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Suggestion for the T3 rebalance

Author
Omnathious Deninard
University of Caille
Gallente Federation
#21 - 2014-06-03 07:06:58 UTC
Bohneik Itohn wrote:
Omnathious Deninard wrote:
Bohneik Itohn wrote:
Omnathious Deninard wrote:
I look at rigs to be like decals or engine upgrades for your car, completely optional.



You've never looked at the EHP of an armor buffer tanked Legion or Proteus after fitting 3 Trimark II's then.

Or the cap recharge of a dual rep WH site running Legion after a couple recharger II's.

Some setups rigs play a huge role, and should never be overlooked. This is why people buy multiple hulls even though a single T3 hull should technically be able to do all of the tasks people use multiple hulls to accomplish. It simply isn't worth the effort or the ISK to keep ripping rigs out when the hulls don't cost that much more.

And that is a specific option that you are doing to your t3, by All means they are completely capable without using any rigs.


If by capable you mean completely outclassed by any other T3 that does fit rigs, without any hope of competing, sure. And that's Okay, right? Deliberately handicapping yourself to the point where you will lose every fight, and provide inferior support to your fleetmates, in situations where you should at least have a chance at being evenly matched is what every Eve player does. Roll

The difference is that big when you synergize your rigs with your subsystems, and with a T3 it's not just about losing a ship, it's the 3-1/2 days training that go down that same drain. Refusing to pay a few million ISK to not only have a significantly higher chance of winning fights, but keep the SP as well, just because somewhere in your mind you feel that your ********* may be growing just a bit larger by doing so?.... Do you understand the concept of Risk vs. Reward?

I can't even think of how to provide an analogy for what you just said without getting my post edited by ISD Ezwal. This is as far as this goes.

A ship is just a ship and training time is just another kind of cost related to the loss of the ship.
While I will admit it has not happened often there have been times where there are no rigs that will specifically beneficial to what I am doing at which point I put my personal concept of generic rigs on the ship but all that does is increase the cost to replace the ship when I gets destroyed.
Judging from your responses your are the kind I played that measures the game isk/hr and green KB ratings.

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

Bohneik Itohn
10.K
#22 - 2014-06-03 07:28:14 UTC
Omnathious Deninard wrote:

A ship is just a ship and training time is just another kind of cost related to the loss of the ship.
While I will admit it has not happened often there have been times where there are no rigs that will specifically beneficial to what I am doing at which point I put my personal concept of generic rigs on the ship but all that does is increase the cost to replace the ship when I gets destroyed.
Judging from your responses your are the kind I played that measures the game isk/hr and green KB ratings.


You obviously haven't checked my KB then. I am happy to admit that it is a rather sorry and inactive mess, because other methods of making people resent seeing my name in local currently have my attention.

I can say this, however. I don't know anyone who flies a T3 looking for pushover fights with T1 frigates and cruisers. That's about as interesting as ratting in a BS. If you don't rig your T3, you're going to lose it on a regular basis and after you lose it a couple times you have no interest in flying it for a good long while. Why? Because those bonuses from your subsystem skills are not insubstantial. Losing those bonuses means losing more T3's if you keep flying them, which means losing more SP, and a crapload more ISK.

Any of this sounding fun yet?

You know what I think is fun? And let's see how many people agree with me on this, we'll hold an unofficial straw poll of sorts....

Getting in a fight with a ship and pilot that I should have a good chance against, or a small fleet in which my small fleet should have a good chance against, and not getting the hide stripped off of my sorry backside because I skimped on some lousy rigs which would have improved my ship to such a degree that I would not have embarrassed myself with the killmail I just handed my opponent, I would not have been a burden on my fleetmates and I would not have gotten some if not all of them killed by dropping the ball with something so mind-numbingly moronic as not fully fitting my ship for another 20% DPS, 35% tank, cap stability or the ability to actually keep my target neuted instead of just hugging him ineffectually while he runs around the field blapping all of my purple buddies.

Being able to avoid all of that, for 5 to 50 million isk, and keep my 350 to 550 million isk T3 which is not an insignificant amount of isk to someone who doesn't PLEX or molest moons out in null, is an appropriate balance of risk vs. reward. 3 and a half days of SP on top of that when I have 2 years of training planned that I consider "essential" just for the CRUISERS I want to fly? Jeebus Christ, why is this a topic of discussion?

