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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
mynnna
GoonWaffe Goonswarm Federation
3809
|
Posted - 2014.10.08 16:22:00 -
[7831] - Quote
Misha Hartmann wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B)
Lovely idea, but I have run some math with your constants, unless ive done it wrong, the fatigue values are very low. The whole fatigue idea is not a bad one, but its a fine line where it should be. Loo low, and why bother. Why not just intoroduce a flat rate 10 min jump cool down timer and then some fatigue. Fatigue for me was never really an issue, it was perhaps a bit harsh, but making the original fatigue additive not multiplicative would also solve it and then leave JF and Rorqs completely alone. Plot a cyno route from Deklein to Fountain and then tell me it's "low". Should be 300 hours or so. If you were working in short distances, well, yes, that's the point - give people working in their home space some choices to make, without saying "you get one or two then you're done for the day." It's a quality of life issue, basically. Member of the Goonswarm Economic Warfare Cabal |
Mr Epeen
It's All About Me
6363
|
Posted - 2014.10.08 16:23:00 -
[7832] - Quote
Retar Aveymone wrote:Mr Epeen wrote:Retar Aveymone wrote: why should it be difficult
Because EVE is hard, duh. Mr Epeen why shouldn't you be forced to solve complex calculus questions before being able to post after all, posting is a part of eve
When applying for Goon membership, is there a question concerning your ability to use use proper punctuation, capitalization and grammar?
And if you answer, "Yes, I can type at more than a grade two level in English" you get denied?
Mr Epeen
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |
Christopher Mabata
Dominion Tenebrarum Reverberation Project
290
|
Posted - 2014.10.08 16:23:00 -
[7833] - Quote
Meinn Gott this thread is going to hit 400 pages before the weekend at this rate. Anyone have Skills to Jury Rig a Capital T2 Cargohold Optimization to the tear tank here? Its bulging at the sides If you don't keep up to date on the upcoming changes, you may as well be living under a rokh.I would even Venture to say that was a good pun on my partStay beautiful o7 |
Mr Omniblivion
GoonWaffe Goonswarm Federation
134
|
Posted - 2014.10.08 16:33:00 -
[7834] - Quote
Promiscuous Female wrote: "the darkest reaches of space"
Is this where all the good development ideas went?
|
Dream Five
Renegade Pleasure Androids
407
|
Posted - 2014.10.08 16:35:00 -
[7835] - Quote
Marlona Sky wrote:Mister Miahgi wrote:This is by far the worst game breaking change that has ever been thought up. Why don't you add some content to Null Sec that will attract more players instead of breaking game mechanics that are working perfectly fine? Isn't it pretty obvious we need new content? Many players have gotten so bored with the game they spend their time griefing new players in High Sec. Has anyone noticed the rampant High Sec war deccing lately? Eve is starting to feel like one of those old games where only bitter vets are left to harass anyone that attempts to play the game. CCP please donGÇÖt break the game more than it already is! They spend their time griefing new players in high sec because they can easily get there in a couple minutes and if anyone so much as breaks wind in their territory - they hop on the cyno train right back to it to curb stomp them out of existence with sheer numbers and firepower from all corners of the galaxy. The new content will come with this change.
I think fatigue alone without jump range nerf would accomplish this.
Drop a supercarrier 15 ly away:
(1+15LY)*(1+15LY) = 42 hours of fatigue.. so strategically someone could take notice of this even and attack elsewhere.
Recovery from one 15ly jump is 2.6 hrs.
I don't really understand why they had to slam jump drives with both fatigue and jump range nerfs.
They should at least roll out the changes incrementally, seems pretty reckless how they are proposing to go about it right now. |
Retar Aveymone
GoonWaffe Goonswarm Federation
965
|
Posted - 2014.10.08 16:35:00 -
[7836] - Quote
Marlona Sky wrote: They spend their time griefing new players in high sec because they can easily get there in a couple minutes and if anyone so much as breaks wind in their territory - they hop on the cyno train right back to it to curb stomp them out of existence with sheer numbers and firepower from all corners of the galaxy.
