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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
16
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Posted - 2014.10.12 20:50:00 -
[1771] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff) One less no-lifer to worry about.
Next! |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
48
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Posted - 2014.10.12 20:50:36 -
[1772] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff) One less no-lifer to worry about.
Next! |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
16
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Posted - 2014.10.12 20:59:00 -
[1773] - Quote
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. It takes about 1 minute per systen when traversing space, so have some cooldown on the drive before the next jump is possible; 30 seconds sounds about right. The amount of fuel needed based on the mass of the ship, with frigates not needing any jump fuel at all.
As an idea it's no dafter than this new implementation. |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
48
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Posted - 2014.10.12 20:59:57 -
[1774] - Quote
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. It takes about 1 minute per systen when traversing space, so have some cooldown on the drive before the next jump is possible; 30 seconds sounds about right. The amount of fuel needed based on the mass of the ship, with frigates not needing any jump fuel at all.
As an idea it's no dafter than this new implementation. |
Alavaria Fera
GoonWaffe
6451
|
Posted - 2014.10.13 07:04:00 -
[1775] - Quote
Christopher Mabata wrote:Allison Sky wrote:(no you can't have my stuff) oh and can i have your stuff now? Or should i wait before asking? I think that, like many threads in this forum, a breakdown in effective communication has occurred here.
Once again, F&I forums stagnation wins out.
Ceawlin Cobon-Han wrote:Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. But the point was "content" gate camps.
And of course you want the carriers to be able to follow the freighter convoys. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Alavaria Fera
GoonWaffe
6519
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Posted - 2014.10.13 07:04:16 -
[1776] - Quote
Christopher Mabata wrote:Allison Sky wrote:(no you can't have my stuff) oh and can i have your stuff now? Or should i wait before asking? I think that, like many threads in this forum, a breakdown in effective communication has occurred here.
Once again, F&I forums stagnation wins out.
Ceawlin Cobon-Han wrote:Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. But the point was "content" gate camps.
And of course you want the carriers to be able to follow the freighter convoys.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Anthar Thebess
828
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Posted - 2015.01.09 12:35:37 -
[1777] - Quote
Time to bump this topic back up. CCP we are waiting for sov changes , and yet you still focus on tons of other stuff. I don't state that those changes are not ~fun~ yet, stuff you have in this topic is what players need and desire.
Jump changes where grate, but as current situation proves - without next steps this don't change much.
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SFM Hobb3s
Wrecking Shots Black Legion.
275
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Posted - 2015.01.09 17:10:55 -
[1778] - Quote
When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places. It could just seem that way though. Who knows how many brains are working on the Sov issue. Hopefully some light will get shed on that in the next couple of weeks. |
Anthar Thebess
828
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Posted - 2015.01.10 11:30:08 -
[1779] - Quote
Quote: When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places
Eg. My point. Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important.
What those tech 3 destroyers change in this issues? Nothing. When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless.
Some things can be easy to solve. For example people now keep -0.1 systems because cost of their maintaining is equal to nothing. Sov cost was not touched for years. Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space" If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space. Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process.
Limiting Jump range to 5LY - super, nice move. Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates. Those gates should not allow any capital movement.
JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection. Many new groups where forged there , and they need a way to move pilots, and basic supplies there. This is to big and important space for new and small groups to leave it without any normal supply lines.
Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet. Currently they are I WIN button in this role. Why. Because we have logistic ship that have : 1. Mufti million EHP 2. immunity to EWAR 3. 3-6k dps from fighters 4. jump drive 5. ability to reship fleet on field.
Total nonsense, take 10 motherships in your BS fleet and you have : Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships 25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc. Over 20 capital reps on field 10 remote ECM Bursts
CCP IMPORTANT STUFF PLEASE....
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killerkeano
Burning Napalm Northern Coalition.
24
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Posted - 2015.01.10 13:28:56 -
[1780] - Quote
anything to remove Sov being a chore and grind |
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killerkeano
Burning Napalm Northern Coalition.