Wait, CCP kills kittens now too?!  - Freyya

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Omnathious Deninard
University of Caille
Gallente Federation
#23 - 2014-06-03 11:22:14 UTC
You are assuming that you are rigged for the optimal situation at all times, should you be rigged for exploration and you get cought your rigs might as well not be there at all. If you are using projection rigs for sniping and you get snagged by a close range brawler your rigs might as well not be there. If you have a huge armor buffer with trimarks and you get engaged by someone kiting your rigs are as much as a drawback as a benefit.

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

Bohneik Itohn
10.K
#24 - 2014-06-03 13:09:07 UTC  |  Edited by: Bohneik Itohn
Omnathious Deninard wrote:
You are assuming that you are rigged for the optimal situation at all times, should you be rigged for exploration and you get cought your rigs might as well not be there at all. If you are using projection rigs for sniping and you get snagged by a close range brawler your rigs might as well not be there. If you have a huge armor buffer with trimarks and you get engaged by someone kiting your rigs are as much as a drawback as a benefit.



If I'm doing exploration in my T3, I don't get caught BECAUSE of the rigs I use. Period. Doesn't happen. If you get caught doing exploration in a T3 just go home.

If I'm using projection rigs to snipe and I get caught? It was going to happen anyways, but before that happens I can put those rigs to good use getting kills that otherwise wouldn't be possible because I'm not applying enough DPS to drop them while points hold.

If I get engaged by anything kitey in an armor buffer fit Legion or Proteus, I'm not going to catch them regardless of rigs. Having the Trimarks fit, however, I have an extra 2-4 minutes to burn back to gate. I can literally batphone people in from 5 systems away when I notice I'm caught and they will arrive in time, even if there are adds, to RR me, to kite the kiters and push their point off, or whatever.

The only reason not to use rigs on a T3 is if you want to lose it repeatedly, and since losing T3's directly affects your ability to fly T3's for the immediate future, you just guarantee that you'll lose more T3's by willingly throwing them away if you continue to re-ship in T3's.

The amount of isk lost compared to the amount of benefit you get from rigging a T3 is trifling, and not rigging them is like undocking with half your high, mid or low slots empty. How is this not immediately comprehensible?

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Rayzilla Zaraki
Yin Jian Enterprises
#25 - 2014-06-03 13:28:52 UTC
I like my T3s. I like that they can be switched around to be whatever I need them to be. As someone who is slightly OCD, I really want to have the ability to have my specific rig setup to compliment the use to which I put the ships.

However, I think the ability to unplug rigs or to give more rigs or even to completely remove rigs and put their bonuses into the subsystems would be wrong, just...wrong.

T3's are versatile ships, but that doesn't mean T3 owners should have that versatility transferred into rigs. Choosing to rig your ship specifically is a choice and a sacrifice that fits in with the risk v reward mentality of the game.

If you want the ship to be more versatile, then fit generalized rigs like resistances, capacitor, power grid or whatever. If you want to use it for a specific purpose, then rig it for that. Or...just go out an buy multiple hulls to rig for specific missions while keeping a good ol' Swiss Army knife version for when you want specificity.

Eve-marketdata.com shows a Proteus hull going for 132M ISK. That's pretty cheap. Especially considering all your subsystems are interchangeable.

Gate campers are just Carebears with anger issues.

Bohneik Itohn
10.K
#26 - 2014-06-03 14:23:53 UTC
Rayzilla Zaraki wrote:
I like my T3s. I like that they can be switched around to be whatever I need them to be. As someone who is slightly OCD, I really want to have the ability to have my specific rig setup to compliment the use to which I put the ships.

However, I think the ability to unplug rigs or to give more rigs or even to completely remove rigs and put their bonuses into the subsystems would be wrong, just...wrong.

T3's are versatile ships, but that doesn't mean T3 owners should have that versatility transferred into rigs. Choosing to rig your ship specifically is a choice and a sacrifice that fits in with the risk v reward mentality of the game.

If you want the ship to be more versatile, then fit generalized rigs like resistances, capacitor, power grid or whatever. If you want to use it for a specific purpose, then rig it for that. Or...just go out an buy multiple hulls to rig for specific missions while keeping a good ol' Swiss Army knife version for when you want specificity.

Eve-marketdata.com shows a Proteus hull going for 132M ISK. That's pretty cheap. Especially considering all your subsystems are interchangeable.


