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Dev blog: Coming to EVE Online in the Proteus Release on January 13th

First post First post
Author
CCP Terminus
C C P
C C P Alliance
#41 - 2014-12-19 20:03:50 UTC  |  Edited by: CCP Terminus
I Love Boobies wrote:
I take it you have no plans to fix the Rorqual yet, eh? I mean, you guys screwed it over big time when you made the compression changes. Some people trained for a long time to get into the Rorqual just to compress ores, and you pretty much made them pointless when you changed compression. It's not like the capital industrial and other relevant skills like that can be used with other ships and so on.


The Rorqual does not need a major mining revamp in order for it to be changed. I don't know the current plans for changing the Rorqual if there are any. It would be something better answered by CCP Rise or CCP Fozzie as they are the experts, and I have yet to touch ship balancing since coming on board.

@CCP_Terminus // Game Designer // Team Size Matters

Steijn
Quay Industries
#42 - 2014-12-19 20:27:39 UTC
Quote:
New Visual Effects in Asteroid Belts

Originally scheduled for Rhea, new dust effects, light rays, and rock fragments will be added to asteroid belts in Proteus to create a more immersive experience.



Does that mean that Proteus comes with GFX card vouchers to be used when these dust effects melt loads of GFX cards?
Rain6637
GoonWaffe
Goonswarm Federation
#43 - 2014-12-19 20:33:17 UTC
Hey.

This is important. The Exeq looks amazing, but now the pace of things has me worried you're going to touch the Caracal or Merlin. Or the Drake. However, please do touch the Ferox vigorously... it is very face-heavy and its hind quarters look like the result of malnutrition throughout childhood.

Can we agree the only issue with the Merlin is the thing that right-handed turrets do when they're mounted on the left? (something k8 and I noticed while discussing the visual updates on Sisi)
Sol Project
Shitt Outta Luck - GANKING4GOOD
#44 - 2014-12-19 20:48:17 UTC
Thank you for this devblog!

It keeps motivated!


The feature page of Proteus is epic!
Animation! :D

I love it!


And it raises a question, too!


Why not have said animation in the launcher/background character selection ...
... and instead have the feature page sport ... the same? :O


That's assuming you can make more of these ...
... but CCP did that for over 10 years, so .......

:)

Ladies of New Eden YC 117 by Indahmawar Fazmarai

Warning: NSFW! Barely legal girls in underwear!

Diana Kim > AND THIS IS WHY THE FEDERATION MUST BE DESTROYED!!

Fonac
Imperial Academy
Amarr Empire
#45 - 2014-12-19 21:01:57 UTC
CCP Terminus wrote:
Mining changes have been talked about and thought of for a while now both internally and externally. There are thoughts on changing the gameplay of mining to make it more of a visceral experience, and provide miners with a range of passive and active gameplay that they can choose how much they engage in.
With that being said other issues are taking precedence in the near/mid future.



Thank you for thát update!
Derath Ellecon
University of Caille
Gallente Federation
#46 - 2014-12-19 21:23:29 UTC
Hmm,

I guess I am in the minority on the Exequor hull change. I actually love that some of the Gallente hulls are not symmetrical. Made them unique.

Honestly the new hulls looks like you took the basic Talos shape and rounded some parts to keep the older exequor feel. Seems far more generic.
Qual
Knights of a Once Square Table INC.
#47 - 2014-12-19 21:31:28 UTC
What he wrote:

WALL OF TEXT

What I read:

Blah, blah, blah, Alliance Bookmarks!!!

\o/
Sizeof Void
Ninja Suicide Squadron
#48 - 2014-12-19 22:33:39 UTC  |  Edited by: Sizeof Void
Re: Module Tiericide

I'm hoping that this round will remember to include T1 modules - addressing their relative uselessness (except as a component to build the T2 versions), due to (a) weaker stats across the board compared to metas, and (b) typically higher cost as compared to low, and sometimes even high, metas.

Metas for most modules are simply too plentiful, due to high NPC drop rates, and too cheap, since the lower bound on their value is usually determined by the reprocessing value (which dropped by 50% during the reprocessing changes and made things even worse). The build cost of T1 modules typically exceeds the reprocessing value of metas - thus the T1 price is usually higher, as a result.