The new content will come with this change.
i, too, regret these changes that will deprive me of my already-trained highsec ganking alt and prevent the training of new highsec ganking alts
man you are pretty insightful marlona i never would have noticed that aspect of the change without your well-thought out explanations that are not at all the product of a deranged paranoid mind |
Alavaria Fera
GoonWaffe
6431
|
Posted - 2014.10.08 16:35:00 -
[7837] - Quote
Mr Omniblivion wrote:Promiscuous Female wrote: "the darkest reaches of space" Is this where all the good development ideas went? No, they tried to podjump there but they just died and never came back. ^^ 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
6431
|
Posted - 2014.10.08 16:37:00 -
[7838] - Quote
Retar Aveymone wrote:Marlona Sky wrote: They spend their time griefing new players in high sec because they can easily get there in a couple minutes and if anyone so much as breaks wind in their territory - they hop on the cyno train right back to it to curb stomp them out of existence with sheer numbers and firepower from all corners of the galaxy.
The new content will come with this change.
i, too, regret these changes that will deprive me of my already-trained highsec ganking alt and prevent the training of new highsec ganking alts man you are pretty insightful marlona i never would have noticed that aspect of the change without your well-thought out explanations that are not at all the product of a deranged paranoid mind Yeah... my highsec alts that only know how to use (but perfectly!) the Catalyst and Thrasher ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Christopher Mabata
Dominion Tenebrarum Reverberation Project
290
|
Posted - 2014.10.08 16:38:00 -
[7839] - Quote
Christopher Mabata wrote:Meinn Gott this thread is going to hit 400 pages before the weekend at this rate. Anyone have Skills to Jury Rig a Capital T2 Cargohold Optimization to the tear tank here? Its bulging at the sides Obviously not using a freighter or jump freighter....[/quote]
Sorry left the charon and the rhea in my other pants it seems
If you don't keep up to date on the upcoming changes, you may as well be living under a rokh.I would even Venture to say that was a good pun on my partStay beautiful o7 |
Retar Aveymone
GoonWaffe Goonswarm Federation
967
|
Posted - 2014.10.08 16:38:00 -
[7840] - Quote
Litia Cours wrote: Ok, here goes...
I remember my first foray into low-sec as a 2 week old pilot in a rifter. I didn't really have a clue what was going on, quite quickly I got ganked. 'Wow', I thought what the hell was that? A week or so later after learning a bit more about the game I ventured back and tried some mostly unsuccessful PvP, learning all the time. I ventured into the outskirts of null a month later after understanding the mechanics involved, died many, many times.
All of the above was fantastic fun. Now for your scenario....
1. Sign up to EVE. 2. read goon advert and join. 3. spend the rest of my EVE career jumping and pressing F1.
Question: Which one sounds more like an enjoyable gaming experience.....?
im going to guess the "recruit new people to eve to play in goonswarm who have never played before" method that has been great at player retention, as opposed to the "throw them into highsec and watch them quit immediately" which has wretched player retention
we're better at everything in eve than you are, including making it fun for new people |
|
Dinger
Task Force Delta-14
12
|
Posted - 2014.10.08 16:39:00 -
[7841] - Quote
Mike Azariah wrote:[quote=Kassasis Dakkstromri]
questions for you
Do you accept the premise that null is basically stagnant/broken? Do you believe that power projection is partially at fault?
Understand that this is not the panacea for all the problems but one step on the path
Is it the right step? What would you think is the next one? IF they are going to go through with this math and this solution what minor changes would you suggest?
Thank you for listening Mike and for being "the forum guy", to answer your questions.
1. Absolutely, it's why I quit null and ultimately the game. 2. The ability for an alliance to put a massive fleet of the biggest ships in the game into a fight on the other side of the map to their claimed territory or to fight multiple battles on opposite sides of their claimed territory using the same ships in both cases in very little time is a ruddy great contributor yes.