24
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Posted - 2015.01.10 13:34:19 -
[1781] - Quote
Anthar Thebess wrote:Quote: When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places
Eg. My point. Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important. What those tech 3 destroyers change in this issues? Nothing. When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless. Some things can be easy to solve. For example people now keep -0.1 systems because cost of their maintaining is equal to nothing. Sov cost was not touched for years. Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space" If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space. Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process. Limiting Jump range to 5LY - super, nice move. Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates. Those gates should not allow any capital movement. JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection. Many new groups where forged there , and they need a way to move pilots, and basic supplies there. This is to big and important space for new and small groups to leave it without any normal supply lines. Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet. Currently they are I WIN button in this role. Why. Because we have logistic ship that have : 1. Mufti million EHP 2. immunity to EWAR 3. 3-6k dps from fighters 4. jump drive 5. ability to reship fleet on field. Total nonsense, take 10 motherships in your BS fleet and you have : Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships 25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc. Over 20 capital reps on field 10 remote ECM Bursts CCP IMPORTANT STUFF PLEASE....
you dont use traige carriers then?
you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is.. |
killerkeano
Burning Napalm Northern Coalition.
24
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Posted - 2015.01.10 13:35:39 -
[1782] - Quote
no matter what the Sov change it should encourage the use of supers more!
removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.
oh and 20bn a month 'fee' for owning a titan?! lol ! |
Anthar Thebess
828
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Posted - 2015.01.10 13:59:17 -
[1783] - Quote
killerkeano wrote:
you dont use traige carriers then?
you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is..
You are aware that motherships can refit on each other , and changing from a dps fit to tank fit takes 10-15s? They use normal modules so they can have tons of those in their bays.
Why use triage carriers - they cannot receive remote reps and are easy to kill. Remember that whole concept of slowcat doctrine excludes triage module.
killerkeano wrote:no matter what the Sov change it should encourage the use of supers more!
removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.
oh and 20bn a month 'fee' for owning a titan?! lol !
No fee for owning a ship. It is not about all regional gates, just those on the edges of the universe. CCP have to rethink current regional connections, important eve mechanic changed and those connections, their number, destination also have to be rethink.
Sorry but any logistic ship immune to EWAR is totally broken idea. |
Rowells
ANZAC ALLIANCE Fidelas Constans
1908
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Posted - 2015.01.10 14:38:47 -
[1784] - Quote
Anthar Thebess wrote:Sorry but any logistic ship immune to EWAR is totally broken idea. Triage is one of the more balanced aspects of carriers at the moment. the problem lies more in the massive reps outside triage. Being able to be a powerful line ship and its primary support ship at the same time is what's broken. Too many things going on at once in a single ship. Especially considering its strength against subcaps at most sizes. |
Gorgof Intake
Van Diemen's Demise Pandemic Legion
49
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Posted - 2015.01.11 16:18:04 -
[1785] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=391015
Next step in the path to fixing sov: multiple content nodes spread over different grids and objectives that are achievable by smaller gangs that have a tangible effect on sovereignty.
Some Thoughts on Sov Mechanics
DEADPACKS: Alternative Sov Mechanic
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Mario Putzo
Welping and Dunking.
1057
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Posted - 2015.01.11 20:12:32 -
[1786] - Quote
You know I think Sleepers should just be used as the "spread" trigger for occupancy based sov. They are literally everywhere. Get those buggers attacking infrastructure, let them start by chewing on pocos and poses, then let them move on to Ihubs, stations and tcus. While they should not take things through structure, they can work through shield and armor WITHOUT providing notice to the owner.
The longer seekers are left unchecked the larger they grow in number and strength. Meaning over time you will lose sov infrastructure faster, and it will take more to drive them out. This encourages small groups of players to live in systems to clean up sleepers a couple times a day, so they don't become a problem. Which means your control of space will literally become your ability to defend that space.
The ultimate goal of sleepers however is unique. If you let sleepers deplete the infrastructure of a system to structure, they will destroy stargates, essentially annexing the system into WH space, as the only avenue back would then be through WH space. Once a group finds the system in WH space, they must then construct a stargate if they wish to reconnect to KSpace.
Things they CAN destroy Cyno Beacons Jump Bridges Station Services Players Stargates*
Things they can shoot but NOT destroy ihubs tcus stations sbus
Sleepers will prioritize hunting Players vs shooting structures, and will engage with a fleet PVP mentality (incursion like). Sleepers will prioritize attacking things they can destroy over things they can not. Sleepers will only destroy Stargates if all infrastructure in system is deemed "destroyed" (either destroyed or in structure.)
