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[Kronos] Pirate Implants

First post First post
Author
JP Nakamura
Union of Intergalactic Miners and Nano Assemblers
#121 - 2014-05-22 18:11:54 UTC  |  Edited by: JP Nakamura
Harvey James wrote:
Cardano Firesnake wrote:
CA-1 and CA-2 are soooooooooooo great.
I use them 24/24.
Even if their cost is above 45M now...


im just sad thet i cant use the whole set .. 2bil each for the other 2 ... no consistency here at all


Its all down to availability.

CA-1 and CA-2 were last given out to all accounts Dec 2012 (2013? ... both? one of those) with random people getting one or the other.
CA-3 and CA-4 were promo items from the Collectors Edition (if I remember correctly).

Much smaller supply = much higher price.

CCP: 10+ years of Harvesting players Tears  (latest efforts being Source Limited Edition, and Alliance Logo Revised Policies)

TheMercenaryKing
Collapsed Out
Pandemic Legion
#122 - 2014-05-22 18:17:21 UTC
Steve Ronuken wrote:
(caveat: I haven't talked to ccp about the design goals. This is supposition)

Why drop things in lowsec?

To get people into lowsec, looking for low volume, high value things. More people in lowsec, even if they're just passing through, means more targets for the people that live there. Which is something that's sorely needed.


Talk to them about making the harvesting implants useful. Please, the range bonus is next to useless especially on the new updated hulk. No miner gives crap about mining range as the asteroids are not going anywhere.
Zappity
New Eden Tank Testing Services
#123 - 2014-05-22 21:23:15 UTC
Malcanis wrote:
Zappity wrote:
Nice changes but I would strongly prefer the HG were +5. I don't understand the point of learning implants (i.e. Improved) since the only gameplay these encourage is sitting in a station. Please allow us to play and interact with other ships (i.e. blowing them up) without losing training time.

I may have ranted about this in the past.

Edit: and thanks again for the buffs to lowsec. I hope the cumulative effect of all these new drops will work well.


Actually, the simplest thing to do would be to just remove +5 learning implants. Once no one has to worry about them any more, the problem is solved.

Works for me. But I sound ungrateful for the +4 change which is excellent in the absence of this.

Zappity's Adventures for a taste of lowsec and nullsec.

Erutpar Ambient
The Scope
Gallente Federation
#124 - 2014-05-23 05:20:23 UTC
TheMercenaryKing wrote:
Steve Ronuken wrote:
(caveat: I haven't talked to ccp about the design goals. This is supposition)

Why drop things in lowsec?

To get people into lowsec, looking for low volume, high value things. More people in lowsec, even if they're just passing through, means more targets for the people that live there. Which is something that's sorely needed.


Talk to them about making the harvesting implants useful. Please, the range bonus is next to useless especially on the new updated hulk. No miner gives crap about mining range as the asteroids are not going anywhere.

I completely agree with this.

Foz, do you have any numbers on how many of these are actually in use? Then we will also need to know the number of characters chribba has mining Lol. These might have actually been a bit useful when mining battleships were a thing. But as of now they're obsolete. With the level of power some of the other sets provide would it really be totally out of the question to have this set provide a Yield bonus?

Here's some possibilities:
Increased Yield
Decreased mining laser/strip miner fitting requirements.
Increase Ore bay size.
Dramatically increase the EHP of Hulks?

So many OP stat buffs. Why not for mining too?
Trillian Darkwater
ACME HARDWARE
Exxitium
#125 - 2014-05-23 11:46:11 UTC
Seith Kali wrote:
Make HG +5 please.

Maybe even a progression of 1-3-5 ? Big smile
Trillian Darkwater
ACME HARDWARE
Exxitium
#126 - 2014-05-23 11:49:16 UTC
TheMercenaryKing wrote:
Can you make it easier to get the harvesting implants, its too cost ineffective at the moment. To be honest, mining range is not as great as it sounds.

Yeah, maybe make it a bonus to ore hold capacity or mining crystal damage ?
Or maybe even have them affect the multiplier on crystals ? In our dreams, lol
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#127 - 2014-05-23 11:49:44 UTC
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Omnathious Deninard
University of Caille
Gallente Federation
#128 - 2014-05-23 12:10:20 UTC
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


Almost as useless as the range bonus.

Secondary problem is they still cost a massive amount of LP to buy and the only ORE mission agents are in null sec making doing missions for them a less than desirable choice. If you could try to get them to implement a liaison in high sec then a legitimate discussion about harvest implants might be brought up.

If you don't follow the rules, neither will I.

Ravasta Helugo
Republic University
Minmatar Republic
#129 - 2014-05-23 12:31:21 UTC
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


I have sub-optimal (sub-standard really) skills and still never have a problem with invuln + extractors capping out. Cap bonus will be worthless to me, much less someone with optimal skills.

I think a reduction in CPU for mining modules, or a CPU and PG reduction for extractors, is the best way forward. No effect on yield, but significantly stronger potential tank...?
Harvey James
The Sengoku Legacy
#130 - 2014-05-23 12:40:09 UTC
JP Nakamura wrote:
Harvey James wrote:
Cardano Firesnake wrote:
CA-1 and CA-2 are soooooooooooo great.
I use them 24/24.
Even if their cost is above 45M now...


im just sad thet i cant use the whole set .. 2bil each for the other 2 ... no consistency here at all


Its all down to availability.

CA-1 and CA-2 were last given out to all accounts Dec 2012 (2013? ... both? one of those) with random people getting one or the other.
CA-3 and CA-4 were promo items from the Collectors Edition (if I remember correctly).

