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  • Date of Birth: 2010-02-25 21:49
  • First Forum Visit: 2012-03-15 20:13
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Swiftstrike1

Security Status 5.0
  • Swiftstrike Incorporated Member since

Last 20 Posts

  • Dev blog: Inception - The new player experience for EVE Online in EVE Information Center

    Dev Blog is nice, but this is 2016 - if you want to show off the new intro sequence you should do it in the form of a "let's play" video.

  • [November] New Sunesis destroyer in EVE Technology and Research Center

    Slot layout is closer to a frigate than a destroyer lol

  • "Relevant Skills" tab for Show Info Window in EVE Technology and Research Center

    Iain Cariaba wrote:
    I find the market to be the best place to find out what skills do what.

    THIS is the problem!

    When the best tool for learning about our game is a market browser that was never intended for that purpose, it is clear to me that the tools which ARE designed for learning about the game are inadequate.

    Iain Cariaba wrote:
    Wanting to preserve a slight advantage I have because I've taken the time to read through the skill descriptions to learn that skill x impacts module y or ship z is neither useless nor irrelevant.

    Let's make something absolutely clear: knowledge barriers are toxic to new player retention. Any attempts to create or "preserve" barriers of that kind between new and existing players have a negative impact on the playerbase.

  • "Relevant Skills" tab for Show Info Window in EVE Technology and Research Center

    Lugh Crow-Slave wrote:
    and the skills that are both required to learn and are used to improve?

    Put them in both sections - they don't have to be mutually exclusive!
    Scipio Artelius wrote:
    On the second suggestion, this is where ship mastery comes in.

    I agree that ship mastery is supposed to do this, but there is no equivalent for modules. I think this would be easier to implement and more straightforward than "Module Mastery".
    Iain Cariaba wrote:
    Here's my questions:

    Why do you need CCP to spoon feed you information?
    Why are you unable to discuss these things with corpmates, or do research on your own?
    Why should those who have invested the time and effort into learning these things now suddenly have all that flushed down the toilet?

    And here are my replies:

    • It's not spoon feeding, it's making the information more easily accessible to new players
    • Discussing with corp / alliance mates is always good, but they don't always have all the answers
    • This would make it easier to "do research on your own" by presenting the relevant information all in one place
    • Making information more accessible to new players will not somehow remove that information from your brain. Nothing is being "flushed down the toilet". The idea that we put in the hard work to learn X, Y, Z therefore new players should have to do the same amount of hard work is a non-starter. If CCP subscribed to that mentality, EVE would never receive any quality of life improvements e.g. multi-buy.

    Some good discussion, thanks everyone. Not being able to respond to criticism is often a good indicator that your idea is lacking in merit so I'm glad to have this opportunity to show that mine does.

  • "Relevant Skills" tab for Show Info Window in EVE Technology and Research Center

    When we look at the information available for a ship or module, there is a tab that tells us what skills we need to learn before we can use it.

    Proposal


    1. Rename "Requirements" tab to "Relevant Skills".
    2. Split the contents of that tab into "Requirements" and "Improvements" sections.

    The "Improvements" section should contain all the skills that will improve the performance of the ship or item in some way

    e.g. Reactive Armor Hardener

    Requirements
    • Hull Upgrades Level 3
    • Mechanics Level 1

    Improvements
    • Resistance Phasing


    Why?
    This will be helpful to everyone.

    Feedback

    • Tab should keep the "Requirements" or "Required Skills" name
    • Skills that improve the ship or module should be listed in a separate tab called something like "Affecting Skills"

    Thanks for the feedback guys!

  • Dev Blog: Introducing Clone States & the Future of Access to EVE in EVE Information Center

    Have you totally abandoned the "Upcoming Features and Changes" sub-forum??

    Back to the point... Do you have any plans for an Alpha Clone Tournament akin to the AT?

    Fewer ships and skills to choose from and use would make player skill more significant due to there being less opportunities for hard counter match ups.

