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Cearain
Imperial Outlaws
362
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Posted - 2012.05.03 13:51:00 -
[61] - Quote
Hidden Snake wrote:Cearain wrote:Mutnin wrote: ...I had a second thought on the plex war front and even with the Gallentte blobs, I think Caldari can actually control the fight at this point due to how fast systems can be flipped under the current plex mechanics....
They made it take much longer to flip systems. how much longer? Any idea?
A factor of 5:
https://forums.eveonline.com/default.aspx?g=posts&m=1237047#post1237047 Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Meditril
T.R.I.A.D Defiant Legacy
62
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Posted - 2012.05.03 13:52:00 -
[62] - Quote
At the end it will be all a question of balance. So basically what CCP has to set up is that a station in an almost empty system which is nearly no population is fast to conquer... e.g. by 3 to 6 hours of continuose attack. However, a station in core systems like Auga for example should take much more time to conquer if no defence arrives. At least 48 or more hours. |
X Gallentius
Quantum Cats Syndicate Villore Accords
183
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Posted - 2012.05.03 14:13:00 -
[63] - Quote
Meditril wrote:At the end it will be all a question of balance. So basically what CCP has to set up is that a station in an almost empty system which is nearly no population is fast to conquer... e.g. by 3 to 6 hours of continuose attack. However, a station in core systems like Auga for example should take much more time to conquer if no defence arrives. At least 48 or more hours. I think the minimum feasible time to take a system is now 8*5 = 40 hours. Only the extremely dedicated will be able to capture a system. |
Hrett
Quantum Cats Syndicate Villore Accords
69
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Posted - 2012.05.03 14:26:00 -
[64] - Quote
Ok - 40 hours changes everything. That is going to make a big difference. Sounds promising.
I wish I had time to load and play on the test server. |
Hrett
Quantum Cats Syndicate Villore Accords
69
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Posted - 2012.05.03 14:28:00 -
[65] - Quote
Quoting Sync Vir:
Quote:Datacores are 1000LP + 1m isk for 5
Amarr LP Store has
Amarrian Starship Engineering, Graviton Physics, Lazor Phyics, Nanite Engineering, High Energy Phyics
Also I got 25K lp from a Major solo. Ihub grade status unknown but likely empty.
125K LP + 125m = 625 Datacores.
High Energy Phyics = 298k each x 625 = 186.215m - 125 = 61m profit Nanite Engineering = 334k each x 625 = 208.75 = 125 = 83m profit. Amarrian Starship Engineering = 299k x 625 = 186.8 =125 = 61.8m Profit Lazor Phyics = 224k x 625 = 140m - 125 = 15m Profit Graviton Physics = 198k x 625 = 123 - 125 = -1.25m loss.
Not sure thats a super good return for your LP. So either no ones gonna use it or Datacores are about to become alot more expensive. |
BolsterBomb
Four Horsemen of the Apocalypse
43
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Posted - 2012.05.03 14:35:00 -
[66] - Quote
OK so now that we know it will take 40 hours to cap a system instead of the 8 there should be no problem now with station lockout. It gives every TZ an opportunity "to do their duty" of protecting the system.
Again what I like the most about these changes is the concentration of forces in a "home based" system.
I dont think these changes, change FW into 0.0 I think they force FW to be FW . LIke I said its feast together or die together, just as it should. A marine in one division and a marine in another division are still in the same marines.
Lt. Colonel of The Caldari State
Traitor and Ex Luminaire General of The Gallente Federation |
Degnar Oskold
Almost Epic
1
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Posted - 2012.05.03 14:53:00 -
[67] - Quote
These changes finally create a use for the Augoror.
My alt can fly most of the ships that my main can, but can't use the mods. So getting a ship out to fight in a contested system means.
1) Main goes to safespot in capsule, contracts ship to neutral alt 2) Alt flies the ship to the safespot, main gets in it 3) Alt comes back in an augoror to feed cap to the main while all offline modules are onlined.
