Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 275 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Iski Zuki DaSen
Icarus Academy
8
|
Posted - 2014.10.02 22:24:00 -
[4411] - Quote
G8 changes
i am sure the game will be easier and more fun to all the people that use those ships or jump bridges
its alote of fun to travel 40 gates with your capital
please implement them from tomorrow
4000+ posts agree with them |
Valan Kenobi
Phoenix Enterprise Inc Orderly Misconduct
0
|
Posted - 2014.10.02 22:24:00 -
[4412] - Quote
This is an amazing fix to the current problem that is happening in Null. So you have huge alliances, coalitions, and allies that control huge parts of Null right now. They have had it pretty easy and they make huge amounts of ISK. Enough ISK that they have 30+ Titans, just waiting, 50+ other cap ships and a mess of others. They are spread to the far reaches of the current galaxy. With this change that will no longer be the case. If they do not want to deal with the Logistics problem they will have to move inward, where there are fewer systems. They will have to break alliances, break allies and be forced to fight for territory and all those pretty capital ships will have to be used. This one change will give the desired effect that CCP wants.
Now as for those that is saying that you will not be able to deliver to the systems that need supplies. That is not there problem or yours. What that means is that all the people in those systems will have to leave and go to the system that does have the supplies. More risk, more combat, more explosions. Null was seen to be a place of fear. Now itGÇÖs a place of who you know.
Also what this is going to do is cause all the systems in the outer ring to empty out. Where all the nice Ore, Ice , and combat sites are. This will allow for people that are High sec or Low sec to be able to cyno out there, stay a few days. Since the timer will require that they stay there for a few days, Make ISK and then Jump back. Making it more of a Industrial place, hence making the Roqual more of a valuable option of use.
This is a great upset to all you big alliances and I do not feel for you. The ability to jump into fights from such great distances has been a broken part of this game for a while now. And I am glad to see that it is coming to a glorious end. I am looking forward to watching all the great Titans blow up, and I am more excited to use capital ships for what they were meant to be used for. Not just as transportation insane travel against the stars. LetGÇÖs watch as the Coalitions fall apart, and grand alliances break from the stress.
Now if only they will remove mobile warp bubbles, and make Interdictor class ships used for what they were designed to do. Instead of glorified Heavy assault ships.
|
TimeDrawsNigh
Vengance Inc. Space Warriors
10
|
Posted - 2014.10.02 22:27:00 -
[4413] - Quote
Endo Saissore wrote:P4nty w44d wrote:TimeDrawsNigh wrote:Endo Saissore wrote:TimeDrawsNigh wrote:Counter proposal for the jump delay timer. Link below is a google excel doc. of cumulative delay timer that incrementally gets longer with each jump. http://bit.ly/1rOpzTsItGÇÖs a logarithmic scale. So when you jump you get two timers. First timer is the jump drive timer; the second timer is jump drive activation delay. The jump drive timer is a base 30 minutes and every time you make a jump it will record the amount and add +1 to the "Jumps Made Since Timer Began" value. The jump drive timer will reset back to 30 min every time you make a new jump. The jump drive activation delay is the timer you get once you have jumped. ItGÇÖs the time you have to wait till the next jump can be made. The equation for this is below. http://i.imgur.com/EQpv4Cv.pngThe principal of what happens here is that your delay timer gets bigger with each jump. The increment between each subsequent timer gets smaller, causing the graph to plateau out into a logarithmic curve. Eventually after so many jumps the delay timer will reach the same value as the jump drive timer, at which point itGÇÖs better with it out entirely and then start the process over. Initially we found a problem with the function where doing three really short distance jumps would make the times later overall shorter but that has been fixed with the GÇ£Jump Amount Modifier.GÇ¥ So e.g. Jump 1 > 4.19 LY > delay timer of 6.42min > cumulative time 6.42min Jump 2 > 4.7 LY > delay timer of 9.72 min > cumulative time 16.14min Jump 3 > 4.206 LY > delay timer of 11.73 min > cumulative time 27.86min Jump 5 > 4.564 LY > delay timer of 13.28 min > cumulative time 41.14min Jump 6 > 1.855 LY > delay timer of 14.15 min > cumulative time 55.29min Notice the increase in time getting smaller but the time overall still get longer. Bit like the diminishing returns of stacking nerf. This Post and Equation was worked on by Sieonigh and myself. Edit: We made this formula under the assumption that Jump Freighters and Rorquals do NOT have the 90% reduction, rather we think Black Ops should have this reduction (which we're implementing). Are you waiting until fatigue hits zero between each jump? No. This proposal takes away fatigue and inserts a 30 Minutes Jump Drive timer (ie: 1 Minute Aggression Timer) that is reset everytime you make a jump within the 30 Minute timer which gives you the next Jump Activation Delay you see on the spreadsheet. yes this is a far better idea I see... I don't think this is a better solution. Putting a hard limit takes away a players choice and risk/reward. CCP's solution makes you weigh your decision and wonder if jumping quickly is worth it. Now you can jump in, kill target, jump out. You gain a penalty but its doable. A hard timer takes away that choice.