"We're working on ways to make sure that rigs don't hold you back anymore..." - CCP Fozzie.

It does mean that T3's should have that versatility in rigs, versatility was intended in their design. Versatility is the core of their design. Subsystems are designed to give the player choices in how they use the ship, what they use it for and the ability to make compromises in one area to improve another, without changing to an entirely different ship. Permanent rigs are a direct contradiction to that design, CCP recognizes that it is a design flaw and they feel that it should be fixed, as do most T3 pilots.

It's not about the price. It's not about the convenience. It's the fact that one part of the ship directly contradicts the other, and prevents it from fully realizing the concept that CCP had when they made T3's in the first place.

They messed it up. They know it. They're fixing it. Why would you ask that it stay broken?

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Rayzilla Zaraki
Yin Jian Enterprises
#27 - 2014-06-03 14:54:21 UTC
Bohneik Itohn wrote:


"We're working on ways to make sure that rigs don't hold you back anymore..." - CCP Fozzie.

It does mean that T3's should have that versatility in rigs, versatility was intended in their design. Versatility is the core of their design. Subsystems are designed to give the player choices in how they use the ship, what they use it for and the ability to make compromises in one area to improve another, without changing to an entirely different ship. Permanent rigs are a direct contradiction to that design, CCP recognizes that it is a design flaw and they feel that it should be fixed, as do most T3 pilots.

It's not about the price. It's not about the convenience. It's the fact that one part of the ship directly contradicts the other, and prevents it from fully realizing the concept that CCP had when they made T3's in the first place.

They messed it up. They know it. They're fixing it. Why would you ask that it stay broken?


I don't think they are broken at all.

As I understand rigs, they are basically workarounds to the normal systems - hey, if I take power from this module/system, I can route it here to make that work better. I imagine those working to be somewhat Byzantine in their actual application to the ship. Rather than modular modules, I understand rigs as actually changing the ship and being more integrated with it's systems. So, of course you would have to destroy it to pull it out.

However, I do see the illogic in how rigs are built and installed and that it could lead one to assume they are also modular in nature.

If they were to work as you seem to want them too, then they might as well just add more high/medium/low slots and turn all the rigs into modules.

Gate campers are just Carebears with anger issues.

Bohneik Itohn
10.K
#28 - 2014-06-03 15:27:08 UTC
Rayzilla Zaraki wrote:


I don't think they are broken at all.

As I understand rigs, they are basically workarounds to the normal systems - hey, if I take power from this module/system, I can route it here to make that work better. I imagine those working to be somewhat Byzantine in their actual application to the ship. Rather than modular modules, I understand rigs as actually changing the ship and being more integrated with it's systems. So, of course you would have to destroy it to pull it out.

However, I do see the illogic in how rigs are built and installed and that it could lead one to assume they are also modular in nature.

If they were to work as you seem to want them too, then they might as well just add more high/medium/low slots and turn all the rigs into modules.


What part of my posts made you think I was talking about rigs in general, and not how rigs interact with T3's?

I have never stated I wanted rigs changed, just how rigs interact with T3's. Two different things, the latter of which is recognized as a problem and being addressed.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Rayzilla Zaraki
Yin Jian Enterprises
#29 - 2014-06-03 15:59:14 UTC
Bohneik Itohn wrote:


What part of my posts made you think I was talking about rigs in general, and not how rigs interact with T3's?

I have never stated I wanted rigs changed, just how rigs interact with T3's. Two different things, the latter of which is recognized as a problem and being addressed.


So...I take it you agree with me that rigs are more integral to a ships hull than modules (otherwise, rigs would be called modules).

If that is the case, how does a rig magically become modular on a T3?

You can't put a rig per subsystem, that would be OP. You can't put a rig slot per subsystem but have the hull determine calibration to limit to 3 rigs because that would just get us back to where we are now. If you have a rig on each subsystem but only enough calibration for 3, two would need to be destroyed.

I suppose you could do the 1 rig per subsystem but you would have to actually nerf the rigs' effects on the T3's in order for it to not be ridiculously OP.

The best solution, which is still in keeping with Fozzie's statement, is to remove rigs from T3's completely and give slight bonuses to the subsystems to compensate. That way we won't be held back by rigs anymore.

Gate campers are just Carebears with anger issues.

