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Thread Statistics | Show CCP posts - 8 post(s) |
Rroff
The Xenodus Initiative.
4
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Posted - 2012.04.24 17:27:00 -
[1] - Quote
To be quite blunt, rigs while they could probably do with a little tweaking are one of the least problematic parts of the game right now and really shouldn't be detracting development time from some of the other things that need work.
I think generally they should be touched with as light a hand as possible when it comes to tweaking them as many people will have spent time training towards, testing fittings towards, building fleet doctrines around, etc. how they work now and making a change like shield HP rigs suddenly having a velocity penalty has the potential to make quite a dramatic change to established game mechanics. You have to be very careful with changing things like this as you could potentially have a situation where people spend an amount of time training towards and planning towards a setup that works with the current mechanics and then find the whole game changes on them - after awhile they won't want to spend too much effort working towards a specific goal incase the game changes too dramatically before they get there and end up leaving the game as a lot of the attraction of a game like eve is working towards a long term goal. |
Rroff
The Xenodus Initiative.
4
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Posted - 2012.04.24 18:12:00 -
[2] - Quote
CCP Ytterbium wrote:feedback, which quite shows it is not ready yet. Don't get us wrong, active versus passive tanking needs to be looked at and there will be changes when we come to it, we just don't want to rush the process when better solutions may exist.
Agreed, there is definitely some gameplay enhancements that can be made with tweaking rigs but rather than doing a major overhaul in time for inferno its something thats better approached as well thought out incremental changes released with the smaller patches. |
Rroff
The Xenodus Initiative.
4
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Posted - 2012.04.24 23:20:00 -
[3] - Quote
Malcanis wrote: Get rid of the calibration stat altogether and implement this. It fixes so many problems with rigs that it's just not funny (including triple-trimark II'd supercaps)
Whats broken with that?
You can't really make changes to rigs like that anyhow it will end up with so many people with broken ships or ships that no longer function as intended - also the logistics for someone living outside of highsec redoing all their ship fits would be immense. |
Rroff
The Xenodus Initiative.
4
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Posted - 2012.04.25 13:17:00 -
[4] - Quote
Did everyone forget the active tanked maelstrom?
And why all the hate for extender type rigs? (do people just fail at the game?)
The only major change that needs to be done is removing the speed penalty from armor resist and nano bot/pump rigs. Possibly the same for the equivalent shield rigs but I think reduced penalty rather than removed penalty would work better for balancing purposes.
There is a compelling arguement for making the HP rigs give a percent per level in the relevant skill rather than a flat percent for having them fitted but personally I don't see this enhances gameplay and adds more grind to the more fundamental aspects of the game which will only help to put off newer players - grinding upto some kinda of achievement i.e. being able to fly capital ships with a worthwhile long term goal is fun, grinding as a new player just for core functionality isn't (something a game like eve needs to keep finely balanced if it wants to pull in more new players). |
Rroff
The Xenodus Initiative.
4
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Posted - 2012.04.25 16:14:00 -
[5] - Quote
Sigras wrote: Also, the Gallente ships will NEVER catch shield ships flown properly, so who cares if you last 30 seconds while never catching your enemy, its the exact same as lasting 30 minutes while never catching your enemy, you still do 0 damage
Not entirely true - prot and lachesis/arazu have scram range bonuses, prot and diemos (and a couple of others) have 10% falloff bonus which means blasters with null and a couple of TEs can hit out to 40+km fairly effectively. There are setups that can counter kiting shield ships fairly well if your on the ball and fly a decent setup. Even armor tanked the vigilant is quite quick for instance.
Granted its fairly trivial for nano shield tanked drakes or canes to hold say a megathron at range, warp when taking damage and keep it pointed with long range points if caught in space with it unable to do anything but die... but you can avoid these situations generally with a bit of experience. |
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