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Drug Booster Balancing issues

First post First post
Author
Hans Jagerblitzen
Ice Fire Warriors
#41 - 2011-11-17 18:50:04 UTC
Jiji Hamin wrote:
They should make it so you can make boosters in lowsec.


You can already.

CPM0 Chairman / CSM7 Vice Secretary

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#42 - 2011-11-17 19:14:58 UTC
Jiji Hamin wrote:
They should make it so you can make boosters more easily in lowsec.


You can.

This is not the problem with boosters.

Thanks for playing.
AkiRoss
Rez Corporation
#43 - 2011-11-17 20:36:03 UTC  |  Edited by: AkiRoss
Side effects made boosters unusable for most of the situations. It is far better without side-effects as it is on Sisi. But I definitly agree that "Risk vs Reward", especially for that kind of products, deserve to be looked at.


To keep the counter-effects of boosters, and bring an addictive part :

1. Take a Pill, get the bonus, enjoy it during one hour, without any side-effect (propaganda!)
2. Booster's effects are gone ... headharsh ... side-effects start for the next 48h !
3. You feel bad, you take the same kind of pill (any size except synth), side-effects disapeared, back to point 1 !
4. And so on ...


In my opinion, the side-effects of a Booster should be the same as the bonus. Get +20% capacitor for an hour, get -20% capacitor for the next 48h (-10% for 24h with all skill lvl 5?). At the end, you become totally addict to pills ;)


In real life, when you take drugs, you feel awesome for the next hours ... Then you pay it until the next shot. Same here ;)
Captain Alcatraz
Republic Military School
Minmatar Republic
#44 - 2011-11-17 21:06:34 UTC
AkiRoss wrote:
Side effects made boosters unusable for most of the situations. It is far better without side-effects as it is on Sisi. But I definitly agree that "Risk vs Reward", especially for that kind of products, deserve to be looked at.


To keep the counter-effects of boosters, and bring an addictive part :

1. Take a Pill, get the bonus, enjoy it during one hour, without any side-effect (propaganda!)
2. Booster's effects are gone ... headharsh ... side-effects start for the next 48h !
3. You feel bad, you take the same kind of pill (any size except synth), side-effects disapeared, back to point 1 !
4. And so on ...


In my opinion, the side-effects of a Booster should be the same as the bonus. Get +20% capacitor for an hour, get -20% capacitor for the next 48h (-10% for 24h with all skill lvl 5?). At the end, you become totally addict to pills ;)


In real life, when you take drugs, you feel awesome for the next hours ... Then you pay it until the next shot. Same here ;)


So you want to render your character not good for 2 days because you popped a 1h pill? Current system is pretty good, this just means some ppl will stay logged out cause they had to pop a pill. Long downsides = bad
Nikuno
Atomic Heroes
#45 - 2011-11-18 11:24:25 UTC
Nikuno wrote:
EDGE IMPLANTS



Come on CCP, still no response as to what you're going to do with these while you wreck boosters!




And the alchemist implants.



It's not difficult CCP, please at least let us know that you've noticed you have these items in your game and intend to ensure you're not breaking something else in your rampage to change boosters.
S0NFANNA
Cause For Concern
#46 - 2011-11-18 14:20:07 UTC
Bloodpetal wrote:

Can we get Dev response here?


+1
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#47 - 2011-11-18 14:37:02 UTC
Is there a visible effect when you take them?

I used an improved blue pill last night, I couldn't tell usage bonus, or even duration.

Not a diplo. 

The above post was edited for spelling.

Hans Jagerblitzen
Ice Fire Warriors
#48 - 2011-11-18 17:56:38 UTC
Vincent Gaines wrote:
Is there a visible effect when you take them?

I used an improved blue pill last night, I couldn't tell usage bonus, or even duration.


I can't speak for SiSi as I haven't tried them there yet, but on Tranq there isn't a visual effect (in space).

The only difference is that you can see how long the booster has left, what bonuses are in effect and what side effects you're suffering from, all that information appears under "augmentations" on the character sheet, right underneath the information about your implants.

CPM0 Chairman / CSM7 Vice Secretary

Fon Revedhort
Monks of War
#49 - 2011-11-18 19:16:10 UTC  |  Edited by: Fon Revedhort
- we don't need the effects lasting 2 hours - heck, it's rarely 20 minutes that they are of use

- anyone suggesting 'addiction' or 'hangover' effects lasting a whole next day or even 2 (Shocked) needs to have his head checked. Small-scale PvP'ers already deal with a CRAPLOAD of challenges*, why add a new one - virtually aritficial? Just leave the penalties as they are and change some stats here and there (if needed).

- also, no need to think everyone should have anything available. Some goods have to stay rarely used to remain really interesting.

- 30-100 mil for strong boosters is OK, btw

* to name some: stupidly high current EHP numbers, instant intel, killboards showing your exact setup and so on

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#50 - 2011-11-20 03:34:26 UTC  |  Edited by: Emperor Salazar
CCP don't be stupid, respond to this thread.

Removing side effects is quite possibly the dumbest thing you could do and is contrary to your "don't balance around money" mantra.

No side effects means the only negative to using boosters is money. That is stupid. For the unstacking penalized boost these things provide, there should be a potential drawback. I want more people to use boosters too, they have the potential to be a really good dynamic in the game. That doesn't mean you should make them stupidly good so that every player flies around with pills.

