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Thread Statistics | Show CCP posts - 1 post(s) |

Batista456
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Posted - 2008.11.13 13:16:00 -
[1]
Where next caldari pilots ???
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Malcanis
RuffRyders Eradication Alliance
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Posted - 2008.11.13 13:22:00 -
[2]
Why is Motsu dead? Has the +18Q Level IV agent moved
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Batista456
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Posted - 2008.11.13 13:30:00 -
[3]
we need to jump more than before or am i wrong ?
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Harrent
Caldari
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Posted - 2008.11.13 15:04:00 -
[4]
Edited by: Harrent on 13/11/2008 15:11:55 Motsu has had 3 gates moved / taken if i am not mistaken...
Perhaps your thread should be more descriptive in the future.
Motsu was never a viable option for mission running anyway as a result of the constant lag. I tried it, hated it, moved somewhere else.
Space is pretty big if you look around some :). =----------=
Semper Fi |

Dracthera
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Posted - 2008.11.13 15:07:00 -
[5]
Originally by: Batista456 we need to jump more than before or am i wrong ?
...so in your mind that makes Motsu dead? Yea it sucks they're moving the agents from the other systems, especially the one in Aramachi, but I wouldn't write Motsu's obituary just yet. Eventually it may end up being less of a trade hub simply because the concentration of mission runners in that sector was so high, but who knows? It takes time to move orders, goods, etc., so I'm guessing Motsu will remain a trade hub for some time.
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CCP Ytterbium

