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Drug Booster Balancing issues

First post First post
Author
Caulk H0lster
Kazakh Ministry of Wealth Redistribution
#261 - 2011-11-27 02:49:09 UTC  |  Edited by: Caulk H0lster
Hans Jagerblitzen wrote:
STUFF ABOUT GRATH


m8, you have some points when you stick to talking about what you know about (booster production), but while I diasgree with Grath and his doom-and-gloom attitude about the retracted changes, Grath is a br0 and you're now making yourself look stupid by talking about things you clearly know nothing about.

Now I know Grath isn't dumb, and I'm pretty sure he knows there is in fact money to be made in the booster business now, and more if/when CCP buffs them, and I'm pretty sure you're being trolled in epic proportions (that, and he's pretty mad in general about the changes being retracted). So you might want to quit while you're ahead and before you make a bigger fool of yourself.
Hans Jagerblitzen
Ice Fire Warriors
#262 - 2011-11-27 03:05:18 UTC  |  Edited by: Hans Jagerblitzen
Caulk H0lster wrote:
Hans Jagerblitzen wrote:
STUFF ABOUT GRATH


m8, you have some points when you stick to talking about what you know about (booster production), but while I diasgree with Grath and his doom-and-gloom attitude about the retracted changes, Grath is a br0 and you're now making yourself look stupid by talking about things you clearly know nothing about.

Now I know Grath isn't dumb, and I'm pretty sure he knows there is in fact money to be made in the booster business now, and more if/when CCP buffs them, and I'm pretty sure you're being trolled in epic proportions (that, and he's pretty mad in general about the changes being retracted). So you might want to quit while you're ahead and before you make a bigger fool of yourself.


Of course I'm being trolled! That was easy to see a couple posts in. Doesn't mean I'm not having as much fun with him as he is with me.

And I was never ahead, cause I was totally talking out of my ass, right? Grath was totally schooling me the whole time...Roll

CPM0 Chairman / CSM7 Vice Secretary

Grath Telkin
Amok.
Goonswarm Federation
#263 - 2011-11-27 04:17:52 UTC  |  Edited by: Grath Telkin
Hans Jagerblitzen wrote:


1) Grath wants to be rich, fights for changes so that he can be rich.


My alliance controls 1/3 of the tech moons in the game, our alliance wallet topped a trillion isk back during like, September. I don't need to be what I already am

Hans Jagerblitzen wrote:
2) Grath says NO one could possibly be making money off boosters.


I said the profit margins are retardedly small

Hans Jagerblitzen wrote:
3) Grath says he is sad because he isn't making money off boosters.


I actually said that I can't possibly be bothered with making boosters because its stupid boring, mind numbingly so. I did however say that OTHER PEOPLE would if it was worth more isk.

Hans Jagerblitzen wrote:
3) Grath says Hans is only out to protect his own income (the one that doesnt exist).


You are out to protect your business, more competition could either put you out of business or make an already boring process even worse.

Hans Jagerblitzen wrote:
4) Grath is calls Hans a parasite for wanting to be rich. (What a monster!)


I called you a parasite because you are, you could care less about the larger game, just so long as your personal game doesn't get disturbed.




All that typing and you can't even follow along when somebody else posts.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Grath Telkin
Amok.
Goonswarm Federation
#264 - 2011-11-27 04:26:57 UTC  |  Edited by: Grath Telkin
S0NFANNA wrote:

You want to see an hour of a 25% shield boost from a strong blue pill cost more than the current price of plex? thats just silly


Strong blue pill with the modified skills is virtually no different than the current version, and with max skills it was closer to 2 hours in duration.

Also Strong would be that expensive, Standard boosters would have been pretty common, and more than likely in the 50-100 million isk range. Not much different than buying strong now.


S0NFANNA wrote:
As a booster user I don't want my standard blue pill to be less good than it was.


It wasn't, it was nearly as strong as before, 2%, thats the difference between max skills new set and old pill. But with a way longer duration and no draw backs, it wasn't less good, it was better in every single way possible.


S0NFANNA wrote:
and I don't want the skills I bought (bearing in mind they were pretty expensive) to be turned into a waste of ISK and skill points.


The skill weren't being turned into a waste, one made the drug stronger (till it was nearly as strong as pre change Strong booster), the other extended the duration even longer.

Those are pretty good, and not CHANCE based (we need to get rid of every single chance based mechanic in the game, they're ********) like the skills we have now, so that even if you spend 20 days training a skill to level 5, you end up with some craptastic side effect. Because a computer picked a number wrong. Like Ewar's chance based hokum, it needs to go.


