These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

EVE Online: Rubicon - Feedback

First post
Author
Vedrit
Pirates of the Caribbean.
#261 - 2013-12-10 04:46:37 UTC
I hate that mining sites have been removed from the scanners repertoire, which makes scanning even less valuable before (And it wasn't worth much then)
Joia Crenca
Science and Trade Institute
Caldari State
#262 - 2013-12-11 02:44:43 UTC
Vedrit wrote:
I hate that mining sites have been removed from the scanners repertoire, which makes scanning even less valuable before (And it wasn't worth much then)



I was thinking on this one, I'd like to suggest bringing Gravimetric (or Gravimetric - type ) sites back in addition to keeping the currently easier scannable belts. Make the Grav sites 1/2 point more valuable in order to reward the effort of using the probes to scan it down. It'd make for a conceptual stair step for mining and scanning together. Miners/players learn to use the scanner for better belts, then learn to further use the probes for a little better reward.

Joia Crenca
Science and Trade Institute
Caldari State
#263 - 2013-12-11 02:48:30 UTC
My reason for (Gravimetric - type) was in case the Gravimetric mechanic is being reused for another aspect of gameplay. Perhaps the probe-scannable belt could be one found via Ladar along with Gas mining.

Another bit of feedback from Rubicon is that it seems that while the SOE bump has given a new bit of content via exploration ships, it's also shown that there seems to be a lack of alternatives to ganking for some. I'm not sure what would substitute for that activity, as PVP in low-sec is available, but not as lucrative, if I understand the reasoning correctly?
Gans Veber
Sequent Industry
DarkSide.
#264 - 2013-12-12 19:11:46 UTC
будем ждать, пока починят....
Galmas
United System's Commonwealth
#265 - 2013-12-12 22:23:19 UTC
I don't like that wormholes which are in secondary mass state do the "wobble" when someone initiates warp to it.

Doesn't make sense to me really. As if that wormhole would know someone warps to it... non-sense?!

At best it takes away the sneaking atmosphere, which i don't like as well.
Rockgut Blackstone
Blackstone Exploration Industrial Corporation
#266 - 2013-12-15 06:21:51 UTC
ISIS OBELISK mastery suggestion:

since one needs to learn Advanced command to lvl V to learn Gallente freighter I, should not Freighter I through V be the increases in mastery of Navigation and not advanced Command?

I can have adv. command V and still not learn Freighter I therefore how can I have lvl V mastery of a ship I can't fly?

obviously Adv command V is needed at even lvl I mastery of an Obelisk.
and to truly earn a lvl V mastery of an Obelisk requires lvl V Freighter.

Thanks for listening.
Porucznik Borewicz
GreenSwarm
#267 - 2013-12-17 19:39:04 UTC
I would like to thank CCP for fixing the MWD and AB sounds.
Serleanka Darkwater
Biber Hyper Logistics
#268 - 2013-12-18 05:37:44 UTC  |  Edited by: Serleanka Darkwater
Some Feedback for the long deployment explorer stratios. So here's my story:

I tried to build a ship that is able to do stuff for weeks without supplys. For that I included small armor and hull remote repairers to fix up damaged drones, covops cloaky and probe launcher of course, a salvager, data and relic hacking modules, a cargo scanner just in case, an afterburner (need to switch that to a mwd asap) and some tank in the lows. Since I planned to get the most out of this beautiful ship it's mostly fitted faction and some 'plex modules. Also I got some spare fitting and a mobile depot with me for quick refits.

I'm out in space now for three or four days I think, traveling through high, low, null and unknown space doing all sorts of things. I made a good deal of money, found some interesting stuff, had alot of fun and even watched a russian capital/titan fleet formup. That was fun :)

However: When I return I will sell that ship. Why?

