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  • Date of Birth: 2013-04-02 00:17
  • First Forum Visit: 2013-05-29 14:15
  • Number of Posts: 424
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Obil Que

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  • Star Explorers Member since
  • Reckoning Star Alliance Member since

Last 20 Posts

  • Dev blog: Introducing Upwell Refineries in EVE Information Center

    Cngaar Aya wrote:
    CCP Fozzie wrote:
    Q: Can this new moon mining mechanic be expanded to include highsec and wormhole space?
    A: [...] However in future iterations we would be very interested in investigating expanding this same "scheduled mining event" gameplay to all areas of space using different resources. These might take the form of new resources or allowing the collection of existing resources such as normal minerals or T3 gasses.

    For the first release we need to keep a reasonable scope so any expansion of that kind would need to come later if it comes. That also means that if we expand this gameplay to other resources in other areas we'll be able to integrate the lessons learned from the first release.


    As a video game designer for my day job, I really empathize with not wanting to take too big a bite for this.

    That being said, it doesn't seem like that far a stretch to allow this mechanic to work with barren moons for ice and/or regular ore, and this would immensely revitalize wormhole space both by making mining ops practical...and giving hunters more things to hunt.

    The lack of regular ore belts and ice anoms only ever in shattered holes made sense in an earlier era when there was the dream of making wormhole space not settleable, but that ship has long since sailed, and instead wh space has become a haven for smaller groups trying to carve out a place for themselves in the EVE universe.


    Given that planets are what are barren or ice or plasma, etc. not moons exactly, I'd love to see this brought to wspace in this way. Allow barren planets to be fracked for ore and ice planets to be fracked for ice. This would naturally limit the number of resources available in wspace because planets are less numerous than moons and give wspace access to this mechanic without upsetting the balance of materials for T2.

  • Dev blog: PLEX Changes On The Way! in EVE Information Center

    Sullen Decimus wrote:
    SIEGE RED wrote:
    Interesting, every bit of market data hints more than strongly at a CSM leak prior to this devblog. It was already weird, yet now it's clear.


    What??


    Tinfoil 1: PLEX rising prior to announcement means CSM leaked the data and influenced prices
    Tinfoil 2: PLEX falls prior to announcement means CSM leaked the data and influenced prices

    Choose

  • Dev blog: PLEX Changes On The Way! in EVE Information Center

    Sullen Decimus wrote:
    Manic Velocity wrote:
    I like the idea of unifying PLEX and Aurum, and the concept of making PLEX more granular in how it is bought and sold. These two things really simplify the mental gymnastics of how PLEX can be used. Good stuff there.

    But I absolutely DO NOT like the concept of the PLEX Vault. This completely eliminates the risk/reward aspect of moving PLEX throughout the cluster, which will cause all PLEX prices to be completely stable across New Eden.

    The PLEX Vault treats PLEX as a unique item which is always safe unless the player is exceptionally stupid. And that's not how EVE works. Destruction is vital to the sandbox, and the PLEX Vault reduces the chance of PLEX being destroyed to nearly zero.

    The PLEX Vault feels like a hand-holding feature created specifically for newbros and Alphas who couldn't be bothered to do the bare minimum of research before purchasing PLEX. I get that CCP wants to invite and retain new players, but don't do it by babying them. It's insulting to their intelligence, and it will only serve to give them the wrong impression. EVE is not a place where you or your assets should feel 100% safe, EVE is not 100% fair, and that's exactly what makes the game worth playing.


    I would imagine it's more to do with having a cross character bay which all characters on an account can access (something btw players have been asking for years to have). If it removes the plex tanking of ships, I'm ok with it. It's a hilarious aspect of the game which we all like to point at laugh at, but really doesn't make or break anything in the game. Is plex safer now? sure. Does it impact anyone's gameplay though? not really.