S0NFANNA wrote:
Just because these changes might have made 0.0 more profitable for you, doesn't mean that we should accept weak and poorly considered changes on the user end of it all.



I wonder how many of you actually looked at the changes, because from everything you've posted you have no idea what the strength or effect of the drugs with max skills (which i have) are. People just knee jerked "OH GOD THEY CHANGED THEM" without ever trying the changes out.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

S0NFANNA
Cause For Concern
#265 - 2011-11-27 04:38:06 UTC
2%?? You are wrong,

the proposed new strong pill gave a 20% boost to shield boost amount (the existing strong pill gives 30%). The skill boosted the efficacy of the boosters by 5% per level.

Therefore, at level 5 a 25% boost to booster efficacy would be achieved. 1.25*20=25.
A whole 5% less than the existing strong blue pill.

Standard blue pill was changed to 10% efficacy. 1.25*10=12.5%. This is 7.5% less than the existing standard blue pill.
Diminishing returns mean the lower the grade of the pill the lower the effectiveness of the skill (this may be a good thing) however these arent close to the original values (in eve every percentage point counts).

If the skills returned the booster efficacy to similar levels pre patch I would have been more ameanable to the changes, but if you look at the first page, I did explain it all.

Before you question whether or not people actually looked at this, make sure you yourself are correct, it just undermines your credibility when you pull figures out of the air.

As to your price issue, I made some boosters for a little while, and the profit margin is perfectly fine as it is, though demand isnt fabulous, but to introduce profit margins like you are suggesting is just bad economics, and counter intuitive of the goal to broaden booster usage.
Hans Jagerblitzen
Ice Fire Warriors
#266 - 2011-11-27 04:42:48 UTC
Grath, I've been following you just fine. I get it, booster production is beneath you and your vast wealth, but if Strong boosters were selling for 500 million you would make them. Right now they are chump change for you.

Point is, we both agree that lowsec and nullsec need a value increase. If you had ever read any of my posts prior to this thread, you'd know that I've spoke out against the Sanctum / Haven nerfs and sincerely hope they make sovereignty change mechanics less of a pain in the ass. I want you to have a great time wherever you decide to hang out, nullsec included.

However, we disagree that simply making people fight more over a group of resources is the way to "make the game great". I can understand your position, being the holder of 1/3 of the games moons. That wealth has certainly made things fun for you and your alliance, and so I can see you wanting to also see LADAR sites become another golden apple to be plucked.

When you already have a large amount of muscle at your disposal, its easy to argue that the way to fix something is to make it fought over more.

Its about time we end the "you're just trying to cater to your own gameplay" stuff (because you wanted these changes to go through for your own benefit as well) and let the thread get back to talking about actual booster mechanics, if they so choose.

There is plenty to talk about in terms of side effects and buff amounts, without carrying on the silly troll / counter-troll charade.

You can take your anger out on me all you like, I understand you're upset here. But this isn't all my personal doing. I didn't somehow bend CCP to my own nefarious will. There were plenty of others in the thread here who just flat out disagreed with you. Plenty of voices spoke up saying they preferred side effects to an effectiveness nerf, and felt that the whole feel of boosters and the quality of the game suffered by simply waving a magic wand and turning them into space-gold for you, me, or whoever else is involved in booster-making.

CPM0 Chairman / CSM7 Vice Secretary

CarbonFury
Caldari Provisions
Caldari State
#267 - 2011-11-27 04:51:22 UTC
I'm just gonna go ahead and point out the smoking gun for this whole argument: CCP Tallest came back from his vacay and said "all changes were finalized before I went away" then on the same day the reversal of the booster change is announced as "we had a long day discussing this." mmkay?
Hans Jagerblitzen
Ice Fire Warriors
#268 - 2011-11-27 05:00:29 UTC
CarbonFury wrote:
I'm just gonna go ahead and point out the smoking gun for this whole argument: CCP Tallest came back from his vacay and said "all changes were finalized before I went away" then on the same day the reversal of the booster change is announced as "we had a long day discussing this." mmkay?


Mmmmkay. Wait, what?

CPM0 Chairman / CSM7 Vice Secretary

Helothane
Ascendent.
Test Alliance Please Ignore
#269 - 2011-11-27 05:19:22 UTC
CarbonFury wrote:
I'm just gonna go ahead and point out the smoking gun for this whole argument: CCP Tallest came back from his vacay and said "all changes were finalized before I went away" then on the same day the reversal of the booster change is announced as "we had a long day discussing this." mmkay?



