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OkaskiKali
School of Applied Knowledge Caldari State
26
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Posted - 2013.01.17 11:58:00 -
[1] - Quote
I am currently reading this and came across this point which i wanted to highlight
Quote:Soundwave was happy to respond and talked about some high level ideas. First and foremost was that GÇ£Eve is a game where you fly spaceships in spaceGÇ¥. Null-sec, ideally, should be a place where everyone is undocked and doing GÇ£stuffGÇ¥ in space. Soundwave offered an analogy: GÇ£Two people in a closet is interesting, one guy in the closet is kinda creepyGÇ¥. Soundwave was quick to add that an individual should not feel a barrier to play; null-sec should include a venue for many playstyles. SoundwaveGÇÖs final point was that taking something in game should always come at the expense of someone else.
The bolded bit - the reason why i dont play in null sec is becuase of RL, i want to blow stuff up and i find that in null sec everything is accomplished within groups (im not talking about grinding)... For the matter tha setting up a fleet can take hours, i prefer to play solo. |
OkaskiKali
School of Applied Knowledge Caldari State
26
|
Posted - 2013.01.17 12:08:00 -
[2] - Quote
Another point i'd like to highlight:
Quote:Alek agreed that the actual PvP mechanics of EVE are fine, fun even, and took the more laid-back feel of the meeting to ask Unifex and Soundwave how they felt about the role of structure grinding. Soundwave frankly stated that he personally found it to be a very boring way to do things, but that at its core PvP in null-sec should be non-consensual and that sort of dynamic is very hard to plan. Soundwave further explained that structures arenGÇÖt fundamentally wrong but the fault lies with the fact that they are the only tool. Alek added that he felt the larger structure-grinding encouraged people pooling up and excluded smaller entities. Soundwave agreed to something that he mentioned that all the CSM had listed earlier: the complete lack of meaningful smaller-gang objectives.
I agree with the bolded bit.
It should be "nasty" - but at the same time its the main reason for people not doing it. How many times do you see a solo ship being blopped becuase "they can".... I dont think there is much you can do to improve PVP, perhaps give people a crystal ball or sensors that can give a reading of what is on the other side of the gate.... LOL |
OkaskiKali
School of Applied Knowledge Caldari State
26
|
Posted - 2013.01.17 12:15:00 -
[3] - Quote
Quote:Trebor added that it could in fact be a soft cap that increased (or decreased) depending on a variety of metrics. Using a hypothetical example of how such a feature could be used, Trebor brought up Titans and Supercaps in general. Using this type of soft-cap mechanic, Trebor suggested that to build a new supercap would require the GÇ£coreGÇ¥ of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap GÇ£coreGÇ¥ that has a chance of dropping after a ship is destroyed. With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships. Two step liked the idea and talked about the issue of difficulty scaling; accumulating resources shouldnGÇÖt universally make everything easier.
Awesome idea.
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OkaskiKali
School of Applied Knowledge Caldari State
26
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Posted - 2013.01.17 12:33:00 -
[4] - Quote
Quote:Adding to this, Hans noted the importance of obtaining information as a reason to undock, but pointed out that the information should be usable and easy to pass. Two step pointed out that whatever the activity in space, it should be valuable enough to fight over.
Why not just make it so that you can not use local, and player owned channels if you are docked |
OkaskiKali
School of Applied Knowledge Caldari State
26
|
Posted - 2013.01.17 12:38:00 -
[5] - Quote
Quote:On the subject of vanity items, Two step expressed many player's desire to be able to build a ***** in space.
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OkaskiKali
School of Applied Knowledge Caldari State
26
|
Posted - 2013.01.17 12:45:00 -
[6] - Quote
Quote:Alek suggested better intelligence sharing tools and emphasized the importance for an alliance to know when someone was penetrating their space.
I would actually make it so that it is harded for people to know if someone is entering their space. |
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Chribba
Otherworld Enterprises Otherworld Empire
6926
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Posted - 2013.01.17 12:47:00 -
[7] - Quote
Going for top poster in your own thread?
You know you can put more than one "highlight" in one post right?
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Spurty
V0LTA Verge of Collapse
740
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Posted - 2013.01.17 12:53:00 -
[8] - Quote
OkaskiKali wrote:Quote:Adding to this, Hans noted the importance of obtaining information as a reason to undock, but pointed out that the information should be usable and easy to pass. Two step pointed out that whatever the activity in space, it should be valuable enough to fight over. Why not just make it so that you can not use local, and player owned channels if you are docked
There would be a Jita acid test failure
Hoping null sec gets something sort of amazing happen to it which doesn't reward hitting standings page to reap benefits of.
--- I used to be indecisive but now I am not quite sure. |
Malcanis
Vanishing Point. The Initiative.
7140
|
Posted - 2013.01.17 13:06:00 -
[9] - Quote
OkaskiKali wrote:I am currently reading this and came across this point which i wanted to highlight Quote:Soundwave was happy to respond and talked about some high level ideas. First and foremost was that GÇ£Eve is a game where you fly spaceships in spaceGÇ¥. Null-sec, ideally, should be a place where everyone is undocked and doing GÇ£stuffGÇ¥ in space. Soundwave offered an analogy: GÇ£Two people in a closet is interesting, one guy in the closet is kinda creepyGÇ¥. Soundwave was quick to add that an individual should not feel a barrier to play; null-sec should include a venue for many playstyles. SoundwaveGÇÖs final point was that taking something in game should always come at the expense of someone else. The bolded bit - the reason why i dont play in null sec is becuase of RL, i want to blow stuff up and i find that in null sec everything is accomplished within groups (im not talking about grinding)... For the matter tha setting up a fleet can take hours, i prefer to play solo.
So... NPC space? Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |
Signal11th
Against ALL Anomalies
870
|
Posted - 2013.01.17 13:17:00 -
[10] - Quote
OkaskiKali wrote:Quote:Trebor added that it could in fact be a soft cap that increased (or decreased) depending on a variety of metrics. Using a hypothetical example of how such a feature could be used, Trebor brought up Titans and Supercaps in general. Using this type of soft-cap mechanic, Trebor suggested that to build a new supercap would require the GÇ£coreGÇ¥ of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap GÇ£coreGÇ¥ that has a chance of dropping after a ship is destroyed. With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships. Two step liked the idea and talked about the issue of difficulty scaling; accumulating resources shouldnGÇÖt universally make everything easier. Awesome idea.
Would have been an awesome idea if used at the start but if used now will only benefit existing large alliances, small alliances wanting to go the supercap route would have to pay an obscene amount of money to aquire the core or just try and ninja one from a large fleet fight.
Large alliances will benefit from this the most as it will stop small guys aquiring supercaps and usually the only thing that kills a super cap (not all the time but most of the time) is another super cap. God Said "Come Forth and receive eternal life!" I came fifth and won a toaster. |
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