I'm not seeing what you mean by: "I don't think this is a better solution. Putting a hard limit takes away a players choice and risk/reward."
If you're referring to the 30 minute Jump Drive Timer. This timer simply counts how many jumps you've made within 30 minutes which restarts each time you make a jump. The number of jumps made within that time is what's calculated to give you the Jump Delay Timer I've proposed above. "Darkness thrives in the void, but always yields to purifying light." |
Ravcharas
Infinite Point Nulli Secunda
369
|
Posted - 2014.10.02 22:27:00 -
[4414] - Quote
Taziar wrote:Obviously the real problem here is people being able to login. This needs to be stopped. Give the launcher another couple of iterations, we'll get there |
Megarom
Illustrious Continuum
12
|
Posted - 2014.10.02 22:27:00 -
[4415] - Quote
TDLR; I think there is a better model for that mathemathics involved.
Because the mathemathics is the only part I have any competence to comment on I'd like to propose an alternate model that has it's own pros and conns, but I'll get to those after I've introduced it.
As I understand the goal of the mathemathics at play here are as follows.
Enforce a cap for sustained travel speed. Allow bursts of couple of jumps to break that cap. Be simple.
In the system proposed the highest possible sustained travel speed is archived by waiting the fatigue to decay under 1 which takes LY traveled times 10 minutes unless you are about to reach destination or log off anyway. This leads to top sustained speed being roughly equal to the fatigue decay rate.
If you jump before fatigue has decayed you get the burst of speed but you pay a huge price in the loss of sustained speed.
My proposal is this:
1. On jump the lightyears travelled are added to the fatique value which decays at the famaliar rate. 2. Jump cooldown is 6^(fatigue/5) minutes
(Yes there is an exponential function there don't be scared, the numbers are selected to provide roughly similar results on the first 2 jumps)
Let's look at some examples. Each jump is 5 LY. The time it takes to jump is assumed to be zero.
Both my model and what I call Grayscale model work the same way when you wait for the fatigue to decay meanng you can jump 5 lightyears every 50 minutes.
If we instead jump whenever the cooldown has passed we get very different results.
Grayscale model
After first jump you wait 6 minutes. after second about 32 minutes after third about 3 hours 10 minutes after fourth about 19 hours.
Total: alot
If you are smart you would in destination in 2 hours 18 minutes. Which accounts for 2 50 minute waits and one 6, and one 32 minute wait because if you are reaching your target you can take the fatigue hit. Or if you need to keep jumping after that at full speed 3 hours 20 minutes.
Megarom model after first 6 minutes after second 29 minutes after third about 62 after forth 40
Total: 2 hour 17 minutes, which is about the same as by waiting the decay 2 times and then making last 2 jumps as fast as possible. If you want to leave the burst speed open when you arrive it will take the 3 hours 20 minutes mentioned earlier
With more jumps the difference between the strategies oscillates between +-10 minutes converging on about -5 while the cooldown converges on 50 minutes, which means that sustained travel speed is limited to the same value in both travel strategies. IE. you can't break the travel speed set by the decay rate. On the other hand fatigue never gets out of hand, because it will decay enough while the cooldown is running.
Let's concider 2 different jump plans with 3 jumps 5 LY each. 1. jump 2. wait 6 minutes 3. jump 4. wait 50 minutes 5. jump vs 1. jump 2. wait 50 minutes 3. jump 4. wait 6 minutes 5. jump
Both are possible in both models and take equal amount of time. In the Grayscale model the first leaves you with a cooldown of 137 minutes and the second with 32 minutes. In Megarom model your total travel distance is 15 LY in both cases which causes 15 fatigue and you have waited in total 56 minutes so fatigue after 3 jumps is 9.4 and cooldown 29 minutes.