Because there is a big difference between altering code to be something other than what is presently on TQ or Sisi (it needs to be tested, etc.) and reverting code back to the live version. You don't need testing to simply revert the code back to the way it was.
Grath Telkin
Amok.
Goonswarm Federation
#270 - 2011-11-27 06:49:38 UTC
S0NFANNA wrote:

Therefore, at level 5 a 25% boost to booster efficacy would be achieved. 1.25*20=25.
A whole 5% less than the existing strong blue pill.


I understand what the math is supposed to look like, but I can tell you that in game, on the TEST server, the Strong Drop was at 33% with all 5s, that is effectively 4% lower than Strong Drop as it stands right now (37%).


I do realize what you're saying, but I spent a solid week toying with the different boosters, and the bonus was higher than 25%.


We ran 6 hours of testing just about every day on them, and were running boosters in all 3 slots for Carbons Tengu's, so Im not sure if somebody ELSE did the math wrong, or you're reading the boost effect wrong, but it clearly, and I mean CLEARLY said 33% on Strong Drops effects on tracking.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Grath Telkin
Amok.
Goonswarm Federation
#271 - 2011-11-27 06:56:09 UTC  |  Edited by: Grath Telkin
Hans Jagerblitzen wrote:


You can take your anger out on me all you like, I understand you're upset here. But this isn't all my personal doing. I didn't somehow bend CCP to my own nefarious will. There were plenty of others in the thread here who just flat out disagreed with you. Plenty of voices spoke up saying they preferred side effects to an effectiveness nerf, and felt that the whole feel of boosters and the quality of the game suffered by simply waving a magic wand and turning them into space-gold for you, me, or whoever else is involved in booster-making.



I understand that, and I read the thread, and most of the people in this thread OBVIOUSLY didn't run any form of actual testing on the changes, they read the changes and either have ulterior motives (those who want more supply before the change comes through) or they simply didn't see the effects on the server (the guy above me who quotes correct math but the math wasn't working the way its depicted).

Then theres a whole group of people who simply hate change, and are having a knee jerk reaction to it. Boosters are dumb as is, they're highly ineffective, you have 3 slots for boosters but at max skills, you're literally asking the computer to pick a number at random to see if you get an effect, there is no math, its just hope, and taking all 3 boosters is akin to just self destructing your ship because you'd be under the burden of SO many penalties at once.

I mean, imagine having 3 fitting slots on your ship, and each time you fit a module theres a random chance that you get some drastic ******** side effect? How stupid is that? Theres no way to completely mitigate it, theres no reason to have 3 booster slots period, as only the suicidal retards would ever try to take more than one.


EDIT: Who wants to bet 2012 ends without a change to boosters? I've got isk, and if Chribba's not too mad about his house we have a 3rd party.

You effectively have put this in the same basket as AF's (things that will never actually get fixed or changed in any way), and with it, you condem Low Sec and 0.0 to another 6 months of stagnation and more gutter trash clambering to do high sec incursions.

Sometimes its just better to shut up and take the change because their actually changing things, instead of working on sparkly vampires or a PS3 game that nobody cares about.

Mark my words, 2012, the whole year.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Destructor1792
Sebiestor Tribe
Minmatar Republic
#272 - 2011-11-27 11:18:44 UTC
Grath Telkin wrote:
Boosters are dumb as is, they're highly ineffective, you have 3 slots for boosters but at max skills, you're literally asking the computer to pick a number at random to see if you get an effect, there is no math, its just hope, and taking all 3 boosters is akin to just self destructing your ship because you'd be under the burden of SO many penalties at once.

I mean, imagine having 3 fitting slots on your ship, and each time you fit a module theres a random chance that you get some drastic ******** side effect? How stupid is that? Theres no way to completely mitigate it, theres no reason to have 3 booster slots period, as only the suicidal retards would ever try to take more than one.


That pretty much sums up my feelings on Boosters. Had 3 scenarios play out for me a few days ago whilst munching on a few:

1st - Took 2 boosters. No side effects! \o/

2nd - Took another 2. Got hit with a side effect on each one. (2 penalties)

3rd - Took another 2. Got hit with 2 side effects on each!! (4 penalties)

Problem you have as well is that once you've taken them, there's no way to remove them so you're boned until the timer expires or you purposely let someone pod you or you pod yourself!!