    The reaction is entire visceral because it's PLEX

    If they had decided to remove PLEX and convert everything to AUR, create an AUR vault/wallet, and make it a valid in game item just like PLEX, I'd actually have less of a reaction to the vault than I do because it's PLEX. That just tells me that I'm just reacting to it out of existing bias that PLEX should never be protected because it's PLEX. It is a good thing to combine the two currency. I can live with the vault (though the UI is a bit in your face) and hope that it does indeed improve customer retention.

  • 119.3 General feedback (PC) in EVE Information Center

    CCP, regarding the 1-9 hotkeys. I'm out of game now but if this is related to the long standing issue where the signature list window would filter if the mouse was hovered over it even if you were typing in an unrelated box that had focus, then I refer you to EBR-54658 from November 2015 where I reported this and it was just closed with basically that hover supercedes focus in the UI.
    I think maybe you need to rethink this now if the mouse position is what's influencing which hotkeys are used.

  • [March] Mobile Warp Disruptor changes in EVE Technology and Research Center

    Mr Hyde113 wrote:
    Time to shake the dust off your Oracles and farm some juicy bubble KMs


    So, will killing a bubble generate a killmark?

  • Dev blog: The future of probe and directional scanning UI in EVE Information Center

    CCP Phantom wrote:
    We are preparing an update to the scanning UI and UX in hopes of delivering a much better scanning experience. We hope to bring you these changes with the March release.

    Check out the latest dev blog (with intuitive images and pictures) to learn more about the improvements to scanning!

    The future of probe and directional scanning UI


    There's a weird interaction with the probe scanner window and creating bookmarks that I previously opened a bug report about but it was "working as intended"

    Right click, create bookmark from a scan result and then leave your cursor over the probe window
    Start typing in the bookmark box which now has focus and if you try to enter numbers in the bookmark name like "C1", the probe window will change filters based on the number pressed even though the focus is in the text box because of where the mouse pointers is.

    I understand wanting to allow the filtering to work but it should go by actual dialog box focus (bookmark box vs. probe window being clicked) rather than where your mouse is hovering...

    NItpicky but annoying every time my signature list changes while typing in an unrelated window.

  • EVE Live DPS Graph (desktop application) in EVE Technology and Research Center

    Grauth Thorner wrote:
    Obil Que wrote:
    Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?

    I quite like the idea of being able to drop multiple gamelogs into one after action report, but I do wonder how this would be used. Having multiple files of, say, different days would be just like having all logs combined into one big gamelog and thus one big report, which doesn't really add value to the tool as it is.

    As for data from multiple players, I think it would add value to the tool, which is why I like the idea. My biggest problem is however that in a 'normal' scenario, where player A has a different computer than player B, the logs are also stored on different computers which is why I would think it's simply too much of a hastle for the users to get the graphs on the screen.
    Another problem I have is that it's near impossible to guarantee that data from multiple players is merged correctly due to lack of data for that regard. For instance, the gamelogs do not show wether the fights of two players are actually the same fight, this is something that should be guessed based on date, time and maybe the names of the enemies.

    So for now I will say no to your request, unless you are able to convince me otherwise Lol


    The scenario I imagined was collecting game logs from the same fight.
    I think a minimal implementation would be to upload multiple logs, process them exactly as you would now but graph each inbound/outbound DPS as a different color combination or same color, different look (solid/dashed, etc).
    This would allow someone to collect logs from their fleetmates in the same fight and upload them all to get a single graph showing their DPS output and damage taken side by side


  • Nullification and Interdiction in EVE Technology and Research Center

    I think nullification on combat interceptors is too powerful for the ship size.

    The Yacht is a prime example of a "good" interdiction on a "cheap" ship that basically can only be used for travel. I would not have a problem with interdiction being removed from interceptors but left on the Yacht or a similar non-combat ship used for travel (say a T2 shuttle :slightly_smiling_face: ).

    T3C interdiction nullification comes at a cost in subsystem choice and I think is in an OK place though could be tweaked with any T3C re-balance so I wouldn't stress much about T3Cs currently.