3. It is a good start, but much remains to be done 4. Take your pick of: - Change Sov taking and holding to a system based on occupation and activity instead of fixed mobile structures and timers. - Change all currently passive resource generation to the point where it is active and both disruptable and destructible, moon goo especially. - Change low and null mineral balance to allow sufficient low ends to be harvested to support local production and remove the opportunity cost of mining said low ends. - Reduce the costs of both construction and upgrading outposts and allow deployment of multiple outposts in single systems, potentially allow destruction (but only with major time and resource commitment)
5. A little leniency on two aspects: A permanent reduction in the impact on blackops, it is their role after all and let's be fair serious territory grabs with blackops? really? A temporary reduction in the impact on logistics (ie. JFs and Rorqs) at least until Null industrial capability has been brought up to scratch, once that capability is established then apply the changes in full.
For the doom mongers, we used to play this game with no sov, no POS, no caps, no jump drives or bridges, no warp to 0, no outposts and conquerable stations had 1m HP with no timers. We survived just fine, and had a lot of fun in the process. personally it's the hope of regaining that which has brought me and 2 of my accounts back, and I hope very much that CCP will deliver on what is being promised.
|
Alavaria Fera
GoonWaffe
6431
|
Posted - 2014.10.08 16:42:00 -
[7842] - Quote
Retar Aveymone wrote:Litia Cours wrote: Ok, here goes...
I remember my first foray into low-sec as a 2 week old pilot in a rifter. I didn't really have a clue what was going on, quite quickly I got ganked. 'Wow', I thought what the hell was that? A week or so later after learning a bit more about the game I ventured back and tried some mostly unsuccessful PvP, learning all the time. I ventured into the outskirts of null a month later after understanding the mechanics involved, died many, many times.
All of the above was fantastic fun. Now for your scenario....
1. Sign up to EVE. 2. read goon advert and join. 3. spend the rest of my EVE career jumping and pressing F1.
Question: Which one sounds more like an enjoyable gaming experience.....?
im going to guess the "recruit new people to eve to play in goonswarm who have never played before" method that has been great at player retention, as opposed to the "throw them into highsec and watch them quit immediately" which has wretched player retention we're better at everything in eve than you are, including making it fun for new people But all it does is result in more carrier pilots for the blob who drop sentries and assist to FC target reds and press F ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Speedkermit Damo
GeoCorp. Curatores Veritatis Alliance
344
|
Posted - 2014.10.08 16:47:00 -
[7843] - Quote
Mister Miahgi wrote:Those super capital pilots wouldn't be so bored if there was new content to distract them.
Such as the blue donut actually doing some fighting?
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen. |
Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
477
|
Posted - 2014.10.08 16:49:00 -
[7844] - Quote
Dinger wrote: - Change all currently passive resource generation to the point where it is active and both disruptable and destructible, moon goo especially.
where did this fanfic originate that paints moongoo as being indestructible and unmolestable
have you tried shooting a moon mining tower, I recommend dreadnaught class space wessels for the task
siphons are also good at screwing with moon havers |
Retar Aveymone
GoonWaffe Goonswarm Federation
967
|
Posted - 2014.10.08 16:50:00 -
[7845] - Quote
Mr Epeen wrote:When applying for Goon membership, is there a question concerning your ability to use use proper punctuation, capitalization and grammar? And if you answer, "Yes, I can type at more than a grade two level in English" you get denied? Mr Epeen on the contrary, our posters have an extremely advanced understanding of punctuation, capitalization, and grammar
the type punctuation, capitalization, and grammar you use in your writing is a method of conveying unspoken meaning to the reader. what you call 'proper' is merely the type you use when you want to convey certain views you might hold regarding the reader |
Kassasis Dakkstromri
Bull and Vitleysa
262
|
Posted - 2014.10.08 16:55:00 -
[7846] - Quote
mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B)
Distance from origin is just the straight-line distance in light years. Origin is set when you make a jump with 0 fatigue and can be reset when you are back to 0 fatigue (it could also be available to reset after a period of time of several hours regardless of fatigue, which is also interesting). A and B are just constants to tweak for balance. A sets how far from your origin you can go before fatigue really starts ramping up quickly; that distance is 1/A light years. B is just a tuning knob, especially handy for tweaking the effect on short range travel. Individual ships could get bonuses to one or the other, as well. All the other mechanics about fatigue work identically. A = 0.05 and B = .3 generate interesting results, for sure.