Let's concider 2 different jump plans with more variation 1. jump 4 LY 2. wait 20 minutes 3. jump 5 LY vs 1. jump 2 LY 2. wait 3 minutes 3. jump 2 LY 4. wait 17 minutes 5. jump 5 LY
Both are again possible and take equal amount of time. In Grayscale model the first leaves you with 7 minute cooldown and fatigue and the second with 38 minute cooldown. In Megarom model in both cases your total travel distance is 9 LY which causes 9 fatigue and you have waited 20 minutes which drops it to 7 giving you cooldown of 12 minutes.
Megarom model Pros Enforces sustained travel speed, without punishing player with hours of cooldown Allows burst of couple of jumps Doesn't require arbitary fatigue limit, because fatigue is naturally capped. The fatigue is a clear concept related to the distance the pilot has jumped. Planning the jump schedules is way easier, just don't try to go faster than the decay rate and the schedule is doable. It doesn't care about number of jumps or pacing only distance traveled in total and the decay time.
Cons The math for the cooldown is trickier Doesn't allow shooting yourself in the foot with crazy fatigue amounts
All in all I think the way Grayscale model allows shooting yourself in the foot in such a severe way that it's not too far fetched to call it user unfriendly. On the other hand many people like the game when it punishes hard for your mistakes.
Math being technically trickier is balanced system being easier to understand in practice.
PS. I just paid you 15Gé¼ to post this. Seriously me. |
Karash Amerius
Sutoka
206
|
Posted - 2014.10.02 22:27:00 -
[4416] - Quote
HTFU
Nothing is "necessary" within Eve. Stop using the crutch to walk the lay of the land...things are going to change dramatically, that is for sure, but remember this is just 1s and 0s. Adapt, have fun...or quit if you cannot HTFU. Karash Amerius Operative, Sutoka |
Gus Machado
Amok. Goonswarm Federation
8
|
Posted - 2014.10.02 22:27:00 -
[4417] - Quote
Bacchanalian wrote:Tell me whose babies I need to have. This is amazing. Finally a chance to shake up nullsec for the smaller fish in the pond using proper guerrilla tactics.
yup 150 man gate camps with sensor boosted ships using 60,000,000 scan res here we come. its seems like its 2009 again. |
MeBiatch
GRR GOONS
1952
|
Posted - 2014.10.02 22:28:00 -
[4418] - Quote
with the level of coverage this thread has received i feel pretty stongly that there will be several interations... even if the op makes it in the patch unchaged... There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5465
|
Posted - 2014.10.02 22:28:00 -
[4419] - Quote
Tempest Borne wrote:Is this a troll?
There is some convoluted sense to cooldown. 5 ly nerf on jumps? Talk about making sure people congregate on the edges of high sec....
That's fine, you go congregate on the edges of hi sec. That means there is so much null sec to be exploited with no competition! Day 0 advice for new players: Day 0 Advice for New Players |
Isengrimus
LOST IDEA C0VEN
22
|
Posted - 2014.10.02 22:29:00 -
[4420] - Quote
Tempest Borne wrote:Is this a troll?
There is some convoluted sense to cooldown. 5 ly nerf on jumps? Talk about making sure people congregate on the edges of high sec....
A valid point. Without the ability to bypass the "borderlands", the remote areas of nullsec will become even more stagnat - as even if a small group conquers them thanks to the proposed changes to the capital blob, they won't be able to live there due to lack of supplies and non-existing trade routes. (Yes, I am repeating myself).
Dear Greyscale, what's your flexibility when it comes to extending JF and Rorqual (and possibly another non-combat ship that could carry fitted subcaps) jump range? |
|
MeBiatch
GRR GOONS
1952
|
Posted - 2014.10.02 22:30:00 -
[4421] - Quote
Gus Machado wrote:Bacchanalian wrote:Tell me whose babies I need to have. This is amazing. Finally a chance to shake up nullsec for the smaller fish in the pond using proper guerrilla tactics. yup 150 man gate camps with sensor boosted ships using 60,000,000 scan res here we come. its seems like its 2009 again.
Step 1: Use a scout
Step 2: as soon as you find a gate camp use a cyno alt to jump several system past the "Choke"
Step 3: ????
