ID
Password
FlashGuide
FlashGuide
HA Infomation

General Discussion

  Index

  • 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:08


Benser33

5/1/2013 PATCH NOTES <-- Link


Ship Tuning Balance and Design

I'm making this thread on behalf of the test team to take a moment to explain the various ship tuning components and other related changes that have occurred in the above patch, as well as some of the reasoning behind these changes.


The team who worked to bring this together were nyerkovic, ljsevern, Rehor, Farazelleth, BBR_InsUW, richardphat, GrieferLord and myself.

I would like to begin with what is most important, players should realize that this system is still very new and this system will be monitored closely to see the effects on the live server and there may be some changes requested in the future to correct bugs and fix any exploits or unforeseen effects.

 

Read on for information regarding many of the changes made in the v1.369 patch, as the second post of page 1 of this thread.  

 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 23:26


V2CxBongRipz

Does this mean that things are going to be balanced considering tuning items in the future?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 23:44


Benser33

Originally Posted by V2CxBongRipz

Does this mean that things are going to be balanced considering tuning items in the future?

Well we can't ignore they exist and I dont think every decision would be assuming certain tuning components are being used, but yeah, they'd be considered for sure.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 23:51


L0TTERY

Originally Posted by Benser33

Originally Posted by V2CxBongRipz

Does this mean that things are going to be balanced considering tuning items in the future?

Well we can't ignore they exist and I dont think every decision would be assuming certain tuning components are being used, but yeah, they'd be considered for sure.



If the tuning system isn't obscenely OP as when it was first announced, I don't see the point in balancing around the tuning for end game content like HA and FW and such. What may be a fine ship in GB with tuning may turn into trash or OP in HA and FW. GB/Blitz matter less in balance.

On that note, what about WaW? Will these tunings effect ships in WaW mode? Since the tunings take off caps, will BB's be able to go over 50knts? And what about SS speed caps? 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 00:01


Benser33

Originally Posted by L0TTERY

If the tuning system isn't obscenely OP as when it was first announced, I don't see the point in balancing around the tuning for end game content like HA and FW and such. What may be a fine ship in GB with tuning may turn into trash or OP in HA and FW. GB/Blitz matter less in balance. 

I don't think any of the tuning components could have that effect on a ship, especially not to make one worse.

 

Also, tuning doesn't work in HAs, although it does still work for FW.

 

My point was, I think that when balancing in future something like... a ships AAW, or the attack of a fighter, or the space of a CV, some consideration will be taken into account of the tuning system, that AAW can be made 5% higher, that fighter attack can increase by 10 and that aircraft space can increase by 10%. For what balance considerations that may be worth.

Originally Posted by L0TTERY


On that note, what about WaW? Will these tunings effect ships in WaW mode? Since the tunings take off caps, will BB's be able to go over 50knts? And what about SS speed caps? 

There are no components capable of affecting a ships speed, you might want to return to page 1 of this thread and read through the majority of the second post there about more specific details of what has happened this patch, should answer a lot of your questions.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 00:06


mako089

I'm just speaking on behalf of players like Creeep, fredfred, and taskforcez who use FFs as well as casual users like myself, V2, firezmissles, etc.  In fact our fleet could probably put together  20 frigates with neuts crews over level 40 with close to 100 vets per sailor.  At one point I think I even made it a requirement to have a neut crew if joining lol.  While it might not seem like anything to a lot of people, I'm just curious about the reason to not include them.  If it was a technical thing - fine.  It was laziness then I shake my fist at you.  If it was a matter of balance I don't think too much will be made of it by others.

What it looks like is:  Well the balance of the game won't be too affected by the introduction of the tuning system.  Don't be worried everyone.   But we also found that the FF in some cases might become too powerful so we are drawing the line there.  Tuning for all except BB6s and FFs.  I believe that about sums up how stupid it looks.

And for the record I would put a tuning item(s) on my FFY to see if I can come up with something creative.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 00:14


Benser33

Originally Posted by mako089

I'm just curious about the reason to not include them. 

Honestly, I have no idea why precisely.

Originally Posted by mako089

What it looks like is:  Well the balance of the game won't be too affected by the introduction of the tuning system.  Don't be worried everyone.   But we also found that the FF in some cases might become too powerful so we are drawing the line there.  Tuning for all except BB6s and FFs.  I believe that about sums up how stupid it looks.

And for the record I would put a tuning item(s) on my FFY to see if I can come up with something creative.

Heh, I would assume tuning was excluded from frigates for the sake of new players, the same reasons why FF1s etc come with guns and ammo fitted. I don't think it was concerns about the advanced FFs being too powerful or anything.

 

I could even ask if the FF11/21/X/Y could have a tuning slot or two, but I think from a technical pov the tuning slots are either class-wide or not. But you never know.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 02:28


mako089

Originally Posted by Benser33

Originally Posted by mako089

I'm just curious about the reason to not include them. 

Honestly, I have no idea why precisely.

Originally Posted by mako089

What it looks like is:  Well the balance of the game won't be too affected by the introduction of the tuning system.  Don't be worried everyone.   But we also found that the FF in some cases might become too powerful so we are drawing the line there.  Tuning for all except BB6s and FFs.  I believe that about sums up how stupid it looks.

And for the record I would put a tuning item(s) on my FFY to see if I can come up with something creative.

Heh, I would assume tuning was excluded from frigates for the sake of new players, the same reasons why FF1s etc come with guns and ammo fitted. I don't think it was concerns about the advanced FFs being too powerful or anything.

 

I could even ask if the FF11/21/X/Y could have a tuning slot or two, but I think from a technical pov the tuning slots are either class-wide or not. But you never know.

 

I know you are looking for reasons why it was excluded and besides something technical, I can't think of one.  For the sake of a new player - I don't think it would matter too much whatever the case.  I mean by level 5 they can have a DD.  And yes I do speak more for the FFs you mentioned as there are dedicated players who deserve something for supporting neuts.

So yes I would appreciate if you could find out why they were left out.

Sorry if this was answered but a quick question: What happens to the tuning item if a ship is remodeled?  Or is it active on the account so you can add/remove from various ship like sailors until the time limit expires?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 03:19


captjade

All this stuff still doesn't save the game but was nice of you guys for making this tunning system tolerable for those who still play daily(not me)......

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 03:40


Kilaenots

Originally Posted by Benser33

There were a lot of people who asked that these components be made available for credits and will now be wondering why they are not. While we asked more than once, SDE had concerns that prevented this from becoming actuality;

"We have also discussed about this but we realized there are too many credits in players hands at this moment. First, we will have too many tunings in the game active at the same time. Second, it will create an incentive for more credit hacking."

While they haven't ruled out the possibility entirely, the system will use the two methods mentioned above for the time being.

SDE don't want to introduce a credit sink because there are too many credits? Genius.

All they do is make these available to purchase 1 at a time (even as a different item so you can't stockpile) and  price them high 1 million for a days use or more. Ok those with lots of credits can always use them but it will remove credits. People without credits are getting free drops anyway.

And people who are credit hacking don't need more incentive to hack, they already have monetry rewards from selling sailors, so buying a few tuning items aint going to be high up their list.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 02. 2013 05:53


Benser33

Originally Posted by Kilaenots

SDE don't want to introduce a credit sink because there are too many credits? Genius.

Pretty sure they want a credit sink, just, not this.

1 2 3 4 5 6 7 8 9 10