These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[March] Damage Control Tiericide

First post First post First post
Author
Ms Michigan
Aviation Professionals for EVE
#441 - 2016-02-15 18:22:10 UTC
Captain StringfellowHawk wrote:
Easily acceptable changes. Everyone all around gets buffed, and some of my fits have to be tweaked harder on my Alt to kill in Hi-sec. Let em cry Fozzie, this games always been adapt or die. Even with an increase of cost per freighter gank profit margins will still be high as long as you pick the right targets. As of current meta, Kill em all and laugh to the bank.

I do so love how the other gankers.. I mean "low risk Pirates", are all crying over this change.


Well said String

p.s. o7
Ms Michigan
Aviation Professionals for EVE
#442 - 2016-02-15 18:24:03 UTC
Kaarous Aldurald wrote:
Ms Michigan wrote:

There is nothing WRONG with that EHP. Like Fozzie said, the balance has to be maintained.


Except that isn't balance. It's just straight up making ganking 50% harder.

That isn't balance. Which is exactly why so many carebears are defending it, because they hate game balance. Game balance would actually be bad, sloppy, lazy play being appropriately punished with death. And since carebears are not real players and therefore all they are capable of is bad, sloppy, lazy play, they despise game balance.


See my Above post as to why carebears are part of the game and necessary. We all start out that way.
Kaarous Aldurald
Black Hydra Consortium.
#443 - 2016-02-15 18:27:04 UTC
Oh, and seeing someone in the Incursion alliance crying about hurting new players is delightful.

You bloated farmers have done more to hurt newbies in this game than every ganker, awoxer and wardeccer in EVE combined(especially since we actually help new players, compared to your bigoted elitism). Your sickening suckling on the most broken mechanic in EVE Online has inflated the game's income generation to such a degree that the income sources available to new players are utterly inadequate to sustain actually playing the game. Driving people into more banal, pointless farming instead of actually being able to play the game, and continuing the toxic cycle.

You and yours should have been deleted years ago. You richly deserve it.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

SurrenderMonkey
State Protectorate
Caldari State
#444 - 2016-02-15 18:30:48 UTC
Ms Michigan wrote:


See my Above post as to why carebears are part of the game and necessary. We all start out that way.


I don't think you understand what is meant by "carebears". It really does not mean "Players who do non-PvP things".

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Ms Michigan
Aviation Professionals for EVE
#445 - 2016-02-15 18:33:15 UTC
SurrenderMonkey wrote:
Ms Michigan wrote:


See my Above post as to why carebears are part of the game and necessary. We all start out that way.


I don't think you understand what is meant by "carebears". It really does not mean "Players who do non-PvP things".



You are splitting hairs. All that sort of low-risk (low reward) drudgery is NECESSARY to move goods and keep EVE a vibrant economy.

It should never be eliminated just balanced like CCP is saying. Care Bears, newbs, Hi-sec people who just like to play a "simple" version of EVE and not venture into low or null...All this is necessary as first steps and long term to the game.
FT Cold
Federal Navy Academy
Gallente Federation
#446 - 2016-02-15 18:35:30 UTC
Arya Regnar wrote:
Quote:
2/ if i already have a dcu fitted before the change, no change ... for me ... but all my targets with no dcu will now earn a +33% hull hp ... so who got a nerf?


WHY ARE YOU PEOPLE SO BAD AT MATH. Evil

33% resists is 50% more ehp because you deal 66% damage that you did before.

I will make this really simple.

Ship A has 1000 hp 0% resist, attacker has 100 dps and applies 100 dps, take 10 seconds to kill.

Ship B has 1000 hp 33% resist, attacker has 100 dps and applies 67 dps, takes 15 seconds to kill.

It is 50% buff, this isn't rocket science.
It would be but we drive space submarines.


Correct, however EHP from hull is not the only source of EHP a ship has. Something like a double nano slicer will gain 240 EHP, which is less than a 10% gain. There's been a great deal of mischaracterization in this thread and so far every time I've pointed it out, I've been ignored.
SurrenderMonkey
State Protectorate
Caldari State
#447 - 2016-02-15 18:40:01 UTC  |  Edited by: SurrenderMonkey
Ms Michigan wrote:
SurrenderMonkey wrote:
Ms Michigan wrote:


See my Above post as to why carebears are part of the game and necessary. We all start out that way.