The only downside is losing insurance coverage, but that doens't really matter on T2 ships. |
Hrett
Quantum Cats Syndicate Villore Accords
69
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Posted - 2012.05.03 15:00:00 -
[68] - Quote
It also seems faction ships now cost MORE LP. So although the rewards go up, so do the costs.
It seems to need tweaking right now though. A geddon navy issue costs more than an Mac apparantly. |
Meditril
T.R.I.A.D Defiant Legacy
62
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Posted - 2012.05.03 15:10:00 -
[69] - Quote
Can anyone tell me if LP and Tag prices for faction modules are changed too? Currently it is simply not worth to create most of the faction modules because they are much more expensive than their dead space counterparts. Is this fixed? |
Kade Jeekin
Kinda'Shujaa
12
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Posted - 2012.05.03 15:27:00 -
[70] - Quote
I have always supported the concept of a lock-out feature and am interested to see that it may be implemented. However, I consider that the currently proposed mechanism is flawed, effectively penalising players for joining a militia corp. Consider that pirates in Amamake would have free access to all stations whereas TLF pilots would be completely excluded should the system ever become occupied by the Amarrian forces (extreme unlikely example I know but you get the point)
My vision of the feature has always been linked to personal/corporation standings to the station's corporation or faction.
Implementing it by standings would affect all players across all NPC space.
Hisec would operate on a NRDS basis: STANDING: EFFECT Excellent/Good: Free Access Neutral: Free Access Bad/Terrible: Lock Out
And losec on a NBSI basis: STANDING: EFFECT Excellent/Good: Free Access Neutral: Lock Out Bad/Terrible: Lock Out
NB: If you are at war with a faction, by joining an opposing militia, then you should be treated as having Bad/Terrible standings until you leave the opposing militia. Similar to the mechanism for the Faction Navies in NPC hisec.
This would prepare players for nullsec station mechanics without being too restrictive, as getting standings with NPC corporations is relatively simple.
I reiterate that this feature should be on a station by station basis, not on a system by system basis. So an Amarrian crusader (spit!) could still dock in Amarrian stations in Minmatar losec, or even hisec, that they have good standings with.
Taking this a step further would see the expulsion of faction aligned stations from an opposing faction's hisec, perhaps extending this to losec too.
Finally, militia stations would become conquerable stations, like exist in NPC nullsec but only conquerable by the opposing faction and only when the system is vulnerable or occupied by the opposing faction.
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Fleet Warpsujarento
State Protectorate Caldari State
81
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Posted - 2012.05.03 15:32:00 -
[71] - Quote
Increasing the time to take a system could actually make the changes even worse than they were before because it limits the effect that a single person can have on the warzone, or their little part of it. Punishing and rewarding the militia as a whole for their successes and failures is already going to make any individual's actions feel futile, and the time increase will only make that feeling worse.
Even now, when it takes half a day to conquer a system, there is a feeling among some of the most dedicated plexers that much of what they're doing is futile. What's the point of pushing a system for four hours during EU primetime when you know that the US primetime of your own militia won't be there to finish the job? Now you have to rely on other (mostly apathetic) people for several days.
Got my ships locked in a station? Now it'll take five times as long to get them back. Maybe won't bother spending a a week grinding. I'll just quit FW and go on as before. |
BolsterBomb
Four Horsemen of the Apocalypse
43
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Posted - 2012.05.03 15:34:00 -
[72] - Quote
Kade Jeekin wrote:I have always supported the concept of a lock-out feature and am interested to see that it may be implemented. However, I consider that the currently proposed mechanism is flawed, effectively penalising players for joining a militia corp. Consider that pirates in Amamake would have free access to all stations whereas TLF pilots would be completely excluded should the system ever become occupied by the Amarrian forces (extreme unlikely example I know but you get the point)
My vision of the feature has always been linked to personal/corporation standings to the station's corporation or faction.
Implementing it by standings would affect all players across all NPC space.
