over 4 years ago - CCP_Dopamine - Direct link

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Greetings,

We have just released a detailed dev blog about our ongoing Tiericide efforts. Please read through it and engage in a discussion in this thread :slight_smile:

over 4 years ago - Dunk_Dinkle - Direct link

Thank you!

An updated SDE after each tiercide update is important.

over 4 years ago - CCP_Psych - Direct link

This has been identified. We want to look into this. The rules that are being established through the tiericide process will be used to drive changes in manufacturing and distributions.

over 4 years ago - CCP_Nomad - Direct link

This is a valid point.

The details of how the Tiericide is done are not important for the player who is choosing a module. As you say, what’s important for the player is what will be the effect of such choice. This is something we are looking into and we do plan some changes in that area, to come along the Tiericide for turrets and charges.

over 4 years ago - CCP_Psych - Direct link

Hello sir/madam!

Thank you for the post!

In the blog, the comparison is done based on the end result, produced by a single fitting of two different modules (in this case how much damage will be applied). So the question being answer is “How much more damage is mitigated by module B compared to module A” (effectiveness comparison for single fitting).

Now, you have done a magnificent work, but you are answering a slightly different question. Your example answers the question of “How many of module A does it take to get the same result as a single module B” (required modules to reach same effectiveness). Something that is very useful in many cases indeed.

So module B is 40% more effective than module A
but
it takes around 1.32 A modules to reach the same effectiveness of a single module B.

We will try to be more clear in future on how we communicate these kind of details.

Thank you again for the post!

over 4 years ago - CCP_Nomad - Direct link

We don’t want to share the statistics of particular ammo types at the moment, as that might give a wrong impression of what will be the end result of the rebalancing. All the details will be provided at once, when we are ready. I hope that’s understandable.

The number of “named” modules in a group is related to the number and class of the module attributes. As listed in the blog, we defined 7 specializations for named modules: Ample, Compact, Enduring, Restrained, Scoped, Upgraded, Precise. Each group will have only a few possible specializations from this set. For example, only the turrets can have the Precise - tracking specialization. Some groups with a small number of attributes, will have only 1 or 2 specializations.

Thanks for the kind words and for the efforts you’ve put into presenting your suggestion. We will look into it.

The name of this module was Adaptive Invulnerability Field, which was confusing for following reasons:

  • it didn’t indicate clearly which module group it belongs to (Shield Hardener)
  • Adaptive might have suggested it adapts to the situation / type of incoming damage
  • Invulnerability might have suggested that it makes you invulnerable

The new Multispectrum Shield Hardener name addresses those three points. Some players expressed their concerns over the fact that the word Multispectrum is already being used by ECM group, but it is worth pointing out that ECM’s are Multispectral, not Multispectrum

Yes, the charges will be rebalanced together with turrets.

Yes, we do change the the “Basic” by making them into storyline modules with primary attribute similar to T1, but with very low fitting requirements. We apply similar treatment to “Micro” modules. For example, in March 2020 release we have converted all Micro Capacitor Boosters into a new ‘Seed’ Micro Capacitor Booster storyline module.

The Civilian version of all modules is also something we are looking at, but changes in this area would have to involve much deeper work as that affects both the New Player Experience and the free Corvettes.

We try to leave a reference the old flavor names, but it might be a shortened form. For example, the I-a Polarized Armor Regenerator was renamed to I-a Enduring Armor Repairer and ‘Accommodation’ Vestment Reconstructer was renamed to ACM Compact Armor Repairer. The Inefficient Armor Repair Unit and Automated Carapace Restoration are no longer referenced anywhere in the game.
This is indeed interesting idea for preserving the old full names. Thanks for the suggestion.