This was a bit boarder in topic but it was very much ask questions about Eve. This topic also had some longer discussion that I often did not include. One of those was in the realms of AFK cloaking. That had a long discussion attached to it and I wrote very little because it is the same arguments that have been going on for years.
There has been talk to censor these questions to 'good' questions. People ask what they want to ask. It is why they come. So enjoy both good and bad questions and know no one would censor you and tell you how to ask questions the right way.
Q: There have been a lot of changes to blueprints. Some people have invested what equals centuries of time into researching blueprints. There was no type of compensation when the blueprint research was changed and that time was lost where skills are at least reimbursed or something is given for other things that change.
A: We know that people have a lot of time invested into some things. But we are trying not to be afraid of changing things that need to be changed because of it. Industry was changed to improve things in a larger way in the game.
Q: How about giving us some free skill points to help when we lose things like research time that we've been heavily invested in?
A: Unallocated skill points are one of the most powerful things in the game. We have to be careful when we had them out.
Q: This was a longer question and commentary that wrapped up into the fact that there will be some major combat changes after Phoebe. What does CCP see in the future of this?
A: We have been trying things to create different types of combat situations. The ESS are an example of something we tried to experiment with that did not do as well as we hoped. We've had ideas for taking the asteroid belts and turning them into a super belt where people interacted across that belt and they'd be there doing many different things. We want more reasons for people to cross each other in space while just playing.
Q: How do you feel about the current T3 meta?
A: They are very strong. e will be passing over them. Some subsystems are used some are never used. We'd like there to be interesting choice with the usage.
A: I feel we have been trying to find a way to put a more mechanical pressure on logistics. Some idea will come to us that will achieve this.
Q: Ship Skins. A demo was shown that would give more options in the future?
A: Some of that is art and some of that is us deciding how extreme we want it to go. Do we just release faction skins? Do players submit skins? Do we just let you do whatever you want with everything
(Note: There were some general requests here for the ability to color ships to ones hearts content and promise/threats that they will make pink ships if CCP lets them.)
Q: In game EFT type tool
A: Tuxford wants to have a fitting tool in the game. We'd like to add them. We're not fully sure what we would do. If we'd try to fully replace a player built tool like EFT and Pfya or if we'd just try to give some of the stats and information. Things like importing from these player built projects is a good step and CCP Seagull is passionate about supporting that type of interfacing.
Q: You discussed using frigates to get to places. How we can just jump into an interceptor or assault frigate and go twenty jumps. How about reducing clone costs for vets if you expect us to get into these ships. And what content for veteran players have you looked at making and what type of progress goals do you have for those of us who don't have anything left to learn.
A: CCP Foxfour discussed his presentation.
A: The clone upgrade system is a weak system. Clones however are tightly tied to lore and the game itself. They are learning towards removal but its something they want to adjust down in general. The 30% reduction showed absolutely no change in clone costs. They don't know if that's just because of what clone usage is like or if it is just because 30% was not enough of a decrease to matter to people.
Q: If they remove clone costs would there be a SP loss mechanic still?
A: No. The entire mechanic would be scrapped for something better. People are still having loss on death and they don't want to discourage people from undocking. Ship loss is already a penalty that people get. Clone loss is another penalty on top of that.
Q: Suggesting of an implant insurance scheme to give implants an insurance level of some type.
A: Insurance is an ISK faucet not a sink. To make the insurance worth it they have to open another faucet. They are careful wit that.
A: It is easy to look at the bad medical clone system on its own. Then an implant system is another thing to look at on its own.
Q: Do you plant o release more genolution implants?
A; We always reserve the right to rerelease them when we want to.
A discussion on how logistics and ewar do not scale well.
Q: Now that we have multi sell can we have multi buy?
Q: How about clone fatigue for jumping? After so many deaths skill loss starts?
A by Fozzie: That's a very harsh penalty for undocking. Skill loss is very delicate and one of the harshest penalties in Eve.
A by Rise: Id prefer that if we have loss there was more reward or more choice. Not a pure penalty. That makes people not want to play.
Q: Instead of losing skill points you can't undock?
A: We always want players to undock
Q: Jump fatigue is going to severely hamper BlOps. Can we warp cloaked now to at least give us something to do while we wait?
A: We are wiling to consider it when we rebalance
Q: Cloaky AFK campers? My people log in, see the cloaky camper and log out. They can't play. This is botting!
A: No it is not botting. They are not killing you while they are afk. We do want interesting game play around cloaking and hunting cloakers. We know that there is a psychological thing going on with people more then anything else. Wormholers function fine with cloaky campers.
(Note: This thing went into a rather long back and forth over cloaky camping)
A: We'd like to replace local with a better set of intel tools for Sov holders.
Q: Can we drop out of local?
A: Its a bit to strong to just cut oneself out in the current method. But it is a possibility when we rebalance.
Q: Can Covert ops can turn their covert ops cloak on under gate cloak?
A: That's a bit strong
Q: Decloak bubbles?
A: That is a big strong. It creates a gate camping tool
Q: Clean up skills like advanced target management where there is no reason to learn it beyond a point because almost no ship can even use it in a reasonable way?
A: We are doing a touch up of skills as we cross them and cleaning up legacy things and old quirks
Q: Fitting ships of many types sucks. Mass fitting and mass price quites to buy a fit. Right now it all sucks.
A: Multisell is a first step in this direction
And that is it for the round table sessions I took notes for!