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Thread Statistics | Show CCP posts - 7 post(s) |
thisisnotmikaldrey
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Posted - 2009.11.18 21:08:00 -
[181]
. .. also is there any real chance of having the TCU/BCU/IHUB + upgrades manufacturable instead of seeding in CONCORD stations as an isk/time/logistics sink.
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Soleil Fournier
AWE Corporation Intrepid Crossing
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Posted - 2009.11.18 21:09:00 -
[182]
I like the improvements. Here are a few things:
Why have a decay index? I don't like the decay because it essentially forces players to grind, rather than encourage them to use the system. The lack of money should be the encouragement, rather than "well I already have enough money so I'd like to go and do X instead of sitting here grinding....but if I go and do that, I'll lose profitability in this system....so might as well just sit here and grind."
And, most wars last for months. Say we're successful in a war....but afterwords all of our levels have decayed! We just won a war, should be sky high, then realize our space decayed to a level that can't support us.
So...please remove it or make the decay go down 1 level after 3 weeks or so.
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Mr Opinions
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Posted - 2009.11.18 21:10:00 -
[183]
Originally by: Agent Known
Originally by: Mr Opinions Edited by: Mr Opinions on 18/11/2009 20:42:03
Why do the military upgrades get instant respawns, while the industry ones have to wait 12 hours or until DT?
If people want to go nuts with mini-profession sites or mine the special ore belts 24/7, let them do that. Give them instant respawn like the military ones.
Also, does the Quantum Flux Generator do anything more than increase the WH chances? i.e. do you get a higher probability of the highest WH classes?
They probably restricted the respawn time of hidden belts because it would crash the mineral market in short order. The prices are based on how difficult it is to find these minerals; if you remove the rarity, all the prices will drop. At least, that's what the economical impact will be. The absolute floor is insurance, but there's no saying what would happen after that.
It takes a lot more than that to crash the minerals market. I suspect that if you leave it at the level of 12 hours or DT, you won't see many industry upgrades in use.
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Pointfive
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Posted - 2009.11.18 21:31:00 -
[184]
Are the loot, salavage, and bounty tables for anomaly rats still crap?
Is lp/loot/salavage factored into this mission comparison?
You say is better than warping around belts, what will solve me warping into anomalies that people are already using? If i have 20 anomalies up and 20 people in a system running them i have a 19/20 chance of going to a full anomaly.
Do you have any numbers on the income from these anomalies? Everyone i know that has run them has said they are LESS than level 4 income.
Whats the point of making all space the same in the end? Why should i want someone elses space?
Is weeks of grinding for level 4 income goign to drive anyone out from empire to get what they already have?
Have you thought through the fact that having more complexes spawning will just make them worth less and less?
If many systems have the worhomle upgrade, dont they just start to cancel each other out?
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Orthaen
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Posted - 2009.11.18 21:45:00 -
[185]
Edited by: Orthaen on 18/11/2009 21:50:18 Edited by: Orthaen on 18/11/2009 21:47:30
Originally by: Aprudena Gist
Originally by: Rakshasa Taisab
Originally by: The Mittani That said, having to haul 200 freighter-loads of crap from Empire in only one week during the grace period is terrible. If the size of hubs could be reduced a bit, or the grace period extended, that'd be nice. GS has a fairly compact little empire close to hisec, I shudder to think what far-flung alliances such as Atlas, AAA and the dronies will have to suffer through.
Why would you want to have 200 I-Hubs? Are you perhaps planning on migrating the whole EVE population to your territory to fulfill some kind of uber-carebear fantasy?
You're only going to need some 40-60 of them at most.
Apparely you dont need anything but ihub to make sov and all the other stuff work now eh? Did you even look at all the other upgrade mods required to get systems anywhere close to what they are today?