Personally, I'd have preferred the toned down versions with no side effects to the current ones which rely too much on a roll of the dice.



Not fired a shot in anger since 2011.... Trigger finger is starting to get somewhat itchy.......

Hans Jagerblitzen
Ice Fire Warriors
#273 - 2011-11-27 11:36:00 UTC
Destructor1792 wrote:


Problem you have as well is that once you've taken them, there's no way to remove them so you're boned until the timer expires or you purposely let someone pod you or you pod yourself!!

Personally, I'd have preferred the toned down versions with no side effects to the current ones which rely too much on a roll of the dice.



Actually, you can jumpclone into a fresh body that is side effect free. As for side effects + greater effectiveness, or no side effects and less boost, its really just a subjective opinion, there isn't a "right" or "wrong" about that one.

Many many pilots have stepped forward already and talked about the number of pilots using these with minimal side effects, and moderating them with skills and implants. Also, as has been explained, there are combinations of ships and boosters where some of the side effects are more or less irrelevant. These combined tactics are enough to keep a good number of pilots popping pills on a regular basis, with demand for all three strengths existing on the black market if not always on the regular market.

Thats not to say there aren't those like yourself and Grath that have had horrible luck with them, its just that it swings both ways and there are testimonials to support both viewpoints.

CPM0 Chairman / CSM7 Vice Secretary

Destructor1792
Sebiestor Tribe
Minmatar Republic
#274 - 2011-11-27 12:40:04 UTC  |  Edited by: Destructor1792
Hans Jagerblitzen wrote:

Actually, you can jumpclone into a fresh body that is side effect free. As for side effects + greater effectiveness, or no side effects and less boost, its really just a subjective opinion, there isn't a "right" or "wrong" about that one.


Jump Cloning is not an option for 99% of the player base if they pop a pill & end up with a stack of negative side effects. Now i'm looking at this from a PvP perspective so imagine the scenario:

FC - "K peeps, we have hostiles incoming. Jump into your ships & lets roll"

Pop 3 pills

Uh oh, side effects.. Hmm, the side effects have just gimped my ships setups and totally outweigh the benefits of taking the pills to start with!! Clone jump time.

Me - "Err, FC, I can't take part. Just JC'd due to boosters shafting me & i'm now in another Region! Soz"
FC - "Moron - why'd you do that for??!! Next time, don't take the damn pill!!"


Problem you have is that JC's are normally spread around different regions for different uses so that option is out the window! Only other choices you're left with is to either join in with (a) your now "gimped" ship or (b) wait around for the effect to wear off & then play catch up.

Through experience, I know what most pilots would do and it's not "a".


Obviously, CCP want boosters to be used more or they wouldn't have changed them to start with. Question is, what now?

Keep them as they are?
Remove all penalties & reduce their effectiveness?
Reduce the penalties?
Change the current skill bonuses so they actually remove all the penalties?

I did notice a large part of this thread is about manufacturing, cost, ect. To me, I don't care about this or the cost. In their current state, they are not worth the risk in taking (regardless of whether they are on the market for 100isk or 100mill isk).

So to CCP, what do you want to see with boosters? If it's more pilots using them, change them from their current state. If not, leave them as they are and we'll carry on as before.

Peace out Cool

Not fired a shot in anger since 2011.... Trigger finger is starting to get somewhat itchy.......

Hans Jagerblitzen
Ice Fire Warriors
#275 - 2011-11-27 12:57:55 UTC  |  Edited by: Hans Jagerblitzen
I know jumpcloning isn't always feasible, and I certainly hope pilots aren't jumping into distant clones just to evade side effects. This is probably unlikely to be taken advantage of much, I was just trying to point out you're not completely stuck if you get borked on a bad trip.

From my own experience and those that I know that frequently use them, pills are usually popped when you need them the most - much like overheating. Because it carries risk, it must be done sparingly. For the most part, they are emergency measures, not preemptive things a whole fleet would down at once. This is a common misunderstanding.

For example, you wouldn't normally pop a Blue Pill than go for a roam. You'd carry it in you cargo hold and than pop it when you're already sustaining fire, and your tank isn't holding. If there's no alpha sniper ships on the field, and it all boils down to the HP/s you can absorb, that extra tanking boost per cycle is more important than your EHP if you're in a push-pull kind of fight.

Same with X-instinct - normally you wouldn't pop and roam, but swallow if you're attacking a large target and taking more damage than you'd like.