    Bubble decay sounds like a good idea. I'll let those that use them extensively hammer out a proper decay time

  • EVE Live DPS Graph (desktop application) in EVE Technology and Research Center

    Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?

  • Star Explorers: Combat Explorers in EVE Corporations, Alliances and Organizations Center

    Looking for anyone alpha or omega looking to experience wormhole space
    Join us in the public channel if you're interested

  • Star Explorers: Combat Explorers in EVE Corporations, Alliances and Organizations Center

    Welcome to Ascension
    Looking for pilots new and old from Alpha to Omega to join our team

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    Since I didn't see it mentioned here yet:

    https://forums.eveonline.com/default.aspx?g=posts&m=6701678#post6701678

    Quote:

    With the upcoming release of Engineering Complexes in Ascension, we're taking the opportunity to look at the build/research/copy times of some of the largest blueprints in EVE. This will help ensure that production rates don't get too out of control with the bonuses on the new structures, and also generally cleans up some of the progression of build times between smaller and larger items.

    The current plan is:

    Titan/Supercarrier blueprints: +100% build/research/copy time
    Carrier/Dread/Force Aux/Rorqual blueprints: +33% build/research/copy time
    All Upwell Structure blueprints: +33% build/research/copy time

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    erg cz wrote:
    Astrahus have those bonuses:

    25% bonus to all Citadel rig strength
    25% reduction to all Citadel service fuel costs
    25% bonus to all Structure Missile Launcher damage

    Am I right?

    Raitaru has this:
    25% bonus to all structure engineering rig effects
    5% reduction in manufacturing and science required time
    25% reduction in Engineering Service Module fuel consumption

    If "25% reduction to all Citadel service fuel costs" == "25% reduction in Engineering Service Module fuel consumption",
    and
    "25% bonus to all Citadel rig strength" == "25% bonus to all structure engineering rig effects"
    then
    the only bonus Raitaru has over Astrahus is "5% reduction in manufacturing and science required time"

    Really? 5 % time bonus only? with such disadvantages like 3 service slots only (you can not reprocess in full industry fitted raitaru) and terrible defence capabilities, raitaru should cost half what it planned to cost right now. Or everyone will use astrahus for the sake of reprocessing and manufacture on one place and better defense.


    Citadel services != Engineering Services
    Citadel rigs != Engineering rigs

    because

    Engineering Complexes are not Citadels
    Citadel is a structure
    Engineering Complex is a structure

  • Do wormholes still have undefended exploration sites? in EVE Gameplay Center

    Kale Raleigh wrote:
    Amak Boma wrote:
    class 1 , class 2 and class 3 have the data and relic without defense. also some shattered wormholes do have those aswell



    Is there an official number somewhere or percentage for how often they spawn in class 1-3?


    No. Random is random

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Ardbeg Islay wrote:
    Although I have not seen it mentioned....... Will they be spawning in ICE belts also?


    I believe he said static asteroid belts only (also why they won't show up in ore anoms, etc.)

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    Sgt Ocker wrote:
    Obil Que wrote:
    exiik Shardani wrote:
    rigs cost :-D lol

    XL T2 rigs needs more t2 salvage than is actually for sale on Jita and price (really titan cost for one rig)...



    CCPls why do add something what is almost impossible build and for price that has negative ROI... :-(


    Strangely, I would venture to guess that CCP has intimate knowledge of the amount of salvage tucked away in various hangers and personal inventory to know that what you see on the market in Jita is not representative of the actual salvage in the game. It is almost like people have been anticipating these rigs and all their counterparts and those yet to come for almost 1.5 years and collecting salvage for their own purposes...

    Many have been saving up T2 salvage - To build rigs people will buy, I don't believe there is any group has enough T2 salvage tucked away to start building T2 rigs for Citadels and EC's.
    If they have, it still doesn't help anyone who hasn't been stockpiling it for a couple of years.