Stop the stupid, please. You dont need an ihub for sov. At all. 100% optional. You need a TCU. Good thing CCP is putting one of those in every single claimed 0.0 system for free. So...you don't need...anything, to get sov to where it is today. Cool. A system with 0 upgrades will be identical to a system with the current system. If you choose to drop a cyno jammer in every system, thats your choice I guess. If its such a big deal, set up a few temporary jump bridges to get freighters within a short distance of every system. That was hard, huh? Oh yeah, and the goal of this expansion is to make you fatties shrink down, even if it will fail miserably at that goal.
And again, for the 15th time, in every single dominion thread. 0.0 IS NOT FOR MAXIMIZING ISK/HOUR! It has never been, it will never be. 0.0 is about FUN. It's about owning space, and kicking the ass of anyone and everyone that ****es you off. Its about doing whatever you want to do in eve. Thats what games are for. FUN. Does your poor shriveled goon-heart not remember what it is to log in to EVE and have a good time?
Move to jita and become a trader for ****s sake, and enjoy making the maximum amount of isk/hour the game offers. Also, stop *****ing.
edit time: For the many lemmings jumping on the "I won't know if someone is in an anomaly!!!!!!" This is entirely different from belts right now, which send out a system wide warning any time someone is ratting in them. I have an idea. Try communication. Ask. Use words, and acknowledge the fact that multiplayer games are occasionally designed to reward cooperation. Even if that cooperation is as a simple as "Hey, what anomalies are being run right now?"
Quote:
Is there anything that will delay some of these sites from showing up during the course of the day, or are those of us in the US with euro alliance mates just S.O.L for mining in the near future? How much time would it take roughly to mine out a site with four or five hulks?
Once the military section of the hub is upgraded to Level 5, do you get 20 level 5 CA's or 5 level 1, 5 level 2, 5 level 3, etc.?
They have compared these belts to w-space belts. You don't mine out w-space belts, it just doesn't happen, not with a 10 man, orca boosted hulk fleet mining 23/7. I don't think you have to worry about these being cleared out in a single day.
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Peryner
University of Caille
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Posted - 2009.11.18 21:58:00 -
[186]
cool, I would rather had seen level 4 agents in 0.0 but it looks really good : )
just take one thing into account for a second... If or when you ever release agents in 0.0 space.. would you be doing so on TOP of the sites? would that be way to much money? If the agents gave more money than the sites would people stop running them? If the agents don't pay enough would they never be used??
Here is my solution to future proof the agents in 0.0 idea : ) Make them real missions!
But... wait.. what? real missions?
ok hear me out. Agents in 0.0 could be set up by alliance members.
Kinda doing the same role as contracts.. but cooler : )
So you could set up delievery missions. And mining missions. So there could am mission to mine ice. The reward is paid out of the alliance wallet. Then there could be a mission to deliever said ice to another system. There could be missions to fuel POS.
Maybe whenever a STOP (sorry still stuck on old terms :P) is planted a new agent could spawn automatically, thus giving incentive to the carebears to defend the system. The Allaince could set the reward pay out.
I don't know.. I'm just saying make sure agents don't do the same thing as what you've desided on for this expansion.
: )
and thank you for making 0.0 more profitable than high sec.. I hope.
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Honest Smedley
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Posted - 2009.11.18 22:01:00 -
[187]
Edited by: Honest Smedley on 18/11/2009 22:03:18 CCP: Don't front-load the cost entirely upon the TCU. Split it 5/3 million isk per day on the TCU/iHub.
Why?
The iHub is a defensive structure, like it or not, as it makes conquest of a system considerably more time consuming with one than without. If you're going to price things so low as to continue having alliance sprawl anyway, at least make clearing out the unattended 'outer ring' of a 0.0 empire less of a mind-numbing experience.
tl;dr Killing TCUs is much quicker than killing TCUs + iHubs. Make alliances pay for that defensive upgrade.
PS: Make jump bridges cost more please.
Edit: Units mean things. Use the right ones.