Kaerakh
Obscure Joke Implied
#30 - 2014-06-03 16:05:55 UTC
Rayzilla Zaraki wrote:
-snip-


You're looking for faults in his argument rather than reading his argument. Stop trying to be right.
Justin Cody
War Firm
#31 - 2014-06-03 16:38:04 UTC
Bohneik Itohn wrote:
Antillie Sa'Kan wrote:
So remove rig slots from T3 hulls and then balance the various subsystems around that?



No, because that limits the customization, and T3's are all about customization. The way Fozzie said it makes it sound like they're leaning towards removable rigs, but there are other options, such as making rigs that're attached to the subsystems instead of the hull (offensive rigs get rigged to offensive systems, engineering rigs to engineering subs, etc... but they still take calibration and the ship calibration total remains the same) or allowing T3's more than 3 rig slots, but only allowing them to have 3 active rigs while the rest remain offline (this could be a balance trade-off, since you risk losing more for the added flexibility).



I would be more for each sub having a rig slot than I would be for removable rigs. Yes having 5 rigs would be a bit silly but you could keep the compensation levels based on the hull itself and cap it at 350-400 so you can't have like 5 t2 trimarks :-P.

but that would be the best way imo to have swappable rigs while leaving the whole mechanic of unplug = destruction mechanic intact.
Jacid
Corvix.
Greater Domain Cooperative
#32 - 2014-06-03 16:40:13 UTC  |  Edited by: Jacid
Seems like we are over complicating this.. Why not:

Add T3 rigs that are removable and fit-able on any ship, built with wormhole loot (boost wormhole economy) same benefit (or just slightly better) as t2 rigs (so not to crash the t2 rig market) but reduce the drawback. Essentially if you want flexibility you have to pay for it with t3 rigs otherwise you can still use t2 rigs for very similar effect.

Then worry about T3 re-balances

It might also be interesting to add like 50k skill loss on the skills associated with the rig to keep with the whole T3 theme of losing SP when exploding
Bohneik Itohn
10.K
#33 - 2014-06-03 16:58:10 UTC
Rayzilla Zaraki wrote:


So...I take it you agree with me that rigs are more integral to a ships hull than modules (otherwise, rigs would be called modules).

If that is the case, how does a rig magically become modular on a T3?

You can't put a rig per subsystem, that would be OP. You can't put a rig slot per subsystem but have the hull determine calibration to limit to 3 rigs because that would just get us back to where we are now. If you have a rig on each subsystem but only enough calibration for 3, two would need to be destroyed.

I suppose you could do the 1 rig per subsystem but you would have to actually nerf the rigs' effects on the T3's in order for it to not be ridiculously OP.

The best solution, which is still in keeping with Fozzie's statement, is to remove rigs from T3's completely and give slight bonuses to the subsystems to compensate. That way we won't be held back by rigs anymore.



The same way everything else about a T3 is modular. They break the rules. No other ship gets to completely change it's function from DPS to RR to fleet booster to cloaky scout while remaining the same ship. It's what they were designed to do.

And guess what? The people who make the rules? They have the privilege of getting to break them should they so choose. That's not just video games, that's life. Deal with it.

If you've got rigs in the subsystems there is no reason any more than 3, or any combination amounting to more than 400 calibration, need to be active at the same time. Those rules do not need to change. If you can pull the subsystem without destroying the rigs, but can't pull the rigs from the subsystem without destroying the rigs, all basic rules remain in place while allowing T3 pilots to quickly swap out rigs without just throwing ISK to the wind like a bunch of idiots.

There is still no legitimate reason why you wouldn't be able to keep more rigs plugged into the ship, but any number beyond 3 remain offline and calibration remains in effect. Beyond that, why make it so complicated and annoying? Just let T3's remove rigs.

Rolling rigs into subsystems is even worse than having permanent rigs on a T3 hull. Permanent rigs can still be removed at the cost of the rig. Subsystem bonuses can't. The ship does not fly without subsystems, and you could never give subsystems appropriate bonuses to reflect all of their uses or all of the combinations of rigs used with them. That's just ludicrous to even conceive being possible.

The objective here is to give T3 pilots MORE choices, not less. Pay attention.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Bohneik Itohn
10.K
#34 - 2014-06-03 17:10:34 UTC
Jacid wrote:
Seems like we are over complicating this.. Why not:

Add T3 rigs that are removable and fit-able on any ship, built with wormhole loot (boost wormhole economy) same benefit (or just slightly better) as t2 rigs (so not to crash the t2 rig market) but reduce the drawback. Essentially if you want flexibility you have to pay for it with t3 rigs otherwise you can still use t2 rigs for very similar effect.