Sleepers will grow in strength and numbers.
Notes
if a player is taking a system you still need SBUs in that system. However if Sleepers have inflicted enough damage, you may only need to flip the structures not grind through all the HP and timers of the system. (Alliances will be notified if a system becomes vulnerable as a result of Player interactions.)
Sleepers will not provide anything "valuable as loot or salvage"
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Anthar Thebess
828
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Posted - 2015.01.12 08:29:22 -
[1787] - Quote
It is not about creating some NPC entity to solve player issues. Mechanic is simply broken , and totally not adequate to current of eve universe.
Every thing is promoting BLOB, simply in order to do something you need BLOB to back you up.
Lets look at 2 base nullsec income sources :
A. Sov EHP also is an issue, but mostly timers - almost week to take system that have station, and you have to win ALL timers. TRANSLATION OF THE MECHANIC : 1.you have to reinforce all stuff whole week 2. on strange hours 3. no one will ever come to defend a timer 4. enemy just show up on the final one , will always bring enough peoples to block your action , and resets the whole process to point 1
B. Towers You don't have to live in some area to control towers, what you need is : - tons of shield hardeners - alt / ceptor alt that will arrive or sit on this tower - Out of game IT infrastructure that will ping every one as hell that someone is shooting this tower , just to login your alt and restront this tower to proper timer.
Then just bring enough people to defend this pos.
You could say that this is ok , i agree , but not when point A is also broken. THis blocks small and new groups from obtaining proper income ... to become something more than "small" group without having 15k blue.
CCP made good move with making 5 LY and fatigue , as this solved some of the issues. But this still not solved base issue - that blob can keep any system without need of maintaining this system. Sov bill for keeping such system is so small that simply no one even notice it.
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Altirius Saldiaro
Royal Amarr Institute Amarr Empire
264
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Posted - 2015.01.12 14:58:08 -
[1788] - Quote
I just hope the new sov changes are more based on occupancy than structure grinding.
I'm fine with how the jump changes are. I would like for the ability to jump to the Sun of a system without use of a cyno.
All jump drives and Portal Generators: Jump to Sun = No cyno needed Jump to Cyno = Accuracy Emergency Jump = Random system, land at Sun |
Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 16:27:37 -
[1789] - Quote
Anthar Thebess wrote:It is not about creating some NPC entity to solve player issues. Mechanic is simply broken , and totally not adequate to current of eve universe.
I will have to respectfully disagree. In order to make "occupancy" based sov work, you need to have a driver for people to spread out and occupy space. Having an NPC entity or "Nodes" or "sites" is the only way to accomplish this. In order for the rest of the changes to have something to build on, you first must absolutely remove the "lets all live in this one system" mentality.
The only way to force that type of change is through some NPC mechanic. Otherwise nothing will change and people will still live solely in one system, and then fleet up when, and only when there is a threat by another PC group, just as it is now.
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Anthar Thebess
828
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Posted - 2015.01.13 07:36:21 -
[1790] - Quote
You are partially right. Yet you can accomplish this by escalating costs and removing timers on unused systems. |
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Raging YarrX
Polish Task Forces C0VEN
12
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Posted - 2015.01.14 07:57:16 -
[1791] - Quote
Sov now CCP. Please |
Hemmo Paskiainen
470
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Posted - 2015.01.15 13:57:01 -
[1792] - Quote
Profit for an alliance shouldn't come from "R64's or other lucrative things in a small number of systems". It should come from the people that live in it. Thriving alliances should be more profitable than anything else.
Spoiled with all the easy tech isk, look what happend to 0.0... An super armsrace. Owning systems to just own it, or perhaps rent it out. But looking at the sideaffects, by claiming it just to claim it, your basicly denying it to who ever else is there. Excluding the small fish and force them to rent. Denying them their own oppertunity to have complete sandbox fun. How Hyphocrite! How did you got there...?
