about 6 years
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12s | [Music] |
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16s | let's get started this is gonna be ships |
20s | and modules louder |
22s | oh not you laughs okay I wasn't asking |
27s | for applause I was saying I'm just gonna |
29s | be ships and modules all right |
36s | I'm CCP rise here's what we're gonna do |
39s | a pretty standard schedule for the |
41s | shipping module talk I'm gonna go over |
42s | some of the stuff that we've done in the |
44s | last year not everything but a lot of it |
46s | and then talk about some stuff that's |
48s | coming up in the short term that you |
50s | guys haven't heard about yet and then |
51s | from there and move on to some of the |
53s | stuff we're thinking about looking a |
55s | little longer term so let's just jump |
57s | right in one of the first things in the |
60s | last bit like since Las Vegas was |
62s | actually the cell frigate balance pass |
65s | this was a super fun one to do it was |
68s | one of the last classes that really had |
70s | kind of low activity and no clear |
72s | purpose and so it was easy to go in and |
74s | just kind of make it better and pull the |
77s | usage up quite a bit so we increase |
79s | space speed we increase capacitor we |
81s | added the assault damage control and we |
84s | gave specific buffs and reworks to these |
86s | three ships especially but all of them |
88s | got little tweaks you can see here look |
92s | at the activity change for assault |
94s | frigates it's really good this is a you |
98s | know stack for all of it so it's going |
100s | up by between double and triple |
102s | depending on the week you check in the |
103s | last year that looks really healthy and |
105s | by the way I'm going to show a bunch of |
106s | graphs that use this metric which is |
109s | kind of a combined activity metric it's |
113s | looking at jumps losses people with the |
115s | ship active how many times the ship's |
118s | changed into active so it's just sort of |
119s | a broad look at activity it's obviously |
121s | got issues if you're trying to compare |
123s | across classes but it's really good |
125s | especially just looking within a class |
127s | at how each ship compares and how it's |
129s | changing over time so get used to that |
131s | with assault frigates you can |
133s | see it a bit in this graph but it's a |
134s | lot easier to see if you unstack it that |
137s | the retribution stands out a lot it's no |
140s | surprise there and it's actually you |
142s | know we're okay with having a you know |
145s | one ship in the class that's kind of |
147s | setting a standard for the rest and |
148s | standing out quite a bit it was probably |
150s | a little too much so where it starts to |
152s | trail there you know we went in and |
154s | lowered the speed a little bit and you |
155s | can see from there it's dropping back |
156s | down towards the rest of the group |
158s | another interesting thing with the salt |
160s | frigates that from the distance you guys |
162s | are at might be a little hard to see is |
164s | that the Jaguars actually crept up to |
166s | being but it's fighting for the second |
168s | most popular that group fighting for a |
170s | second is wolf enyo and Jaguar caldari |
174s | definitely kind of in in back as far as |
177s | this group goes but yeah it's looking |
180s | good basically we're really happy with |
181s | how this went and that's true for the |
185s | assault damage control in general as |
186s | well this was something we were excited |
189s | to try it helped carve out more of a |
190s | role for hacks I have some more pictures |
192s | of that later but giving you know more |
196s | support to the role as a fleet ship with |
197s | a good response to alpha was something |
199s | we've talked about doing in a few |
201s | different ways over the last few years |
202s | and this was ended up being a really |
204s | healthy way to do it yeah so that worked |
206s | out really well around the same time we |
209s | did a battleship quality-of-life pass we |
211s | gave extra cargo and lock range to |
213s | pretty much all battleships this didn't |
216s | affect battleship activity at all usage |
219s | or efficiency which isn't surprising but |
221s | it means they feel nicer to use for all |
223s | the folks that we're already doing it |
224s | and that's just fine next around the |
228s | same time we put mg DS on two or three |
230s | battle cruisers unsurprisingly not a |
233s | massive effect on activity in fact you |
