Well, at first I wasn’t impressed with the increased rewards on the contracts (10% increase isn’t going to fix the problem at all. Only if players can earn about as much as they did in the old system would it fix the problem).
That said…
Due to a few problems the cooldown reduction did not work as intended. We apologize for the misinformation.
The reduction will be filled in with the next big patch on Thursday.
Furthermore you will get an increased loyalty income with the next patch as compensation.
…This will be useful, thank you. I appreciate that you guys are listening closely to us on this. Hopefully, once the new system is implemented, that the income for loyalty will be comparable to the old system, and people will be much happier for it.
(From the previous thread)
The contract system is currently under rework.
In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.
Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.
A return to passive loyalty earning is not planned.
To be honest, I hadn’t even known how to take those contracts, and assumed that they were automatic. It wasn’t until the income was removed that I realized that by double-clicking on the contract, you can activate it. I think it’s more of an intuitive interface issue rather than people not wanting to do them.
That said, I look forward to the new contract system, though as I’ve said repeatedly that the income for loyalty must be much, much higher in order to not make getting T3 items feel like a grind.
On a side note, to reiterate what I said in the other thread, I’d like to see the following additional changes in upcoming updates (* - Very important):
* - 0% > 5% > 10% gain on T1 ships, instead of 0% > 15% > 30%. It makes it less likely for veterans to play T1, and also much harder for rookies to reach T2 with ordinary income. This should be restored to the old system. The exception of course is if there’s new code that reduces income amount for lower tiers the farther up you go. If that’s what’s happening, then awesome (and darn! :P).
* - Allow ships to exceed 600 speed. If there’s a problem with the code and the engine, then it needs to be fixed. I don’t mind a temporary cap if in the long run the code’s fixed.
- Make it possible to set the size of a match before joining, and allow players to be matched with that selection. The new system puts a lot of stress on the pilots in higher tiers, and becomes a ‘blob fest’, something that Eve Online’s typically notorious for. In other words, it’s numbers vs numbers, rather than strategy and skill. Though if people want that, they should be allowed to.