When I look in my cargohold I can see 200m isk of salvage goods, 60m ISK in blueprints, another 100 in datacores and another 50 of other stuff. So most of the time I went for relic and data sites. The tank is just way too weak for anything else. The limit is somewhere in C1 Wormholes, 3/10 ded complexes and.... well thats pretty much it. The damage is quite fine though but without tank pretty much useless. I did not try a dual rep setup yet but I dont expect much of a difference. 5 low's just isn't enough for a decent armor omnitank

A decent advantage could've been the hacking strength but both hacking rigs require 200 calibration so the stratios can only fit one of them. Can I call for quick covert backup using a covert cyno? A energy turret range bonus in a mobile fast cruiser - is that useful? Scan probing strength is usually nice too. Would be much nicer (and add to the ships survivability) if one could fit combat probes.

I just dont see why I would want to use the stratios as an explorer. The Covops frigates are almost instant in warp, can fit both the hacking modules, travel alot faster, still can do all the exploration sites and a fitted anathema costs less than 10% of an empty stratios hull. If I want to fight while exploring I take a T3 Cruiser. Might be more expensive still but immunity to bubbles combined with really fast warp speed and some warp core stabs make this ship nearly unstoppable. With the stratios I have to proceed really slow and careful because even a small nullsec gatecamp means "goodbye stratios". Also a T3 will have more tank and even more damage. The only advantage of the stratios seems to be the larger cargo bay.

For PVP however the stratios seems awesome. Alot of ewar combined with tons of damage and some armor plates with a cloak looks quite nice to me but for that purpose the ship is a little too expensive for my taste. I see the problem in the task to create a nice allround solo ship for exploring without by accident having a totally overpowered ship in pvp but the way it is now it's not really clear what the stratios is intended for - with already existing ships in mind.

Well I'm not complaining, just giving some feedback here.

Suggestions: Double the hacking bonus so the ship sets itself apart from covops frigs and T3 cruisers. Add one Lowslot and change the resistence bonus to a repair amount bonus. Also drop that turret range bonus, rather give the ship some bonus for a MWD, like less capuse or something.
Oraac Ensor
#269 - 2013-12-18 12:27:43 UTC
I liked the MWD and AB sounds.

Please bring them back.
Talonikus
The Scope
Gallente Federation
#270 - 2014-01-09 01:34:28 UTC  |  Edited by: Talonikus
- In the certificate panel (and other places), the level 1 mastery icon is represented by an "I" (for "1"), but there's a dot under the "I" and it makes it look like an exclamation point (important), when it's not. I see an alternate icon for this with dots on the sides, so perhaps you're transitioning to that(?)

- The sound when hovering over a ship in ISIS is annoying and wholly unnecessary. The overall ISIS ambiance noise is a bit loud too but tolerable at least.

- I'd like to be able to stop the autoscan every time I jump into a new system. The flash+sounds are distracting and completely unnecessary when you're not interested in scanning sites. It can default to 'on' for new players so they know it exists.

- The screechy sound for the timer resetting every time I kill an NPC is abominable. This may be an older issue but I'm returning so it's new for me :p
UGB14
#271 - 2014-01-09 10:26:39 UTC
Regarding the ISIS (Interbus Ship Identification System)

First of all, i like the idea and the implementation!
It looks great and somehow motivates seeing the ships you have already unlocked and also provides you with a goal and motivation to unlock all the remaining ships. Therefore: Well Done!

One issue though which i find quite annoying is concerning the newly introduced Mastery of Ships, which, as i understood it, shall replace the former Certificate system in place before Rubicon.

Beforehand, i am not a Certificate or Mastery grinder, but i have a look every now and then to see if i am "on the right track", as i understood that this system shall help you making the right decisions regarding your skills to become a better pilot with this certain ship.

Unfortunately some of those make not much sense, and some are simply wrong. E.g. The Vargur requires at one point "Advanced Target Management" trained to lvl5 while the ships max. target capability of 10 active targets has already maxed out at "Advanced Target Management" lvl4.
I have not checked or searched for other issues and in this particular case it might not be of great significance but i would appreciate if those guidelines make sense and help the capsuler instead of letting him train useless skills. Many thanks!

Kr
Herbinator d'Arcadie
Arkadian Knight
#272 - 2014-01-10 16:29:43 UTC
A new release is like a government budget: some groups happy, some not.