Hisec would operate on a NRDS basis: STANDING: EFFECT Excellent/Good: Free Access Neutral: Free Access Bad/Terrible: Lock Out
And losec on a NBSI basis: STANDING: EFFECT Excellent/Good: Free Access Neutral: Lock Out Bad/Terrible: Lock Out
NB: If you are at war with a faction, by joining an opposing militia, then you should be treated as having Bad/Terrible standings until you leave the opposing militia. Similar to the mechanism for the Faction Navies in NPC hisec.
This would prepare players for nullsec station mechanics without being too restrictive, as getting standings with NPC corporations is relatively simple.
I reiterate that this feature should be on a station by station basis, not on a system by system basis. So an Amarrian crusader (spit!) could still dock in Amarrian stations in Minmatar losec, or even hisec, that they have good standings with.
Taking this a step further would see the expulsion of faction aligned stations from an opposing faction's hisec, perhaps extending this to losec too.
Finally, militia stations would become conquerable stations, like exist in NPC nullsec but only conquerable by the opposing faction and only when the system is vulnerable or occupied by the opposing faction.
FW/LS does nto have to be a training ground for 00. I simply like the station mechanics for it making FW pilots to work closer together. FW does have the small splinter groups (a lot actually) but being able to come together to achieve a certain goal at a certain time is much much better then being ruled by some money hungry alliance leaders
Lt. Colonel of The Caldari State
Traitor and Ex Luminaire General of The Gallente Federation |
Cearain
Imperial Outlaws
363
|
Posted - 2012.05.03 15:40:00 -
[73] - Quote
Fleet Warpsujarento wrote: Increasing the time to take a system could actually make the changes even worse than they were before because it limits the effect that a single person can have on the warzone, or their little part of it. Punishing and rewarding the militia as a whole for their successes and failures is already going to make any individual's actions feel futile, and the time increase will only make that feeling worse.
Even now, when it takes half a day to conquer a system, there is a feeling among some of the most dedicated plexers that much of what they're doing is futile. What's the point of pushing a system for four hours during EU primetime when you know that the US primetime of your own militia won't be there to finish the job? Now you have to rely on other (mostly apathetic) people for several days.
Got my ships locked in a station? Now it'll take five times as long to get them back. Maybe won't bother spending a a week grinding. I'll just quit FW and go on as before.
I couldn't agree more.
What ccp is doing is called piling error on top of error. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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X Gallentius
Quantum Cats Syndicate Villore Accords
184
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Posted - 2012.05.03 15:42:00 -
[74] - Quote
BolsterBomb wrote:OK so now that we know it will take 40 hours to cap a system instead of the 8 there should be no problem now with station lockout. It gives every TZ an opportunity "to do their duty" of protecting the system.
Again what I like the most about these changes is the concentration of forces in a "home based" system.
I dont think these changes, change FW into 0.0 I think they force FW to be FW . LIke I said its feast together or die together, just as it should. A marine in one division and a marine in another division are still in the same marines.
LOL, problem solved. Nobody but an extremely few number of diehards is going to spend that amount of time to flip a system. We're back to pre-December plex warfare.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
73
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Posted - 2012.05.03 16:06:00 -
[75] - Quote
Raw Lock-out remains a **** poor idea even with the slower occupancy flips. The removal of all services in hostile station accomplishes the same but cuts down on the drop/join corp and alt juggling that will ensue.
Now if they wanted to really make it fancy, then access would be determined by VP in pool so that system tug-o-war scenarios could play themselves out .. at ~50/50 both sides have access to everything but as pool starts tilting towards one the opposition gradually loses access with docking being the last to go. That way an offensive into 'virgin' territory requires a minimum of say 15% VP for docking to be enabled, reinfrocing the offensive and driving casualties skywards.
But they probably don't have a data-base tick box that says "fancy solution" so guess it will remain a wet dream
Fleet Warpsujarento wrote:Got my ships locked in a station? Now it'll take five times as long to get them back. Maybe won't bother spending a a week grinding. I'll just quit FW and go on as before. Why quit when we can probably still ninja-cap plexes at will thus making tons of money at zero risk .. less risk than bomber missions even! Sure, they claim to want to sort out the NPCs but I'll believe that when I see it so free ISK and farmers in stabbed frigs galore!