Don't be stupid.
Scrapyard Bob
EVE University
Ivy League
#51 - 2011-11-20 06:04:16 UTC
If the existing booster side-effects were the issue - then the solution is to turn them down a notch, then revisit the issue in 3 months - not "remove entirely". Removing them entirely smacks of "lazy developer" who went for the quick fix.

(This is something I see over and over with MMO developers. They think they have to make the entire change all at once, so they over-boost or under-nerf time after time. Then, since they overshot the mark, they make another big adjustment, which swings the pendulum too far the other way. Which results in a very unhappy, whipsawed player base.)
Covert Kitty
SRS Industries
#52 - 2011-11-20 08:06:15 UTC
Also not a huge fan of the changes. I like the random chance of a side effect, it's a cool mechanic. I do agree that boosters should be revisited however, perhaps adding some additional ones that effect resits in various ways? passive tanking? ship bonus modification? ewar?

In general though I just don't see them as a major source of concern.
Zendoren
Aktaeon Industries
#53 - 2011-11-20 19:41:36 UTC
Bump for a dev response.

https://forums.eveonline.com/default.aspx?g=posts&t=35926&find=unread

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Jowen Datloran
Science and Trade Institute
Caldari State
#54 - 2011-11-20 20:46:38 UTC  |  Edited by: Jowen Datloran
OP: Just a minor correction; it is not 200% if you got both skills trained, it is 400%.

Mr. Science & Trade Institute, EVE Online Lorebook 

Dr Halberstam
Nine Eyes Medical
#55 - 2011-11-21 11:26:48 UTC
Reposting from FHC:

We have been dreading the possibility of a change like this for a while now -it was assumed if there were to be a booster revamp, it would equal dumbing them down somewhat to try and stimulate demand.

Unless something is done about material scarcity, strongs (and to a lesser extent, gas and other strengths) will continue to be exorbitantly priced, which is imo the main reason for their obscurity, not side effects.

The problem is that the 0.0 owners of booster constellations generally dont give a damn about the Ladars they sit on, as there is plenty more readily available income in their space. They still, however, vehemently deny access to anyone else, thus many of the Ladars are simply left to rot without anyone proficient getting access, thus stymieing supply. (The number of times I have tried to haggle to get Ladar access only to get ignored...)

Therefore the gas and bpcs are an expensive sellers market, making for a very thin line between simply reselling the materials in Jita and actually bothering to cook. (due in no small part to the hordes of I mined it therefore its free types, who cook for a tiny bit more than what the gas is worth – although truth be told, that might also be a result of ppl trying to unload product for which there is hardly any demand in most cases)

If boosters are to be made more popular and available, materials and bpcs need to be made more readily available, otherwise the scarcity-inflated material prices will keep the products overpriced as well.

Imo simply stimulating demand via making the finished product more desirable will not fix this due to the unique nature of booster source materials. (and there is a strong argument against the actual need to make them more prevalent in the first place, which I will not go into here)

Side note: the no-cloaked-placeholders-hogging-plexes is the best thing since sliced bread for booster production, as several of the booster plexes were victim to it in the past

Having said that this all might sort itself out if the demand rises enough that 0.0 either starts exporting materials in worthwile quantities, or producing themselves.
But I doubt that, especially given how no one region can self-sufficiently produce improved or strong, and how gas is too high volume to be feasibly exported - again possibly making it not worth the hassle for the 0.0 entity. I predict them using up any gas they mine to churn out a shedload of standards, thus ignoring the need to trade for other kinds of gas.

Anyone contemplating improved or strong production in meaningful quantities has to grapple with importing to-and-fro 0.0 a scarce and time-consumingly mined stuff (thats 10m3 per unit), by the thousands, from the other end of the universe (often literally – e.g. strong mindflood needs materials from Delve, Catch and Tenal).
Making the Rorqual able to compress gas would be one simple way towards fixing this.
CCP Phantom
C C P
C C P Alliance
#56 - 2011-11-21 16:09:28 UTC
Just chiming in to let you know that this topic is not forgotten by the responsible devs.

CCP Phantom - Senior Community Developer

Zendoren
Aktaeon Industries
#57 - 2011-11-21 16:11:24 UTC
CCP Phantom wrote:
Just chiming in to let you know that this topic is not forgotten by the responsible devs.


Thanks CCP Phantom

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Don Pellegrino
The Scope
Gallente Federation
#58 - 2011-11-21 16:33:46 UTC  |  Edited by: Don Pellegrino
CCP Phantom wrote:
Just chiming in to let you know that this topic is not forgotten by the responsible devs.

Thank you. I urge you to read this thread if you haven't already.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#59 - 2011-11-21 16:45:57 UTC
CCP Phantom wrote:
Just chiming in to let you know that this topic is not forgotten by the responsible devs.

now we need a post like this in the FW threads lolTwisted

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Fon Revedhort
Monks of War
#60 - 2011-11-21 16:49:37 UTC
CCP Phantom wrote:
Just chiming in to let you know that this topic is not forgotten by the responsible devs.

Will we get some reasoning behind these changes as well? And preferably before they hit TQ Big smile

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.