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Thread Statistics | Show CCP posts - 21 post(s) |
Rengerel en Distel
Amarr Science and Industry
347
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Posted - 2012.09.01 17:33:00 -
[1] - Quote
Atomic Option wrote:Quote: Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused. Assuming "whole complex range" means "on grid with the complex" you'll be able to cause a lot of delay and be almost untouchable with some grid fu and a fast ship. Unless complex grids somehow aren't as stretchable as regular grids.
I agree this part will have to be changed. Something like 60k will make people trying to defend actually enter the combat area, instead of orbiting at 150k, or sitting 100k away and sniping while defensive plexing the site at the same time.
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Rengerel en Distel
Amarr Science and Industry
349
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Posted - 2012.09.02 19:08:00 -
[2] - Quote
TrouserDeagle wrote:Are the NPCs still going to attack neutrals? They really shouldn't do that.
I think they should ewar neutrals.
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Rengerel en Distel
Amarr Science and Industry
375
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Posted - 2012.09.12 20:01:00 -
[3] - Quote
Ranger 1 wrote:Without doing more than skim the rest of the thread (sorry) a couple of points:
1: Plex's should never be able to be done solo. Instead of removing NPC EW effects, they should have been balanced to be equally effective for all races. There is far too much solo farming going on currently.
2: Missions should never be able to be solo'd by a frigate (not even a stealth bomber) save for possibly level 1 missions. It is far too easy to evade gate camps in a single frig and does nothing but promote solo farming of the system. Larger ships needing to travel behind enemy lines would change the dynamic (and level of cooperation necessary) by quite a bit.
3: Currently players find themselves in positions where they are threatened or war dec'd for taking enemy systems... by their own fellow militia members... because leaving them "vulnerable" makes farming easier. This situation absolutely must change, even if it involves making NPC kills pay zero loyalty points and upping the rewards for killing opposing militia members. If you want to limit people abusing this, place a limit of one LP payout per day for killing a particular character. You could also consider LP payouts not for taking plexes, but for taking systems.
1) if you increase the rewards based on more players in the plex, you just get more farmers grouped up in the plex. if you continue to split the reward based on the number in the plex, you'll get more solo farmers. plexes are farms, there's really no way of getting around that with the mechanics.
2) missions shouldn't give lp, and then no one will care if you can solo them in bombers.
3) this is where reading the threads would have helped, since that mechanic is going away. you won't get lp from vulnerable systems. in the new mechanics, you'll actually want to capture and hold all the systems.
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Rengerel en Distel
Amarr Science and Industry
376
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Posted - 2012.09.13 21:46:00 -
[4] - Quote
Valkyriy wrote:Gate camping /// ganking npc. that throw up bubbles, webs and scrams. Also afk miners, stealth bombers should also spawn NPCs that hunt them down..
Will bring balance to 23/7 gate campers or afk smart bombers.
EVERY region should have at-least one if not a few NPC stations to increase more player interactions.
Have different factions npcs come to drone sec and fight each other. over npc stations..
Thsi would bring more mission types null secs and players could side certain faction npc to help them win soverty to get what missions they like
The FW at the beginning of the thread stands for Factional Warfare. It's not about npcs in general. Feel free to create a new thread for your ideas though.
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Rengerel en Distel
Amarr Science and Industry
378
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Posted - 2012.09.14 12:14:00 -
[5] - Quote
Valkyriy wrote:let rouge drones drop metal scraps or ammo atleast
i think you're just trolling now.
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Rengerel en Distel
Amarr Science and Industry
470
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Posted - 2012.10.18 18:50:00 -
[6] - Quote
Planetwhore001 wrote:Squatdog wrote:Planetwhore001 wrote:Chuckling at the idea that a PVP fit will tank and destroy spawning waves of NPC's over an extended time.
Seriously head over to BC and check out PVP vs PVE fits, there is no comparison. Fighting rats is PVE work, it demands PVE fits and by reducing their DPS to "low" is not going to change that fact.