    Also, more EVE-Sports FTW! Cool

  • Kill rights are totally broken in EVE Technology and Research Center

    I reckon kill rights should not expire after 1 kill. They should expire only after the "criminal" has had the same ISK value destroyed as the "crime" that created the kill right in the first place. Or after the standard 30 day time limit, whatever comes first.

    e.g. If someone ganks a PLEX Ibis, the kill right would be live for 30 days or until the perpetrator loses an equivalent amount of ISK to kill right activations. It should not be possible to get rid of it by getting an empty shuttle blown up.

  • "Strip" button in the fitting window should empty Cargo and Drone bays in EVE Technology and Research Center

    Reposting an idea from this thread because the original was locked and I couldn't post in it.

    When you strip a ship fitting, the contents of the drone bay and the cargo bay don't get removed. This often leads to you getting that annoying "Couldn't fit XYZ because it couldn't be found" popup message relating to ammo and other charges in the cargo bay. Interestingly, this doesn't happen with drones. Therefore it must be possible with items in the cargo bay as well?

    Potential Solutions


    • Strip fitting button should empty the cargo bay and the drone bay as well as fitted modules
    • An extra step - empty the cargo bay - should be added to the beginning of the "apply fitting" process


    Benefits

    • Fewer popup error messages
    • Ship fitting becomes slightly faster and less irritating


    Downsides

    • None

  • [118.7] Warp Bubble Dragging Change in EVE Technology and Research Center

    Surely you meant to say "warp bubble edges" within 500km of the out-of-warp point...?

  • Recurring Opportunities coming soon in EVE Technology and Research Center

    While I doubt this post will ever see the light of day down here at post number 2501...

    It would be more convenient if the "timer" between 2 occurrences was simply the normal downtime. You would still be unable to do it more than once every 24h on average, but it would make it much easier if there was no timer to keep in mind.

    For comparison, see jump clone timers. Admittedly, that issue was slightly different and we had a skill implemented to deal with it. This seems like a quick and easy QoL fix to me though.

  • [Skill Prereq Tweaks] AWU and more! in EVE Technology and Research Center

    Good stuff, but "update 118.6" is only a month away - why don't you have a proper name for it yet? :p

  • Recurring Opportunities coming soon in EVE Technology and Research Center

    So much hate for this on the front page... I think it's a great idea.

    It's such a great idea that a lot of other games have been doing it for years already.

    Sucks a bit for supercapital pilots who won't benefit due to being trapped in their space coffins, but pretty soon they'll be able to build a citadel, park their e-peen, and go kill a rat in relative safety if it bothers them that much :)

  • [Feedback Request] Capital Ships in Incursions in EVE Technology and Research Center

    CCP Fozzie wrote:


    do you think it would be a good idea to allow capital ships into lowsec and nullsec incursion sites after the Citadel expansion?


    How? Would you be allowing them to take the gates or would you be completely removing the gates?

    If you allow caps to take accel gates, will this affect other PVE?

    If you remove the gates from low/null incursions, will you do the same in hisec? This would change things quite a bit...

  • [Feedback Request] Capital Ships in Incursions in EVE Technology and Research Center

    It might work if caps and supers triggered extra spawns.

    For those who don't know, incursion rats have no bounties and their salvage value is minimal.

    This might actually work the way WH escalations were originally intended to work... Or it could work the way the new WH escalations will work???

  • [Citadels] Titans in EVE Technology and Research Center

    Goldensaver wrote:

    Your math is wrong.

    Yes. Yes it is. That's embarrassing...
    Level	Levi (kin)	      Levi (rest)	Avatar	     Rag + Erebus
       1	     76%	          65%	          180%	          195%
       2	     186%	          157%	          360%	          411%
       3	     355%	          300%	          540%	          653%
       4	     650%	          550%	          720%	          925%
       5	     1300%	          1100%	          900%	          1233%
    


    So after using excel instead of the calculator on my phone the figures are different, but the point remains the same. The Levi DPS bonus is pitiful compared to the other titans at anything below level 5.

    I feel you are correct about nobody flying their titan in anger with less than level 5, but the ship skill bonuses should probably not be balanced around that assumption.

    Just look at the jump from level 4 to level 5! I'll eat my hat if that's well balanced...