By the by (Q. for you SiSi'es), what have they multiplied the LP-for-Kills with? How exploitable is it going to be? |
BolsterBomb
Four Horsemen of the Apocalypse
43
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Posted - 2012.05.03 16:08:00 -
[76] - Quote
X Gallentius wrote:BolsterBomb wrote:OK so now that we know it will take 40 hours to cap a system instead of the 8 there should be no problem now with station lockout. It gives every TZ an opportunity "to do their duty" of protecting the system.
Again what I like the most about these changes is the concentration of forces in a "home based" system.
I dont think these changes, change FW into 0.0 I think they force FW to be FW . LIke I said its feast together or die together, just as it should. A marine in one division and a marine in another division are still in the same marines.
LOL, problem solved. Nobody but an extremely few number of diehards is going to spend that amount of time to flip a system. We're back to pre-December plex warfare.
Wait let me get this right
1) CCP gives LP now for plexing 2) CCP give LP for faction kills 3)CCP gives bonuses for conquering systems 4) CCP rewards you for putting effort into something
And this is pre-december again? I udnerstand some may not like the changes but lets get real
CCP did this you participate = you get rewarded
you plex= you get rewarded
plex fights = kills = lp = winning plex = more lp
plex fights = more kills = more lp = winning plex = flipping system = more rewards
I fail to see the problem here?
They have incentivized people to plex from the very new (minors) to the veteran (majors) creating a reason to fiight and then giving you a cookie to do it.
Sounds good to me.
Lt. Colonel of The Caldari State
Traitor and Ex Luminaire General of The Gallente Federation |
Deen Wispa
Screaming War Eagles Incorporated
243
|
Posted - 2012.05.03 16:20:00 -
[77] - Quote
Fleet Warpsujarento wrote: Increasing the time to take a system could actually make the changes even worse than they were before because it limits the effect that a single person can have on the warzone, or their little part of it. Punishing and rewarding the militia as a whole for their successes and failures is already going to make any individual's actions feel futile, and the time increase will only make that feeling worse.
Even now, when it takes half a day to conquer a system, there is a feeling among some of the most dedicated plexers that much of what they're doing is futile. What's the point of pushing a system for four hours during EU primetime when you know that the US primetime of your own militia won't be there to finish the job? Now you have to rely on other (mostly apathetic) people for several days.
Got my ships locked in a station? Now it'll take five times as long to get them back. Maybe won't bother spending a a week grinding. I'll just quit FW and go on as before.
Agreed. For some people, it will take a few days to move all their ships to a new system. Not everyone can do it in one night. So instead of fighting, we spend more time on logistics for a few days. Not the ideal way to spend your gaming time.
And to people who say train an alt. Alot of us don't want to spend months training an alt to fly all the various ships our main can fly. I feel sorry for people who can fly practically every ship.
It's all fine and dandy to tell people to HTFU but if half the people don't want to or end up leaving, you won't have a militia to fight along with. So it's a lose-lose situation for everybody. PVP is only as fun as the people you fight along with and against with. Always smiling :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |
Fleet Warpsujarento
State Protectorate Caldari State
81
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Posted - 2012.05.03 16:24:00 -
[78] - Quote
Veshta Yoshida wrote:Fleet Warpsujarento wrote:Got my ships locked in a station? Now it'll take five times as long to get them back. Maybe won't bother spending a a week grinding. I'll just quit FW and go on as before. Why quit when we can probably still ninja-cap plexes at will thus making tons of money at zero risk .. less risk than bomber missions even! Sure, they claim to want to sort out the NPCs but I'll believe that when I see it so free ISK and farmers in stabbed frigs galore!
