Devblog: Spring Balance Update Incoming!

This does not benefit players in null sec. It effectively cripples our isk making abilities while catering to lower skilled players. Unfortunately, my two Rorqual toons and Super toon that literally took years to develop, just got spat on. People say it smells like pay to win because it is. CCP has uses its own mechanics to ■■■■ the economy into inflation. Notice the price of plex keeps rising? Since the release of injectors, people, can make huge amounts of isk much sooner than ever before. Since us nullbears are used to making the amount of isk that we make, they hope to cash in on our null lifestyle by nerfing our isk making potential. We want shiny things we’ve trained to get and if we can’t make it in game as easily or quickly, CCP wants to capitalize on the fact that they will sell more plex since our isk will be in shorter supply.

2 Likes

Overall, this balance list seems pretty good. Not too thrilled about carriers getting hit with a nerf hammer across the board, especially blocking warp with the NSA active. That’s a pretty big change to how they operate, as if it wasn’t a clickfest already. Why not reduce the effectiveness of the NSA slightly instead.

As has been mentioned many times, nerfing Rorquals over and over will only do one thing - put more Rorquals in the belts. Pilots in large alliances who run multiple Rorqs will just put more on grid to compensate. It won’t create more content, since those behind heavy defence fleets continue to chew rocks as normal. Only the smaller groups are impacted, since they either accept the reduced income/production or risk putting another Rorq in the belts, without the security umbrella of the bigger groups.

Constant nerfing is not a solution to the proliferation of Rorqs - for the large groups, it’s only an hour or two to roll a new toon, inject, and have them out gathering as much as they did pre-nerf.

Rorqs need to be limited in a single area. It doesn’t even have to break any form of lore or imposing a hard limit in the game - just make a Rorq unable to activate the industrial core if within a certain distance of another Rorq using an industrial core. You can still fly it, mine with it, but with reduced capabilities until you move out of range. In the lore you can always say that the industrial core generates a field that disrupts the activation of another.

Or if you want to fine grain balance it, make the industrial core work, but the more you put in a certain distance, it reduces the efficiency of additional ships. Make them spread out across anomalies or systems.

I am all for balance passes, but wildly swining the nerf/buff bat from side to side and seeing what sticks isn’t great.

Subcap ship tweaks - very good, let’s get this done more often.

2 Likes

Yes, but this means the guy with 1 Rorq and 8 Hulks who was considering training into 9 Rorqs instead might stick with the 1 Rorq and 8 Hulks setup instead and save himself the less efficient ending hassle.

1 Like

I like that. Now you could claim “ownership” of a rock. That would be awesome for landing on a large R64 rock in a locust fleet.

1 Like

They’re not being repurposed, they were always boosting ships. Just because their OP mining attributes have been scaled back at last doesn’t alter that.

Also, I think that most Rorqual pilots would have skilled into them regardless, same as I did because as a miner I wanted the full skill tree.

1 Like

if you so need risk for rorquals in small groups why not forbid them insuarence and hiding exavatotrs in depo at all?

1 Like

Jesus that’s a lot of quality Russian salt

Quite a few people have already brought up that there should be a range on indy core to reduce the amount of rorqs per belt, but that won’t hurt extreme multi boxers as much as you seem to think it will

Fantastic patch, keep up the great work.

1 Like

If they have to spread to other systems it will have an impact. They can still mine at the same rate as always, but need to move around to do so.

Making Rorqs easier to kill only has an effect on smaller groups, that can’t drop a massive defence fleet every time a Rorq is tackled.

