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Dev blog: Rebalancing EVE, One Module At A Time

First post First post First post
Author
CCP Gargant
C C P
C C P Alliance
#1 - 2014-09-25 16:14:39 UTC  |  Edited by: CCP Phantom
Oceanus is released next week and with it starts the advertised module rebalancing. To start out with the team decided to target eight specific groups of modules and CCP Fozzie has written a dev blog to explain the reasoning, method, and the groups.

Head on over here to check it out.

Oceanus is released on Tuesday, September 30th. These changes are looking very good. What do you think?

CCP Gargant | EVE Universe esports Coordinator

Retar Aveymone
GoonWaffe
Goonswarm Federation
#2 - 2014-09-25 16:23:44 UTC
I think you screwed up Restrained Capacitor Flux Coil, as they're flatly better in every way than the T2 version. Aside from that this looks like a good design philosophy for named mods.
CCP Gargant
C C P
C C P Alliance
#3 - 2014-09-25 16:29:11 UTC
Fixed missing links and cleaned a few posts up

CCP Gargant | EVE Universe esports Coordinator

Querns
Science and Trade Institute
Caldari State
#4 - 2014-09-25 16:31:28 UTC  |  Edited by: Querns
I'm glad to see the normalization of faction mods, but I'm a little worried about Warp Scramblers (which are obviously not being touched right now.) Currently, the True Sansha warp scrambler has 3 points, compared to all the other faction warp scramblers which have 2 points. Is there any thought to allowing similar variations in faction modules in the same vein as named modules are now?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Seolfor
Caldari Provisions
Caldari State
#5 - 2014-09-25 16:32:52 UTC
x
TheMercenaryKing
Collapsed Out
Pandemic Legion
#6 - 2014-09-25 16:33:42 UTC
@Fozzie

So "upgraded" are just generally better than T1 (m0), then what's the point of T1 meta 0 items? There should be some kind of draw backs to say T1 is generally better and all of these have a benefit that is offset by a slight Nerf in these other areas.
Altrue
Exploration Frontier inc
Tactical-Retreat
#7 - 2014-09-25 16:34:23 UTC
Finally!

I've been waiting for informations about this for weeks Big smile

You teased me too much guys :(

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[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Argent Rotineque
The Scope
Gallente Federation
#8 - 2014-09-25 16:35:15 UTC  |  Edited by: Argent Rotineque
It would seem like there could be more room for differentiation if meta items that were restrained or compact kept the benefits closer to meta 0 (with the advantage being enough reduction in fitting cost/drawback to make them a valid choice) and that would allow all items to have an upgraded option in addition to the fitting items.
BadAssMcKill
Aliastra
#9 - 2014-09-25 16:35:27 UTC
So now all the mods sound the same
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#10 - 2014-09-25 16:35:38 UTC
Slightly off topic, but I feel this is an appropriate time and topic to start the debate.


Any plans to create module groups based on ship / hull size alongside the relevant optimal / falloff / strength bonuses?

i.e:
Small Warp disruptors / Scrams / Webs for frigates and dessies that can only tackle smaller hulls at close range
Med Warp disruptors / Scrams / Webs for cruisers and BCs that can only tackle medium hulls at med range
Large Warp disruptors / Scrams / Webs for Battleships and larger Industrials that can only tackle large hulls at long range
Capital Warp disruptors / Scrams / Webs for Capitals that can only tackle capital and super hulls across grid

I don't see a point in having small / med / large Neuts / Nosses / guns if we don't apply the same logic to medium slots of an offensive / remote boosting nature.

Preventing sub capitals from engaging and locking down everything in the game with a module nerf like this would open up allot of room for Capital hull role expansion....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Skyler Hawk
The Tuskers
The Tuskers Co.
#11 - 2014-09-25 16:39:53 UTC  |  Edited by: Skyler Hawk
Will tiericide enable faction weapons such as the republic fleet LMLs mentioned in the blog to benefit from the T2 weapon specialization skills and use T2 ammo? If not, it's still hard to see them getting much use outside of niche situations.
Aquila Sagitta
Blue-Fire
#12 - 2014-09-25 16:40:30 UTC
Retar Aveymone wrote:
I think you screwed up Restrained Capacitor Flux Coil, as they're flatly better in every way than the T2 version. Aside from that this looks like a good design philosophy for named mods.


