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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP Phantom
C C P C C P Alliance
6065
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Posted - 2015.09.17 15:14:15 -
[1] - Quote
After great and very useful feedback from you, the player community, we are excited to bring you an update about the new Citadel structures!
Entosis links are not going to work on new structures, to attack those new structures you need to go through their hitpoints. To prevent boring structure grinding, and to prevent the requirement for massive blobs, a new game mechanic that mitigates damage after a certain threshold has been introduced. The attack process has been streamlined as well.
Read more about those new aspects in the latest dev blog from Team Game of Drones (written by CCP Ytterbium): Citadels, Sieges and You v2
We welcome your feedback! Please note that all numbers and proposals are open for discussions and not finalized.
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Ytterbium
C C P C C P Alliance
4059
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Posted - 2015.09.17 15:19:59 -
[2] - Quote
We also would like to thank the Art guys for allowing us to put their work in progress concepts into the blog. |
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CCP Nullarbor
C C P C C P Alliance
1434
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Posted - 2015.09.17 15:20:18 -
[3] - Quote
My name is CCP Nullarbor and I'm waaay too slow at claiming first reply on my team's blog.
- Signed, CCP Ytterbium
CCP Nullarbor // Senior Engineer // Team Game of Drones
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drunklies
Nocturnal Romance Cynosural Field Theory.
9
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Posted - 2015.09.17 15:26:05 -
[4] - Quote
CCP - this blog gives me hope, for the first time in far too long. Keep it up. |
Cobat Marland
GoonWaffe Goonswarm Federation
19
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Posted - 2015.09.17 15:28:54 -
[5] - Quote
I'm unironically looking forward to shooting these structures
Is it safe to assume they can be hit with fighterbombers along with guns? |
drunklies
Nocturnal Romance Cynosural Field Theory.
9
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Posted - 2015.09.17 15:31:03 -
[6] - Quote
Cobat Marland wrote:I'm unironically looking forward to shooting these structures
Is it safe to assume they can be hit with fighterbombers along with guns?
Super's are absent from the damage tables, command ships confirmed. Though a super does approx the same potential dps as a well fit dread, so use that as your metric for now |
Querns
GBS Logistics and Fives Support Goonswarm Federation
1971
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Posted - 2015.09.17 15:31:11 -
[7] - Quote
Good stuff -- I'm really glad to see communication lines staying as open as they have been. DPS caps are an interesting mechanic, and one we've often seen floated (casually) for other stuff too. Looking forward to the next devblogs on structures!
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Harry Saq
Blueprint Haus Blades of Grass
121
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Posted - 2015.09.17 15:38:57 -
[8] - Quote
Definitely looking forward to these. |
ChromeStriker
Out of Focus Odin's Call
942
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Posted - 2015.09.17 15:39:06 -
[9] - Quote
so it'll take 30mins to reinforce a med citidel? ... but you have to do it 3 times....?
No Worries
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Wibla
Tactical Narcotics Team
164
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Posted - 2015.09.17 15:39:45 -
[10] - Quote
This looks promising. |
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1710
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Posted - 2015.09.17 15:40:16 -
[11] - Quote
CCP Ytterbium wrote:We also would like to thank the Art guys for allowing us to put their work in progress concepts into the blog. they seem to get so antsy about wip, yet everyone seems to love seeing it
damage restrictions and vulnerability windows look a little restrictive, but mostly looks good
@ChainsawPlankto
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Khan Wrenth
Ore Oppression Prevention and Salvation
223
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Posted - 2015.09.17 15:42:35 -
[12] - Quote
Never let it be said that CCP doesn't listen. These changes look very player-friendly. A new day awaits us capsuleers - a day and era where CCP work with us hand-in-hand to make this game the absolutely best it can be!
Or maybe I'm just too optimistic. Still, this looks good.
Let's discuss overhauling the way we get intel in EvE.
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Dreekus
High Voltage Industries Ash Alliance
16
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Posted - 2015.09.17 15:43:45 -
[13] - Quote
All seems good except one point : Sooo.. if you can't obliterate enemies from grid/system you will eventually loose? (not able to help repair citadel) Enemy shoot 1 hit every 29min 50sec.
Maybe you should add something like min damage required to reset repair timer and/or remote assist modules shorten that timer and/or remote assist modules rise min damage required? |
Querns
GBS Logistics and Fives Support Goonswarm Federation
1971
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Posted - 2015.09.17 15:45:24 -
[14] - Quote
Also, speaking as someone who has alarm clocked to drop an outpost right before downtime, I am glad to see that (emergent) gameplay go away.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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xttz
GoonWaffe Goonswarm Federation
677
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Posted - 2015.09.17 15:46:18 -
[15] - Quote
Very promising indeed, it's great to see so many concerns from the last blog being fully addressed.
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Aebe Amraen
Dreddit Test Alliance Please Ignore
179
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Posted - 2015.09.17 15:50:44 -
[16] - Quote
Question: How will the Repair state interact with downtime? Will the timer continue to count down?
For highsec or high-indices nullsec in particular, if the repair timer counts down over downtime we'll be back to structures being deployed right before downtime in an almost entirely riskless manner.
Even for the cases with longer repair timers, extended downtimes happen from time to time and would give easy cover. |
Tobias Frank
5
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Posted - 2015.09.17 15:52:13 -
[17] - Quote
Looks promising!