Alts m'dear. Alts. |
Ahazu Sagam
ZERO HEAVY INDUSTRIES 24eme Legion Etrangere
0
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Posted - 2012.05.03 16:36:00 -
[79] - Quote
Quote:3. Militia store LP prices are affected by faction wide performance (discounts in increments of 10%)
anyone knows if this is based on the number of systems hold (a) or if it is percentage based (b)?
edit:
- amarr hold 30 systems by default and LP modifier is 1.0 - amarr capures 15 system: a) LP modifier is now 1.0+"some number" x 15 b) LP modifier is now 1.5 |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2292
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Posted - 2012.05.03 16:38:00 -
[80] - Quote
Thanks Hrett, for pointing me over here. This is a much better place for ongoing discussion if its going to wander away from what should be strict SiSi feedback in the CCP-posted thread.
Since I've just discovered it here, I'll read through and get back to some of your questions to the best of my ability, thanks for your patience everyone.. Vice Secretary of the 7th Council of Stellar Management.
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Bienator II
madmen of the skies
696
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Posted - 2012.05.03 16:42:00 -
[81] - Quote
+1 for docking rights. If you want to dock, take the system. Its just common sense that militia stations can have the right to refuce docking to the enemy faction.
moving fights away from docking timers and timers in general is always a good thing IMO.
also looking forward to the other mentioned features a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2293
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Posted - 2012.05.03 16:51:00 -
[82] - Quote
Cearain wrote: I predict the pve will give you mad amounts of lp. I intend to give it a fair shake, but it looks like the best bet will be to put your pvp characters in a neutral corp and have your pve alts in fw.
I have seen absolutely zero changes that directly buff PvE or mission running. As far as I know, every single one of the increases has been on the PvP side of the equation.
As it stands, Faction Warfare pilots will enjoy more monetary rewards for their pew pew than any other career PvP'er in the game, unless your massive alliance has tech moons and replaces all your ships 100%. Even pirates won't be profiting as much from killing other players as Faction Warfare pilots will. The idea that there is no incentive to be a PvP-er in FW vs a neutral PvP-er is just plain silly.
Vice Secretary of the 7th Council of Stellar Management.
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2293
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Posted - 2012.05.03 16:59:00 -
[83] - Quote
Mechael wrote:Faster system flipping sounds like it would be in order here.
The enemy not letting you dock in their stations makes sense. Hell, enemy sentry guns shooting you when you get close makes sense. Having to gather together gigantor blobs to duke it out before anything meaningful happens does not make sense.
Faster system flipping and/or a more dynamic "contested" period is definitely what is in order here.
One of the top complaints about the coming changes has been that players HATE the idea of working towards rewards / consequences that will be taken away overnight.
The faster systems are flipped, the more meaningless any system-based consequences or rewards become. I told CCP straight up that I had ZERO intention of putting my hard-earned LP towards upgrading a system if I had not even the slightest guarantee that I could still enjoy the reward when I woke up the next morning. I'd much prefer just to buy ships with it instead.
But if I knew it took a few days to flip a system, and a coordinated effort could be mounted where I could rely on the allies that I trust to pick up the defense where I left off ? Sure, that's worth investing in.
The Faction Warfare community has begged for consequence and reward for years now. It's arrived. Why in the world would we want to water it down and render it meaningless before anyone's even had a chance to enjoy it first?
Vice Secretary of the 7th Council of Stellar Management.
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2293
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Posted - 2012.05.03 17:07:00 -
[84] - Quote
Meditril wrote:Can anyone tell me if LP and Tag prices for faction modules are changed too? Currently it is simply not worth to create most of the faction modules because they are much more expensive than their dead space counterparts. Is this fixed?
If you watch the Fan Fest presentation, you'll notice the plan is to put LP store prices on a sliding scale based on Factional success. I don't know exactly the state of this scale on SiSi without more documentation from CCP, or if that's even what's causing the price change, but thats the likely culprit. If its based on Victory points and none have been accumulated on the test server, pilots might not be able to see how low the prices can actually go quite yet. This is all speculation though, I can't say for sure until its been tested and confirmed, or CCP comes out and says so. Vice Secretary of the 7th Council of Stellar Management.
