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Atticus Fynch
Gallente The Scope
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Posted - 2010.08.09 05:14:00 -
[1]
Edited by: Atticus Fynch on 09/08/2010 05:13:47
Quote: We are now ready to deploy the removal of deep space spots during downtime on Tuesday, August 10. The removal was announced in a Dev Blog by CCP Greyscale. It is important to note that items and ships at deep safe locations will not be deleted but will be moved to the 20AU boundary of the system.
My question is WHY?
How is this hurting anything?
Slowly, the features that allow the illusion and immersion of being in deep space are being taken away.
Soon EVE will be as immersive as space invaders.
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HarrietMiers
Native Freshfood
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Posted - 2010.08.09 05:16:00 -
[2]
Sweet. Now get rid of local please.
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Athena Machina
Caldari SPORADIC MOVEMENT The Initiative.
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Posted - 2010.08.09 05:24:00 -
[3]
The term "go deep" has lost all meaning....
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Aqriue
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Posted - 2010.08.09 06:16:00 -
[4]
Originally by: Atticus Fynch
My question is WHY?
*dons tinfoil hat* Crappy PVP mechanics. CCP doesn't know how to code a game mechanic so that active tank skills (which all of the increased rep cycle, increase cap, increase cap regen seem to suggest) can't handle being shot by hundreds of players at the same time. So, the common solution is to fly massive brick hitpoint buffers and players use intricate methods to jump hundreds of players into a system outside detection range, causing lag that crash the node - repeatedly - so they don't die while moving through a bottleneck of a system jump gate covered with dozens of over sized warp bubbles where they get popped before they load and can escape. But by removing these deep safes, players will now have to fly through bottlenecks instead of crashing nodes in systems with heavy defenses/cyno jammers. Rinse repeat as solutions can never be found to make nullsec interesting. But the upside is massive numbers of ships are expected to be destroyed more often by linear progression of advancement one can find similar to WWI trench warefare.
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Mr Epeen
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Posted - 2010.08.09 06:42:00 -
[5]
I think I have it figured out now.
This alleged 'player', Atticus Fynch, is actually a well written bot program.
Every three hours, it turns on the computer, logs into the forums, rolls a random query and starts a thread.
I'm impressed with the abilities of the programmer. It took me a while to figure it out, but now that I have, I'm chuffed.
Forum macros. What's next? Will it stop here? Only time will tell...
Mr Epeen
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alittlebirdy
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Posted - 2010.08.09 07:10:00 -
[6]
Well seeing as you can not probe out those SS nor make them with out glitching... why would we keep them again?
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Misanthra
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Posted - 2010.08.09 07:24:00 -
[7]
Originally by: Aqriue
Originally by: Atticus Fynch
My question is WHY?
*dons tinfoil hat* Crappy PVP mechanics. CCP doesn't know how to code a game mechanic so that active tank skills (which all of the increased rep cycle, increase cap, increase cap regen seem to suggest) can't handle being shot by hundreds of players at the same time. So, the common solution is to fly massive brick hitpoint buffers and players use intricate methods to jump hundreds of players into a system outside detection range, causing lag that crash the node - repeatedly - so they don't die while moving through a bottleneck of a system jump gate covered with dozens of over sized warp bubbles where they get popped before they load and can escape. But by removing these deep safes, players will now have to fly through bottlenecks instead of crashing nodes in systems with heavy defenses/cyno jammers. Rinse repeat as solutions can never be found to make nullsec interesting. But the upside is massive numbers of ships are expected to be destroyed more often by linear progression of advancement one can find similar to WWI trench warefare.
well that and too many whiners complaining they can't get to a ship buried in a deep safe. Cause you know, a 200mil isk ship left behind because of lag that makes you say screw it Ima play another game and hope the node works tomorrow in a system with no safe pos and using a gate was suicidal cause of traffic jams or had a rl issue come up should just accept his fate and die instead of deep safing to ride out a timer.
Me...I tried to emulate these people successes (failed badly at it though...but not looking to deprive other people of it because I suck at it lol). Avoid probe master ships for your 15 minutes, internet cookie and a golf clap for bringing some skill to the game for ya.
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El Liptonez
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Posted - 2010.08.09 07:28:00 -
[8]
Originally by: Misanthra
Originally by: Aqriue
Originally by: Atticus Fynch
My question is WHY?
*dons tinfoil hat* Crappy PVP mechanics. CCP doesn't know how to code a game mechanic so that active tank skills (which all of the increased rep cycle, increase cap, increase cap regen seem to suggest) can't handle being shot by hundreds of players at the same time. So, the common solution is to fly massive brick hitpoint buffers and players use intricate methods to jump hundreds of players into a system outside detection range, causing lag that crash the node - repeatedly - so they don't die while moving through a bottleneck of a system jump gate covered with dozens of over sized warp bubbles where they get popped before they load and can escape. But by removing these deep safes, players will now have to fly through bottlenecks instead of crashing nodes in systems with heavy defenses/cyno jammers. Rinse repeat as solutions can never be found to make nullsec interesting. But the upside is massive numbers of ships are expected to be destroyed more often by linear progression of advancement one can find similar to WWI trench warefare.
well that and too many whiners complaining they can't get to a ship buried in a deep safe. Cause you know, a 200mil isk ship left behind because of lag that makes you say screw it Ima play another game and hope the node works tomorrow in a system with no safe pos and using a gate was suicidal cause of traffic jams or had a rl issue come up should just accept his fate and die instead of deep safing to ride out a timer.
Me...I tried to emulate these people successes (failed badly at it though...but not looking to deprive other people of it because I suck at it lol). Avoid probe master ships for your 15 minutes, internet cookie and a golf clap for bringing some skill to the game for ya.
Sorry. What?
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Wacktopia
Dark Side Of The Womb Focused Intentions
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Posted - 2010.08.09 10:03:00 -
[9]
Edited by: Wacktopia on 09/08/2010 10:02:53
20AU is still outside of max directional scan range. So, you can still safe up a load of ships and not have them appear on the directional scan.
Granted, anyone with probes might see the ships still depending on how big the solar system is.
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Dan O'Connor
Cerberus Network Dignitas.
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Posted - 2010.08.09 10:13:00 -
[10]
Originally by: Wacktopia Edited by: Wacktopia on 09/08/2010 10:02:53
20AU is still outside of max directional scan range. So, you can still safe up a load of ships and not have them appear on the directional scan.
Granted, anyone with probes might see the ships still depending on how big the solar system is.
20 AU is not outside of range of deep space probes.
<My tools>
CCP Zymurgist > lol thats great Dan O'connor
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Wacktopia
Dark Side Of The Womb Focused Intentions
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Posted - 2010.08.09 10:15:00 -
[11]
Originally by: Dan O'Connor
Originally by: Wacktopia Edited by: Wacktopia on 09/08/2010 10:02:53
20AU is still outside of max directional scan range. So, you can still safe up a load of ships and not have them appear on the directional scan.
Granted, anyone with probes might see the ships still depending on how big the solar system is.
20 AU is not outside of range of deep space probes.
Granted, anyone with probes might see the ships
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Cat IntheBox
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Posted - 2010.08.09 10:18:00 -
[12]
This is the first time I'm genuinely concerned about the physical game resources in relation to walking-in-stations and assorted crap vs. what the game was originally. After all the bull**** raised about it in the past.
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Ghoest
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Posted - 2010.08.09 10:55:00 -
[13]
This is a great change.
Wherever you went - Here you are.
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