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101. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
And, if these rules had been put in back when CCP introduced capitals, along with 5LY maximum, Andy would not be complaining , because he (and others in his bloc) would not be hedging all their bets on capitals being pwnmobiles. Good thing CCP's...
- by Lord TGR - at 2014.11.12 16:38:26
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102. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: That's called micro managing. Politics is targeting benefits for your friends at the expense of your foes by crafting laws which discriminate between them. It usually doesn't work because your friends and enemies usually chan...
- by Lord TGR - at 2014.11.12 13:39:17
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103. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Lord TGR wrote: It's not CCP's fault one group of players decided to hedge their bets on what everyone with half a brain could see would be deemed unbalanced the instant it began prolifering. I called it fairly quickly...
- by Lord TGR - at 2014.11.12 11:55:04
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104. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Avalloc wrote: Alavaria Fera wrote: His mutterings stopped at some point Ahem. As one that "mutters" I have a question. Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have ...
- by Lord TGR - at 2014.11.09 11:08:26
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105. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Quote: to the detriment of the game .. is a bad reason because it can mean whatever Player X wants it to mean. The best translation of that perspective is: Quote: to the detriment of Player X's "game" The only thi...
- by Lord TGR - at 2014.11.09 01:19:07
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106. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Radicat wrote: [left]Newsletter quote: " You can normally only move your medical clone to the station you are currently docked in. You can always set your medical clone to your starter corporationGÇÖs HQ station. This removes the method of movi...
- by Lord TGR - at 2014.11.08 23:03:31
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107. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Arbitrary rules without good reasons is micromanaging. Good reasons stand up to scrutiny against the question, "If the rule did not exist, are there any other good reasons why players would not be able to adapt?" Which starts...
- by Lord TGR - at 2014.11.08 21:15:38
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108. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: You are right that we should all have issues with all of those other limitations (->micromanagements [not just general rules]) as well: one pos per moon, no where else,
player station limitations,
jump bridge lim...
- by Lord TGR - at 2014.11.08 15:14:20
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109. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: We were free to do a lot in the beginning and then they added features which gave more freedom than what they wanted. In some cases, the new features were so stupidly broken exploits like area DD because they gave a single pl...
- by Lord TGR - at 2014.11.08 15:13:16
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110. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: It's not a sandbox when you are micro-managing the mechanics with exponential curves on small incremental jump distance wait times feed by a lagging fatigue bloom. It's kind of like telling the rest of the kids in the sand bo...
- by Lord TGR - at 2014.11.08 10:35:45
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111. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Niskin wrote: The jump fatigue mechanics were designed to limit the travel speed of jumping whether by ship or bridge. So they don't need to go. People just need to understand that this wasn't a cap ship nerf, it was a tra...
- by Lord TGR - at 2014.11.07 08:02:07
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112. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Lord TGR wrote: Spreading belts? He didn't say spreading belts, he said gates, and having one go through to the other side for each gate, just on the off chance that the guy they can see in local but can't see on scan ...
- by Lord TGR - at 2014.11.06 08:28:47
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113. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Alavaria Fera wrote: Niskin wrote: Lord TGR wrote: Spreading belts? He didn't say spreading belts, he said gates, and having one go through to the other side for each gate, just on the off chance that the guy they can see in local but c...
- by Lord TGR - at 2014.11.05 17:44:54
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114. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lady Rift wrote: other scout in cap ship fleet lights cyno on station carrier jumps presses dock is 100% safe Chances are he's travelling by gates because he's got jump fatigue, so that's not a sure-fire escape route. Otherwise it would be, b...
- by Lord TGR - at 2014.11.05 16:35:07
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115. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Spreading belts? He didn't say spreading belts, he said gates, and having one go through to the other side for each gate, just on the off chance that the guy they can see in local but can't see on scan is a cloaked up cap scout, and the cap is g...
- by Lord TGR - at 2014.11.05 16:24:18
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116. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Would anyone like to enlighten TGR about log-off mechanics? You mean the mechanics I've used numerous times to keep my freighter safe while encountering roaming gangs in deklein? Yes, please, do tell me how it actually wo...
- by Lord TGR - at 2014.11.05 10:10:49
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117. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Your scout reveals that the next system is also clear so your capital enters warp. A hostile fleet enters the scout's system with 10 more seconds left before you land on the gate in the adjacent system. Giving you a shitton...
- by Lord TGR - at 2014.11.04 23:45:06
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118. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
AK Phoenix wrote: Yep, come back after a little break, get my ships/fittings in my carrier, find a corp to join, try setting up cyno chain for the 3 jumps to get out to corp have to log off due to work calling. log in today when home from work....
- by Lord TGR - at 2014.11.04 21:55:31
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119. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: The smart players will use these very changes, which promised cap kms at every stargate The only one mewling about CCP promising cap kills to every subcap gate camper, is you. The rest of us have figured out that if you don...
- by Lord TGR - at 2014.11.03 20:22:55
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120. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: So you have to ask yourself: Are you the kind of person who blindly follows without asking questions or offering better ideas? Not I. We did ask questions. Those questions led to blops, JF and hauler changes, amongst others...
- by Lord TGR - at 2014.11.03 03:05:48
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