The effect of this is that short range travel, such as within your own region, isn't punished as though it's exactly like long distance travel. It's important to note that that isn't the same as "not punished at all" but rather that it imposes interesting choice on that movement. The industry player might ask himself whether he wants to take a gate to the expensive factory next door (three minute round trip, for example) or the bridge to the factory in the next constellation, which is cheaper but has a six minute round trip. The pilot PvPing and defending his home from roamers might decide whether taking that third bridge in two hours is worth the ten minute wait, worth not being able to get back around in that time. As proposed by the blog, neither player can make more than a few jumps before effectively losing the ability for the entire play session. Heck, even the force seeking to cross a long distance in EVE can decide whether they want to get there faster or avoid obstacles but impair their mobility upon arrival, or take it slow but have more full mobility. And in an invasion, both the invaders and defenders would have the benefit of their cyno movement being local and so somewhat less restricted, allowing for a nice balance between the current paradigm where the target region plus three regions surrounding it are the battlefield, and the paradigm of this blog. where lack of mobility restricts the battlefield to just one or two systems.
It also nicely addresses some complaints of the thread. Blackops battleships don't get rendered completely ineffectual, because most of their movement takes place within a limited distance from a staging location. Jump Freighters would get hit far less hard, because half of their movement would be back towards their origin.
The fatigue mechanic in general has plenty of promise and is an elegant solution to what most acknowledge as a problem in EVE, but crushing nullsec quality of life in the process isn't necessary - the method above addresses that.
Example of a CSM member actually doing something. Very impressed. CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf |
xttz
GoonWaffe Goonswarm Federation
380
|
Posted - 2014.10.08 16:56:00 -
[7847] - Quote
Marlona Sky wrote:Mike Azariah wrote:(alternative math for fatigue and shock is all nice but mainly appears self serving so you can do what you want and screw everybody else OR you want to create a loophole that will be easier to fly through) You are 100% correct. Those heavily against the change are really just after some loophole to exploit heavily to keep things the way they are. CCP needs to stand firm against these players and go forward with these changes making sure there is no such loopholes. All the fear mongering and banging of pots and pans by these cowards needs to simply be dismissed.
You are the Glenn Beck of Eve Online |
Toriessian
Helion Production Labs Independent Operators Consortium
323
|
Posted - 2014.10.08 16:57:00 -
[7848] - Quote
Dinger wrote: A permanent reduction in the impact on blackops, it is their role after all and let's be fair serious territory grabs with blackops? really?
I'll beat the BLOPS drum on this note...
Would be happy with a system that prevented me from using regular cynos for awhile if I jump/bridge to covert ones if capital taxis are really the concern here.
Fatigue reductions would help, but any pilot that does logistics wouldn't be able to participate :( That may be a necessary sacrifice although not a desirable one. Logistics (the cargo ferrying kind) alts can be trained.
Would be happy with a new BLOPS role if Cyno V is reimbursed if it ends up being useless.
|
Jenn aSide
Smokin Aces.
8497
|
Posted - 2014.10.08 16:57:00 -
[7849] - Quote
Marlona Sky wrote:Mike Azariah wrote:(alternative math for fatigue and shock is all nice but mainly appears self serving so you can do what you want and screw everybody else OR you want to create a loophole that will be easier to fly through) You are 100% correct. Those heavily against the change are really just after some loophole to exploit heavily to keep things the way they are. CCP needs to stand firm against these players and go forward with these changes making sure there is no such loopholes. All the fear mongering and banging of pots and pans by these cowards needs to simply be dismissed.
Bookmarked for use 6 months from now.
This is the problem with such discussions. Some one will inevitably claim that the only reason someone doesn't like an idea is some selfish ulterior motive.