Because of this, there is no reason to use, or build, most T1 modules.

Module Tieiricde is the right time and place to fix this problem, and make T1 modules and T1 module manufacturing (aka noob manufacturing) a part of the game again.

Note 1: MAPCs are a good example of how to do it right, although the T1 build cost could be lowered somewhat, relative to the T2 build cost. Metas should always be rare, and thus more expensive - used only when a tight fit or extra oomph justifies the higher cost.

Note 2: Cargo Scanners a good example of how to do it WRONG. Enduring Cargo Scanners are always better than T1 versions, and usually cheaper, due to abundant (over)supply. There isn't any reason to use the T1 version.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#49 - 2014-12-19 23:20:42 UTC
Is the domi model going to the room with the atron and maulus models to cry?
Jim Jams
Perkone
Caldari State
#50 - 2014-12-19 23:51:25 UTC
CCP <3! Thank you for linking Zest to the Exequror, a great honor!
The changes look very nice. I might just have to make another video to celebrate the new Exeq at some point :-)
Maul555
Xen Investments
#51 - 2014-12-19 23:58:06 UTC  |  Edited by: Maul555
STOP!!!! Stop eliminating unsymetrical hulls from this game!!! you have hit the exequor with a FUGLY stick... scrap this abomination please! This was one of my favorite ships... Its now moving to one of my most hated....
Jim Jams
Perkone
Caldari State
#52 - 2014-12-20 00:12:56 UTC
The current design does have its asymmetrical charm that I will miss.
It has that SC2 Spathi magic to it...
Sizeof Void
Ninja Suicide Squadron
#53 - 2014-12-20 00:25:35 UTC
Under the category of bad features, like SP clones, which only penalize new and/or forgetful/stupid players, but don't add much to the game, I'd like to suggest that you take a look at the Auto Pilot feature in one of the upcoming releases.

The most common player advice about AP is "don't use it" - which should pretty much summarize its role and value in the game.

The current mechanic - dropping players away from the gate, to spend time slowboating in and probably get ganked - doesn't work; it just encourages players to use macros or bots to do a safer series of WTZs.

My suggestion for fixing AP would be simply to make it always WTZ, but add a large penalty to warp speed, ie. using AP is as safe as manual warping, but takes a lot longer to make the same trip.

An easier fix, ofc, would be to just remove AP from the game.
Primary This Rifter
Mutual Fund of the Something
#54 - 2014-12-20 00:42:32 UTC
I would like to reiterate what I've said previously about module tiericide. I hope this reaches the right people, as I feel very strongly about this.

Primary This Rifter wrote:
No, module tiercide is itself a sound idea. What I'm against is a homogenous naming convention and a reduction in incentives to train for T2 modules.

What I hope to see from module tiercide is an increase in diversity between sub-T2 modules, and in situations where T2 is not necessarily the optimal choice (however as said above, I'd like them to maintain a general superiority over T1 variants). I think armor plates are a good example of the latter concept: T2 armor plates provide the biggest boost to armor HP, but in turn they cost more CPU and PG, and they add more to the mass of the ship.

What also needs to happen is an elimination of scenarios where certain variants are superior in every respect. A lot of modules have this issue with regards to their meta 4 and T2 variants, where every attribute between the two types is the same, except that the meta 4 variant is easier to fit and easier on capacitor. The classic argument is that this is fine because T2 modules can be manufactured whereas meta 4 modules are acquired from rat loot drops. In a scenario where the supply of meta 4 modules is limited then it makes sense to use the T2 variant, but in practice this rarely happens.

My biggest concern though is how much immersion is lost if everything has "ample" or "compact" or "polarized" variants. Now I'm not saying that "Quad LiF Fueled Booster Rockets" was a particularly informative name, but it could have been given a name that retained some of its original flavor more than "Prototype 100MN Microwarpdrive I".
Warde Guildencrantz
Caldari Provisions
Caldari State
#55 - 2014-12-20 01:36:21 UTC
Rain6637 wrote:
looks like the result of malnutrition throughout childhood.