234s | can't find when the changes on this |
236s | graph this is the entire last year again |
238s | just that combined activity metric |
240s | they're just bouncing around and this is |
242s | actually one of the other groups that's |
244s | still sitting super low for overall |
247s | usage and will probably revisit them |
248s | sometime soon and try to get them back |
250s | into the meta somehow along with that we |
256s | did a set of nerfs to some pretty |
259s | dominant ships in the meta this is the |
262s | Auris the red arrow here |
264s | when the change came in and you can see |
266s | that usage actually didn't change |
267s | massively went down maybe 20 or 30 |
270s | percent but of course that's just |
274s | because the ship's still good doesn't |
275s | mean this you know isn't having a really |
277s | positive effect now when you run into |
278s | them they're not as oppressive they're |
279s | not as fast |
280s | not as tanky so that's that's great and |
282s | actually for most of these changes it |
284s | looks pretty similar this is the ferox |
286s | again you can see a drop when we made |
287s | the change but it's not massive and |
291s | obviously ferox is really still a really |
294s | prominent in the fleet Mehta we were |
296s | actually just having another |
297s | conversation with the CSM at the summit |
299s | about whether or not they're still too |
300s | strong |
301s | and we need to try and look for more |
302s | room for some other battle cruiser |
304s | doctrines just because ferox is are so |
306s | efficient and projects so well so that's |
308s | something we may revisit as well around |
313s | the same time we hit macario's this |
316s | one's especially interesting because it |
317s | was a pretty big change the the doctrine |
321s | fits that everyone's was using kind of |
323s | went out the window we shifted some |
324s | slots around and some bonuses and |
327s | despite that activity for the ship it's |
329s | it's down but it's still very healthy |
331s | Macario still one of the most popular |
333s | battleships in the game despite |
336s | definitely having huge Anuj effect on |
339s | its role in fleet meta now onto some |
344s | buffs this is the mutant activity |
351s | it was not a very popular ship I wanted |
355s | to put like a happy picture of ello on |
356s | this but I've seen enough elo this trip |
360s | though I guess so that's fine but this |
363s | you know |
363s | muna jumped way up it's it's now real |
366s | popular in this this is true for a bunch |
368s | of hacks they didn't all make the same |
370s | jump meanings did but the just the ADC |
372s | was enough to bring a lot of them out of |
374s | just total non usage into having some |
376s | application somewhere so that's really |
378s | cool another picture of what the moon is |
381s | doing relative to some of those other |
383s | hacks this is PvP damage for all hacks |
385s | you can see in the green and blue at the |
387s | bottom is where a zealot and immune and |
388s | were where there's the big jumps you see |
391s | them spiked up obviously zealot not as |
394s | much even though it's picking up still |
395s | in the middle there and by now Moonen is |
397s | by far the most damaging and you know |
400s | most active hack there is with the rest |
402s | of them settling and about even the |
403s | Cerberus and the Ishtar there in red and |
405s | orange this looks fine the immunes again |
409s | starting to stand out more than might be |
411s | ideal versus the rest of the hack so |
413s | that might be something we have to take |
414s | a look at soon but also it's great that |
418s | it's there and we know people like |
421s | flying it so not begging for changes |
424s | anytime super soon we also made buffs |
429s | the cyclone and Drake Navy issue |
430s | here's both of their PvP damage they |
433s | both picked up some activity for sure |
434s | especially the Drake Navy issue that's |
439s | good they're actually really powerful |
442s | buffs but despite that if you compare |
444s | them still to a popular another popular |
446s | combat battle cruiser like the hurricane |
447s | they're still pretty low down there so |
450s | there's still a lot of room to do stuff |
451s | there if we want to bring them up so |
456s | last year we introduced the monitor this |
459s | has gone well we knew this was a super |
461s | niche thing that just was for FCS and |
464s | probably only certain FCS but for those |
466s | folks it's been a super useful tool and |
469s | we've only had positive feedback |
470s | basically since it's been out sore we're |
