|
Author |
Thread Statistics | Show CCP posts - 39 post(s) |
Roime
Ten Thousand Years Shinjiketo
2902
|
Posted - 2013.05.21 19:59:00 -
[1] - Quote
EVE players don't seem to be very used to these kinds of meltdowns
Fun fact: this kind of **** happens and has happened for every software company
I know we all like to appear all ~edgy~ and act like we hate CCP, but objectively looking they don't really **** things up as often as others.
That said, I kinda need mah fix :( but by the looks I'll wait until they've patched the patch.
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2907
|
Posted - 2013.05.22 19:26:00 -
[2] - Quote
Jysella Halcyon wrote:Par'Gellen wrote:Smoking Blunts wrote:[quote=CCP Guard]Hey everyone. is this going to contain you restoring the functions multibox user need to actually play eve there way? a yes or no will help pls This please. I care little about any other aspect of the launcher except that the new one makes me want to stab myself when logging in multiple accounts. 1,000 times this. Every JF pilot and many combat capital pilots are glaring lasers at Iceland right now over this. Workflow to run JF last week: Run launcher Click Play n times, where n is the number of cynos needed plus one for JF Log in JF Log in cynos, invite to fleet from JF Go about business. Workflow today: Run launcher Click password box to give focus Log in JF Click Play for each cyno { click Switch Account click password box to give focus Log in cyno Click play invite to fleet } Go about business
This is not an issue with the launcher, disposable cyno alts for moving caps solo is a major game design error.
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2908
|
Posted - 2013.05.22 19:59:00 -
[3] - Quote
Jysella Halcyon wrote:Roime wrote: This is not an issue with the launcher, disposable cyno alts for moving caps solo is a major game design error.
Yeah, like I'm going to trust another eve player to light a cyno for my 8B JF filled with 5B in cargo. Can you say "scam waiting to happen"?
I didn't blame players using cyno alts, I said that their existence is a game design error.
Or do you think that having to roll alts just to move your ship is an interesting and engaging game mechanic? Does it generate MMO sandbox content?
My view is that all the things that are currently externalized to alts should be revised, and designed either so that they benefit from real player vs/w player interaction, or solved by other mechanics that can be performed by a single character. Alts are workarounds that devalue characters and the sandbox and add nothing exciting to the game for the players.
DISCLAIMER: I also have two such alts, trained purely for PI so I can increase the number of planets from the rather insufficient six. I'd much rather increase the amount of planets per character for example with a skillbook, a blueprint from exploration, some POS module or hell, by hiring dusties to conquer some other player's colony. I hope this made my point clearer.
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2908
|
Posted - 2013.05.22 20:05:00 -
[4] - Quote
Also, posting in a #firstworldproblems thread
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2910
|
Posted - 2013.05.22 20:46:00 -
[5] - Quote
Jysella Halcyon wrote:Roime wrote: Or do you think that having to roll alts just to move your ship is an interesting and engaging game mechanic? Does it generate MMO sandbox content?
I would love to have capital movement somehow separated from the existing mechanic, but I don't have any idea how to do so without buffing capitals in a big way. The need for a beacon to lock on to when moving the largest and in many cases most capable of ships makes them reliant on subcapitals. This is good from a balance perspective, because it gives small groups a weak link to target in engaging with larger entities. That cynos are visible and warpable system-wide gives capital movement some of the same vulnerability as subcaps have when moving via gates. If you have a better idea for this that doesn't make capitals winmobiles I and my 5 jump-capable accounts would be happy to hear it, but everything I can come up with falls short of current implementation on at least one facet.
If I had a solid suggestion how to fix that I would have no doubt posted it already :)
One part of the problem is that the same mechanic is used for dramatically different purposes- cargo logistics, primary movement of capital ships and bridging small gangs and fleets. Perhaps a good start would be to separate jump freighters from offensive uses.
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2916
|
Posted - 2013.05.23 04:43:00 -
[6] - Quote
New launcher seems hurt the ISBotters and other macro mongrels
Such a shame!
-á- All I really wanted was to build a castle among the stars - |
|
|
|