I don't think you understand what is meant by "carebears". It really does not mean "Players who do non-PvP things".



You are splitting hairs. All that sort of low-risk (low reward) drudgery is NECESSARY to move goods and keep EVE a vibrant economy.


No, I'm not. By the definition you're using, I'm a "carebear". I'm predominantly an industrial player. I do trade, research and manufacturing.

That's not what is meant by the term. All of that "drudgery" is necessary, sure. But the risks can be managed, and quite easily, by the people participating in the "drudgery".

"Carebear" is referring to people who believe they should automatically be made safer through wand-waving and mechanical changes.

I've been managing my own risk, while doing "carebear" activities, for years. Changes that just make life safer devalue those efforts.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Arya Regnar
Darwins Right Hand
#448 - 2016-02-15 18:40:03 UTC
FT Cold wrote:

Correct, however EHP from hull is not the only source of EHP a ship has. Something like a double nano slicer will gain 240 EHP, which is less than a 10% gain. There's been a great deal of mischaracterization in this thread and so far every time I've pointed it out, I've been ignored.

90% of the discussion in this thread is centered around triple bulkhead anshars and obelisks which get 90% of their ehp from hull and can't fit DCU so 50% ehp increase is fairly accurate.

EvE-Mail me if you need anything.

Kaarous Aldurald
Black Hydra Consortium.
#449 - 2016-02-15 18:43:10 UTC
Ms Michigan wrote:

You are splitting hairs. All that sort of low-risk (low reward) drudgery is NECESSARY to move goods and keep EVE a vibrant economy.


And yet the game's economy was in a much better place, with the relative earning and purchasing power of new players several times higher...

When the game was vastly more dangerous than it is right now.

Safety kills newbie subs.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Estella Osoka
Cranky Bitches Who PMS
#450 - 2016-02-15 18:53:16 UTC
I guess gankers will just have to come up with more bros and higher DPS fits.

I pity those capitol ship producers who will have to take a price cut when the supply/demand causes Freighter prices to drop. They are the real victims here.
FT Cold
Federal Navy Academy
Gallente Federation
#451 - 2016-02-15 19:06:30 UTC
Arya Regnar wrote:
FT Cold wrote:

Correct, however EHP from hull is not the only source of EHP a ship has. Something like a double nano slicer will gain 240 EHP, which is less than a 10% gain. There's been a great deal of mischaracterization in this thread and so far every time I've pointed it out, I've been ignored.

90% of the discussion in this thread is centered around triple bulkhead anshars and obelisks which get 90% of their ehp from hull and can't fit DCU so 50% ehp increase is fairly accurate.


The argument between the gankers and the anti-gankers is something that I'm indifferent towards, but people need to be careful playing number games like above and then making blanket statements afterwards. Doing a little math, with concord pre pulled in a .5 system, I was able to determine that in rough numbers, for a fully tanked max skill obelisk the number of reasonably well skilled catalysts is going to go from 22 to 30. That is a fairly substantial increase, but conversely, if we look at a bulkhead fit obelisk, the number will increase from about 10 to 12. It just depends on the context of the situation you desire to analyze.

I'm far more interested in how this change is going to affect PVP between non industrial ships and I recognize that people might have different concerns about the evolution in gameplay a change like this will cause. Despite that, I'm a little upset that people on both sides of the industrial discussion make unqualified statements that detract from the rest of the discussion.
Ms Michigan
Aviation Professionals for EVE
#452 - 2016-02-15 19:07:42 UTC
Estella Osoka wrote:
I guess gankers will just have to come up with more bros and higher DPS fits.

I pity those capitol ship producers who will have to take a price cut when the supply/demand causes Freighter prices to drop. They are the real victims here.


Only regular freighter prices and capital ship prices should drop by your logic. Good point. However, I doubt it will be a lot.

Maybe 10% is my guess. If it is more, so be it. I don't see a problem with this.

Freighters prices are already much higher than they have traditionally been. Cap ship prices should come down imho as carriers, FAX's, and Dreads will see much more action (loss?) with the cap ship changes coming.

