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Booster Changes -Canceled for now.

Author
Didona Carpenito
DUST Expeditionary Team
Good Sax
#1 - 2011-11-21 18:52:30 UTC  |  Edited by: Didona Carpenito
Dev comments, boosters stopped for Crucible
makoir Noriad
Oraron Research and Investment
#2 - 2011-11-22 06:03:22 UTC
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil. I dont mind ccp looking for ways to keep players in the game but how are they gooing to keep them in after a year or two once there is nothing new or nothing to challenge them.
TrollFace TrololMcFluf
Imperial Academy
Amarr Empire
#3 - 2011-11-22 06:07:37 UTC
makoir Noriad wrote:
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil. I dont mind ccp looking for ways to keep players in the game but how are they gooing to keep them in after a year or two once there is nothing new or nothing to challenge them.


Oh cry more you pathetic little winger

It isnt dumbing them down its making them more useful in more situations hopefully with this they will be used by alot more people alot more often which will be very good for me

PS. The narrow minded winging idiots like yourself really need to go back grab a tissue while sitting on mummys knee so we dont have to be the ones wiping away your constant tears
Flex Carter
Caldari Independant Mining Association
#4 - 2011-11-22 06:15:12 UTC  |  Edited by: Flex Carter
TrollFace TrololMcFluf wrote:
PS. The narrow minded winging idiots like yourself really need to go back grab a tissue while sitting on mummys knee so we dont have to be the ones wiping away your constant tears


You tell'em you ugly @Ss skank.... Let those John's know who run your street corner.Big smile
TrollFace TrololMcFluf
Imperial Academy
Amarr Empire
#5 - 2011-11-22 06:22:34 UTC
Flex Carter wrote:
TrollFace TrololMcFluf wrote:
PS. The narrow minded winging idiots like yourself really need to go back grab a tissue while sitting on mummys knee so we dont have to be the ones wiping away your constant tears


You tell'em you ugly @Ss skank.... Let those John's know who run your street corner.Big smile



Is that any way to speak to a lady
Lexmana
#6 - 2011-11-22 08:24:33 UTC
makoir Noriad wrote:
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil.


Only bitter-vets should have the pleasure of a "dumbed" down game right?
Ryans Revenge
Federal Navy Academy
Gallente Federation
#7 - 2011-11-22 10:15:25 UTC  |  Edited by: Ryans Revenge
What some people fail to see is these will become like potions in other games.

Now there are no side effects there's no reason not to use them therefore everyone will use them or be at a disadvantage. So now when you're fighting someone you'll need to carry boosters all the time because you know for sure they will be.

Makes no sense what they have done. All they needed to do was increase the drop rate and make transporting them through empire more viable.
Milo Caman
Anshar Incorporated
#8 - 2011-11-22 10:16:05 UTC
Whilst boosters do indeed need tweaking, I'm not sure that cutting all the penalties is the way to go. If you want to use boosters without the risk of cocking up the rest of your ship's systems, you should use synths.

This kinda sits on the whole risk vs reward thing that drugs in EVE had going before. What really needs doing is a look at the bonuses they have right now, as there's only a few really useful ones that get used regularly (Exile, Blue Pill).
Even the strong variants of the others have fairly mediocre effects on a fight at the moment, and I don't think cutting penalties will really change that,
Rellik B00n
Republic Military School
Minmatar Republic
#9 - 2011-11-22 10:46:53 UTC
great change:

pros:
buffs null sec
buffs low sec
enhances industrial players gameplay
uses code in game that currently gets very limited use
enhances combat
available to a much larger section of the playerbase

cons:
might have a 'potion' effect

i think ive missed some pros but to address the only con as ive already done in several threads: unless CCP changes the supply side boosters will still be limited in use due to the cost. Also we already have things like rigs, faction fittings and faction ammo that you can choose to use - they havent become mandatory so why would boosters?

[Of a request for change ask: Who Benefits?](https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=199765)
KFenn
State War Academy
Caldari State
#10 - 2011-11-22 11:08:54 UTC  |  Edited by: KFenn
Rellik B00n wrote:
i think ive missed some pros but to address the only con as ive already done in several threads: unless CCP changes the supply side boosters will still be limited in use due to the cost. Also we already have things like rigs, faction fittings and faction ammo that you can choose to use - they havent become mandatory so why would boosters?


More people who have never used boosters. The fact of the matter is, standard boosters aren't that expensive. Improved and strong are. But even they are certainly not on the level of faction mods, you make a terrible point. And when demand spikes and prices go up, what'll happen? People will start running LADAR sites and boosters will thus become more readily available and prices will come down. So yes, they will become mandatory.

Also, there was nothing wrong with the old boosters. The drawbacks were perfectly reasonable, but people saw them and never used them, so they won't know. Tell me, how many of you actively and regularly used boosters? Because I've yet to see anyone other than myself that seems to have any experience with them.