This. It doesn't follow the theme at all... Its even more powerful then the cosmos versions
Airi Cho
Dark-Rising
Wrecking Machine.
#13 - 2014-09-25 16:41:43 UTC
Asuka Solo wrote:
Slightly off topic, but I feel this is an appropriate time and topic to start the debate.


Any plans to create module groups based on ship / hull size alongside the relevant optimal / falloff / strength bonuses?

i.e:
Small Warp disruptors / Scrams / Webs for frigates and dessies that can only tackle smaller hulls at close range
Med Warp disruptors / Scrams / Webs for cruisers and BCs that can only tackle medium hulls at med range
Large Warp disruptors / Scrams / Webs for Battleships and larger Industrials that can only tackle large hulls at long range
Capital Warp disruptors / Scrams / Webs for Capitals that can only tackle capital and super hulls across grid

I don't see a point in having small / med / large Neuts / Nosses / guns if we don't apply the same logic to medium slots of an offensive / remote boosting nature.

Preventing sub capitals from engaging and locking down everything in the game with a module nerf like this would open up allot of room for Capital hull role expansion....


Having to drop caps to hold down other caps ... that sounds more like a jail free card for everyone ratting in a carrier. but nice try.
IIIMAPOBOgKA
Deep Core Mining Inc.
Caldari State
#14 - 2014-09-25 16:41:58 UTC
What will happen with invention where you could "sacrifice" a meta 4 module to augment your success rate if all the mods are dropping to meta 1 ?
CCP Fozzie
C C P
C C P Alliance
#15 - 2014-09-25 16:42:59 UTC
Hey everyone, the overall module rework has been a long time coming and it feels great to start rolling it out! Hopefully these changes and the ones that follow will help make your fitting experience a more engaging one.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Altrue
Exploration Frontier inc
Tactical-Retreat
#16 - 2014-09-25 16:44:38 UTC
I don't understand why the "Restrained Capacitor Flux Coil" should have better stats AND lower fitting requirements than the T2 variation.

Its 100% worse to fit the T2, something that shouldn't happen right AFTER a module rebalance Shocked

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[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Adrie Atticus
Caldari Provisions
Caldari State
#17 - 2014-09-25 16:44:46 UTC
CCP Fozzie wrote:
Hey everyone, the overall module rework has been a long time coming and it feels great to start rolling it out! Hopefully these changes and the ones that follow will help make your fitting experience a more engaging one.


You screwed up on Cap Flux Coil, new meta 1 is better than T2.
Obil Que
Star Explorers
Solis Tenebris
#18 - 2014-09-25 16:44:51 UTC
IIIMAPOBOgKA wrote:
What will happen with invention where you could "sacrifice" a meta 4 module to augment your success rate if all the mods are dropping to meta 1 ?


Methinks you missed a dev blog

http://community.eveonline.com/news/dev-blogs/lighting-the-invention-bulb/
Querns
Science and Trade Institute
Caldari State
#19 - 2014-09-25 16:45:32 UTC
Another restriction that has been somewhat weird to me is with faction guns / launchers. Currently, faction guns and missile launchers have been strictly inferior to T2, because they can't use T2 ammo. This is especially important for Projectiles and Lasers, in which Barrage and Scorch are basic requirements. Has any thought been given to allowing T2 ammo to be used in faction guns / launchers?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Makari Aeron
Imperial Shipment
Amarr Empire
#20 - 2014-09-25 16:46:52 UTC
I'm glad to see this finally rolling out. Yall had been talking about this sort of thing for over a year. *thumbs up let's do this*

I am slightly concerned these changes (more so changes to other modules) may make certain fits unusable due to the tightness of the fits.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

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