Grath mentioned multiple boosters at once - I know a few maelstrom pilots that use a crystal set, and will pop a Strong Blue pill when they can't tank all the incoming damage with the implants alone. On top of that, they will pop a Drop booster to increase the tracking of the guns, since they are more or less stationary and the Drop enables them to hit stuff they otherwise couldn't as they hunker down and engage an entire enemy gang. Sometimes they'll get a side effect, but the sheer amount of damage they can dish out and absorb is worth it to them. If they're lucky, they turn into gods for 60 minutes or maybe just get hit with a speed nerf or something that may not even matter to such a fit.

Again, its really not a matter of broken or not, its totally a personal preference thing. Some players just honestly think the boosts are worth rolling the dice for, and do so on a regular basis. Other's don't, and that's fine too.

CPM0 Chairman / CSM7 Vice Secretary

Jerick Ludhowe
Internet Tuff Guys
#276 - 2011-11-27 19:42:58 UTC
Random dice rolls are not "smarter" or more "involved" and don't add anything positive to the game... A random dice roll is dumbing **** down, period. If CCP were to introduce something controllable like scalable penalties based on number of consumptions inside a set period of time, good. A random dice roll? Dumb de dumb dumb dumb.

Just want to leave you folks with this. Anyone bitching about a 4% or 5% difference between maxed skilled boosters on test compared to TQ in exchange for no side effects is a ******* moron... How can someone honestly argue that a small % difference that will never amount to any real change in any kind of combat situation outside of some Efter's hypothetical wet dream engagement worth the chance at getting potentially game breaking draw backs?....
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#277 - 2011-11-27 22:29:34 UTC
Jerick Ludhowe wrote:
Random dice rolls are not "smarter" or more "involved" and don't add anything positive to the game... A random dice roll is dumbing **** down, period. If CCP were to introduce something controllable like scalable penalties based on number of consumptions inside a set period of time, good. A random dice roll? Dumb de dumb dumb dumb.

Just want to leave you folks with this. Anyone bitching about a 4% or 5% difference between maxed skilled boosters on test compared to TQ in exchange for no side effects is a ******* moron... How can someone honestly argue that a small % difference that will never amount to any real change in any kind of combat situation outside of some Efter's hypothetical wet dream engagement worth the chance at getting potentially game breaking draw backs?....


Dice roll is dumb, I agree.

So is attribute buffs with no penalties other than a wallet drain. This was a stupid fix.

Manageable addition mechanics would be cool.
S0NFANNA
Cause For Concern
#278 - 2011-11-27 23:41:08 UTC
Jerick Ludhowe wrote:
Anyone bitching about a 4% or 5% difference between maxed skilled boosters on test compared to TQ in exchange for no side effects is a ******* moron... How can someone honestly argue that a small % difference that will never amount to any real change in any kind of combat situation outside of some Efter's hypothetical wet dream engagement worth the chance at getting potentially game breaking draw backs?....


Except that if you read the thread, or understood boosters, you would know that boosters have many applications in setups where the potential drawbacks will not affect the player. This encourages smarter use of them, rather than just popping a pill before every engagement without thought.

Grath Telkin
Amok.
Goonswarm Federation
#279 - 2011-11-28 07:12:24 UTC
S0NFANNA wrote:


Except that if you read the thread, or understood boosters, you would know that boosters have many applications in setups where the potential drawbacks will not affect the player. This encourages smarter use of them, rather than just popping a pill before every engagement without thought.



So you would use all 3 booster slots in a fight?

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Hans Jagerblitzen
Ice Fire Warriors
#280 - 2011-11-28 07:40:46 UTC
Jerick Ludhowe wrote:
Anyone bitching about a 4% or 5% difference between maxed skilled boosters on test compared to TQ in exchange for no side effects is a ******* moron...


Just want to leave you with this - calling everyone a ******* moron adds 0% to the objectivity of your statement. These are matters of opinion here. Insults don't somehow "prove" that your idea is somehow the "correct" one.

4-5% difference makes a big difference, to a lot of pilots. This is the reason that people spend 3 weeks training a skill that only changes one stat by 2%. Also the reason pilots spend a few hundred million isk on a 5% implant. Every percentage point matters.

Because the side effects are usually taken into consideration with regards to the specific ship, specific fitting, and specific tactical situation (by pilots who know what they're doing with boosters), there are many cases where that extra 5% in one stat will be desired over a 20% hit to a stat that may not be critical for that ship and that situation.

CPM0 Chairman / CSM7 Vice Secretary