It can't be that people love the game as much as others do and can see the flaws in a line of thinking that has persisted for a long time during the games development. I'm all for a more fun game (even if the change that creates it kind of craps on my own and others short term situations like isk making), but what CCP is doing here isn't taking a number of relevant things into consideration (like evidence of past failures, the current state of the game ie there are wormholes now and such, and human nature).
I was playing when Dominion happened. This thread could be from 2009 because the EXACT same thing is happening: overly optimistic types praising a change because they don't have enough caution in their natures to understand that the most likely result is going to be horrible, and more cautious types being completely ignored and portrayed as some kind of selfish reactionary fringe.
Because of the above, history keeps repeating itself. How many times do we have to see the same things before we say 'enough, time for some new, evidence based thinking'? |
Speedkermit Damo
GeoCorp. Curatores Veritatis Alliance
345
|
Posted - 2014.10.08 16:59:00 -
[7850] - Quote
Retar Aveymone wrote:Litia Cours wrote: Sorry I forgot this game was designed for Goons. My point is why should it be easy as a newbie to travel to the darkest reaches of space? It should be difficult.
why should it be difficult what does that add to the game please discuss in terms of the game and not dumb analogies involving babies
How can it be difficult for new Goons to get to nullsec when you control half of it?
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen. |
|
Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
477
|
Posted - 2014.10.08 17:00:00 -
[7851] - Quote
Kassasis Dakkstromri wrote:Example of a CSM member actually doing something. Very impressed. eh cut em some slack
most of them didn't even hear about this change before we did :haw: |
Gwailar
School of Applied Knowledge Caldari State
31
|
Posted - 2014.10.08 17:01:00 -
[7852] - Quote
Retar Aveymone wrote:Mr Epeen wrote:When applying for Goon membership, is there a question concerning your ability to use use proper punctuation, capitalization and grammar? And if you answer, "Yes, I can type at more than a grade two level in English" you get denied? Mr Epeen on the contrary, our posters have an extremely advanced understanding of punctuation, capitalization, and grammar the type punctuation, capitalization, and grammar you use in your writing is a method of conveying unspoken meaning to the reader. what you call 'proper' is merely the type you use when you want to convey respect for both yourself and for the English language
Fixed.
In other news, I like the idea of keeping jump freighter range unchanged and attaching a much lower fatigue-per-range modifier, while giving them the Iteron V treatment instead.
Force jump freighters to carry components and not finished ships. Force the production to happen in the field. And allow regular gate freighters to carry finished ships.
This accomplishes the limits to force projection and boosts nullsec industry without making logi a time-sucking hell. |
Mr Omniblivion
GoonWaffe Goonswarm Federation
134
|
Posted - 2014.10.08 17:03:00 -
[7853] - Quote
Jenn aSide wrote: Because of the above, history keeps repeating itself. How many times do we have to see the same things before we say 'enough, time for some new, evidence based thinking'?
I'm pretty sure "keep repeating the same mistakes over and over" is CCP's mission statement.
|
Mr Omniblivion
GoonWaffe Goonswarm Federation
134
|
Posted - 2014.10.08 17:03:00 -
[7854] - Quote
Speedkermit Damo wrote: How can it be difficult for new Goons to get to nullsec when you control half of it?
Gevlon has resorted to paying people to gank only the most vulnerable of the CFC: absolutely new players and ratting renters in Branch |
Yuri Thorpe
Jump Drive Appreciation Society Test Alliance Please Ignore
35
|
Posted - 2014.10.08 17:07:00 -
[7855] - Quote
Still waiting on an update for blops |
Speedkermit Damo
GeoCorp. Curatores Veritatis Alliance
345
|
Posted - 2014.10.08 17:09:00 -
[7856] - Quote
Mr Omniblivion wrote:Speedkermit Damo wrote: How can it be difficult for new Goons to get to nullsec when you control half of it?
