I joked a bit about December 6th being the big day (even though Retribution was released on December 4th), because of bugs and the potential for old bugs to reappear. (CCP does have a track record in that regard.) December 6th would be the day that the second emergency patch, 1.0.2, would be released. As it turns out, I really didn't notice the effect of the 1.0.1 and 1.0.2 patches. Whatever they fixed didn't seem all that urgent, or noticeable, at least in the areas that I play the game. So from my perspective, Retribution was an exceptionally solid release. Inferno and Crucible had bigger problems, and things to actually solve with their first two or three point-point releases. Retribution has been the most solid zero-day release by CCP, ever.
Bounties
This is really a fluff mechanic. Unless someone has a particularly large bounty, and is flying a particularly expensive ship, I'm not sure it's really going to change how any player approaches their highsec PvP. It might result in a few extra ganks, some added effort hunting down that deadspace-fit, Rattlesnake-flying mission runner. But I think, mostly, if you're prone to gank missioners flying blingy ships, you were going to do it with or without a functional bounty system.It's a great and exceptionally fun piece of fluff, though. There was great doubt that a bounty system could be devised that would eliminate exploitation and general uselessness. So far, this has been a really solid piece of code. People are going gangbusters with it.
It's been nice to receive a steady-flow of small amounts of ISK after every big fight I've been involved with.
CCP is to be congratulated. Maybe their first piece of code in a long while that isn't going to need iterations to fix bad design or exploits. Any iterations will be to extend the feature, not fix it.
Crimewatch
I live in lowsec, so the suspect and criminal aspects of this new system have had little to no effect on me. I still disagree with certain aspects of the new system, the elimination of certain highsec PvP past-times, but it doesn't look like it is going to be particularly detrimental to the game. My hope is that Crimewatch stops here, and this is not simply the first few degrees towards boiling that frog.The goddamned safety. That has had the largest and most annoying effect on my play. We attack neutrals from time to time, and I often forget to turn the safety off at login. So, I've been unable to fire my weapons a few times, instead frantically turning the damned thing off so that I can get into the fray. This needs persistence ASAP. If I turn the damned thing off, it should remain turned off across play sessions.
Gate guns. Lately most of our fights have been happening in plexes, but gate fights will not become a thing of the past. When fighting neutrals, that one can warp away and then return, that gate guns reset when you leave the grid, is a great thing. No more waiting out the 15 minute timer at a POCO, safe spot, or a gate tactical. An excellent change, thanks to player outrage, otherwise the CSM would have let pass CCP Greyscale's first idea with nary a word of objection.
New and Improved Ships
CCP Fozzie won CCP Employee of the Year for all his good and hard work in this area. Granted, he didn't do it all on his lonesome, he had colleagues CCP Tallest and CCP Ytterbium all working as a team. Working in CCP Fozzie's favour was the fact that he's been the most visible member of the ship iteration crew.That said, there was an explosion of ship iterations, introductions and revamps this expansion. Far more than Crucible and Inferno combined. I'd never fired a laser before Retribution. Never flown an Amarr ship. Eighteen months of playing and skilling, and never done either. Now, I'm flying Mallers and Omens regularly.
I'm flying mining frigates too!
A lot of good work done here, and it's opened my eyes beyond Gallente and Minmatar ship types.
UI Changes
Changes to the inventory system. The targeting systems. Camera work. It's all been very excellent. The game now looks fresh and a tad more consistent.The new auto-targeting camera is my favourite. It gives better context to your place in space during large battles. And it has d-scan uses too.
Solid work here updating the interface. It doesn't seem quite so antiquated. (Something has to be done for the overview, though. That thing is a hot mess.)
Faction Warfare Iterations
Time will tell, but so far so good.Lots of fights currently. But we can chalk that up to Retribution's release. We'll see how things are shaking out in Jaunary.
Plex changes have been positive. Most fights have been happening in plexes since December 4th, and I'd say that's because of the limit to rats, moving the warp-in to 10km of the button, and every button having a 30km radius. (Let's not forget there being four plex sizes now.) These changes have made setting up inside plexes tactically more useful, as well as there no longer being the haves and have-nots concerning who got LP and who didn't during plex fights (there's little reason to be set-up outside the button radius now.)
The new jump gates are great. I'm glad Fozzie, with help from Pinky Feldman, got that change in sooner rather than later. Opens up more space (especially in Metropolis) to more conflict.