473s | really happy with how that's gone we |
476s | introduced also the Praxis I don't know |
478s | if you guys can make out these fits but |
479s | I was just crawling through losses on |
481s | the practice and it's really fun there's |
483s | everything imaginable people are flying |
486s | on this and it's really popular all over |
488s | space its usage is actually almost |
491s | perfectly evenly split between highsec |
494s | lowsec wormholes and null SEC which is |
497s | pretty crazy most of the losses seem to |
499s | be in low SEC there's a lot of PvP in it |
501s | there and you can see people are just |
502s | doing all kinds of things with it you |
504s | have you know autocannon armor Fitz and |
507s | torpedo shield Fitz and smart bombs and |
510s | rapid heavies and it's pretty cool you |
513s | know it fits the theme of the ship |
514s | really well so this worked out great you |
519s | can see here some of its activity how |
522s | that looks compared to some other |
523s | standard kind of middle-of-the-road |
524s | battleships like a Dominic's in the |
526s | typhoon it's wedged right in between |
527s | there so getting plenty of use even |
530s | compared to you know long standing |
531s | normal tech 1 ships and we introduced |
542s | some try Glavine ships just a couple |
544s | highlights from those we have around |
545s | 20,000 characters that have the skills |
547s | in their heads for the tribe avian ships |
548s | which is a pretty good number |
550s | we'd be happy if it was a little bit |
552s | higher I think but it's solid the last |
554s | Shack is turning into a monster and it's |
557s | really performing super well very happy |
560s | with that the dam of ik & ved Mac on the |
562s | other hand probably need to do some |
565s | stuff still talk about them individually |
566s | here the dam of ik we just made a buff |
570s | too we switched it slots around a little |
571s | bit to hopefully make it more useful and |
573s | you can see that it is getting more use |
575s | since then but the use is still super |
577s | low it still doesn't feel like it has a |
579s | clear enough roll so we are gonna keep |
581s | looking at that it's a tough one to find |
583s | space for originally we were kind of |
585s | hoping that the remote wrap and utility |
587s | would give it a spot in lowsec but that |
588s | didn't really work out and so we have to |
592s | keep kind of poking around there the Ben |
594s | Mac on the other hand is actually |
595s | performing really well when it's used |
598s | but for both the ved Mac and the demo |
600s | Vic the price just doesn't feel right |
601s | there they're pretty inefficient the |
604s | cost is super high for both the weapon |
605s | and the ship in the skills so there's |
607s | kind of a lot of barrier to using them |
609s | but once you get in it it's fine and so |
612s | what we're talking about doing here is |
614s | looking at ways to make them |
616s | I'm gonna tell you one of the strategies |
618s | we're gonna use for that in a few |
619s | minutes but yeah the the less hack this |
624s | is a look at some of the most popular |
625s | PvP ships in the game you have the let's |
627s | check in red the mutant is in blue the |
631s | ferox is in orange and the Hurricanes in |
633s | green and you can see when the leash Act |
635s | shows up in June it just from there |
638s | starts rocketing up and now it's past |
639s | most of those other ships it's now right |
641s | neck and neck with communion which is |
643s | wild considering how many fewer pilots |
645s | are actually using it it's just an |
647s | animal and the fleets that it's in its |
649s | you know you're seeing more and more |
650s | videos of people killing caps in it |
653s | small roaming ganks of you know six to |
655s | fifteen are doing really cool stuff with |
658s | this ship and that's what we were hoping |
659s | for with all of them to begin with so |
661s | it's really good and we just need to |
662s | take the strengths that it's working |
663s | with and try and figure out how to get |
665s | them to the rest of the line |
667s | it's possible this ship ends up you know |
669s | once once more people have their hands |
671s | on it and especially if we lower prices |
673s | because any price learn we do for the |
675s | ved Mac will probably also affect the |
677s | last shack we may need to tone down some |
678s | of the power on this if it gets out of |
680s | control but for now we're super happy |
681s | with it and let's talk a bit about |
689s | what's coming up so first of all we told |