This release had nothing for newer player enticement. Ghost sites are non-existent. Sisters ships unobtainable. New structures add little in the realm of necessary additions to the nature of the game.

In a game where the more skilled prey on the less skilled (picture an upside-down pyramid) there was, again, not much here to thicken up the new player base.

"Block" pigs. Refuse to fly with them.

Irya Boone
The Scope
#273 - 2014-01-11 15:20:28 UTC
LOVE ALL except the cyno jammer cost Too much for what it does it would be better to create a Module withe the same fonction or enlarge the range of the structure like severals AU inside a system and can be place on gates or stations

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

KandieKat
Silver Lining Corp
#274 - 2014-01-12 17:04:35 UTC
Really enjoying the Rubicon implemtations. The Ghost sites are a lot of fun and nicely dangerous even in highsec. You really have to be ready to take a dangerous hit to work those sites.

There is a problem with another mechanic that is not specifricaly Rubicon related. It seems that it is a little too cheap for Alliances to declare high sec war. Griefers are an expected part of Highsec travel, but grazing on the sheep as happens with a dozen or more decs on small corporations and alliances makes life a little too easy for them.

They are very good at targeting folks that can not effectively oppose them. I'm not suggesting that that the mechanism be changed just made a little less profitable to target a multitude.


Other wise Rubicon is a resounding sucess from my point of view.
Ricard Defondel
10.K
#275 - 2014-01-19 10:37:15 UTC
Hi
I've been playing for a couple of months now and have to say I've never played a game where I have been continually griefed and just generally done over, its awesome. There's a refreshingly adult feel to it and a distinct lack of annoying squeaky voices. Probably due to the no nonsense ,suck it up nature of the game.
As a newish player I've found the ISIS window really helpful and it'd be great to see this expanded. As I work away for a few weeks at a time, it would also be handy if I could stack skills from the eve gate.
I was surprised that there doesn't seem to be a manufacturing ship that can process ore or turn out goods or do research.
Rich
Yonis Kador
KADORCORP
#276 - 2014-01-24 03:42:30 UTC
Well let me change that and do a little squeaking, Rich. I've just seen the new V3 station textures that are going to be rolling out soon and maybe it's just the lighting, but my glorious, shiny, blingy, needs-1000-slaves-to-polish-daily, Amarr stations do not look very glorious atm. They're brown. Matte brown. With brass plates tacked on the sides. We're going from golden bling to brown and brass?

Oh.

The pain.

...
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#277 - 2014-01-25 19:45:52 UTC  |  Edited by: Barbara Nichole
After playing with the Nestor I can't help but feel the power grid is too small. With a small power grid low slots will be taken away from tanking pursuits.. you can claim this was intentional but this is an electronic ship with Amarr as well as Gallete roots - it's a laser boat with a load of utility... yet it's on the bottom of the power grid list. The rattle snake is lower but that's a missile boat.



ship power grid
Machariel 17950
Nightmare 14500
Bhaalgorn 18400
Rattlesnake 10000 Missile Boat
Vindicator 17500
Nestor 14062


even the standard battle ships make more sense.


abaddon 21000
apoc 21000
armageddon 13500 drone boat energy siphon/neutralizer
domi 10000 drone boat
hyperion 16000
negathron 15500


Why the bonus to large lasers if you really can't fit more than one practically?

I propose increasing the size of the power grid to at least 16500, putting it in the middle of the pack.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

hshshshshshshsh
Doomheim
#278 - 2014-01-28 23:25:35 UTC  |  Edited by: hshshshshshshsh
So obviously this is a bit late, but I am pretty sure CCP at a fanfest insured us that this "radial menu" fetish, wouldn't be forced upon the players..
Therefor it saddens me that my camera focus button have been removed from the Directional scanner and moved to a radial menu instead.

Can we please have the tools close to where we use them and have the tick button back in the Dscan window.. Believe it or not, having it in the radial menu is working against your first idea with the menue (Easier and faster access to the functions). The radial menu doubles the clicks needed and makes you have to move your mouse to a spot you doesn't often need when ex. Dscanning.