Having, holding sov, should by my opinion be more unprofitable. Activity based: the more daily login's the cheaper the sov bill is in a specific system. Sov will become a favour instead of a tool for power, based around activity. The affects of such based sovsystem will have much needed energetic affects to 0.0. It is absolutly needed will a self sustainable nullsec ever succeed. More industrial branches of corps doing things, more miners to kill, rorq's to awox and freighters to kill. Easier pvp ships to get, more people around to shoot and more micro pvp to be had.
Did anyone ever wonder, why back in 2008, the daily log-in was the same but the large pvp battles were smaller sized? (and dont dare to say because of TiDi or server issues )
"Relativity equals time plus momentum: if it can be erased by a single click on a button, would it be worth spending it?"
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Anthar Thebess
831
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Posted - 2015.01.15 14:10:57 -
[1793] - Quote
Well that is the whole point. Now alliances are fueled by r64 and renting.
I hope that CCP will not make everything worst when they make some POS changes. Think about it - guns getting buff, more ehp. Small and new groups will never be able to grid this - they will simply need MORE players to do it.
Moon mining should never be AFK , it should be directly connected to day to day mining activities. I already proposed this some time ago - when miner cycles in low or null - there is a chance to spawn some local moon minerals. Moon mining problem - solved.
Still CCP promised sov changes ... and every thing went quiet.
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Colonel Mortis
Coven Of Witches Inver Brass
5
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Posted - 2015.01.19 07:56:36 -
[1794] - Quote
Sov changes! |
MrBowers
PH0ENIX COMPANY HOLDINGS Phoenix Company Alliance
6
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Posted - 2015.01.19 14:11:55 -
[1795] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.
Don't make it to hard, but it's easy you use it or lose it. |
MrBowers
PH0ENIX COMPANY HOLDINGS Phoenix Company Alliance
6
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Posted - 2015.01.19 14:13:29 -
[1796] - Quote
Anthar Thebess wrote:Well that is the whole point. Now alliances are fueled by r64 and renting.
I hope that CCP will not make everything worst when they make some POS changes. Think about it - guns getting buff, more ehp. Small and new groups will never be able to grid this - they will simply need MORE players to do it.
Moon mining should never be AFK , it should be directly connected to day to day mining activities. I already proposed this some time ago - when miner cycles in low or null - there is a chance to spawn some local moon minerals. Moon mining problem - solved.
Still CCP promised sov changes ... and every thing went quiet.
Time we end passive income and bring player "RING MINING" |
Agent Unknown
Night Theifs DamnedNation
3
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Posted - 2015.01.19 15:03:02 -
[1797] - Quote
Anthar Thebess wrote:You are partially right. Yet you can accomplish this by escalating costs and removing timers on unused systems.
I like this idea, but what constitutes "unused" would need a lot of tweaking in order to be effective. CCP has tons of data to go by to adjust the levels, so maybe it's easier than we think...
Currently it's unfeasible for a smaller group to take a system by force because the larger opponent will just drop a super fleet at the last timer and you'd have wasted a week shooting structures. |
Dustpuppy
New Eden Ferengi
57
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Posted - 2015.01.19 16:18:58 -
[1798] - Quote
Mentioned several times before, but I will repeat it:
The controlled areas of the mega blocks/corps we now have in nullsec can be split into two regions: the center where the owners are roaming and keep strict control and the big renter areas - very often just wasted empty unused space. Renters are used to generate income which in the end allows the big corps to gain and keep power.
A simple update could change a lot in this situation. Just drop the automatic message sent to the SOV holder in case an unwanted/ninja POS is anchored within the controlled area.
Result: Suddenly the SOV owners must check their controlled systems for intruders by flying around instead of keeping 100% control over their controlled area with this automatic mechanism. The pure isk sink for keeping 100% control would become a time sink and limit the area which could be kept under control and finally given away to renters. Less renters (why pay instead of sneaking in?) mean less income, less power and in the end smaller power blocks.
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Abrazzar
Vardaugas Family
5878
|
Posted - 2015.01.19 17:40:33 -
[1799] - Quote
Can't wait for the threadnaught following the first reveal of their new sovereignty system.
I just hope it's not something that needs to be flayed alive.
Sovereignty and Population
New Mining Mechanics
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Anthar Thebess
831
|
Posted - 2015.01.19 23:59:42 -
[1800] - Quote
Lets hope we all live enough to see those changes.
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