Lexmana wrote:
makoir Noriad wrote:
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil.


Only bitter-vets should have the pleasure of a "dumbed" down game right?

Wait wait wait, you're saying because we invested time and ISK into making ourselves effective with boosters (and those skills aren't cheap) we shouldn't get an advantage over someone who has only biology 3 and just pops the first pill he finds? Yeah, makes sense. Why don't you now moan that your ship doesn't do as much DPS as anyone else's because you haven't trained the support skills? EVE is about investment of time vs. reward, and these new boosters completely **** that. No risk, no real need to invest time in the booster support skills.

Commanding Officer of the Treacle Tart Brigade

Rellik B00n
Republic Military School
Minmatar Republic
#11 - 2011-11-22 11:26:49 UTC
KFenn wrote:
Rellik B00n wrote:
i think ive missed some pros but to address the only con as ive already done in several threads: unless CCP changes the supply side boosters will still be limited in use due to the cost. Also we already have things like rigs, faction fittings and faction ammo that you can choose to use - they havent become mandatory so why would boosters?


More people who have never used boosters. The fact of the matter is, standard boosters aren't that expensive. Improved and strong are. But even they are certainly not on the level of faction mods, you make a terrible point. And when demand spikes and prices go up, what'll happen? People will start running LADAR sites and boosters will thus become more readily available and prices will come down. So yes, they will become mandatory.

Also, there was nothing wrong with the old boosters. The drawbacks were perfectly reasonable, but people saw them and never used them, so they won't know. Tell me, how many of you actively and regularly used boosters? Because I've yet to see anyone other than myself that seems to have any experience with them.


ok first I have booster skills (including the expensive ones) at 4/5 and I use boosters so scrub that line.

Second, people will start running LADAR sites? Great - portions of the game that don't get used at the minute will start getting used? Sounds brilliant to me.

Third I fail to see how comparing them to (for example) faction mods is a 'terrible' point? All these things are items you can choose to use to buff your combat. Does eveyone do that? No. You then go on to say that in fact boosters are much cheaper than mods, so again im failing to see your point - if they are cheap what does it matter if everyone starts using them? If they are expensive they remain as exclusive as they are now.

Lastly 'people saw them and never used them'? Great, so all the programming hours, industry, market and gameplay tied to boosters were rarely/never used? Sounds a bit pants to me.



You sound a lot like someone upset that your own personal toy is about to become public. We have had a good few years of having boosters all for ourselves, lets get them out into the wider game!
[Of a request for change ask: Who Benefits?](https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=199765)
Ray Tucker
Avalon Guards
#12 - 2011-11-22 11:39:36 UTC
Manufacturing boosters(especially strong) is too much effort, that is basically the main reason for their scarcity, not the drawbacks. Since manufacturing doesn't change the utilization won't increase much too.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#13 - 2011-11-22 11:40:19 UTC

First line of offense is to remove the side effects.

If that doesn't change anything to the supply ...
(people will realize more people will want to use them,)
(so more boosters will get produced)

...then there will be a second line of offense,
which will increase the supply by changing a few things,
which will curb interest in producing boosters.

I'm quite sure they've figured THAT one out already.

It's not that CCP has no clue about how to influence the industry and the market... :)
Lexmana
#14 - 2011-11-22 13:01:56 UTC
KFenn wrote:
Lexmana wrote:
makoir Noriad wrote:
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil.


Only bitter-vets should have the pleasure of a "dumbed" down game right?

Wait wait wait, you're saying because we invested time and ISK into making ourselves effective with boosters (and those skills aren't cheap) we shouldn't get an advantage over someone who has only biology 3 and just pops the first pill he finds? Yeah, makes sense. Why don't you now moan that your ship doesn't do as much DPS as anyone else's because you haven't trained the support skills? EVE is about investment of time vs. reward, and these new boosters completely **** that. No risk, no real need to invest time in the booster support skills.


Naah, I didn't say that. I just commented on the double standard of "dumbing" down the game. Apparently that is fine if you're a bitter-vet.

To me, boosters have always seemed kinda broken. The bonus is too large for lasting that long and with virtually no side-effects to boot with skills. One booster gives more bonus than training a support skill from 1-5. Totally OP and basically I-WIN for bitter-vets.

I would like to see them changed in another way. If they were truly "boosters" that you would pop in the midst of battle to help you out in a desperate situation, they should last only a couple of minutes (maybe some more with skills) and have severe side effects for everyone.
Jerick Ludhowe
Internet Tuff Guys
#15 - 2011-11-22 13:17:01 UTC
Honesty you miserable twats how is removing a random dice roll "Dumbing down" the game..??.... Roll
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#16 - 2011-11-22 14:02:28 UTC
Jerick Ludhowe wrote:
Honesty you miserable twats how is removing a random dice roll "Dumbing down" the game..??.... Roll


Troll or are you really that stupid?

Yay! I'm glad the 200m I spent on skills and nearly as much again in drugs isn't soon to be worthless with these changes.