Step 4: Profit There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Erufen Rito
The Dark Space Initiative Scary Wormhole People
349
|
Posted - 2014.10.02 22:30:00 -
[4422] - Quote
Rommiee wrote:Taziar wrote:Erufen Rito wrote:BuddyKnife wrote:All problems in the game can be traced to players moving to where other players are so gates and capitals should be removed from the game. Actually, it can be traced to players undocking. Remove the players ability to undock, and bring back WiS. Change the name of the game to Sim City: Party on top of the World. Obviously the real problem here is people being able to login. This needs to be stopped. Lawl..... it works with the Devs, they haven't logged in for ages ****, wait. I just had to sit up for this realization.
Devs don't log in, and get to enjoy Eve.
If...and just stay with me here.
If, us players, don't log in, do we get to...enjoy Eve?
Is this a new way of winning Eve?
Guys, hold me. Fun in MY EVE!? This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165 |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5465
|
Posted - 2014.10.02 22:31:00 -
[4423] - Quote
MeBiatch wrote:with the level of coverage this thread has received i feel pretty stongly that there will be several interations... even if the op makes it in the patch unchaged...
Expect the "iterations" to be tweaks to maximum jump distance, length of timers, timer decay rates, and the formula for increasing those timers. I wouldn't expect a massive change in implementation unless someone comes up with a better system that achieves the same outcome.
Day 0 advice for new players: Day 0 Advice for New Players |
MeBiatch
GRR GOONS
1952
|
Posted - 2014.10.02 22:32:00 -
[4424] - Quote
Ackbarre wrote:I predict that after all the capital pilots unsub. That CCP finishes WiS and allow players to strip and have sex to generate revenue.
my main had 150 mill sp with perfect carrier/dread skills and i am not going anywhere... only thing that bugs me is the logistics nerf to the Carrier...
I really hope they upgrade the rorq to compensate. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Grognard Commissar
EVE University Ivy League
0
|
Posted - 2014.10.02 22:33:00 -
[4425] - Quote
CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.
This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper. in other words, you won't be able to set your clone in a station without a medbay. which mean about 70% of all stations can't have a medclone. it may be somewhat workable, but wouldn't it be better to restrict setting medclones to stations within a constellation? |
Kismeteer
GoonWaffe Goonswarm Federation
707
|
Posted - 2014.10.02 22:34:00 -
[4426] - Quote
Wait, I get it. I finally understand the Dev exodus to Riot games.
You can't jump for 50 minutes? Might as well play some League of Legends in the meantime. |
Dalilus
Federal Navy Academy Gallente Federation
83
|
Posted - 2014.10.02 22:34:00 -
[4427] - Quote
Bring back the old doomsday..... Let nullbears "pipe bomb" themselves, their isk farms, their pos, their customs offices, etc to death 1000 times and they will learn their lesson, or not. What's the worst that can happen? That all nullbears turn blue to each other? Like right now? LOL.
The real problem is that ccp is run by nullbears, the csm and other alphabet soup entites related to the game are also run by nullbears and their pr machine run by nullbear exploits. Nullbears have created a game with all types of entitlements and minimal risk for nullbears having to prey on non nullbears to have fun. What a concept, there must be a reason no one in real life runs a company that way.....unless it's a thug run company in a thuggish country, not a subscription pay to play game.
It's funny that the best idea brought to the table by nullbears is to slow down the free movement of nullbears, lol, while keeping everything else the way that it is and even funnier, nullbears discussing the changes with other nullbears. You don't cure foot fungus by slowing down how much moisture seeps into a boot, you cure foot fungus by stopping all moisture seeping in, drying and aerating the boot and feet and by applying medicine. Not by having the fungus ask itself at what speed they should let water into the boot. |
Veskrashen
Justified Chaos Spaceship Bebop
444
|
Posted - 2014.10.02 22:36:00 -
[4428] - Quote
Iam Widdershins wrote: An entire year's cooldown on something that you might definitely need more often than that in a big war. Not cool IMO.
There's these things called Interceptors. I hear that you can get from one end of the universe to the other in under an hour using them. In an age where it takes an hour for your jump fatigue to wear off from a single max range jump, they'd probably be pretty handy.
Of course, that would mean taking some level of risk and not being able to respond instantly to events on the other side of New Eden at a moment's notice.
Which might, of course, make it difficult to defend large sprawling empires.
My goodness - that can't be what CCP is going for with these changes, could it?!?!?!?!
We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..." |
True Sight
Deep Freeze Industries
241
|
Posted - 2014.10.02 22:36:00 -
[4429] - Quote
fyi - not in a big alliance, or even null at the moment, have experienced both though and been involved in large cap fights and alliance level logistics....
