players to high security who would otherwise be interested in null. There is already a huge problem with the null mechanic when such a large number of players report that they go to high security to make their ISK so they can afford to live in null, I don't think the current changes help that very much. It takes, rough but informed estimate, about 10 hours of L4 mission grinding to plex an account in HS, 6 or so hours in a normal incursion fleet, 4 or so hours in a really high-end incursion fleet, 4 or so hours alone in sov-null (with better isk in null since there's no need to get a fleet formed up). 4 hours is no time at all if you have a chance of escaping an interceptor by paying attention, or a reasonable chance of killing it quickly if you're tackled; it starts to look pretty long in comparison after a few ship losses cut into your wallet, make you purchase and transport replacement ships, and hurt your killboard. A single ship loss reduces isk efficiency in null to lower than isk efficiency in HS L4 missions. Ship losses are totally a risk you should have to take for good rewards, but when the loss is so assured that you're more likely to get better isk in the low-efficiency activity, it's too much.

Note: Instead of changing interceptors, I think this could be fixed by improving rewards on all null anomalies to all be similar to the highest-reward ones. Besides making more "effective space" for players to live in null with good rewards (and a host of other good reasons), a level of chance is added in that provides a good amount of safety. As an interceptor pilot after a ratter, my best bet when entering a system is to immediately warp to a certain type (or couple types) of anomalies, and my chances of catching someone is good. If I had to take a guess in sov space, it'd be a lot safer for anyone in the system, and interceptors wouldn't have to have their role nerfed to do it.

Change of topic: the mobile depot is absurd. There were players who posted youtube videos in Test Server Feedback of it being used in combat on the test server, and as expected it has ended up feeling really overpowered now that it's live. As long as you have a mobile depot, you have as many warp core stabilizers as you have lowslots, and as many ECM/Dampeners as you have mids, you always have a cloak, or whatever you want really. You don't have to worry about making a meaningful decision about the risks you are taking undocking in a ship with a particular role - if the fecal matter hits the air mover, you'll just change up your fit and run. In HS you're not even threatened by HICs, you can damp/jam them and block an infinite point. If you are sure you're going to die you can protect all of your expensive modules and remove the risk from having faction/deadspace/officer modules fit, halving or more than halving the risk of flying an expensive shiny ship. It is nearly a perfect solution to the new interceptor problem, I didn't mention it there because I don't think a broken mechanic should be balanced around another broken mechanic. The idea of having deep-space personal bases is a really cool one, but being able to anchor and use a mobile depot whenever and wherever you want is really, really jumping the shark. I imagine it will be changed but I do have to request that CCP PLEASE read the test server feedback before launching an expansion, this was NOT a surprise to anyone who played with the module on Singularity.

Now, I'll take the time to copy my post to a notepad document so that I can actually post it once the "Post" button fails to do anything but reload the topic.
Rollo Brinalle
Imaginary Rats.
#164 - 2013-11-21 03:24:58 UTC  |  Edited by: Rollo Brinalle
POCOs sound cool in theory but with players putting a 23% tax rate on items how am I suppose to make money. I'm new so it's not like I can afford one and the last time I went into low sec to try PI I got killed. In my opinion this has completely taken away the ability for me to try this part of the game as a new player.

I will complain as a player with only a few months into the game. I liked the ability to go out and explore and make a little cash on the side and I can't stand mining and 23% is not reasonable. My margin is already not that high on the products. It's not like HiSec Planets are delivering the same yield as low / null sec.

Example: My current oxygen yield on one planet is getting me about 1.5 every few days. Now with a 23% rate i'm paying out almost 400k in taxes that's a huge hit to my bottom line and the ability for me to get ahead in this game. So yes I will complain actually I will do better pull my stuff up and not mine the planet.

I think CCP should have put a cap on the rate 20% and that's giving you 3% more then interbus.
Khoul Ay'd
The Affiliation
#165 - 2013-11-21 04:46:44 UTC
Eos BPCs invented prior to Rubicon have the old Brutix hull in the icon, rather than Myrmidon hull. However the invented ship is correct.