Gevlon has resorted to paying people to gank only the most vulnerable of the CFC: absolutely new players and ratting renters in Branch
Grrrr Gevlon Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen. |
Retar Aveymone
GoonWaffe Goonswarm Federation
969
|
Posted - 2014.10.08 17:11:00 -
[7857] - Quote
no, unfortunately your understanding of grammar is insufficiently advanced
you are conveying your respect of the reader much more often than anything else |
Josef Djugashvilis
2578
|
Posted - 2014.10.08 17:15:00 -
[7858] - Quote
Alex Sn0w wrote:8 months learned skills a character specifically for Thanatos, without this patch carriers is rarely used, now I think I can safely delete this character. Do you really think that jumping from the gate to the gate most interesting exercise in Eve?
Google translation
Many of us, in fact the majority of players manage just fine going gate to gate.
Well, apart from getting ganked at gates...
Thank you. This is not a signature. |
Linkxsc162534
Traps 'R' Us
104
|
Posted - 2014.10.08 17:32:00 -
[7859] - Quote
Promiscuous Female wrote:Dinger wrote: - Change all currently passive resource generation to the point where it is active and both disruptable and destructible, moon goo especially.
where did this fanfic originate that paints moongoo as being indestructible and unmolestable have you tried shooting a moon mining tower, I recommend dreadnaught class space wessels for the task siphons are also good at screwing with moon havers
siphons are garbage. And before letting dreads through gates, you are at the mercy of the cynojammers and supercap blob. Poast change however, I could literally fly a dread in by meself, siege up, and blap a tower into reinforced now. Probably want some support with me, but it still stands that in november we WILL have the ability to interrupt moon mining. |
Dream Five
Renegade Pleasure Androids
407
|
Posted - 2014.10.08 17:33:00 -
[7860] - Quote
Kassasis Dakkstromri wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B)
Distance from origin is just the straight-line distance in light years. Origin is set when you make a jump with 0 fatigue and can be reset when you are back to 0 fatigue (it could also be available to reset after a period of time of several hours regardless of fatigue, which is also interesting). A and B are just constants to tweak for balance. A sets how far from your origin you can go before fatigue really starts ramping up quickly; that distance is 1/A light years. B is just a tuning knob, especially handy for tweaking the effect on short range travel. Individual ships could get bonuses to one or the other, as well. All the other mechanics about fatigue work identically. A = 0.05 and B = .3 generate interesting results, for sure.
The effect of this is that short range travel, such as within your own region, isn't punished as though it's exactly like long distance travel. It's important to note that that isn't the same as "not punished at all" but rather that it imposes interesting choice on that movement. The industry player might ask himself whether he wants to take a gate to the expensive factory next door (three minute round trip, for example) or the bridge to the factory in the next constellation, which is cheaper but has a six minute round trip. The pilot PvPing and defending his home from roamers might decide whether taking that third bridge in two hours is worth the ten minute wait, worth not being able to get back around in that time. As proposed by the blog, neither player can make more than a few jumps before effectively losing the ability for the entire play session. Heck, even the force seeking to cross a long distance in EVE can decide whether they want to get there faster or avoid obstacles but impair their mobility upon arrival, or take it slow but have more full mobility. And in an invasion, both the invaders and defenders would have the benefit of their cyno movement being local and so somewhat less restricted, allowing for a nice balance between the current paradigm where the target region plus three regions surrounding it are the battlefield, and the paradigm of this blog. where lack of mobility restricts the battlefield to just one or two systems.
It also nicely addresses some complaints of the thread. Blackops battleships don't get rendered completely ineffectual, because most of their movement takes place within a limited distance from a staging location. Jump Freighters would get hit far less hard, because half of their movement would be back towards their origin.
The fatigue mechanic in general has plenty of promise and is an elegant solution to what most acknowledge as a problem in EVE, but crushing nullsec quality of life in the process isn't necessary - the method above addresses that. Example of a CSM member actually doing something. Very impressed.
Cool idea but not very intuitive to understand for someone not mathematically inclined. Seems like you'd need a way to predict what your fatigue is going to be / fatigue planner with this formula. Heck I'd need a spreadsheet to calculate it lol
I do like the idea of jumping back to your "base" not accumulating the fatigue or even reducing it but I think it could be done in more intuitive terms.
Maybe very directly so, ie, the new location becomes your home base within 24 or 48 hrs and fatigue is calculated as a fixed function of distance to base. |
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