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Nazdreg
The Maverick Navy IT Alliance
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Posted - 2009.11.18 22:16:00 -
[188]
Originally by: Honest Smedley
PS: Make jump bridges cost more please.
My understanding is that jump bridges will also continue to require a large POS, a Jump Bridge module and it to all be fueled. This adds to the cost as well.
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EvilweaselFinance
Weasel Enterprises Ltd GoonSwarm
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Posted - 2009.11.18 22:23:00 -
[189]
Originally by: Peryner
But... wait.. what? real missions?
ok hear me out. Agents in 0.0 could be set up by alliance members.
Kinda doing the same role as contracts.. but cooler : )
would you pubbies stop suggesting this stupid, stupid idea it has never been a good one and never will be
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Kernok
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Posted - 2009.11.18 22:39:00 -
[190]
Originally by: CCP Soundwave
The anomalies available increase in quality with the upgrades. So at level five, you will have more and better anomalies available. There are some low level ones in there as well that can be done by relatively young players, so the benefits aren't restricted to older players.
"some low level ones as well" how many? is it still a mixed bag just a bit less so?
Originally by: CCP Soundwave
It's a massive misconception that anomalies are not profitable. As said before, the top ones (which you'll have permanently available through the top tier upgrades) isk for isk match the most profitable missions, and certainly blow ratting out of the water.
Added to that, we're looking at more ways to improve on the planned content, hopefully building on the foundation we're laying now.
is it possible for faction and officers to spawn in anomalies or for hauler spawns in the mining ones? if so are they there at the start or do they come after clearing it? how long after clearing it?
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Xyclon B
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Posted - 2009.11.18 22:44:00 -
[191]
Where can I find an updated list of costs to ONLINE the new sov structures?
For instance it costs 84,000,000 ISK to online a TCU, this comes out of the corp wallet rather than the alliance wallet. What about the other structures like the SBU and Infrastructure Hubs? Do they have an initial cost to online them?
Also, what is the upkeep cost for the Infrastructure Hub? It wasn't listed in the Dev Blog, does that mean there isn't any?
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Daln'oboi
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Posted - 2009.11.18 22:58:00 -
[192]
Edited by: Daln''oboi on 18/11/2009 23:02:10
Originally by: CCP Soundwave
3. We have not been able to re-do POSs as of right now, but hopefully we will be able to accomodate them better to their new role in the future. Their vulnerability, especially in terms of building supercaps, is intended.
Could you kindly tell us, explicitly, what will happen with current sov-level based POS fuel bonus, in Dominion?
Edit: retracted - answered in the comments thread for the previous Abathur blog, it's 25% flat fuel bonus for POSes in system with your sov.
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c0rn1
Body Count Inc. Against ALL Authorities
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Posted - 2009.11.18 23:04:00 -
[193]
one question:
how does a EU or US timezone alliance want to take an outpost of off a US or EU timezone alliance? with a 2h diversion and no chance to kite it?
x x x x x x x x x x x x x x
Life's a waste of time ...
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Baljos Arnjak
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Posted - 2009.11.18 23:04:00 -
[194]
Here's a question that I haven't seen considered yet. Can combat scanner probes find CA's?
If they CAN then you can tell if a CA is occupied or not.
1. Launch probe set to max range to find all CA's in the scan area. 2. Since you always get 100% hits on CA's, you can go down to min range/max strength to see if anyone is in there 3a. If there is no one there, then right-click - warp 3b. If there is someone there, then move to the next hit on the list. Shouldn't take more than 20-30 seconds per CA, but it would get old fast if you are always find occupied CA's.
If combat probes can't find CA's, then carry both core and combat probes. Once you locate all the CA's, switch to the combat probes and check to see if anyone is there.
Just a thought for those who are worried about constantly running into CA's that are already occupied.
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DigitalCommunist
November Corporation
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Posted - 2009.11.18 23:05:00 -
[195]
The old ISK values were the only reason the new system could be called better over the current one, and now they're gone.
