Siege Green - Manufacturing and Ship Blueprint Updates

tomorrow… hopefully

Still Garbage

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Do we have an ETA on when the changes will go live? We all expected Tuesday this week, which hasn’t happened, and April is over soon.

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@CCP_Aurora Please, what is the reason to include Trigs and Edencom frigates in this update, but not pirate frigates ?
Why does pirate frigates needs to stay 3-4 times the price of T2 frigates ?
Strange, considering CCP is presumably catering to newer players.
You pretty much screwed up these ships with the horrendous Trigger Neurolink Conduits which you did not tone down.

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Very well said. Someone had to say it.

And yet you claim to represent Eve players. This is not how you represent players with caustic little come backs. There is a way to reply to the player community without insulting the same. If CSM persons are going to come into the forum and discuss the current issues and interact with members they (you) need to be open, gracious and polite. There is a way to disagree and still be constructive.

I’ve waged some fairly contentious arguments here using some pretty pointed rhetoric but not as a CSM. When you wear the badge, it’s a different ball game. I’m thinking about running for one of these slots in May. I doubt I’ll commit but it’s under consideration.

Hi Capsuleers,

We have just launched a new update to Singularity today that covers some further iterations to this upcoming update for manufacturing and ship blueprints.Of note, there have been changes made to two components:

  • Capital Core Temperature Regulator has had the input of the core temperature regulator dropped to 70 units (from 250).
  • Neurolink Protection Cell has had the input of the genetic safeguard filter reduced to 5 units (from 20).

The manufacturing of Capital ships has also been adjusted, this affects Carriers, Dreadnoughts, and Force Auxiliaries.
In short these changes to capital manufacturing are to set clearly the manufacturing cost ratios of the classes, where the order of cheapest to most expensive to manufacture for capital ships will follow:
Dreadnoughts->Carriers->Force Auxiliaries.

There have been many material changes to the blueprints, and we have provided a new Static Data Export (https://web.ccpgamescdn.com/aws/community/sde-SINGULARITY_Apr29.zip) to help third party developers utilize this to gain an insight into the latest changes.

You can also log into Singularity to experience the new values for yourself.

We’re still reading and discussing the feedback supplied on these latest changes as well as the changes we’ve previously updated Singularity with. Please continue to supply feedback so that we can make further adjustments and changes as we find opportunity for.

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Hey Paradox, thanks for the updates.

In light of this, I feel it pertinent to ask why carriers specifically are being made the middle costing capitals, when in their current format, regular carriers are… more than a mite lackluster, compared to their compatriot capital ships, the Dread and Force Auxiliary?

The SDE still show the old recipes for Capital Core Temps & NeuroLink Protection. I haven’t checked any others to confirm.

Neurolink example:

image

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Thanks for checking, I took a look on this type and I see it too. I spot checked some ships earlier.
I will re-generate the SDE and do another check, I’ll update this post if I generate a new one with the right data.

Update: New and up to date SDE is now available at the URL, https://web.ccpgamescdn.com/aws/community/sde-SINGULARITY_Apr29.zip

I checked both the Neurolink Protection Cell and Capital Core Temperature Regulator blueprints, and they have the expected changes.

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Thank You!

Eve Industry Planner updated

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It’s not enough, you need to reduce the mats needed for supers/titans, they’ll continue not to be built at this rate and that diminishes the longterm aspiration they previously provided to me personally whilst being rather punishing on newbros who have very little chance to catch up now.

No spreadsheet with new blueprint values?

Am i dumb? But did I understand correctly that faxes will be the most expensive, and dreads the cheapest?

where the order of cheapest to most expensive to manufacture for capital ships will follow:
Dreadnoughts->Carriers->Force Auxiliaries.

With the increase in price. Wouldnt it be worth the time to revisit the last fax change and modify or remove some of the changes made to faxes regarding cap boosters and there strength dropping into a fight?

https://www.fuzzwork.co.uk/dump/sde-SiegeGreenUpdateApr29-TRANQUILITY/industryActivityMaterials.csv.bz2 :wink:

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The CSM had a number of conversations with CCP regarding this, and while I can’t speak for the rest of the CSM (although as I recall we were in general agreement), the idea was that on the combat cap scale we wanted it to look like:

Dreads → Carriers → Faxes → Supers → Titans

The reason for dreads being cheapest is they are usually the starting block for most cap escalations, they’re designed to die because they are immobile, and they have historically been the backbone of most cap fleets. Carriers are in the middle between Dreads and Faxes because they have more utility than Dreads, they’re survivable, they are very, very powerful when used on grid with a Fortizar or Keepstar and they have a lot more utility in terms of PvE than Dreads do (although Dreads are capable of running the CRAB sites well). Faxes were at the top of the non-super price chain because they are hard to kill, and they are commonly the first ships to die in a super-cap escalation. Because of that, in a super-cap escalation where dreads are dropped to kill supers and titans, it’s common to clear the FAXes off first to make it possible to kill titans and supers, and often the time it takes to kill the FAXes means the supers escape. By keeping them at the high end in terms of price, it makes those fights where lots of FAXes die but the supers escape a bit more palatable for the other side. In addition, FAXes are extremely tough on their own, especially after the surgical strike nerf rollback, and the price reflects their survivability. They live longer, so it’s fair they cost more.

Those were most of the arguments we made in terms of why the caps scale the way they do, and based on the indy changes, it looks like CCP agreed with us.

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CCPlz rise maradeurs price! OP ships for 1bil (0.8 with insurance) is ridiculous

I see this as an improvement. Supercap proliferation has been a long standing problem, if few are built but they continue to die, they’ll eventually thin themselves out and we’ll have a healthier number in the game.

I disagree, it was a by-product of supercaps being 15 year old content, you can’t keep them as a prestige item for much longer. Many vets have completed that journey. Despite the memes, obtaining a titan was still a multi year multi account grind even at the height of rorqs. To put them into a state where players won’t be building them:

  • Devalues the resources they consume
  • Removes a key longterm aspiration from the sandpit (I spent 5 years subbing up to 5 accounts to get a titan), Subcaps Online doesn’t have the same pull on consumers imo.
  • Shits on the newbro, by asking them to complete a grind 4x as hard as those of us who came before.
  • Will result in a Mexican standoff, my prediction is nobody will be using supercaps in earnest even after the partial rollback of the changes.
  • This means less big ticket supercap battles that garner all the press attention and big streams. Reading about the early cap battles in PC Gamer is what brought me to the game and it was my day 1 aspiration to be part of one.
  • Less for NPSI / roaming groups to hunt.
  • Less def ping content for alliance members.

They should have left supercaps as they were, but made them deprecated content. Introduce T3 Frigs, T3 BS, T2 caps and linked these to very high resource points ideally with new resources entirely, give us a new mountain to climb that doesn’t ■■■■ on the newbro. Seed the resources for these in high, low and null proportionately and make them require a variant of the citadel cores to introduce an ISK sink alongside them.

That would have built excitement, not this trash we’ve been fed the last 2-3 years.

1000 vs 1000 subcaps is cool, but so is 1000 vs 1000 supercaps - more so imo, ■■■■■■■ loved UALX despite the TIDI and the recent Twitch streams. Why on earth they designed away from that is beyond me, a colossal act of self-harm. The game was demonstrably better in every way 3-4 years ago.

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