Valan Kenobi wrote:Now as for those that is saying that you will not be able to deliver to the systems that need supplies. That is not there problem or yours. What that means is that all the people in those systems will have to leave and go to the system that does have the supplies. More risk, more combat, more explosions. Null was seen to be a place of fear. Now itGÇÖs a place of who you know.
It really, really doesn't work like this and it never will. First of all, if you are right (and you're not) and these large alliances did shrink, they would pull into these deep, back (most profitable, safest) pockets, why on earth would they abandon them? they will work around the logistics problem. The issue is that the work-around simply isn't fun.
There are two types of players in eve that are involved with large corp/alliance level logistics, a very small subset of players that actually enjoy it, and the majority that do it because they know it needs doing so they help out. As it is today, this isn't a horribly fun task already, jumping around to refuel and remove goo from 12 different towers from your corp is slow, boring and tedious, doing it post-change means you have to sit around for 30minutes in each POS waiting for your fatigue to fade (assuming you can still reach all the towers with the new 5ly range). So now, poor little johnny logistics guy spends his entire play-session only refuling 1/5 of the corps towers, more people (who don't want to even be involved with logistics) have to now spend hours of their time doing it too.
Valan Kenobi wrote:Also what this is going to do is cause all the systems in the outer ring to empty out. Where all the nice Ore, Ice , and combat sites are. This will allow for people that are High sec or Low sec to be able to cyno out there, stay a few days. Since the timer will require that they stay there for a few days, Make ISK and then Jump back. Making it more of a Industrial place, hence making the Roqual more of a valuable option of use.
If again, you were right (and you're still not) and the alliances held the areas next to low-sec and abandoned the deep-null, how exactly are people meant to get out there with such limited jump range, they would have to light multiple cyno's through hostile space that is filled with upset and bored capital pilots who daydream about shooting another capital again, if they saw a cyno go up in their neighborhood abandoned null,sec, they would definitely go out there and murder them all.
Valan Kenobi wrote:This is a great upset to all you big alliances and I do not feel for you. The ability to jump into fights from such great distances has been a broken part of this game for a while now. And I am glad to see that it is coming to a glorious end. I am looking forward to watching all the great Titans blow up, and I am more excited to use capital ships for what they were meant to be used for. Not just as transportation insane travel against the stars. LetGÇÖs watch as the Coalitions fall apart, and grand alliances break from the stress.
Again, I've not seen a single person in this thread complain that things are "fine the way they are", no one is crying and begging for it to not change, everyone who is complaining is complaining about how they want to change it.
Yes, power projection is too good, yes, it needs to be nerfed/changed, yes, it is wrong that a few huge groups in eve can basically go from Vale to Stain inside of 10 minutes, yes, this should be changed the point though is that the proposed change is f'ing terrible. |
Athay Huren
Bad Taste Aquarium
1
|
Posted - 2014.10.02 22:36:00 -
[4430] - Quote
Megarom wrote:TDLR; I think there is a better model for that mathemathics involved.
how about this
TimeDrawsNigh wrote:Counter proposal for the jump delay timer. Link below is a google excel doc. of cumulative delay timer that incrementally gets longer with each jump. http://bit.ly/1rOpzTsItGÇÖs a logarithmic scale. So when you jump you get two timers. First timer is the jump drive timer; the second timer is jump drive activation delay. The jump drive timer is a base 30 minutes and every time you make a jump it will record the amount and add +1 to the "Jumps Made Since Timer Began" value. The jump drive timer will reset back to 30 min every time you make a new jump. The jump drive activation delay is the timer you get once you have jumped. ItGÇÖs the time you have to wait till the next jump can be made. The equation for this is below. http://i.imgur.com/EQpv4Cv.pngThe principal of what happens here is that your delay timer gets bigger with each jump. The increment between each subsequent timer gets smaller, causing the graph to plateau out into a logarithmic curve. Eventually after so many jumps the delay timer will reach the same value as the jump drive timer, at which point itGÇÖs better with it out entirely and then start the process over. Initially we found a problem with the function where doing three really short distance jumps would make the times later overall shorter but that has been fixed with the GÇ£Jump Amount Modifier.GÇ¥ So e.g. Jump 1 > 4.19 LY > delay timer of 6.42min > cumulative time 6.42min Jump 2 > 4.7 LY > delay timer of 9.72 min > cumulative time 16.14min Jump 3 > 4.206 LY > delay timer of 11.73 min > cumulative time 27.86min Jump 5 > 4.564 LY > delay timer of 13.28 min > cumulative time 41.14min Jump 6 > 1.855 LY > delay timer of 14.15 min > cumulative time 55.29min Notice the increase in time getting smaller but the time overall still get longer. Bit like the diminishing returns of stacking nerf. This Post and Equation was worked on by Sieonigh and myself. Edit: We made this formula under the assumption that Jump Freighters and Rorquals do NOT have the 90% reduction, rather we think Black Ops should have this reduction (which we're implementing). |
|
Isengrimus
LOST IDEA C0VEN
22
|
Posted - 2014.10.02 22:37:00 -
[4431] - Quote
Kismeteer wrote:Wait, I get it. I finally understand the Dev exodus to Riot games.