Also, will we get docking scenes in the new citadels as we have now in stations/outposts when we are docked? Ship spinning is an important feature! |
Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
419
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Posted - 2015.09.17 15:53:49 -
[18] - Quote
How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.
.
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Yroc Jannseen
Enlightened Industries Goonswarm Federation
141
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Posted - 2015.09.17 15:57:55 -
[19] - Quote
With Towers requiring fuel before it was very easy to see when a tower was abandoned, it simply went offline and while there was DPS to go through their was no reinforcement state.
Do you have any plans for some sort of abandoned state if a individual or group appears to no longer being using the structure, that won't require the reinforcement cycles? |
Dracvlad
Taishi Combine Second-Dawn
1112
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Posted - 2015.09.17 15:58:58 -
[20] - Quote
I absolutely love this approach, the damage cap is a great idea. I went from being ugh I don't think I will bother to definitely planning to build one now. Also I don't have to baby sit it too much which is seriously good news, also forcing people to actually scout them is really good too. All in all a first rate job, well done, tres tres bien!!!
Ella's Snack bar. With all the data supplied on API/CREST the game should be renamed to Jabber Online, look something to kill, ping everyone!!!!
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EvilweaselSA
GoonWaffe Goonswarm Federation
1140
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Posted - 2015.09.17 15:59:24 -
[21] - Quote
What are "service modules" - they're referenced in the blog as consuming fuel but without an explanation of whey are. |
Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
1275
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Posted - 2015.09.17 15:59:46 -
[22] - Quote
This is really encouraging, there are probably a lot of happy capital and big fight pilots after seeing this.
(And personally, as a Supercap pilot, I am really pleased to see that capital repairs wont be needed for repairing these structures, even to the point that my relief over that is making me fine with the fact they Supercaps are notable by their absence in the predicted damage charts) |
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CCP Ytterbium
C C P C C P Alliance
4060
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Posted - 2015.09.17 16:00:00 -
[23] - Quote
Tobias Frank wrote:Looks promising!
Also, will we get docking scenes in the new citadels as we have now in stations/outposts when we are docked? Ship spinning is an important feature!
No docking scene. When you dock, the camera will be centered around the structure instead, so you can now play structure spinning. |
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TheMercenaryKing
Ultimatum. The Bastion
366
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Posted - 2015.09.17 16:00:46 -
[24] - Quote
Couple of thoughts:
Use Entosis Link to disable guns on a Citadel (should they be added) Use Entosis Link to Raise the DPS Mitigation cap. Capital re-balance - Dread damage vs BS+BC and an out of siege damage buff.
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CCP Ytterbium
C C P C C P Alliance
4060
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Posted - 2015.09.17 16:01:10 -
[25] - Quote
EvilweaselSA wrote:What are "service modules" - they're referenced in the blog as consuming fuel but without an explanation of whey are.
May want to read this blog if you haven't already. |
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Sbrodor
Oscura Simmetria Yulai Federation
176
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Posted - 2015.09.17 16:01:42 -
[26] - Quote
omg. we fall back to the past!
i really dont see the point of difference of the past where 30 super of (choose your name favorite ally) again blobbing at own pleasure player trying to build something with time and effort.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
231
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Posted - 2015.09.17 16:04:47 -
[27] - Quote
Andre Vauban wrote:How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.
I think once its fully Repped your out of luck from how I read it. If it takes no damage in 30 seconds repairs kick in. It takes 15 total minutes to fully repair. So if your kiting ship is not beating its repair rate, as you warp in and out it will have of just repaired itself up. Hence why having Grid control and getting your enemies off is important as quick as possible.
Shoot it once during repair and it stops for 30 seconds. 30 seconds go by and no damage is received in that time repair cycle kicks back in. Kitey ship shoots it again, warps off.. 30 second pause.. DPS doesnt do much of anything to it tho 30 seconds go by and that damage is repped as well as more until the ship lands to shoot it again and then warp off. 30 seconds go by, damage was still negligible so it finished its repair cycle after 15 minutes of self-repair. The repair completed after the vulnerability cycle due to 30 second pauses, and it went back to an Invulnerable state.
Compared to if a fleet was on field shooting it which would keep the repair cycle from restarting and eventually it would get reinforced or chased away.
If reinforced , wash, rinse, repeat x2 more times for armor and Structure.
If chased away and it had time to repair.. wait until next window. |
Barubary Evans
Signal Cartel EvE-Scout Enclave
2
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Posted - 2015.09.17 16:07:36 -
[28] - Quote
Quote:If the structure is invulnerable, a timer will be shown counting how much time left before it is vulnerable again Doesn't this completely negate the line in the previous paragraph about having to actually put effort into scouting and infiltrating to know when something will be open to attack?
I would say to not show how long until the structure is vulnerable again, excepting if it's a timer created by damaging it previously. Make people actually do some homework instead of knowing instantly "show up at this time." |
Lord Battlestar
Faulcon de Lazy
215
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Posted - 2015.09.17 16:08:27 -
[29] - Quote
I like this idea, as it means dreadnaught pilots like myself actually still have a use, and all that sp doesn't feel like it was wasted.
I once podded myself by blowing a huge fart.
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Jenn aSide
Ascendent. Test Alliance Please Ignore
12389
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Posted - 2015.09.17 16:08:57 -
[30] - Quote
CCp actually listened to player feedback?
Who are you really and what have you done with CCP? |
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