I was expecting not much to change tactically with the winter iterations. They seemed a tad underwhelming on the surface. Call me pleasantly surprised. There's still a PvE focus to gaining LP, but the iterations moved in the right direction overall. Faction warfare is certainly in a far healthier state now than it was during the summer.
Hans can certainly end his CSM7 term knowing he finished it with a goal achieved. A solid factional warfare system in place. He's probably the only member of CSM7 who can claim a major accomplishment during their term.
Conclusion
Grade: A-Retribution has been a very solid effort by CCP.
We still need more iterations come Summer 2013, but CCP now needs to start looking at major revamps. Small and little wins are great, but some large-scale changes need to start happening. Ring mining and POS revamp are two issues that players are clamouring for.

"When fighting neutrals, that one can warp away and then return, gate guns reset, is a great thing. No more waiting out the 15 minute timer at a POCO, safe spot, or a gate tactical. An excellent change, thanks to player outrage, otherwise the CSM would have let pass CCP Greyscale's first idea with nary a word of objection."
ReplyDeleteAm I to understand that now if you warp off the gate guns "forget" you?
Yes.
DeleteIt is a pretty stupid change. Why would the guns "forget", just cause you warped off and back?
DeleteThe guns should send out a bunch of drones, which hunt you down, even if you warp off or jump out of system, and which disappear if you dock up somewhere and reappear when you undock. Not an insta-kill thing, but just a persistent annoyance and pressure on your tank until you kill them. Now, that would be entertaining....
Actually, it would just be annoying...
DeleteCCP learned their lesson that putting in an annoying feature as "retribution" for bad actions is ... stupid.
Either make it a real threat/challenge, or leave be.
On the PvE side there have been some problems. Missions are now not only using the Sleeper AI (this was anticipated) they aren't respecting triggers anymore. I lost a Paladin my first day back in EvE in Sansha Vengeance when the whole first room aggrod on warpin and melted me before I could align and warp off. In addition Rat EWAR is hellaciously effective. I've seen CCP posting that they will adjust the AI to where triggers are still a thing, but the EWAR is a whole different problem, I think they plan on tuning it and I'm not sure how far they will roll it back if at all. Could be an interesting adjustment to the isk faucet.
ReplyDeleteDay 1 Retribution me and my corpies found a loaded DED site, the normal way of dealing with it(ceptor speed tanking didn't work) but we found other, work arounds to this and learned a reasonable bit about how we could mess with the AI in the future. Overall quite enjoyable.
DeleteThere were some serious issues that had to be fixed Day 1, some you should of run into would of been the chat ones; chat becoming unselectable after switching tabs and chat switch lag. With the first one sometimes after switching which chat you were looking at in a window(say alliance to corp) you wouldn't be able to do anything with the window outside of re-sizing and moving it until you had another session change of some type. With the second one you would change which tab you were looking at and it could take up to 20 seconds to actually show you the other chat.
DeleteThe bigger issue I know of that also happened day 1 was being unable to move PI materials into the CO in any fashion.
You say bounties are fluff, which I think is wrong. :)
ReplyDeletePreviously, PVP was pretty much never an ISK-generating activity -- the only exception would be loot, something so chancy that it necessitates a "loot fairy" to explain, which you might not actually have an opportunity to grab anyway. Or, for that matter, keep. (Permanent instalock camps notwithstanding, but these aren't much PVP, are they.)
With bounties, eventually, I'd say about half of all kills will produce the maximum possible bounty value, as large bounties on whole alliances become more common. If you kill five ships of the same weight class as yours for losing one, your hobby has paid for itself. That's quite a major change, that will, over time, make itself known in shifting playstyles and economic patterns -- just more so in lowsec and null than high sec.
I grant you it's great to get the extra income, but I'm not convinced it's going to change playing habits. People that don't like PvP will continue to not like it. People that like PvP will continue to like it.
DeleteQuite a lot of people who liked PVP, but previously did not find it a habit they could sustain, now might. That will eventually make a difference.
DeleteIt's a subtle difference, but I like subtle. :)
about december 6th ; I'm a null resident, and on first day we had a broadcast about local being broken.
ReplyDeleteit was fixed on 1.01. so for me, dec 6 was true.
Nothing on the loss of (ship) corp hangar divisions? Sure, many of the changes introduced are good (always-on and unrestricted fitting service, seperate fleet hangar and smb access for corp and fleet), but the container-based divisions is annoying at best, as is the inability to allow people to drop stuff into the hangar/smb without allowing take access.
ReplyDelete