Devblog: CSM Winter Summit 2019 Meeting Minutes

It’s not being gamed now. It’s working as intended.

I think ur right but I see it more generally than just PvP. If u want a significant proportion of alphas to migrate to omega you need to promote engagement as a group thing. A lot of alphas wet their knickers if you try to just talk to them. If u spend any time in rookie chat then most get pushed to missions, combat sites or exploration because they want isk. These are mostly solo activities. Some try mining and get fed up because of course it’s a slow earner.

I don’t know much about FW, to alphas it’s virtually opaque, but if it was revamped as an alpha group activity at some level then it would help.

Most alphas genuinely want to make a worthwhile contribution and want community engagement but you can’t expect noobros to just find a way to do that, you need to provide mechamisms to help them achieve that. For all alpha activities you need to provide an obvious advantage to fleeting up and a way to nudge them into doing it.

So I had the opportunity to briefly the look at the CSM minutes and noted the brief notes about ECM. Since the Griffin Navy Issue seems to be pretty useless at the moment, I am not going to comment on this.

However, I think that it is strange that it is suggested change to the Rook is to change a damage bonus to a tanking bonus since the ship is a combat recon and should be able to dish out some damage (damage bonuses seems to be prevalent on most of the combat recons).

I agree that the Rook should be more tanky I just do not see that it is necessary to give up another bonus for that. Frankly speaking, when CCP changed the ECM mechanics and the roles of the ECM ships they blatantly failed to properly balance the ECM ships for the new role, including the Rook.

In the discussion back then several persons pointed out that ECM ships needed more tank, but the only balance we got was the “meh” balance changes in the November 2018 balance pass.

Therefore, I do not see that it is necessary for the Rook to give up damage bonus get a tanking bonus to balance an issue that should have been addressed in the first place.

I think there are several ways to increase the tank of the Rook:

  • Increase the hit points of the ship.

  • -1 H slot, +1 M slot, -1 missile launcher, increase damage bonus to 12,5% damage and remove the kinetic lock (if my calculations are correct this will reduce kinetic damage, but increase the non-kinetic damage).

  • Remove the missile max velocity bonus and add a tanking bonus e.g. 4% shield resistance per level.

I know that some of the above may contradict normal standards, e.g. 8 mid slots on a cruiser or removing kinetic lock on Caldari missile ships (I know this is not the case for all Caldari ships).

However, several balance passes have shown that balance is not always about logic – it definitely seems that logic was thrown out the window when ECM change was made and put a sign with “you cannot shoot others, but shoot me, shoot me” on the hull of every Caldari ECM ship.

I think I saw that the next ECM iteration may be scheduled for the summer - more than ½ year since the ECM change! However, I would not be surprised if it takes even longer. And I kind of expect that CCP will do it backwards again - stating the changes they have planned, ask for feedback, then implement the already planned changes, and then get a lot of rage in the threads! (Rather than ask for ideas, get inspiration, and then come up with the changes).

By the way I am still hoping that we will soon see some usage stats of the Caldari ECM ship post ECM nerf.

Anyway, these are just my thoughts. Feel free to agree or disagree. Fly safe.

Alts*

Attributes don’t need any kind of training implant replacement. It might end up easier to understand but still has the same issue of benefiting you not undocking. Implants should be all about doing things in space. And far less limiting in locking you into particular things also.

Also love the soct ships for new players idea. That allows them to train racial weapons while still having decent hills to start with.

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Understood - Steve R has suggested that these all be converted into long term cerebral accelerator boosters that do the same thing and last weeks rather than days.

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Since when are the only people getting shot at the ones looking to do some shooting? Miners and missioners get shot all the damned time.

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I’m honestly not sure if we need boosters even. We have injectors which allow converting isk to sp already, and the diminishing returns on them help alleviate how vets have more isk to spend on sp.
Do we need two mechanics for converting isk to sp? Which then ends up with one setting the price of the other.

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Well, a distant realm of diverse peoples. But ruled over by an authority largely from a singular demographic. Mostly self-serving and egoistical pack of wankers that you would not piss on if they caught fire. Of course it is upsetting.

To serve a quote: a conga line suckholes.

  • Missioners don’t get shot very often at all. Accel gates and local make this very safe pve.
  • Alpha miners are in ventures or bots in battleships.

Bad idea, for two reasons. First, we already have accelerators in the game as the events’ main incentive. A general availability would devalue this option, or end in strange double boosts.

Second, when replacing the imps, you would force people to regularly login and acquire boosters to get what is totally passive now. Like limited skill queue again.

Just remove attributes and set training speed to fix 2500 for example (Omega). Compensate attribute imps with new functional imps. KISS.

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I was thinking ones which could last for weeks and months

It’s mostly because attribute implants are a fair part of the LP store isk sink. You don’t want to reduce that too much.

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Reduce the bounty payout by only 10% and you have compensated for the whole LP store ISK sink.

Yeah, but if you just do it as a blanket reduction, you wind up hurting the little guys in high-sec.

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… speaks the goon …

You forget, that the “little guy” can save the money for training implants. Also bounties are not a significant income source in highsec.

LP is though.

Right. Speaks the goon. Straight reduction isn’t nearly as useful as flattening. Bring the bounties on HS belt rats up a bit, drop the bounties on NS rats a bit. A bunch of nobodies out in space CONCORD doesn’t care about shouldn’t be the ones they’re paying through the nose to get rid of—that should be the ones afflicting the parts of space they lie about claim are ‘safe’.

And yes, the little guy can save the money for training implants. Or he can put that money into things he actively uses to enjoy the game. If you want people out in space doing things, make the things they spend their time/isk getting be things they take out in space and do things with, not stuff they plug into their heads and let run whenever they’re not logged in.

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This hopefully can be balanced with new implants/stuff in the store. Do we have any numbers, how big the learning imp market is?

I agree 100%.

In fact, all low level NPC bounty and Agent reward payments need to be raised. It’s been long overdue and definitely needs to be done asap.

None of those have changed within the past 10 yrs that I’ve been playing this game. At first there was plenty of loot drops and salvage available to offset the low bounty and mission pay. Meanwhile over the yrs CCP has constantly nerfed loot and salvage drops, almost to the point of being nonexistent.

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Why this?

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