The things we do today we must live with forever.... Think about it

Dominous Nolen
The Graduates
The Initiative.
#166 - 2013-11-21 06:19:21 UTC  |  Edited by: Dominous Nolen
Couple of things

A) Oh wow the directional engine noises need to be turned down ALOT. I have to put my volume down to half anytime I'm undocking or going through a gate.

B) Bug with the Warp disruption probe launcher (bug report submitted) where it doesn't limited the probes loaded to 3 (atleast for my fittings on patch day) and when i try and run a reload cycle i get an error saying i have -30.0 units of space available in the launcher.

C) Also noticed an issue when i switch from my onboard sound card to a USB Razer headset or vice versa that my in game sounds go completely haywire and it sounds like static and squeeling over the device. The only way to fix this is to toggle the sounds off and back on again.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Marlona Sky
State War Academy
Caldari State
#167 - 2013-11-21 06:24:38 UTC
Issues with stealing from other peoples siphons. I get the message: That item is not yours to take.Sad
Rammix
TheMurk
#168 - 2013-11-21 06:25:01 UTC
MWD activation sound is awful. Like scratching a glass with metal. Awful.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Arthur Aihaken
CODE.d
#169 - 2013-11-21 07:13:45 UTC
Rammix wrote:
MWD activation sound is awful. Like scratching a glass with metal. Awful.

I like it. Undocking from Jita is like the Indy 500. Lol

I am currently away, traveling through time and will be returning last week.

Josef Djugashvilis
#170 - 2013-11-21 09:13:31 UTC  |  Edited by: Josef Djugashvilis
It seems a bit odd that I am at Mastery lvl 4 for a Viator, when I lack the skills to actually fly it.

I also have Mastery lvl 3 for the Proteus, another ship I do not have the skills to fly.

I am sure I could find more if I looked.


Needs to be fixed for ISIS to be of any real help, especially for newer players.

This is not a signature.

Krystyn
Serenity Rising LLC
Controlled Chaos
#171 - 2013-11-21 10:35:16 UTC
Nitrous Nine wrote:
I just want to express my love for the new warp speed changes! Big smile

Catching ratters has never been easier! With warp speed rigs, and implants in my stiletto, I can catch a ratting battleship easily in an anom even if he starts aligning the second I enter system.

I proved this four times yesterday:
http://eve-kill.net/?a=kill_detail&kll_id=20543956
http://eve-kill.net/?a=kill_detail&kll_id=20544969
http://eve-kill.net/?a=kill_detail&kll_id=20551171
http://eve-kill.net/?a=kill_detail&kll_id=20551488

Thanks CCP! I love the warp & Interceptor changes!


proof of this patch being broken to start with...
Krystyn
Serenity Rising LLC
Controlled Chaos
#172 - 2013-11-21 10:49:56 UTC
KIller Wabbit wrote:
Nitrous Nine wrote:
I just want to express my love for the new warp speed changes! Big smile

Catching ratters has never been easier! With warp speed rigs, and implants in my stiletto, I can catch a ratting battleship easily in an anom even if he starts aligning the second I enter system.

I proved this four times yesterday:
http://eve-kill.net/?a=kill_detail&kll_id=20543956
http://eve-kill.net/?a=kill_detail&kll_id=20544969
http://eve-kill.net/?a=kill_detail&kll_id=20551171
http://eve-kill.net/?a=kill_detail&kll_id=20551488

Thanks CCP! I love the warp & Interceptor changes!