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Posted - 2008.11.13 16:29:00 -
[6]
Motsu is not dead, all agents in this system should still be there. However, the overall agent situation in the Santenpaa constellation has been changed.
One reason why this constellation was so populated remained it had 6 level4 kill agents spread within it, where 5 were belonging to one single corporation, the Caldari Navy. These 5 agents were located in Motsu, Saila, Isenairos and Aramachi. Due to the constellation jump network, all theses agents also were two jumps within each other, thus most of the time they were sending pod pilots into the same populated destination systems, worsening the whole issue even more.
Thus, we moved the following agents to spread the population around:
LVL4 Q13 Kikosuda Partoh from Aramachi II - Moon 4 - Caldari Navy testing Facilities to Tintoh VIII Caldari Navy Testing facilities (new station) LVL4 Q6 Natakko Saijimo from Isenairos VI - Caldari Navy Logistic Support to Venilen IX - Moon 7 - Caldari Navy Testing facilities LVL4 Q-17 Arugas Ungi from Isenairos VI - Moon 9 - Caldari Navy Logistic Support to Ichoriya V Caldari Navy Logistic Support (new station)
Destination constellations were quite empty before the move and their systems are mostly in high-security space, so you should not lose anything if you decide to migrate with these agents. Just remember the agent move is going to take a few days before being effective however.
We also altered the Santenpaa constellation jump network itself:
Remove the Komo <-> Muvolailen route Remove the Komo <-> Motsu route Remove the Saila <-> Oichiya route Remove the Saila <-> Motsu route Remove the Saila <-> Laah route Add the Komo <-> Oichiya route Add the Oichiya <-> Laah route
The route removal was to prevent the remaining two Caldari Navy agents to be less than three jumps from each other and thus to reduce the probability that players are sent in the same destination from different mission givers in the Santenpaa constellation. This was also done to put the whole constellation a bit further away from Jita, while preventing travellers passing through it to go through Motsu if they don't wish to. |
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Dracthera
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Posted - 2008.11.13 16:42:00 -
[7]
Edited by: Dracthera on 13/11/2008 16:44:24
Originally by: CCP Ytterbium Motsu is not dead, all agents in this system should still be there. However, the overall agent situation in the Santenpaa constellation has been changed.
Thanks for the details, and I understand the reasons for the move. I wish you would have moved the agents to systems with similar security rating though. For example, the L4Q13 agent in Aramachi (a 0.5 system) was moved to a 0.8 system. Any of a number of lower security systems surrounding Tintoh would have been a better choice to maintain the LP matching (Sankkasen, Halaima, etc.).
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Batista456
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Posted - 2008.11.13 18:16:00 -
[8]
Perfect response, thanks a lot makes real sense 
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Xindi Kraid
Caldari Cerulean Sky Fire Industries
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Posted - 2008.11.13 18:58:00 -
[9]
Good to hear. Now when exactly are you going to remove the agents from Jita and have the agents in the surrounding missions stop sending players to Jita? -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Veryez
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Posted - 2008.11.13 21:13:00 -
[10]
Originally by: CCP Ytterbium Motsu is not dead, all agents in this system should still be there. However, the overall agent situation in the Santenpaa constellation has been changed.
One reason why this constellation was so populated remained it had 6 level4 kill agents spread within it, where 5 were belonging to one single corporation, the Caldari Navy. These 5 agents were located in Motsu, Saila, Isenairos and Aramachi. Due to the constellation jump network, all theses agents also were two jumps within each other, thus most of the time they were sending pod pilots into the same populated destination systems, worsening the whole issue even more.
Thus, we moved the following agents to spread the population around:
LVL4 Q13 Kikosuda Partoh from Aramachi II - Moon 4 - Caldari Navy testing Facilities to Tintoh VIII Caldari Navy Testing facilities (new station) LVL4 Q6 Natakko Saijimo from Isenairos VI - Caldari Navy Logistic Support to Venilen IX - Moon 7 - Caldari Navy Testing facilities LVL4 Q-17 Arugas Ungi from Isenairos VI - Moon 9 - Caldari Navy Logistic Support to Ichoriya V Caldari Navy Logistic Support (new station)
Destination constellations were quite empty before the move and their systems are mostly in high-security space, so you should not lose anything if you decide to migrate with these agents. Just remember the agent move is going to take a few days before being effective however.
We also altered the Santenpaa constellation jump network itself:
Remove the Komo <-> Muvolailen route Remove the Komo <-> Motsu route Remove the Saila <-> Oichiya route Remove the Saila <-> Motsu route Remove the Saila <-> Laah route Add the Komo <-> Oichiya route Add the Oichiya <-> Laah route
The route removal was to prevent the remaining two Caldari Navy agents to be less than three jumps from each other and thus to reduce the probability that players are sent in the same destination from different mission givers in the Santenpaa constellation. This was also done to put the whole constellation a bit further away from Jita, while preventing travellers passing through it to go through Motsu if they don't wish to.
All sounds go good, but your logic and thinking is flawed. Lets look at how gangs run missions. X people get together, que up about 3 to 5 missions and all run them together. With agent clusters only 2 people needed faction standing to get the missions - the rest could be newer players or players working on standing increases. Result a fun outing, lots of laughs on teamspeak, newer players introduced to lvl 4's.
Your result, at least 3 to 5 people must have standing (actually excess standing since there will be mission rejections) - more people must dock and undock to get missions, can't bring as many newer players or players raising standings = less fun for group.
I understand you desire to reduce lag, but agent clusters have advantages too. Breaking them up does have some negative consequences. Single agent systems are not good gang missions areas.
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Kerfira
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Posted - 2008.11.13 22:47:00 -
[11]
Originally by: Veryez Your result, at least 3 to 5 people must have standing (actually excess standing since there will be mission rejections)
You do know there's supposed to be a disadvantage to rejecting missions?
Besides, if you're only in it for the fun (which I doubt very much), you'd be happy to take ALL missions!
No. You're most likely only complaining because this'll restrict your ISK making....
Like it or not, CCP has decided that L4's in high-sec are too profitable. There'll most likely be more nerfs coming, and rightfully so!
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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Micheal Dietrich
Caldari Terradyne Networks
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Posted - 2008.11.13 22:53:00 -
[12]
Devs
I love you..........
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Khraunus
Amarr Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2008.11.13 23:07:00 -
[13]
So they really are doing something about all the l4 agents in hi-sec? \o/
If I wasn't underaged i'd buy you all a beer at the next fanfest  Most importantly, how are you supposed to tell whether this is part of my post or my signature? |

Veryez
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Posted - 2008.11.14 00:19:00 -
[14]
Originally by: Kerfira
Originally by: Veryez Your result, at least 3 to 5 people must have standing (actually excess standing since there will be mission rejections)
You do know there's supposed to be a disadvantage to rejecting missions?
Besides, if you're only in it for the fun (which I doubt very much), you'd be happy to take ALL missions!
No. You're most likely only complaining because this'll restrict your ISK making....
Like it or not, CCP has decided that L4's in high-sec are too profitable. There'll most likely be more nerfs coming, and rightfully so!
Being part of a manufacturing corp we reject faction missions so we can still fly our freighters into all systems and sell ships/modules. Also when running gang missions, drone missions are normally rejected since everybody doesn't get loot.
Despite what you think, not everybody who runs missions is a 'farmer'.
You may be surprised to find that there are people who enjoy the social aspect of eve, and actually get enjoyment out of doing different things. Some days we'll mine, other days rat, maybe take a gang to 0.0 and see how long we can live, cruise losec, exploration, and occasionally even fight wars - doesn't matter as long as the group is involved and having fun. If you haven't figured it out - doing the same thing everyday when you play eve gets boring after a few years.
Doesn't matter, we'll adapt. Making it a little harder to have fun doesn't mean its impossible. Just thought our 'perfect' devs who think themselves incapable of making a mistake, need to realize there's more than just 'their' way of thinking.
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