Seriously WTF? Now there is no reason what so ever to use anything other than strong.
Didona Carpenito
DUST Expeditionary Team
Good Sax
#17 - 2011-11-22 15:26:06 UTC
Why is there not a CCP generated thread for booster changes?

CCP Ytterbium wrote:
Hey folks, it seems this thread needs some attention.


Let us explain why we are not happy with current state of boosters on Tranquility:

  • Unpredictability: that is due to the side-effects being randomly applied when you consume a booster, and that often hampers the very points you are trying to boost. As examples, chance of reducing shield capacity when consuming Blue Pills, missile velocity with Crash, or armor hitpoint / capacitor penalty with Exile. The list goes on, but the important point to remember here is that unpredictable mechanics on a player produced, controlled item do little to promote the usefulness of it in the long run.

  • Production complexity: boosters, as short-term consumables, are too time consuming and complex to produce. They require a combination of reactions and manufacturing, while relying on limited supply of skills, gas distributions and commodities to produce.

  • Distribution inconsistency: since most of them are illegal, smuggling boosters back into high-sec is highly unreliable due to the bugged and incoherent nature of Customs NPCs.


Basically, boosters are they stand right now should be used more than in just a few niche situations. There are a lot of points to improve, but instead of trying to revamp everything quite blindly in one release, we chose to adopt a more conservative step-by-step approach and see actual consequences before moving on to the next step. That also fits well with our "thousand little things" project, which consists of many, small iterations on existing features.

The changes about to be deployed for Crucible look into their unpredictability, by making them more appealing to a broader portion of our player base. Since they are supposed to be more reliable, we tuned down their effects a bit, while revamping old skills to partly compensate for the change. We also do know this is going to cause prices issue as the production isn't changed for the time being.


To help you understand why this was done and how this fits in our general scheme, here is a glimpse of our long term vision for boosters, smuggling and contraband:

  • Production changes: as stated above, iterate on booster production to make them more available, at least on their synth and standard variations. That includes, but is not limited to, gas distribution changes, modifications in the reaction and manufacturing process, remove or adjust some skills.

  • Distribution iteration: have a look on how booster components (gases, pure booster reactions and commodities) are moved around, iterate on their illegality status.

  • Consumption iteration: look at how boosters are consumed, possibly look into and replace unpredictable side-effects by addiction mechanics (remember, first one is free).

  • Smuggling improvements: possibly remove Custom NPCs, and move the act of scanning and seizing contraband into player hands. Coupled with the points above, make smuggling of large illegal goods or more potent boosters challenging but rewarding in low/high-security space, turn booster distribution into an emergent, player controlled system that is easy to get into, but difficult to control and profit from. And finally, look into ways to promote low-security and fringes of high-security space as main sources of smuggling, contraband production and distribution.



Remember all of this remains soon™ material and are no way fixed in stone right now. We just wanted to be a bit more transparent on why this change is happening and which goals we are attempting to reach.


Note: Alchemist and Edge implant sets are an oversight that are being looked into. Fix will most likely not make it for Crucible release, but shortly after, so we advise you to hold on to them.


Hope that helps.

Swearte Widfarend
Ever Vigilant Fountain Defenders
#18 - 2011-11-22 15:48:58 UTC
I'm all for booster changes.

Here's my problem with the changes proposed for next week.

They will make boosters mainstream, which will increase their cost exponentially.

Now wait, alone that isn't bad, but if CCP then decides to implement addiction mechanics (I really want this, FWIW), you have a whole new set of tears and rage and pages of forum complaints about how boosters will be ruined.

Want to tweak boosters? Great. Do it all at once and then iterate.

Don't make a change that will lead to more player frustration when you make the next change.

Leave boosters alone until you can address the problem in a broader scope.

Democracy is only as good as the despot managing the voting booth.

Cearain
Plus 10 NV
#19 - 2011-11-22 17:00:19 UTC
TrollFace TrololMcFluf wrote:
makoir Noriad wrote:
its another dumbing down of the game. No side effects so what happens to the skills everyones learnt? When you had those skills the side effects where basically nil. I dont mind ccp looking for ways to keep players in the game but how are they gooing to keep them in after a year or two once there is nothing new or nothing to challenge them.


Oh cry more you pathetic little winger

It isnt dumbing them down its making them more useful in more situations ...


It is dumbing them down. There will no longer be any thought involved other than - "will this benefit me?" If yes then take it. No need to worry about whether side effects will hurt you.

I'm not entirely unhappy with the changes. But it is dumbing them down.

I wish they would have done it different. If you get bad side effects you can take another booster and reroll the dice. But whatever.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#20 - 2011-11-22 17:13:09 UTC
They should make radar sites more availible, like gravimetric sites... but COMEON REMOVAL OF SIDE EFFECTS?

makes no sense... At least the strong and improved should have side effects and if anything, make them stronger.
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