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Taurar
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Posted - 2004.06.29 16:44:00 -
[1]
here is the link
CSM Chatlog: chat 3
Malachlite incognito |
kieron
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Posted - 2004.06.29 16:45:00 -
[2]
Stickied for your fast and easy reading enjoyment, feedback, comments, etc.
kieron Community Manager, EVE Online
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Joshua Calvert
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Posted - 2004.06.29 16:57:00 -
[3]
Glad to see safespot-finding will rely on both ingame skillz and actual ability.
Quote: Lord Draco > A Kill-Mail is a much requested feature, any E.T.A. on unveiling one for us? We need more fodder for the forums.
Oveur > It's in the next patch
\o/
This CSM was pretty good.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |
Naz Farooq
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Posted - 2004.06.29 16:58:00 -
[4]
Uh...
Oveur > contraband system is however more elaborate than that, an slave is not contraband in Amarr, but he is in Minmatar, especially since he's a Minnie slave
I assume that there will be a way to free slaves then, as I have a large number of slaves in Vakir who await freedom. I'll be disappointed if those of us who try to free slaves as a roleplaying exercise can get attacked for carrying contraband.
Sure, everyone supports saving Einstein's brain, but when you put it in the body of a Great White Shark, suddenly you've "gone too far". |
Ravenal
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Posted - 2004.06.29 17:06:00 -
[5]
Originally by: Joshua Calvert Glad to see safespot-finding will rely on both ingame skillz and actual ability.
actually, no...
well, it would be good if it relied equally on both - you naturally have to know how to use the scanner and stuff. But at the moment it is indefinetelly more difficult to sniff out a safe spot than to create it.
Adding character skills to sniff out a safe spot would also be a bit unbalancing because it doesnt take any character skill (training time) to make theese safe spots.
dont get me wrong - there are definetelly supposed to be "safe" spots in the game... however they are a bit too safe ...
i know if i were a researcher i would invent a scanner or something that could sniff out and warp to those buggers who are hiding in "my" system.
...new sig coming up Ravenal - Fate is what you make of it. |
Beringe
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Posted - 2004.06.29 17:38:00 -
[6]
Safe spots are the single worst "feature" in PvP. We *need* to have a way to warp to them before the target simply moves to the next one.
I've called it the single most important change since launch, and I stick to it. ------------------------------------------- "My main griveance with the Caldari state was that once I had finished my work for them, they wanted me dead."
"No, it's none of your business." |
TGIF
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Posted - 2004.06.29 17:54:00 -
[7]
Oveur talks alot. - - -
Absinthe Fueled |
Arud
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Posted - 2004.06.29 17:59:00 -
[8]
Quote: Lord Draco > A Kill-Mail is a much requested feature, any E.T.A. on unveiling one for us? We need more fodder for the forums.
Oveur > It's in the next patch Oveur > .
thanks, very much appreciated
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Darkcraft
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Posted - 2004.06.29 17:59:00 -
[9]
"Oveur > btw, we have lots of people working on these lag issues Oveur > the problem is we don't have clear patterns for where and to whom it happens"
It happens to me, all the time, where ever i am. Feel free to trail me when i'm flying about in game. I'll try running the logger thingy. If what you want from it isn't too big my dial up might be able to cope with sending it in.
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Arud
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Posted - 2004.06.29 18:14:00 -
[10]
wow Oveur :D thanks for the info on standings
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Sinist
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Posted - 2004.06.29 18:23:00 -
[11]
Edited by: Sinist on 29/06/2004 18:26:40 Edited by: Sinist on 29/06/2004 18:24:33 Thanks for asking my question.
I agree with you all in that there needs to be a countermeasure for safespots. The way I see it is that if you want to be safe you should be docked or logged off. This is realistic and it makes offense and defense actually a part of Eve. When you can warp around to safespots, you should just make all of Eve "Empire" becuase this is what it turns into. Let the men fight it out, and if they want to run they better have a station defended to dock at. If not they take thier chances at a belt or gate and either logout or head out of the systems with the good chance of being chased. If you dont want to fight you equip a fast ship, if you want to fight you equip a fighitng ship, if you want to control a system you either 1) camp the gates or 2) camp the stations. It should be if you lose those two vantages or one or the other you are "losing". The way it is now you just safespot and logoff or talk smack in local which is why I dont PvP in Eve. Mechanically it is flawed.