    Can you honestly see someone fitting a 100bil+ rig to such an easily destroyed structure as an EC? One rig costs more than the entire structure.

    Just remembered, I had a friend living in a WH for a few years, he stockpiled all his T2 salvage, had a ton of the stuff (it was to be his titan fund). Thing is he hasn't played for over a year.,,. And, likely won't be back..


    I'm sure someone much smarter than I about supercap building in null can figure out the cost/benefit but a group with an XLEC is going to defend it. Doesn't matter how "easy" it is to kill if you can't kill it because of the defense fleet. If the rig gives a decent savings over a long period of time, people will make the investment just like they do with T2 BPOs, etc.

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Kaivarian Coste wrote:
    What's going to happen to the traditional NPC hauler rats?


    One would hope, and I think it was mentioned at a roundtable or somewhere like that, that they would ideally be replaced by procedural NPC haulers much like the miners here. Similar to the intent to replace customs officers with "new/drifter AI" officers similar to how the Drifters would attack anyone with an Entosis link fit early on.

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    Soldarius wrote:
    exiik Shardani wrote:
    rigs cost :-D lol

    XL T2 rigs needs more t2 salvage than is actually for sale on Jita and price (really titan cost for one rig)...



    CCPls why do add something what is almost impossible build and for price that has negative ROI... :-(


    Been saying this since Citadels were introduced. There is no point to having rigs that cannot be built for lack of raw materials.


    How many XL ECs do you think will be built? No ask, how many of those groups building them do you think have salvage stockpiles for building the rigs they want?

    It's not like someone building an XL EC and then wanting to T2 rig it is just going to go buy the salvage off sell orders in Jita...

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    exiik Shardani wrote:
    rigs cost :-D lol

    XL T2 rigs needs more t2 salvage than is actually for sale on Jita and price (really titan cost for one rig)...



    CCPls why do add something what is almost impossible build and for price that has negative ROI... :-(


    Strangely, I would venture to guess that CCP has intimate knowledge of the amount of salvage tucked away in various hangers and personal inventory to know that what you see on the market in Jita is not representative of the actual salvage in the game. It is almost like people have been anticipating these rigs and all their counterparts and those yet to come for almost 1.5 years and collecting salvage for their own purposes...

  • Dev blog: Building Dreams: Introducing Engineering Complexes in EVE Information Center

    Chani El'zrya wrote:
    Obil Que wrote:
    Chani El'zrya wrote:
    I did all the calculations already.

    The short answer is that medium ECs is worth the risk starting from 2 characters producing and onlining only the prod service. As soon you get more character on board you can online research and invention services. 20 characters per system is the maximum which put an hard limit on the use of public EC per system
    One single character producing have to stay in NPC station.


    Is that in a vacuum where only one EC enters into the calculation and is being considered relative to a single solar system? Your point is valid, but again, like most things, probably a bit simplistic when you consider that the EC isn't operating by itself in a system. Unless I'm misunderstanding what calculation are you trying to reach.


    I'm not sure to understand what i could not have taken into account.

    If it is one or ten ECs in one system, it doesn't make any difference, the key descriptor is the system index which take the total number of player operating (which include even players using NPC station in the same system).

    The breakeven point i was discussing with public EC is "how many player is required in a system until the ME bonus is not enough to compensate for the resultant higher system index? "
    I took a scenario where you will use as an alternative an NPC station for one character producing and setting his system to 1.5 % (it's an overestimation).

    Answer roughly 20 (roughly because it depends if those 20 characters use their 10 prod slots at 100% utilisation or less).


    Again, unless I'm missing something, isn't that system cost independent of whether those producers are at 1 EC or 10 or at an EC and an NPC station? If it takes 20 people (regardless of location) the spike an index, that only really matters if you're talking about a system with no existing industry getting spiked due to additional industry coming in. In a system where there is existing industry, the cost is the same whether you are at an EC or NPC. Again, unless I'm missing something or not understanding what you're pointing at.