Overall your point is a good point (not a bad one as you paint it) because the cost of replacement for those cap ships will need to come down to compensate for the losses on the battlefield. As more players move into cap ships also with the Skill Injector changes and as EVE ages this will be good too. Cap ships are their own developing class of ships with infighting now and this will bring some neat cap ship battles which is again, good for the game and EVE and players. More variety is better. More gud fights are better.
Masao Kurata
Perkone
Caldari State
#453 - 2016-02-15 19:08:06 UTC  |  Edited by: Masao Kurata
Estella Osoka wrote:
I guess gankers will just have to come up with more bros and higher DPS fits.


There's only one higher dps fit we are not already using, and that's because it's a 300M battleship fit (and being a battleship already means it hasn't really got the required agility for -10 pilots) that requires the relevant battleship V and will cost a lot more than 300M if we actually start using them because it's a polarized fit.
Lucas Kell
Solitude Trading
S.N.O.T.
#454 - 2016-02-15 19:08:11 UTC
SurrenderMonkey wrote:
Lucas Kell wrote:
That would suggest however that you believe changes should never be made if they will benefit a "bumbling schmuck" as well as other players, which pretty much means no changes would ever be made.
This benefits bumbling schmucks at the expense of skillful players, with whom they are in competition.

If, for example, as a courier-contracting freighter pilot, I can evade Uedama/Niarja gate camps, I can accept and run more contracts more quickly than a bumbling schmuck, who will be deterred by (or blown up in) those camps.

Raising the level of safety (by increasing the minimum DPS threshold, and therefore, the minimum viable return) means there are more camps the bumbling schmuck will bumble through safely.

This effectively reduces the benefit of skillful play.
Except his EHP has absolutely no bearing on whether or not he gets through a highsec gatecamp. The least skilled pilots are the ones targetted now, and with a global increase they will still be the lowest relative to other freighter pilots and thus stil the main targets. The only thing it changes is how many F1 pressing gank ships it takes to kill that pilot. You'll still be a better rewarded freighter pilot by playing it smart, (though to be quite honest it would be smarter to simply not be a freighter pilot and do any one of the 100 other activities that gain more isk in less time).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

SurrenderMonkey
State Protectorate
Caldari State
#455 - 2016-02-15 19:13:39 UTC
Lucas Kell wrote:


Except his EHP has absolutely no bearing on whether or not he gets through a highsec gatecamp.


It affects...

A: Whether or not a camp of sufficient size will exist at all.
B: Whether any given target is actually viable.

The bumbling fuckwit may still be on the bottom of the food chain, but the expected cost to him for being incompetent is reduced.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Daichi Yamato
Jabbersnarks and Wonderglass
#456 - 2016-02-15 19:18:44 UTC
Ms Michigan wrote:
Estella Osoka wrote:
I guess gankers will just have to come up with more bros and higher DPS fits.

I pity those capitol ship producers who will have to take a price cut when the supply/demand causes Freighter prices to drop. They are the real victims here.


Only regular freighter prices and capital ship prices should drop by your logic. Good point. However, I doubt it will be a lot.

Maybe 10% is my guess. If it is more, so be it. I don't see a problem with this.

Freighters prices are already much higher than they have traditionally been. Cap ship prices should come down imho as carriers, FAX's, and Dreads will see much more action (loss?) with the cap ship changes coming.

Overall your point is a good point (not a bad one as you paint it) because the cost of replacement for those cap ships will need to come down to compensate for the losses on the battlefield. As more players move into cap ships also with the Skill Injector changes and as EVE ages this will be good too. Cap ships are their own developing class of ships with infighting now and this will bring some neat cap ship battles which is again, good for the game and EVE and players. More variety is better. More gud fights are better.


You should look at the margin on freighters. Their price increase was from minerals.

Why should good haulers and other industrialists like myself lose out at all?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ms Michigan
Aviation Professionals for EVE
#457 - 2016-02-15 19:23:30 UTC
Daichi Yamato wrote:
Ms Michigan wrote:
Estella Osoka wrote:
I guess gankers will just have to come up with more bros and higher DPS fits.

I pity those capitol ship producers who will have to take a price cut when the supply/demand causes Freighter prices to drop. They are the real victims here.