Then worry about T3 re-balances

It might also be interesting to add like 50k skill loss on the skills associated with the rig to keep with the whole T3 theme of losing SP when exploding


Two issues with this that I see personally:

Having a full set of rigs available to only 4 ships, whereas other rigs are available to entire size categories, means that the dozens of t3 rigs it would take to mimic standard rigs would be sporadically supplied to the market at best, especially when you factor in that components come from WH's. Not so popular rigs just wouldn't be manufactured on a large scale at all, and thus wouldn't be available the majority of time people are looking for it, making those fitting options unavailable due to circumstances out of the pilot's control. There are already some rigs which only see sporadic use within their size categories, if you section off a smaller part of that market and then rely on players to fully supply that less desirable market when they could be doing brisk business elsewhere, there are going to a lot of gaps in what is available at any given time. An option that you cannot choose is not an option.

WH's don't really need their economy stimulated. They just need more people who aren't scared of the bogeyman.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Jacid
Corvix.
Greater Domain Cooperative
#35 - 2014-06-03 17:30:47 UTC
Bohneik Itohn wrote:
Jacid wrote:
Seems like we are over complicating this.. Why not:

Add T3 rigs that are removable and fit-able on any ship, built with wormhole loot (boost wormhole economy) same benefit (or just slightly better) as t2 rigs (so not to crash the t2 rig market) but reduce the drawback. Essentially if you want flexibility you have to pay for it with t3 rigs otherwise you can still use t2 rigs for very similar effect.

Then worry about T3 re-balances

It might also be interesting to add like 50k skill loss on the skills associated with the rig to keep with the whole T3 theme of losing SP when exploding


Two issues with this that I see personally:

Having a full set of rigs available to only 4 ships, whereas other rigs are available to entire size categories, means that the dozens of t3 rigs it would take to mimic standard rigs would be sporadically supplied to the market at best, especially when you factor in that components come from WH's. Not so popular rigs just wouldn't be manufactured on a large scale at all, and thus wouldn't be available the majority of time people are looking for it, making those fitting options unavailable due to circumstances out of the pilot's control. There are already some rigs which only see sporadic use within their size categories, if you section off a smaller part of that market and then rely on players to fully supply that less desirable market when they could be doing brisk business elsewhere, there are going to a lot of gaps in what is available at any given time. An option that you cannot choose is not an option.

WH's don't really need their economy stimulated. They just need more people who aren't scared of the bogeyman.


The idea is to have an additional Tier of rigs that fit on any ship not just t3 that add flexibility. Just as t2 rig prices are driven by market pressure so would T3 rigs. The benefits of T3 rigs over T2 rigs would be marginal in terms of increasing ability (to prevent power creep) but what they would give is flexibility because they are removable. Yes their are some rigs out their that are essentially useless but that is an entirely different thread of thought. This would remove one of the largest issues of swapping out subsystems which is having rigs that don't match the role
Bohneik Itohn
10.K
#36 - 2014-06-03 17:43:09 UTC
Jacid wrote:
[quote=Bohneik Itohn]

The idea is to have an additional Tier of rigs that fit on any ship not just t3 that add flexibility. Just as t2 rig prices are driven by market pressure so would T3 rigs. The benefits of T3 rigs over T2 rigs would be marginal in terms of increasing ability (to prevent power creep) but what they would give is flexibility because they are removable. Yes their are some rigs out their that are essentially useless but that is an entirely different thread of thought. This would remove one of the largest issues of swapping out subsystems which is having rigs that don't match the role



But then how do you balance a T3 version of a rig when the T2 already takes 200 to 250 calibration? Do you just bump that up until a ship can only fit 1 rig, and it essentially becomes useless?

Again there is still the issue of creating an entirely new set of medium rigs that are only supplied by players, and will be of limited demand in comparison to other medium rigs. There are over 100 different types, and you are limiting the amount of resources that can be acquired by rolling it into the WH loot tables which already provide the entire slew of items needed for T3 manufacturing and subsystem manufacturing, when there are only a limited number of players in WH's to pull from those loot tables. You not only significantly reduce the availability of resources for the T3 rigs by making both available from the same source, but also for everything else needed to manufacture T3's.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

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