Much smaller supply = much higher price.


indeed .. still makes me sad i would like too complete the set.. alas i cannot

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#131 - 2014-05-23 12:42:56 UTC
Ravasta Helugo wrote:
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


I have sub-optimal (sub-standard really) skills and still never have a problem with invuln + extractors capping out. Cap bonus will be worthless to me, much less someone with optimal skills.

I think a reduction in CPU for mining modules, or a CPU and PG reduction for extractors, is the best way forward. No effect on yield, but significantly stronger potential tank...?



Bear in mind that with the changes coming in Kronos, you're getting a cycle time reduction, rather than a yield bonus, which can put more cap pressure in place.

Anyway, I've raised it as a concern, so we'll see what happens.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Harvey James
The Sengoku Legacy
#132 - 2014-05-23 12:43:14 UTC  |  Edited by: Harvey James
Omnathious Deninard wrote:
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


Almost as useless as the range bonus.

Secondary problem is they still cost a massive amount of LP to buy and the only ORE mission agents are in null sec making doing missions for them a less than desirable choice. If you could try to get them to implement a liaison in high sec then a legitimate discussion about harvest implants might be brought up.


range is quite pointless .. barges can move you know Smile .. yield,cycle time ... what else would be worth the expense and a implant slot... cap is quite unimportant as is fitting.. that and fitting implants already exist... overlap is pointless

perhaps a combo of yield ,cap use reduction, cycle time and range ...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

TheMercenaryKing
Collapsed Out
Pandemic Legion
#133 - 2014-05-23 13:31:05 UTC  |  Edited by: TheMercenaryKing
Omnathious Deninard wrote:
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


Almost as useless as the range bonus.

Secondary problem is they still cost a massive amount of LP to buy and the only ORE mission agents are in null sec making doing missions for them a less than desirable choice. If you could try to get them to implement a liaison in high sec then a legitimate discussion about harvest implants might be brought up.


The aquisition of them and all ORE modules to be honest.

The only way I can see range being useful is if the asteroids moved. That would probably be a huge unlikely overhaul.

There are really 2 major mining boosts that people want:
Cycle Time
Yield

But i got to thinking, what if the implants for harvesting were like the Genolutions:

  1. Fitting bonus
  2. Yield bonus
  3. Cycle time
  4. Range bonus
  5. Ore bay bonus


With these, you would gain a minor boost to each bit, making the ship generally better, rather than one specific potentially too effective bonus?

(Edit, did not read the post above me complete)
Ravasta Helugo
Republic University
Minmatar Republic
#134 - 2014-05-23 14:05:58 UTC
TheMercenaryKing wrote:
Omnathious Deninard wrote:
Steve Ronuken wrote:
Harvest mining implants:

I've mentioned now Smile As it was around a minute ago, no feedback yet.

Yield I suspect is unlikely.
Fitting requirements might be interesting, but possibly tricky.
Ore bay: I suspect is a 'hell no'

How would a mining laser cap usage change strike you?


Almost as useless as the range bonus.

Secondary problem is they still cost a massive amount of LP to buy and the only ORE mission agents are in null sec making doing missions for them a less than desirable choice. If you could try to get them to implement a liaison in high sec then a legitimate discussion about harvest implants might be brought up.


The aquisition of them and all ORE modules to be honest.

The only way I can see range being useful is if the asteroids moved. That would probably be a huge unlikely overhaul.

There are really 2 major mining boosts that people want:
Cycle Time
Yield

But i got to thinking, what if the implants for harvesting were like the Genolutions:

  1. Fitting bonus
  2. Yield bonus
  3. Cycle time
  4. Range bonus
  5. Ore bay bonus


With these, you would gain a minor boost to each bit, making the ship generally better, rather than one specific potentially too effective bonus?

(Edit, did not read the post above me complete)

I like this. Breaks the mold.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#135 - 2014-05-23 14:28:19 UTC
So, does this mean that all the low-grade implants in our heads become mid-grade? And therefore automatically +3 from +2?
CCP Fozzie
C C P
C C P Alliance
#136 - 2014-05-23 15:06:34 UTC
Awkward Pi Duolus wrote:
So, does this mean that all the low-grade implants in our heads become mid-grade? And therefore automatically +3 from +2?


Yes.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#137 - 2014-05-23 15:07:26 UTC
We're aware that some implant sets are a lot less useful than others, but we're not going to change the bonuses provided by implant sets in Kronos. That's a task for later.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#138 - 2014-05-23 15:16:02 UTC
CCP Fozzie wrote:
We're aware that some implant sets are a lot less useful than others, but we're not going to change the bonuses provided by implant sets in Kronos. That's a task for later.


Boo!!! why??

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

TheMercenaryKing
Collapsed Out
Pandemic Legion
#139 - 2014-05-23 15:21:38 UTC  |  Edited by: TheMercenaryKing
CCP Fozzie wrote:
We're aware that some implant sets are a lot less useful than others, but we're not going to change the bonuses provided by implant sets in Kronos. That's a task for later.



NOOOOOOOOOOOOO!

Ok, so yeah, maybe balancing them for deployment in two weeks is too much.

But please also look at ORE missions and modules too. Last i checked it was heavily camped low-sec, some high-sec agents scattered around would be a positive.
Michael Harari
Genos Occidere
HYDRA RELOADED
#140 - 2014-05-23 15:34:56 UTC
CCP Fozzie wrote:
We're aware that some implant sets are a lot less useful than others, but we're not going to change the bonuses provided by implant sets in Kronos. That's a task for later.


A quick change for edge would be to make it reduce both the chance of a side effect, as well as the severity of a side effect.

It still wouldnt be worth using, but it would be a lot better than it is now.