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MinutemanKirk
Quantum Cats Syndicate Villore Accords
5
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Posted - 2012.05.03 17:08:00 -
[85] - Quote
First let me start by saying that I am for many of the changes CCP has proposed. I certainly want purpose and reward for killing enemies and plexing and I certainly think it's high time that FW got benefits and perks in the form of things other than navy ships.
The big issue that I have from this isn't the station locks, new capture mechanics or anything that is directly tied to FW (even if I disagree with some of them), my issue is with neutrals in FW zones.
CCP RubberBAND wrote: Without going into exhaustive detail: 1. Cannot dock in stations that are in systems controlled by an enemy - Ninja Edit: This does not affect neutrals
2. There are 5 levels of discounts for a number of different things - if you own the system and have upgraded it - Medical clone discounts (from 10% in increments of 10 up to 50% discount) - Number of assembly lines increases by 1 for every level - All broker fees discounted (from 10% in increments of 10 up to 50%) - NOTE: You only get these discounts in the FW system - ADDENDUM: These discounts apply to neutrals not in FW
Neutrals receive all the benefits of system upgrade (at least the ones that have been announced) without having to put any LP into it, worrying about losing station access or even fighting over plexes. Think about that. In 0.0 you can't use station services unless the owner (who has to fight, pay, and risk in order to actually own it) allows you. In other words, to prevent exactly what neutrals will be able to in FW space. How is it fair (or as CCP calls "balanced) gameplay that the non-FW enemies I shoot get to reap all the benefits of my hard work to take and upgrade my system ESPECIALLY when we have to use our hard earned LP (and hence possible isk) to upgrade it?
CCP has been promising to buff low sec. I was all for it, until I saw this and realized that at least part of that would be accomplished at FW's expense. Some will say it's better to have more enemies, but as has been proven, there are multiple alliances that live in low that own tech moons that don't NEED those benefits and can AFFORD the time and isk to lose lots of ships playing station games or camping plexes or missions.
I just can't see see how CCP could conceive that it would be alright for non-FW entities to interfere with our FW fights and affairs and still get to eat the cake that we baked. |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2293
|
Posted - 2012.05.03 17:26:00 -
[86] - Quote
Hidden Snake wrote: It is not about the size of the dog in the fight, It is about the size of the fight in the dog .....
.... we lack numbers we compensate it by sneaky techniques .... ECM bursts etc. ... funny how he is buthurt they did not catch my SBing, stabbed, cloaky, ECM burst scorpion ..... ;)
A thousand times this. ^^
I've seen a lot of aspects to the package of FW iterations that directly discourage blob warfare. I'm excited for all of the details to be released, including the stuff not yet on SiSi, along with the explanations coming in the dev blog next week. At that point I can put a whole lot of this into its proper context.
But overall, I think the set of changes will favor the faction who is willing to cooperate more than the other, and who is willing to put in the most effort. That doesnt have anything to do with size. I think an underdog faction with a higher degree of coordination, especially across time zones, will be able to make inroads against a larger yet disorganized foe. So much of how this war turns out will depend on pilot tenacity and pilot attitude, not on sheer numbers.
Its refreshing to see so many pilots coming up with a dozen different ways to adapt and survive in the new system, even against the odds, and it really contrasts with those that say "What?? inconvenience?? **** that, I'm outta here."
No one complains that you can't fly with impunity in enemy high sec, no one complains that you have to spend time repping a POS after an enemy strike, no one complains that sometimes ships get camped in and you have to use alts to move things. These are not horrific tragedies, they are part of the consequences that make EVE the *challenging* game that it is.
Like I've said a thousand times before, this isn't the consequence I would have picked, but I think we've taken measures to make it a reasonable one in the overall context of the new system.
Vice Secretary of the 7th Council of Stellar Management.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
73
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Posted - 2012.05.03 17:34:00 -
[87] - Quote
Hans Jagerblitzen wrote:If you watch the Fan Fest presentation, you'll notice the plan is to put LP store prices on a sliding scale based on Factional success.... Will probably be based on systems held as that is the single most 'unfair' method from an Amarr PoV (less systems, bottlenecks everywhere in minnie space etc.)