You can't jump for 50 minutes? Might as well play some League of Legends in the meantime.
It's called a cartel and is illegal in the Union of Civilised European Countries |
Veskrashen
Justified Chaos Spaceship Bebop
444
|
Posted - 2014.10.02 22:37:00 -
[4432] - Quote
Lord TGR wrote:Ackbarre wrote:I predict that after all the capital pilots unsub. That CCP finishes WiS and allow players to strip and have sex to generate revenue. Jade Constantwhine will finally have his empire back. I'd rejoin Jericho Fraction for that.
At least as long as we could use Gewn Tears for lube during our victory orgies. We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..." |
MeBiatch
GRR GOONS
1953
|
Posted - 2014.10.02 22:38:00 -
[4433] - Quote
Mara Rinn wrote:MeBiatch wrote:with the level of coverage this thread has received i feel pretty stongly that there will be several interations... even if the op makes it in the patch unchaged... Expect the "iterations" to be tweaks to maximum jump distance, length of timers, timer decay rates, and the formula for increasing those timers. I wouldn't expect a massive change in implementation unless someone comes up with a better system that achieves the same outcome.
well yeah... ways to make the formula better... I fully support the idea but everything can always use a polishing pass. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Polo Marco
Four Winds
6
|
Posted - 2014.10.02 22:38:00 -
[4434] - Quote
Mara Rinn wrote:MeBiatch wrote:with the level of coverage this thread has received i feel pretty stongly that there will be several interations... even if the op makes it in the patch unchaged... Expect the "iterations" to be tweaks to maximum jump distance, length of timers, timer decay rates, and the formula for increasing those timers. I wouldn't expect a massive change in implementation unless someone comes up with a better system that achieves the same outcome.
Did you read this?
https://forums.eveonline.com/default.aspx?g=posts&m=5078735#post5078735
|
DaReaper
Net 7 The Last Brigade
1049
|
Posted - 2014.10.02 22:38:00 -
[4435] - Quote
Komi Toran wrote:Roman Lynch wrote:Eigenvalue wrote:Roman Lynch wrote:All I have heard about so far is how nobody will be able to use there supers or caps any more.
NOBODY IS SAYING THAT AT ALL! blah blah blah you are going to have to wait! Else.... blah blah blah !
blah blah blah YOU ARE JUST GOING TO HAVE TO WAIT! blah blah blah !
blah blah blah That's a great idea! EVE Online: Pheobe - The Waiting Game Sounds like a lot of fun to me! funny how you took out the parts after that. The ones that said "OR USE THE GATES!" Fox news is hiring.... You could replace the last with "OR USE THE SELF DESTRUCT BUTTON" and, in a lot of cases, it would be just as accurate. Yes, you can have scouts. Yes, you can have escorts. But, you can't have these things all the time (Unless you're telling me to buy another account, in which case, #$%& you as there's too much of that BS in the game already; if CCP wants to require multiple alts to play the game, then that's what the base subscription should cover) So that means the default is waiting someplace safe for your fatigue to go down. And when you're piloting a 7-billion ISK ship with no defensive capabilities and several billion more ISK in the hull, that's still a competitive proposition even when you have a proper escort set up.
Wait... wait... you don't have a scout or an alt... so how the **** do you cyno? And what do you so while you are waititng for yoru friend to get in position so you can cyno? You do understand that it will be pretty much the same except whoever is your damn cyno can scout for you as you move a bit closer while waititng for your next cyno to be lite right?