693s | you guys we have these new ships coming |
694s | which we're really pumped about I'm |
696s | gonna give you a little more specifics |
697s | on them so if you miss the keynote this |
700s | is the key Kimora it's the track Libyan |
703s | destroyer the idea here is to go for a |
706s | long range skirmish ii destroyer more |
710s | you know tower ii cormorant ii long |
712s | range this is the slot layout in bonus |
715s | we're looking at two three four so let's |
717s | focus on the Tri Glavine utility and the |
719s | highs because it's gonna be far away and |
720s | not be able to use it more focus on |
722s | keeping up speed and getting range out |
724s | of tracking computers and then it's |
727s | gonna have a lot of optimal range bonus |
728s | table the bonus the range is definitely |
731s | the thing that is going to be the kind |
732s | of tipping point for this ship if we set |
735s | the range a little too low it's probably |
736s | gonna feel too vulnerable and get killed |
738s | really easily by opponents and might not |
741s | be that strong if we set the range too |
742s | high it could just be oppressive because |
745s | it can put out so much damage once it's |
746s | charged up from long range so we're |
748s | gonna definitely be |
750s | looking at a feedback stage with you |
751s | guys and you don't have to make |
753s | adjustments once we see it actually |
754s | played but the potential here is really |
756s | cool and we're hoping these numbers are |
759s | close at least this one it's kind of the |
764s | the big one in the room |
766s | the Drecker back is the battlecruiser |
768s | for the try gravy ins and this is what |
772s | we're looking at for slots and bonuses |
773s | four four seven four percent armor |
778s | resistance and then it picks up command |
780s | bursts optimal range from being a battle |
782s | cruiser and then a bigger of course |
784s | bigger damage bonus than the cruiser |
786s | so this ship can do a lot of stuff |
789s | whether you're bringing it as links for |
791s | your skirmish gang you're making it into |
794s | just a really powerful brawler in lowsec |
796s | you have a lot of options I think this |
799s | one's gonna be like a little mini left |
800s | shack and should be really really fun |
803s | definitely the the one I would buy first |
809s | next the logy these are actually not |
815s | even far enough along for me to want to |
816s | put numbers on the screen for you guys |
818s | we're still tuning them but we're |
823s | looking at basically these are gonna be |
825s | a tech one support cruiser think of an |
828s | executor and a tactic counterpart like a |
831s | known eros like we said the the rep |
834s | amounts going to ramp up that's going to |
836s | be a bonus through the ship that applies |
837s | to remote reps that are fit rather than |
839s | a new remote rep module which means |
842s | these guys are going to emphasize try |
844s | Glavine utility quite a bit less but |
846s | check Vivian's already have really great |
847s | bonuses to remote rep range cap use firm |
850s | reps and all of that will pass on to the |
852s | Logies so they'll be super strong and |
855s | the tactical use for them is going to be |
857s | a lot different than normal og was |
859s | talking with guys yesterday about having |
861s | a dedicated set of try giving logy for |
865s | keeping up targets you know you're gonna |
866s | want to keep wrapping like an FC or your |
868s | links and then having normal lodging for |
870s | stuff that needs to switch targets |
871s | quickly that sounds really cool I think |
873s | there's a lot of other things you can do |
875s | any any static camp or you can charge up |
877s | the reps before the fight starts they're |
878s | going to be really powerful lots of |
880s | really good options yeah so super fun |
884s | and also one thing you hear you're only |
885s | seeing I actually have both slides for |
887s | the ships but this is actually the tech |
888s | to variation the zarm Zod is armed as |
892s | the tech one the art for the tech one |
894s | isn't actually completely finished yet |
896s | so they wouldn't let me put it on a |
897s | slide but it will look different all |
902s | right |
903s | one thing I actually had his reveal in |
906s | the keynote and skipped on accident is |
907s | that we are introducing new muta |
909s | plasmids for both the PvP space in the |
912s | co-op space including muta plasmids for |
914s | disintegrators one of the reasons we |
918s | didn't introduce me to plasmids to begin |