"Blob the crap out of the enemy for a fortnight and get 50% off in LP store. better missions rewards, cheaper everything and more stuff in general! .." Null is FUBAR .. come Summer, FW is FUBAR
Has CCP given any indication as to how they plan on avoiding the inevitable snowball from starting up where one or two militias take over everything .. the datacore crap won't work as one gets LP for everything so even with no space held one can ninja-plex more than enough to feed the market.
PS: CCP, revise the Amarr/Matar theatre damnit .. you did geography magic at launch for Caldari, now finish what you started! |
Cearain
Imperial Outlaws
364
|
Posted - 2012.05.03 17:46:00 -
[88] - Quote
Hans Jagerblitzen wrote:Cearain wrote: I predict the pve will give you mad amounts of lp. I intend to give it a fair shake, but it looks like the best bet will be to put your pvp characters in a neutral corp and have your pve alts in fw.
I have seen absolutely zero changes that directly buff PvE or mission running. As far as I know, every single one of the increases has been on the PvP side of the equation. As it stands, Faction Warfare pilots will enjoy more monetary rewards for their pew pew than any other career PvP'er in the game, unless your massive alliance has tech moons and replaces all your ships 100%. Even pirates won't be profiting as much from killing other players as Faction Warfare pilots will. The idea that there is no incentive to be a PvP-er in FW vs a neutral PvP-er is just plain silly.
You assume that plexing is mainly a pvp activity? Has something changed to make that the case?
The only difference I see is offensive plexing fleets will likely want to fit cloaks to their ships so they can get past gangs with teh mwd cloak trick and also "dock" cloaked in a safe spot. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
364
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Posted - 2012.05.03 17:55:00 -
[89] - Quote
Hans Jagerblitzen wrote:Mechael wrote:Faster system flipping sounds like it would be in order here.
The enemy not letting you dock in their stations makes sense. Hell, enemy sentry guns shooting you when you get close makes sense. Having to gather together gigantor blobs to duke it out before anything meaningful happens does not make sense.
Faster system flipping and/or a more dynamic "contested" period is definitely what is in order here. One of the top complaints about the coming changes has been that players HATE the idea of working towards rewards / consequences that will be taken away overnight. The faster systems are flipped, the more meaningless any system-based consequences or rewards become. I told CCP straight up that I had ZERO intention of putting my hard-earned LP towards upgrading a system if I had not even the slightest guarantee that I could still enjoy the reward when I woke up the next morning. I'd much prefer just to buy ships with it instead. But if I knew it took a few days to flip a system, and a coordinated effort could be mounted where I could rely on the allies that I trust to pick up the defense where I left off ? Sure, that's worth investing in. The Faction Warfare community has begged for consequence and reward for years now. It's arrived. Why in the world would we want to water it down and render it meaningless before anyone's even had a chance to enjoy it first?
What you describe is null sec sov warfare in nutshell. It can be fun and many people like it, but why make fw the same as that?
Why the big consequences no docking and long timers so all the blobs can assemble? Why make it so no small gang can do anything substantial in a short time before a blob forms to clear them out?
Seriously if you want big rewards for big effort why don't you go to null sec?
If my militia doesn't react to threats when i am gone so be it - just don't make the consequences that big. Very few in faction war want to have a second job protecting big rewards. yes some consequences. But for the big consequences following big efforts there is null sec. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Phoenix IV
Somebody Else's Problem
12
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Posted - 2012.05.03 18:07:00 -
[90] - Quote
Meditril wrote:Can anyone tell me if LP and Tag prices for faction modules are changed too? Currently it is simply not worth to create most of the faction modules because they are much more expensive than their dead space counterparts. Is this fixed?
Currently everything requires 4 times more lp on sisi than on tq. For example 600k lp for a navy domi instead of 150k. |
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