You want to force PVP into a PVE hat and coat ... guess what it aint gonna work. Lets get down to the nitty gritty here shall we? You effed up with the last update to FW. Lucky for CCP the goons couldn't keep a lid on the absurd loophole your "testing" failed to find [SERIOUSLY not one of your QA guys thought to check???] and CCP got to look all hardcore by flinging around enough mud to cover their own ineptitude. LOL...what? A typical brawler Drake can easily run a major outpost and even an open major provided you kill the original spawn from range before triggering timer. Hell, I used to run MEDIUMS with a Hookbill because I was too lazy to reship, back when the NPCs had EWAR. Unarmed Incursus aren't PVP ships. Quite agree, unarmed Incursus are not PVP ships, they are PVE ships tuned to the requirements of the content they are engaged in. As for Drake comment, good luck with that after the winter nerf-date. Seriously, yes there are PVP ships that can double up, the fact that CCP are making it even easier by removing Ewar once more caving to a minority community in a vain attempt to keep their pet system alive. Hey CCP if those involved in FW started bleating for free carriers I bet you would start seeding them for LP. One cave after another.
I'm not sure what argument you're trying to make, as you're already totally uninformed about FW plexes (current and future).
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Rengerel en Distel
Amarr Science and Industry
476
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Posted - 2012.10.24 15:03:00 -
[7] - Quote
With Retribution, it'll be one npc (most likely), so you won't have to be killing off waves of npcs.
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Rengerel en Distel
Amarr Science and Industry
489
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Posted - 2012.10.31 22:03:00 -
[8] - Quote
Hans Jagerblitzen wrote:X Gallentius wrote:BTW, latest "kill all the rats" nerf has proven the "90%" solution we were all waiting for since July.
Now we just need some minor modifications to reduce some cheesy behavior 1. Plexes should despawn after they have been completed even if somebody is still in them.
This is the infamous bug that was confirmed to have been fixed (again, and again, and again, and again....) If this is still happening, its likely a byproduct of the recent changes to plex mechanics, because this is the first time I've heard of it since CCP confirmed it being fixed a few weeks after the May summit. If you're getting this consistently, send me any details you have about how to reproduce it (is it happening in EVERY plex, all the time, or what?) and I'll make sure they get to Fozzie and the team. Thanks
I've never had a plex despawn if someone is still inside. Are you sure that's the bug they said they were fixing. Nothing else that i know of despawns if someone is still there, so would be odd for FW plexes to be the only thing.
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Rengerel en Distel
Amarr Science and Industry
495
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Posted - 2012.11.04 16:15:00 -
[9] - Quote
Veshta Yoshida wrote:Dan Carter Murray wrote:...would be a nice surprise for:... Heh. On an unrelated note. Now that NPC destruction is a requirement for plexing, one of three things needs to happen to prevent an outcry (already building in case you were wondering): 1. Bring spawns closer to button. Currently long range ships are superior as they save several minutes per plex in travel time, but long range ships are severely restricted in the primarily close range fighting that FW is comprised which leads to faggotry and PvE fits. 2. Timers should be reduced across the board to compensate for the upto 50% increase a plexer experiences when killing spawns. Not much required, 10-20% reduction should be enough. 3. Timers should be changed to keep counting but not being able to complete with rats on grid. Serves same purpose in that destruction is mandatory but avoids most of the issues described above as rats close on button/orbiter and last spawn generally comes in a few minutes prior to completion.
Luckily they're changing it from spawns to spawn in a month, eh? If you have to kill 1 rat each wave, it's hardly going to add 50% to the timer. |
Rengerel en Distel
Amarr Science and Industry
515
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Posted - 2012.11.22 15:21:00 -
[10] - Quote
X Gallentius wrote:Cearain wrote: It sounds like rats active tanks need to be beefed up a bit. But really I think its foolish for ccp to assume rats will be the protection of faction war. To the extent CCP keep focusing on rats as the defense, plexing will remain a farming pve game.
They stated that appropriately sized ships will be able to kill rats in plexes. So I think by their own definition they aren't executing this new plex rat feature correctly - yet.
They're talking about release candidate builds starting early next week, which makes that "yet" a bit troubling. I guess fixing the show info messages and putting the correct rats in the plex aren't hard, but would still love to test to see a working FW system before it goes live.
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