  • [Citadels] Titans in EVE Technology and Research Center

    Servanda wrote:

    While you are changing Titans could you think about giving a new Fleetbonus to the rag it is only 3% stronger than a link on a command ship.

    All the other titans provide significant advantages but that Rag bonus is never used as the small bonus to Sig is always outclased by the ability of the command ships to field way Stronger aditional Links

    On a similar note, thoughts on "Cap Warfare Resistance" instead of "Cap Recharge Rate" for the Avatar?

  • [Citadels] Titans in EVE Technology and Research Center

    Seems like the Levi is getting a raw deal on DPS...

    Titan Level 1
    Levi (kin only) --- +50% damage, +15% ROF, +59% DPS overall
    Levi (other dmg) --- +40% damage, +15% ROF, +47% DPS overall
    Erebus & Rag --- +180% damage, +5% ROF, +189% DPS overall
    Avatar --- +180% damage, +0% ROF, +180% DPS overall

    Titan Level 2
    Levi (kin only) --- +100% damage, +30% ROF, +143% DPS overall
    Levi (other dmg) --- +80% damage, +30% ROF, +114% DPS overall
    Erebus & Rag --- +360% damage, +10% ROF, +400% DPS overall
    Avatar --- +360% damage, -0% ROF, +360% DPS overall

    Titan Level 3
    Levi (kin only) --- +150% damage, +45% ROF, +273% DPS overall
    Levi (other dmg) --- +120% damage, +45% ROF, +218% DPS overall
    Erebus & Rag --- +540% damage, +15% ROF, +635% DPS overall
    Avatar --- +540% damage, +0% ROF, +540% DPS overall

    Titan Level 4
    Levi (kin only)--- +200% damage, +60% ROF, +500% DPS overall
    Levi (other dmg) --- +160% damage, +60% ROF, +400% DPS overall
    Erebus & Rag --- +720% damage, +20% ROF, +900% DPS overall
    Avatar --- +720% damage, +0% ROF, +720% DPS overall

    Titan Level 5
    Levi (kin only)--- +250% damage, +75% ROF, +1,000% DPS overall
    Levi (other dmg) --- +200% damage, +75% ROF, +800% DPS overall
    Erebus & Rag --- +900% damage, +25% ROF, +1,200% DPS overall
    Avatar --- +900% damage, +0% ROF, +900% DPS overall


    Levi DPS bonus becomes comparable to the other titans once you get to LVL 5, but before that it isn't even close. Seems like this could be better optimised.

  • Multi Sell: Configuration Options in EVE Technology and Research Center

    I respectfully disagree with your opinion.

    There is no skill in cranking a handle until the number at the end of the line reads 5% (for example). Anyone can set a number, but not everybody can determine what the number should be in order to maximise your profits.

    What I am proposing does not help players to make that determination (i.e. make market trading "easier"). It would simply make things faster ... for everyone... including existing market traders!

    When more people can efficiently sell things faster we get a more competitive market. That's a good thing for consumers i.e. the vast majority of players.

  • Multi Sell: Configuration Options in EVE Technology and Research Center

    Zhilia Mann wrote:
    No. You want to play the market instead of taking the easy way out? Then play the market.

    Iain Cariaba wrote:
    No. Maximizing your isk/hr ratio takes at least some effort.

    So by that logic:

  • The autopilot should be removed from the game because letting the client plan your route for you is taking the easy way out...

  • Approach, Orbit, Keep at Range, etc... should all go away because you can fly your ship manually and flying properly should take at least some effort...

  • Weapon groups should be a thing of the past because firing all your guns at once is definitely taking the easy way out and should totally take at least some effort....

  • The whole purpose of the multi-sell feature is to make it easier to sell things. Surely anything that enhances or furthers that same goal is a worthy addition to the multi-sell feature.

  • Multi Sell: Configuration Options in EVE Technology and Research Center

    Problem: The default sell value in multi sell window is the highest available buy order, but this is often much less than the items for sale are actually worth. It takes a very long time to manually adjust all the various lines in a large collection.

    Solution: Add an option to set the price of all items simultaneously as a percentage relative to average market prices.

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Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.