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Koda
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Posted - 2004.06.29 21:08:00 -
[12]
Happy about the kill-mails. Disappointed about the safespots.
Good to see that bugs are being worked on also. --------------
Share the love in the SNIGG Forums
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Nicholas Marshal
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Posted - 2004.06.29 21:12:00 -
[13]
Nothing about the drone bugs ?
FOR THE LOVE OF GOD, PLEASE FIX THE DRONES.
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Gerome Doutrande
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Posted - 2004.06.29 23:09:00 -
[14]
Originally by: Koda Happy about the kill-mails. Disappointed about the safespots.
Good to see that bugs are being worked on also.
what he said.
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Sally
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Posted - 2004.06.30 00:30:00 -
[15]
Originally by: Gerome Doutrande
Originally by: Koda Happy about the kill-mails. Disappointed about the safespots.
Good to see that bugs are being worked on also.
what he said.
Yup. -- Stories: #1 --
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Seleene
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Posted - 2004.06.30 00:34:00 -
[16]
KILL MAILS!!! AT LAST!!!! -
T2 Weapons Testing in progress! Volunteer today! |
Isiana
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Posted - 2004.06.30 01:01:00 -
[17]
to little, to late
Carebear|Me Alts |
Sinist
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Posted - 2004.06.30 01:18:00 -
[18]
Adding unique ID's to the mails that can be accessed by all players in the ingame browser for confirmation would make it worth it even putting them in the first place.
Without a way to confirm them it is just going to be the same propaganda wars, and no real way to get to the truth.
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Garramon
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Posted - 2004.06.30 02:37:00 -
[19]
Quote: Oveur > and I think we all agree that TL2 turrets and ships are more important than advanced gunnery skills :)
I think a lot of players will disagree with you on this one. Sure, we want the new turrets and ships, but no player should be "forced" to train skills in a tree he doesnt want to, IMHO.
Many people will enjoy training the skills for the "weapons to come", as long as they provide some benefit to existing weapons (and i think they will). ------------------------------------------------
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Scorpyn
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Posted - 2004.06.30 08:37:00 -
[20]
Lord Draco > A Kill-Mail is a much requested feature, any E.T.A. on unveiling one for us? We need more fodder for the forums. Oveur > It's in the next patch Oveur > It's the same as the victim gets. It's sent to the one dealing the most damage.
It would be interesting to know whether this includes the information about which modules and stuff that were trashed. Since it's supposed to be the same mail, I assume that the information is there until someone says otherwise.
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Deadflip2
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Posted - 2004.06.30 09:51:00 -
[21]
safespots are def not the worst feature combat, without them loads of people would lose their bs, and it would be the end of singleman combat in or near allience space. --- "this song reminds me of the girl i met on a schooltrip, she was really nice, and she really liked me. I forgot to ask her her phone number" - Nelix trist OMG im a pretzel!!! |
Beringe
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Posted - 2004.06.30 13:16:00 -
[22]
Originally by: Deadflip2 safespots are def not the worst feature combat, without them loads of people would lose their bs, and it would be the end of singleman combat in or near allience space.
In my opinion, they are. I think escaping combat from a system where you are severly outnumbered should take a little skill.
A lot of people deserve to be shot down, especially when they bite bigger than they can chew. And lone pilots with wit and courage can still escape by running blockades, warping frequently then logging, or (god forbid) fight their way out. ------------------------------------------- "My main griveance with the Caldari state was that once I had finished my work for them, they wanted me dead."
"No, it's none of your business." |
Imhotep Khem
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Posted - 2004.06.30 16:59:00 -
[23]
The day is fast approaching where there will be no more slaves within The Republic's borders. Rejoice brethren, for the day of reckoning is at hand. Oveur's death will signal The Second Uprising.
Insurance price should be based on the average purchase price of the item being insured. Also considering how often claims are paid. Insurance should be profitable for the insuring corporation. ____ If your not dyin' your not tryin'. |
Imhotep Khem
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Posted - 2004.06.30 17:48:00 -
[24]
Originally by: Beringe
Originally by: Deadflip2 safespots are def not the worst feature combat, without them loads of people would lose their bs, and it would be the end of singleman combat in or near allience space.
In my opinion, they are. I think escaping combat from a system where you are severly outnumbered should take a little skill.
A lot of people deserve to be shot down, especially when they bite bigger than they can chew. And lone pilots with wit and courage can still escape by running blockades, warping frequently then logging, or (god forbid) fight their way out.