920s | with for turrets and weapons is that you |
921s | have a whole bunch of them once using |
923s | Mito plasma on and they have different |
924s | attributes so you can't stack them which |
926s | is really annoying and also they would |
928s | have you know different optimal ranges |
929s | and different rates of fire so it'd be |
931s | pretty obnoxious to manage but |
932s | disintegrators don't have that problem |
934s | you just have one module so there's no |
936s | reason at all we can't let you use muta |
938s | plasmids on them and change things like |
940s | the damage multiplier the range the rate |
943s | of fire all of that stuff so there'll be |
947s | those and speaking of damage we're also |
951s | going to be adding muta plasmids for |
953s | damage mods |
967s | just anxiety when we when we introduced |
977s | muta plasmids to begin with you guys and |
981s | us were both unsure of how kind of broad |
985s | the impact would be and how it would |
986s | feel kind of in the balanced ecosystem |
988s | once they were there so we deliberately |
990s | avoided stuff that scaled in any way |
992s | damage especially tanking stats like |
996s | resists some you know anything that |
999s | scales really hard and could have like a |
1001s | really dramatic effect if now we feel a |
1004s | lot more comfortable the effects so far |
1006s | from you know plasmons I wanted to get |
1007s | some more stats for you guys but we're |
1009s | pretty happy with what we've seen so far |
1010s | it doesn't seem like it's caused any |
1012s | major problems and it's it's definitely |
1016s | you know been something that's rewarding |
1018s | for small groups that are willing to |
1020s | invest a lot of time in theory crafting |
1022s | money and getting them and not so much |
1025s | of a problem for big fleets or for the |
1027s | meta as a whole and so that makes us |
1029s | feel more comfortable to just keep |
1030s | adding stuff and this is the next |
1032s | obvious thing it's obviously going to be |
1033s | one of the most valuable things to get |
1035s | and so that should be a lot of fun |
1040s | another change |
1041s | like I said we're looking a lot at cost |
1044s | for the Chekhovian ships there's going |
1047s | to be even more pressure on that cost |
1048s | with the new ships coming it's going to |
1050s | be a lot more demand for the resources |
1052s | to build them and so we needed a way to |
1054s | increase the output for the materials |
1059s | and we could have just done that through |
1061s | the normal loot table but the art guys |
1063s | actually were able to huh there we go |
1069s | make these really amazing treyvion |
1072s | drilling platforms No |
1076s | so these things are now going to be |
1078s | scattered throughout a missile dead |
1079s | space when you're going through normal |
1080s | runs the asteroids and and other |
1084s | geological features in there are going |
1086s | to have these platforms on them which |
1087s | can also be destroyed and looted it's |
1089s | going to be a tough call because anytime |
1091s | you take to destroy and loot them |
1092s | there's going to be time against you on |
1094s | the timer in abyssal dead space so you |
1096s | need to figure out if you have enough |
1097s | time to grab them but if you do you'll |
1099s | collect extra resources that puts more |
1101s | of them in the game and drives down some |
1102s | of the cost so pretty happy with this |
1107s | should be pretty good for for prices |
1111s | across the board we'll have to balance |
1112s | this as we see how much demand there is |
1114s | for the new ships it could be that you |
1116s | know we need to keep turning up drop |
1117s | rates but we'll stay you know close and |
1119s | tune with that next up we have this guy |
1130s | if you can hear my voice being sort of |
1133s | scratchy it's because of yelling back |
1135s | and forth with someone about this last |
1136s | night at TopGolf so we've been |
1140s | definitely talking about it a lot so the |
1142s | idea here and if you didn't catch it we |
1144s | made just now like in the patch two |
1147s | weeks ago or a week ago we made a huge |
1150s | change to the ECM mechanic that makes it |
1152s | so that you can target anything that's |
1154s | jammed you so if you get jams you can't |
1156s | target anything else but you can target |
1158s | the ship to jam view and the idea here |
1160s | is we really wanted to move away from |
1162s | the really frustrating feeling of not |
1164s | being able to do anything when you're |
1165s | jams the tough thing about this and |