Only regular freighter prices and capital ship prices should drop by your logic. Good point. However, I doubt it will be a lot.

Maybe 10% is my guess. If it is more, so be it. I don't see a problem with this.

Freighters prices are already much higher than they have traditionally been. Cap ship prices should come down imho as carriers, FAX's, and Dreads will see much more action (loss?) with the cap ship changes coming.

Overall your point is a good point (not a bad one as you paint it) because the cost of replacement for those cap ships will need to come down to compensate for the losses on the battlefield. As more players move into cap ships also with the Skill Injector changes and as EVE ages this will be good too. Cap ships are their own developing class of ships with infighting now and this will bring some neat cap ship battles which is again, good for the game and EVE and players. More variety is better. More gud fights are better.


You should look at the margin on freighters. Their price increase was from minerals.

Why should good haulers and other industrialists like myself lose out at all?


Yeah, I thought someone might say that. However, as was mentioned before though. As mineral moving and hisec mining becomes a tad safer, this will directly effect the prices you are referring to as those mineral prices drop. So it is a neutral sum and the point you made will probably be invalidated.

Let me state for the record though, I am not saying you should have a smaller profit margin than what is traditionally been given on freighter/cap ship building. Plus, again, cap ships will probably be dying more with the Cap ship changes so there is room to make profit there.

Just that prices on cap ships like freighters and cap ships will drop probably a tad with these changes may be a valid point.
HeXxploiT
Doomheim
#458 - 2016-02-15 19:24:36 UTC  |  Edited by: HeXxploiT
Got your work cut out for ya with this module alone Fozzie. Lol

This change will really shake things up. Should be fun.
Lucas Kell
Solitude Trading
S.N.O.T.
#459 - 2016-02-15 19:33:53 UTC
Kaarous Aldurald wrote:
Except that isn't balance. It's just straight up making ganking 50% harder.
No, it's not...

Kaarous Aldurald wrote:
They're in highsec because otherwise risk would be nonexistent for miners and haulers.
They're in highsec for the same reason miners and haulers are, to reduce how much effort they have to put into playing. James may have started it out as his tantrum against mining barge changes in highsec but most code members are there because it's easy. This is evident from the fact that it's safer and more rewarding to mine in nullsec, yet code don't generally operate there.

Kaarous Aldurald wrote:
I find it hard to believe that hauling is low profit, considering how often people fly through Uedama afk with more than a billion isk in their cargo hold.
I can almost guarantee that most of that value was not created through hauling. I'd not haul because it would cost me more to lose a single pilot to slowboating a freighter than I can simply pay someone else to haul, let alone guarding the damn thing. Honestly, I don't know why they do it.

Kaarous Aldurald wrote:
And yet the game's economy was in a much better place, with the relative earning and purchasing power of new players several times higher...

When the game was vastly more dangerous than it is right now.

Safety kills newbie subs.
To be fair, income streams have nothing to do with hauling. I made a couple of years worth of PLEX on Saturday alone (yes, actual profit) without undocking and without hauling or having anything hauled. If anything needs to have more risk or reduced reward it's trading. Newbies probably wouldn't have such a problem with the economy though if they didn't lose their ships when they got to a certain size purely through not quite understanding the aggression mechanics. I'll never lose a (non-gank) ship in highsec - that's right, I'm saying it - so I'll never need to worry about such things, newbies will. How's that balanced?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#460 - 2016-02-15 19:38:20 UTC
SurrenderMonkey wrote:
It affects...

A: Whether or not a camp of sufficient size will exist at all.
B: Whether any given target is actually viable.

The bumbling fuckwit may still be on the bottom of the food chain, but the expected cost to him for being incompetent is reduced.
A camp of sufficient size is one single player. It is now, it will be then. All targets are viable, there's no such thing as an ungankable freighter now and there won't be after. At most, gankers will need to add a bit more DPS, which they can do either by adding more F1 monkeys or by taking a second run. Considering during Burn Amarr/Jita, many of the gankers were smashing with huge amounts of overkill and leaving people behind saying "hey I wanted to gank too..." because of the sheer numbers of pilots they had available, I can't imagine they'll have a problem.

Consider it this way, this change will encourage people to recruit more gankers.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.