Safespots are not just about escaping from combat. We can easily add trackin modules that allow you to follow the warp-signatures of fleeing ships. Plus skills that reduce the duration the warp-signature hangs around to be followed. This would fix your fleeing problem. If you go for extra firepower, and forsake a warp-scrambler, then he deserves to get away. Same if you fail to equip a new warp signature tracker.
This way you both can jump around till someone runs out of cap which does not seem likely these days.
This way you can leave safe spots alone. ____ If your not dyin' your not tryin'. |
valkir
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Posted - 2004.07.01 13:09:00 -
[25]
Originally by: Beringe
Originally by: Deadflip2 safespots are def not the worst feature combat, without them loads of people would lose their bs, and it would be the end of singleman combat in or near allience space.
In my opinion, they are. I think escaping combat from a system where you are severly outnumbered should take a little skill.
A lot of people deserve to be shot down, especially when they bite bigger than they can chew. And lone pilots with wit and courage can still escape by running blockades, warping frequently then logging, or (god forbid) fight their way out.
ohya like somones realy going to be able to run a blockade of 4-5 ravens in a badger or fight there way out in a badger.
safe spots are a miners only saveing grace.
Error 7.0b1 - The item could not be deleted because it was missing The world will end in five minutes Please log out.
WARNING: Keyboard Not Attached. Press F10 to Continue
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valkir
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Posted - 2004.07.01 13:09:00 -
[26]
Originally by: Beringe
Originally by: Deadflip2 safespots are def not the worst feature combat, without them loads of people would lose their bs, and it would be the end of singleman combat in or near allience space.
In my opinion, they are. I think escaping combat from a system where you are severly outnumbered should take a little skill.
A lot of people deserve to be shot down, especially when they bite bigger than they can chew. And lone pilots with wit and courage can still escape by running blockades, warping frequently then logging, or (god forbid) fight their way out.
ohya like somones realy going to be able to run a blockade of 4-5 ravens in a badger or fight there way out in a badger.
safe spots are a miners only saveing grace.
Error 7.0b1 - The item could not be deleted because it was missing The world will end in five minutes Please log out.
WARNING: Keyboard Not Attached. Press F10 to Continue
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Selak Zorander
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Posted - 2004.07.01 14:53:00 -
[27]
Not sure if anyone checked up on it, but the first question in the CSM chat was asking if the missile cost changes have made it in game.
I have compared the old costs with new costs, and for all standard light missiles, standard heavy missile, standard cruise missiles, and the 4 torpedos (did not compare F.O.F. missiles, defenders, or rockets) the average cost reduction is 42%.
To give you a specific example: Old Scourge Heavy Missile I (ME 9, Production Efficieny 5) 1226 tritanium, 63 pyerite, 112 mexallon, and 2 nocxium approximate cost per missile: 362.74 isk
New cost Scourge Heavy Missile I (ME 9, Production Efficieny 5) 228 Tritanium (thats it) approximate cost per missile: 31.92 isk
*NOTE* this is the extreme case on reduced cost. Again the standard drop in costs is about 58% (unlike the 92% in this case)
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Selak Zorander
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Posted - 2004.07.01 14:53:00 -
[28]
Not sure if anyone checked up on it, but the first question in the CSM chat was asking if the missile cost changes have made it in game.
I have compared the old costs with new costs, and for all standard light missiles, standard heavy missile, standard cruise missiles, and the 4 torpedos (did not compare F.O.F. missiles, defenders, or rockets) the average cost reduction is 42%.
To give you a specific example: Old Scourge Heavy Missile I (ME 9, Production Efficieny 5) 1226 tritanium, 63 pyerite, 112 mexallon, and 2 nocxium approximate cost per missile: 362.74 isk
New cost Scourge Heavy Missile I (ME 9, Production Efficieny 5) 228 Tritanium (thats it) approximate cost per missile: 31.92 isk
*NOTE* this is the extreme case on reduced cost. Again the standard drop in costs is about 58% (unlike the 92% in this case)
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Imhotep Khem
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Posted - 2004.07.01 18:20:00 -
[29]
Selak, are you implying that the changes are already in the game? ____ If your not dyin' your not tryin'. |
Imhotep Khem
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Posted - 2004.07.01 18:20:00 -
[30]
Selak, are you implying that the changes are already in the game? ____ If your not dyin' your not tryin'. |
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