1169s | something that's always made it hard to |
1170s | work on is that because it's been so |
1172s | frustrating over time it's been balanced |
1175s | to not actually be that powerful ECM has |
1178s | not been in a super powerful place for |
1180s | quite a while because it feels so bad to |
1182s | be jammed that we didn't want it to be a |
1184s | really prominent mechanic so the tough |
1186s | thing about making it even easier to |
1188s | counter is that it lowers the power |
1190s | level even further when it already |
1191s | wasn't all that great |
1192s | so obviously ECM pilots are not feeling |
1195s | good about the strength of this module |
1198s | right now and that's fine because what |
1201s | we're hoping to do is now that we have a |
1203s | baseline that's not as frustrating which |
1204s | we need to sort of test and confirm and |
1206s | make sure that's true but if it doesn't |
1209s | feel is frustrating to fly we can start |
1211s | buffing ECM back up so it plays a larger |
1213s | role in the game and we're gonna take a |
1214s | first step towards that now this winter |
1217s | with this set of changes which is pretty |
1220s | simple but a good first step 10% ECM |
1222s | strength for all jammers 20% optimal |
1225s | range for all jammers a sig reduction |
1227s | for ECM ships so that they can withstand |
1229s | a little more damage when they're being |
1232s | countered and fitting increases for some |
1234s | of the ECM bonus ships that have a hard |
1235s | time building more rounded fits we need |
1238s | to work out details on on some of those |
1241s | fitting increases still but you can |
1243s | expect this for sure in winter and this |
1247s | is like I said just a first step we need |
1249s | to stay kind of close to this and follow |
1252s | up really iteratively till we get to a |
1254s | place where it feels like it's in a good |
1256s | spot one of the other big considerations |
1258s | we know a big topic with you guys is the |
1260s | ECM s where one of our ECM was one of |
1263s | the only |
1264s | kind of valid counters to fighters and |
1267s | we went ahead and made the mechanic work |
1270s | the same for fighters as it works for |
1272s | players right now but we don't |
1273s | necessarily have to stick to that |
1274s | because obviously we're not worried |
1276s | about the experience for the fighters so |
1280s | that's definitely something else we need |
1281s | to look at and figure out you know see |
1283s | if people find another way to deal with |
1285s | that where it doesn't feel like we need |
1286s | to go back and make kind of an arbitrary |
1288s | exception for fighters or if actually |
1290s | that was really the best answer and we |
1291s | do need to put that back in so that's |
1293s | something else we're looking at and then |
1299s | we have these troublemakers |
1313s | so I don't know how many of you are |
1317s | following closely on the forums and you |
1319s | know everywhere else that we're talking |
1321s | about shift balance but we made a |
1322s | proposal maybe a month ago for an update |
1324s | on FAQs after getting just overwhelmed |
1327s | with a you know extreme feedback about |
1331s | how oppressive they're feeling and how |
1332s | we really needed to do something right |
1334s | away that proposal didn't go all that |
1336s | well the main issues with the proposal |
1341s | we originally made which I won't put the |
1342s | whole thing up here but basically it was |
1343s | super harsh it was you know something |
1345s | like 50% reduction in rep output 30% |
1349s | reduction in local rep and then also it |
1351s | wasn't dealing with all the problems and |
1353s | this is something that's been really |
1353s | hard when it comes to fax balance and |
1356s | capital balance as a whole is that the |
1359s | problems are super complicated you're |
1360s | talking about many different |
1361s | environments and applications for a lot |
1363s | of the ships and it's easy to you know |
1365s | try to deal with one part of it and then |
1367s | have negative effects or miss miss any |
1369s | effect on other parts of it fact |
1371s | specifically they have a really |
1372s | different role in wormholes and small |
1374s | scale fights than they do in large null |
1376s | SEC fights and so you know understanding |
1379s | that and approaching both equally is |
1380s | something that obviously didn't come |
1382s | through in the first proposal and we |
1383s | want to try and work towards even though |
1385s | it's definitely gonna be difficult so as |