You are describing the caracal in general here. I like it's concept, but it's extremely skinny looking. I'd like it to be redesigned in a manner in which it has a similar f-zero'ish design, but with a bit more imposing appearance.

Ferox on the other hand looks quite powerful. Could use a couple adjustments but as it is I like the ferox's appearance more than the drake.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Sizeof Void
Ninja Suicide Squadron
#56 - 2014-12-20 01:46:47 UTC
With regards to Module Tiericide, T2 modules NOT be the baseline for rebalancing modules and ships.

T2 modules are currently OP, too easy to fit, and too cheap. Only rarely will you see anyone post a ship fit which doesn't fit T2-only; and I don't think I've seen a T1-only fit in years, outside of RvB.

In my opinion, T2 modules should be more powerful than T1 or metas, but should also have drawbacks, which make it impossible or problematic to fit T2-only to ships. A ship with T2 bonuses to weapons should see some disadvantage in tank or speed; a ship with T2 bonuses to tank should see some disadvantage in firepower; et cetera.

And, fitting T2-only should be much more difficult, or even impossible, for the majority of ships. After ship tiericide, fitting T2-only became quite easy for most ships, even without implants or maxed skills.
Warde Guildencrantz
Caldari Provisions
Caldari State
#57 - 2014-12-20 02:12:09 UTC
Sizeof Void wrote:
With regards to Module Tiericide, T2 modules NOT be the baseline for rebalancing modules and ships.

T2 modules are currently OP, too easy to fit, and too cheap. Only rarely will you see anyone post a ship fit which doesn't fit T2-only; and I don't think I've seen a T1-only fit in years, outside of RvB.

In my opinion, T2 modules should be more powerful than T1 or metas, but should also have drawbacks, which make it impossible or problematic to fit T2-only to ships. A ship with T2 bonuses to weapons should see some disadvantage in tank or speed; a ship with T2 bonuses to tank should see some disadvantage in firepower; et cetera.

And, fitting T2-only should be much more difficult, or even impossible, for the majority of ships. After ship tiericide, fitting T2-only became quite easy for most ships, even without implants or maxed skills.


They do have drawbacks, they burn out faster than T1 modules when utilizing overheating.

They are also supposed to be more powerful in general due to additional skill requirements. I believe this is perfectly fair.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

TheSmokingHertog
Julia's Interstellar Trade Emperium
#58 - 2014-12-20 02:31:54 UTC
This seems to be a very neat package.

Though give some love to the Economy related Enablers please, the Contracts Update Feedback thread tells a lot about committed people who want to have some love, so does the MD little things thread.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Nevyn Auscent
Broke Sauce
#59 - 2014-12-20 02:34:00 UTC
Sizeof Void wrote:
With regards to Module Tiericide, T2 modules NOT be the baseline for rebalancing modules and ships.

T2 modules are currently OP, too easy to fit, and too cheap. Only rarely will you see anyone post a ship fit which doesn't fit T2-only; and I don't think I've seen a T1-only fit in years, outside of RvB.

In my opinion, T2 modules should be more powerful than T1 or metas, but should also have drawbacks, which make it impossible or problematic to fit T2-only to ships. A ship with T2 bonuses to weapons should see some disadvantage in tank or speed; a ship with T2 bonuses to tank should see some disadvantage in firepower; et cetera.

And, fitting T2-only should be much more difficult, or even impossible, for the majority of ships. After ship tiericide, fitting T2-only became quite easy for most ships, even without implants or maxed skills.

Please T2 fit your ships with 0 skills.
If someone trains their fitting skills they deserve to be able to T2 fit their ships.
Also try fitting T2 everything without using the cheapest T2 options and you will run into issues. There are a LOT of modules out there with fairly steep fitting requirements.
That, or you fly AC Minmatar ships only and wonder why other people have fitting issues.
Morihei Akachi
Doomheim
#60 - 2014-12-20 03:06:26 UTC
Now that the first round of module tiericide has been out for a while, are we going to see any metrics (usage statistics, market figures, that sort of thing) on whether it's been a success from CCP's perspective?

"Enduring", "restrained" and "ample" as designations for starship components are foreign to the genre of high-tech science fiction and don’t belong in Eve Online. (And as for “scoped” …)