1 Like

If you implement this changes I really don’t think it’s fare for a boosted Hulk to be able to make 70-80% of what the Rorqual is making at 30 times the cost. Did you think about that?
And all this people that are saying to limit the number of Rorquals in belt, are you sane at all? People like to bunch up together not spread out, safety will always be in numbers, And what? all those who already trained millions of Skillpoints for a Rorqual should now skill extract and inject into barges? That is absurd…
Instead of focusing on offering DIVERSITY and MORE DIVERSITY AND MORE STUFF TO BUILD that require minerals you just want to limit what can be put in on market?
As someone sayed in this forum. Eve Is an old game, so eventually people will get to that late game and be in the most powerfull ships and get the highest incomes or yields. MORE AND MORE PEOPLE WILL GET THERE sooner or later. By continually reducing incomes and yields will get you nowhere…
So what? You want that late game to be a battleship ratting? or a marauder? what is the point of that?
Give people GOALS and TARGETS, not break them…
Why even bother the months of training getting a 10 billion Rorqual , that is a sitting duck in a belt when you only get a minor yield increase compared to a Hulk that is 30 times cheaper?
Where is the logic behind this changes?
Yes people will EVENTUALLY have late game stuff and your goal is to just hammer them down?
Offer DIVERSITY instead of cutting down stuff left and right…and yes FOCUS ON THOSE WHO ARE BOTTING and breaking the economy for regular players.

Are those hulk numbers with rorq boosts by chance :thinking:

Yes, and spending 10 billions on a boosting ship is still absurde

2 Likes

A boosting ship that also mines the most of any mining ship in game btw

1 Like

OK this is pretty simple, look at the economic reports. There is one particular region that stands grossly out.
They are able to do this as nobody can counter the strength they have, dropping shield booster effectiveness is not going to solve this problem, nor will dropping the mining yield. People will just add another toon effectively making the problem worse.
This “balance” is just going to hurt smaller corps and alliances who can’t defend rorquals and supers as well as the might of Goons can.

3 Likes

LEAVE THE NSA ALONE ! tia

1 Like

Yes! Because of it’s cost! and because things are balanced the way they are now by having half of the ship worth in glass drones that die to belt spawn in 20 seconds, thus losing 10+ hours in blink of an eye…
Investing months of training and billions of isk for a ship must give you best in game, not marginally better.
There always has to be a balance in risk vs reward, as of now a 10 bill ship is making less than a carrier that is 2 billions worth, a bit better than a faction BS that is 1 bil or less and the examples can continue.

Eventually people will get more and more stuff because of how EVE is made like a sandbox and the hammering down is not a viable strategy in my opinion especially long therm.

1 Like

New flash. Rorquals and Orca are mining SUPPORT ships. They are meant to be less effective at mining then the actual squishy mining ships. if you skilled into a ship without taking into account what it was meant for that is not CCP’s fault.

1 Like

After another 500 posts, it’s still the same.

1 Like

The rorqual costs about 8 billion moderately fit. a covetor costs less than 20 mil. currently the mining yield of a rorqual is equal to about 4.4 covetors. Seems to me the risk reward value equation is what is out of whack. making the rorqual less effective seems wrong.
Additionally, the well protected huge mining fleets are only marginally affected by this change, The smaller groups that mine at risk every time they undock are more susceptible to loss.
just my opinion, but this is a bad change.
if you want to enhance the value of subcap miners, try letting them use the better drones or more of them. just once, lets help the little guys

2 Likes

You say you want a Cap loss to mean something how about all the hard work it takes to get one and maintain it? What’s that mean then? Not much now. All the time and energy spent training them isn’t going to be worth it now. Insurance cut by half on super carriers? Are you serious!!! Sound like all your really doing is making it easier for the casual player too lazy to train into a supercap/cap play more AKA pay for a subscription. I read through the whole thing and not all of the changes are bad but the cap/super cap changes are just crazy. It takes years to fully train any cap and these are the players that really pay the bills there with many having multiple accounts specialized for caps, subcaps and industry and living in nulsec. Btw a cap kill ANY cap kill is a big deal. We kill plenty of them now too. Nerfing them because they are a pain to fight is wrong. Maybe the ones complaining about it should just try harder… sounds like loosing big cap fights and complaining you can’t beat them is a good enough reason to nerf them I guess.

This is just discrimination against capital pilots nothing more :crazy_face: I need a safe space now to scream at the stars. (That a Joke Btw before anyone gets offended)

I still love this game but the cap nerfs you speak of is just crazy!!! can’t wait for the 64bit client either. Keep up the good work on everything but cap nerfs. o7

1 Like