Good lord. OMG Comet Mining idea!!! https://forums.eveonline.com/default.aspx?g=posts&t=331766 |
Ginger Barbarella
2025
|
Posted - 2014.10.02 22:38:00 -
[4436] - Quote
Eigenvalue wrote:Ginger Barbarella wrote:Demonfist wrote:Everyone in the game: Please fix game nao?! CCP: OK We Fix Nao. Everyone in the game: NO! FIX BAD! You, sir, have a very strange definition for "everyone". Try, "everyone = cap pilots in large null alliances" I think you mean "cap pilots in small alliances" Large alliances won't be impacted, they'll just establish cross regional caches with jump clones installed at the currently meaningful caches.
I'm sure you've read that jumping to a new clone does NOT affect the fatigue timers. "Blow it all on Quafe and strippers." --- Sorlac |
KBLUEJACK54
Mercurialis Inc. RAZOR Alliance
12
|
Posted - 2014.10.02 22:39:00 -
[4437] - Quote
I thought you chumps wanted to expand Null Sec availability to players not Nerf it to such an extent it became worthless to own.
In general terms this Nerf applied to Combat Capital ships was probably going to be a good thing, applying it to Non Combat jump capable ships is probably the most detrimental thing I have ever heard CCP Dev's come out with in the years I have been playing EVE.
On the good side, 'For them that is' this Nerf when they force it through, and have no doubt the idiots will do just that, will render the need to correct Sov Mechanics unnecessary, Sov will collapse under it's own weight, No Sov negates the need for Alliances so solves that issue also.
Solves the PvE issue as well, no Sov means no security PvE will diminish to the back waters of EVE history then as everyone will be flying T1 ships, no PvE no T2 production that solves the market hub issues and as it cascades down through all levels of the game there is one good thing that will come out of this.
The need for constant game improvements will also fade away, who of us ever saw an upgrade to any FPS, even one with bling like what Eve has become so the need for these pesky Devs will diminish, a fact I doubt has not been lost on CCP management so EVE players will be able to settle into a daily round of buying there ships in station, undock, get killed, log off, rinse and repeat tomorrow safe in the knowledge that all the Devs have been made redundant happy they got just what they asked for.
Hubris or Sophrosyne..... Come on Greyscale I challenge you directly to choose which applies to you lot here.
|
Gus Machado
Amok. Goonswarm Federation
8
|
Posted - 2014.10.02 22:39:00 -
[4438] - Quote
MeBiatch wrote:Gus Machado wrote:Bacchanalian wrote:Tell me whose babies I need to have. This is amazing. Finally a chance to shake up nullsec for the smaller fish in the pond using proper guerrilla tactics. yup 150 man gate camps with sensor boosted ships using 60,000,000 scan res here we come. its seems like its 2009 again. Step 1: Use a scout Step 2: as soon as you find a gate camp use a cyno alt to jump several system past the "Choke" Step 3: ???? Step 4: Profit
right only one thing you missed we were sergeons when it comes to covering all the choke points so bring it lol keep feeding us the kills.
|
Veskrashen
Justified Chaos Spaceship Bebop
444
|
Posted - 2014.10.02 22:41:00 -
[4439] - Quote
Isengrimus wrote:Tempest Borne wrote:Is this a troll?
There is some convoluted sense to cooldown. 5 ly nerf on jumps? Talk about making sure people congregate on the edges of high sec.... A valid point. Without the ability to bypass the "borderlands", the remote areas of nullsec will become even more stagnat - as even if a small group conquers them thanks to the proposed changes to the capital blob, they won't be able to live there due to lack of supplies and non-existing trade routes. (Yes, I am repeating myself). Dear Greyscale, what's your flexibility when it comes to extending JF and Rorqual (and possibly another non-combat ship that could carry fitted subcaps) jump range? 1. Use wormholes.
2. Use BLOPS, which have a longer range.
3. Go around the gatecamps through a pipe that's not currently camped as heavily. In your Nano Nidhoggur gang. We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..." |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5466
|
Posted - 2014.10.02 22:42:00 -
[4440] - Quote
CCP Greyscale, I just have one question: what happened to discussions of cyno spool-up?
One of the problems with power projection is the ability to instantly add ships to a fight. The fact that one capital fleet in Providence has the ability to be anywhere in the region in one jump doesn't cause as much concern as the fact that the entire fleet can be at that "anywhere" within seconds.
Day 0 advice for new players: Day 0 Advice for New Players |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 275 :: one page |
First page | Previous page | Next page | Last page |