1388s | we understand and what we're working |
1390s | from right now this is sort of a really |
1392s | high-level description of the issues |
1393s | that we're trying to solve the remote |
1395s | remote rep output is just very high |
1398s | which means you have an obligation to |
1399s | shoot the fax you don't have any chance |
1402s | to do something else until all the facts |
1403s | are gone on top of that then when you do |
1407s | shoot them they're too tanky but that's |
1408s | kind of split into two different roles |
1410s | you have active self sufficient facts |
1413s | that are showing up in wormhole fights |
1414s | or in other small-scale fights there's a |
1416s | bunch of reasons kind of associated with |
1419s | that and then you have really strong |
1420s | kind of throwaway passive facts in large |
1423s | null SEC fights as well and those are |
1425s | two kind of different things and on top |
1428s | of all of that something that's coming |
1429s | up more and more from you guys than I |
1431s | I'm not gonna actually put forward any |
1434s | changes for this right now but the the |
1436s | cost of capitals and how insurance works |
1438s | for capitals I think is something we |
1440s | need to start talking about |
1442s | obviously it feels very affordable to |
1447s | throw away facts and other capitals and |
1450s | so that might be something we need to |
1452s | visit and look at but it's not something |
1454s | we want to specifically change four |
1457s | facts on their own so that's going to be |
1459s | left out but this is what we're talking |
1460s | about now four facts for this winter |
1464s | reducing the remote rep output by about |
1467s | 20% through the duration on the modules |
1469s | themselves like on the remote Rapp |
1471s | modules reduce the power of capital |
1474s | whole Energizer's pretty significantly |
1476s | from almost immunity to only ninety five |
1479s | percent resistance bonus and then reduce |
1480s | the duration from 22 seconds to 16 |
1482s | seconds limit capital ancillary shield |
1485s | boosters to one per ship mix and then |
1499s | remove remove the capacitor bonuses on |
1503s | the holes themselves for facts so the |
1506s | the cap injection power bonus and the |
1508s | cap pool bonuses so that hopefully |
1510s | there's more options to counter play |
1512s | with bal Goren's another cap warfare |
1514s | this is something we will have a forum |
1517s | thread for early this week and go |
1518s | through the discussion again like we |
1520s | showed last time if this again needs |
1522s | more time before we go forward that's an |
1524s | option but we want to keep pushing on |
1526s | this and find a way to get to a better |
1527s | balance for facts and then a couple |
1533s | other one other small updates I realized |
1538s | this slide is so T Z we said at fan fest |
1541s | that we were looking at Navy battleships |
1543s | next which is true we went in and took a |
1545s | look there and there's a lot of ships |
1547s | that aren't getting much use at all and |
1548s | there's a huge opportunity for us to |
1551s | improve them a lot but there's actually |
1554s | so many of them and it goes kind of all |
1556s | up and down the board for Navy ships |
1557s | there's a lot of Navy cruisers that |
1558s | aren't getting much use the Navy battle |
1560s | cruisers are kind of often overpriced |
1562s | and not super you know the the hurricane |
1564s | maybe is one exception but it feels like |
1567s | there's an opportunity here to do a |
1568s | broader we rework maybe do something |
1570s | that involves standings or some other |
1574s | mechanic that |
1575s | makes Navy ships really stand out on |
1576s | their own is something more special so |
1578s | we're gonna take a little more time here |
1579s | before we come back with the full rework |
1581s | rather than just doing some small buffs |
1583s | to the least popular ships but it's |
1584s | still something we're looking at for |
1586s | sure and then to finish up I just want |
1592s | to talk about kind of where we're headed |
1595s | we've done pretty good keeping up with |
1597s | faster-paced balance changes that was |
1599s | something we said that we really wanted |
1601s | to do I think it we we started saying |
1603s | that a lot last vegas and then set it |
1605s | again at fan fest that's been going |
1607s | pretty well we haven't managed to hit |
1610s | every release with like a good chunk of |
1612s | balance changes but pretty close and we |
1614s | want to try and keep increasing that |
1615s | pace if possible at the same time our |