"... and thus we saw the end of battleship production"


Time to bust out the nano drake ratters
CCP SoniClover
C C P
C C P Alliance
#173 - 2013-11-21 10:50:19 UTC
Marlona Sky wrote:
Issues with stealing from other peoples siphons. I get the message: That item is not yours to take.Sad


This is a known issue and a fix is on the way.
Rek Seven
University of Caille
Gallente Federation
#174 - 2013-11-21 10:55:42 UTC  |  Edited by: Rek Seven
If the ghost sites have "been declared off limits by concord" why don't you get some much as a suspect timer when completing the sites in HS?
Oraac Ensor
#175 - 2013-11-21 11:05:29 UTC
Rammix wrote:
MWD activation sound is awful. Like scratching a glass with metal. Awful.

This is obviously playing differently on different systems. I think it's great, doesn't sound anything like metal on glass to me - more like the revs being turned up on a powerful electric motor.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#176 - 2013-11-21 11:08:29 UTC
Krystyn wrote:
Nitrous Nine wrote:
I just want to express my love for the new warp speed changes! Big smile

Catching ratters has never been easier! With warp speed rigs, and implants in my stiletto, I can catch a ratting battleship easily in an anom even if he starts aligning the second I enter system.

I proved this four times yesterday:
http://eve-kill.net/?a=kill_detail&kll_id=20543956
http://eve-kill.net/?a=kill_detail&kll_id=20544969
http://eve-kill.net/?a=kill_detail&kll_id=20551171
http://eve-kill.net/?a=kill_detail&kll_id=20551488

Thanks CCP! I love the warp & Interceptor changes!


proof of this patch being broken to start with...

Those kills look like proof not fitting a heavy neut or two on a battleship is stupid... nothing more. Whats with the Dominix with 5 drone link augs... he shooting npcs in the next system?

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Rek Seven
University of Caille
Gallente Federation
#177 - 2013-11-21 11:14:06 UTC  |  Edited by: Rek Seven
Feedback

Most of the deployable structures have restrictions or mechanics that make them a dissapiontement

Mobile cyno jammer - The placement restrictions and set up time make them inpractical for use in roaming fleets which is a shame. Currently they will be used by people camping one position for an extended period or for people wishing to reduce risk when structure bashing.

Siphon - It's practically yet another passive game mechanic and i hurts the small corp/alliance rather than the huge juganoughts, which is the opposite of what it was intended for.

Tractor unit - Pretty useless for anything other than level 4 mission running. I hope a T2 version is released that can tractor multiple wrecks.

Mobile Deport - I like this once, however, i home to see a different version in the future that allows corp/alliance use.

Ghost site - They should stand out more on your ship scanner. Instead of labeling them cosmic anomalies, they should be labeled as, wait for it... Ghost site!

Conclusion

The new deployable structures are a good start but their current implementation leaves a lot to be desired. If the mechanics remain the same, then i hope to see more advanced structures that are better implemented.

For example, i want to see a cyno jammer that has can be anchored anywhere and has no anchoring time and a siphon unit that requires constant player interaction to gain a better/faster yield.
CCP karkur
C C P
C C P Alliance
#178 - 2013-11-21 11:17:53 UTC
Eric Agerwal wrote:
The alt selection screen.
Whilst there are some nice changes like days remaining before alt needs re-PLEXing, the change to only see the hours remaining for the current skil in training is really a bad idea.
I have many alts. I need to see the cummulative total hours remaining until skill queue becomes empty. I make it a rule to top things up each night, but the currently method will force me to log into each alt on many accounts.. Not good :-(
Please fix ASAP!
You don't have to log in to get that info. If the skill time has a "+" after it, you can mouse over it to see the total time left of the queue.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#179 - 2013-11-21 11:20:16 UTC
Rek Seven wrote:

Ghost site - They should stand out more on your ship scanner. Instead of labeling them cosmic anomalies, they should be labeled as, wait for it... Ghost site!

Yeah um, why? Its called exploration for a reason.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Rek Seven
University of Caille
Gallente Federation
#180 - 2013-11-21 12:34:40 UTC
So exploration is going on google, finding out the names of the ghost sites and then committing them to memory?

They are a special site like relic and data sites, so they should stand out from the run of the mill combat sites.