1618s | balanced team has undergone some changes |
1619s | and we've done have quite the same |
1622s | bandwidth basically CCP larrikin isn't |
1625s | working on it anymore which is a bit of |
1627s | a bummer but we're hiring folks that we |
1630s | hope to be able to keep up that pace |
1632s | like we have been we really like being |
1635s | able to hit balance really regularly and |
1636s | we have a lot to do we still have module |
1638s | to your side to finish up we still have |
1640s | a lot of ships we want to change and |
1641s | we're gonna keep adding stuff of course |
1643s | as well another big area that we want to |
1646s | work on in the next few months and it's |
1649s | something I brought up in the keynote is |
1650s | improving our metrics and how we look at |
1653s | balance in the game we are starting to |
1657s | do some really cool things with how we |
1658s | look at what people are actually using |
1660s | and making more educated kind of data |
1664s | sets for how we decide what to work on |
1665s | and what we decide to change and I |
1667s | really want us to be expanding that to |
1670s | look at entire environments you know we |
1672s | just made a change for instance to |
1674s | interceptor nullification it's a really |
1678s | controversial like lot of different |
1681s | opinions about it and the effect of it |
1682s | and what makes the game more healthy and |
1684s | no stack in terms of nullification and I |
1686s | don't think we have anywhere near |
1687s | sophisticated enough way to measure |
1689s | whether or not that's true nullification |
1692s | removing it from combat interceptors |
1694s | obviously the combat interceptor |
1695s | activity tanked like claw uses down you |
1698s | know 80 percent or something of course |
1699s | but is that is that good and how can we |
1703s | prove it because like reddit isn't a |
1705s | perfect mechanism for understanding if |
1707s | that's true |
1708s | I know the CSM isn't a perfect mechanism |
1712s | for understanding if that's true we have |
1713s | a lot of places we can check and we can |
1716s | we can look at overall activity and some |
1718s | really broad ways but I think we really |
1720s | need to drill down and get some good |
1721s | clear pictures of what you know healthy |
1725s | capital balance looks like or half |
1727s | healthy interceptor balance or you know |
1729s | just healthy Knoll SEC broadly we don't |
1731s | have strong enough data-driven ways of |
1735s | saying that and I want to work towards |
1736s | that a lot and that's something we're |
1737s | starting to do and you could see in some |
1739s | of that abyss analysis stuff and then |
1742s | speaking of capitals obviously we have |
1744s | some facts changes here I know now it's |
1746s | probably triggering because of the the |
1748s | Jumpgate changes today but capital |
1749s | balance it needs a lot of attention |
1751s | that's gonna be a huge focus we feel a |
1754s | little behind the ball in terms of |
1756s | understanding it well enough to make |
1758s | really good changes it's very complex |
1760s | but it's easy to see that you know |
1764s | titans and super caps in general are |
1766s | feeling really oppressive there's not |
1768s | strong enough roles for sub caps and |
1770s | there's a bunch of other issues as well |
1772s | and so we really need to dig into that |
1774s | it might slow down some of the other sub |
1776s | cap work it's pretty easy for us to keep |
1777s | a really high pace on the sub cap work |
1779s | because it's more familiar but we're |
1781s | gonna be definitely investing heavily in |
1782s | trying to figure out the cap situation |
1784s | as much as possible and on top of that |
1787s | of course we'll keep adding new stuff |
1790s | we're really excited to be adding |
1792s | precursor to the first tech to non |
1795s | empire ship to be adding more than three |
1799s | ships to a new faction and we have a |
1802s | long way to go there we want to keep |
1803s | fleshing out what there is in the |
1805s | precursor lineup we have ideas for new |
1807s | mechanics more tech to ships all kinds |
1810s | of stuff so we're going to be doing that |
1811s | as well so hopefully I'll have to look |
1813s | forward to thanks a lot we're gonna have |
1815s | a roundtable tomorrow afternoon I hope |
1818s | by then all of you are too tired from |
1819s | partying to really you know but yeah |
1823s | there is tomorrow afternoon three |
1825s | o'clock so I look forward to seeing you |
1827s | guys there Thanks |
1835s | Ziya |
1837s | [Music] |