Given how much of a direct economic impact this will have on the game (isk sinks and all that), I would be very interested in hearing what your chief economist has to say on the matter, assuming he was consulted.
Quote: Changed the reinforcement variance timers on Outposts and Infrastructure Hubs from four hours to two hours.
And I disagree with this change, more variance would've been a good thing. Or if you're going to keep it at two hours, the timer should only be an estimate and the real exit time should not be revealed. This type of mechanic helps in the prevention of blobs.
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Black Omne
Caldari House Of BlackStar Semper-Mortis
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Posted - 2009.11.18 23:10:00 -
[196]
Originally by: Sellmewarez First of all, thanks CCP for listening to us all.
These changes are definately a step in the right direction. Its still not perfect by any stretch and theres a few things that don't appear to quite add up but at least its more of a solid base to work from.
This of course can be changed based on feedback and testing in the future, which at least we know is happening now
I agree totally, this is a step in the right direction. But having I-HUBS only seeded in empire, and being 750,000 m3 is going to restrict the people who can actually move them to the large alliances with Titan Jump Portals and existing Jump Bridge Networks. A small/medium alliance, or an alliance without these things has a pretty poor chance of escorting a freighter far into 0.0 carrying *1* hub. The existing power blocks will have a huge advantage during the grace period to stock up on hubs.
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Zastrow
GoonFleet GoonSwarm
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Posted - 2009.11.18 23:25:00 -
[197]
Hello Abathur and Soundwave. I enjoy your posting and I believe you should post more. In fact, I go so far as to suggest you never stop posting.
This is much better information on the rewards of building up 0.0 than chronotis' trainwreck of a blog. My one point I want to make is that with R64s being nerfed, alliances will probably have to raise taxes to maintain alliance income, so please keep tax rates in mind when doing calculations for 0.0 individual isk/hour generation and ensure that it is still lucrative enough to make people want to live in 0.0 and not run L4s on alts in safety.
xoxo Hugs and kisses
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes. If you would like further details please mail [email protected] ~Saint |
OzDeaDMeaT
Gallente The Goodies
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Posted - 2009.11.18 23:35:00 -
[198]
when will we be able to try these new features on the test server? Eve-au.com News Reporter |
Aprudena Gist
GoonFleet GoonSwarm
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Posted - 2009.11.18 23:43:00 -
[199]
Edited by: Aprudena Gist on 18/11/2009 23:42:46
Originally by: OzDeaDMeaT when will we be able to try these new features on the test server?
They wont ever be because you have to gain sov and have these stupid things running for 100+ days to actually see any of these kinds of improvements so its only avaliable in theory and you will never get to test or see anything before its live. CCP is a bunch of liars and it wont work like they are saying but it will be far too late then.
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Killljoy
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Posted - 2009.11.19 00:01:00 -
[200]
Entrapment
These are chance-based on signatures to gain access to DED complexes. Every level of upgrade increases your chances of finding both a signature and a higher level DED complex. Upon completion of running the site, there is the possibility of finding another one (no waiting until next downtime).
Will this work in the drone regions?
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Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
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Posted - 2009.11.19 00:18:00 -
[201]
At this point, I like most of the changes being made. However, I (like others) have a serious concern about the massive threat of docking games vis-a-vis sovereignty wars. The likelihood of entire capital fleets -- up to motherships! -- playing docking games to get instant free repairs makes me shudder.
Please consider fixing docking games as soon as possible to address this issue. Here is a suggestion that I've made previously and have reposted as a candidate fix for Dominion Docking Games:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1216618
As a more minor issue, I agree with those who are disappointed by the downtime-triggered respawns including in some of the new mechanics (as well as existing mechanics). Instead of respawning at DT, consider queuing the respawn to occur at a pre-calculated time along the lines of 12 hours +/- 6 hours (ie, 6-18 hours). If there is a chance of respawn each DT, run the calculations in advance do determine the number of DTs until the next 'hit', then replace the last DT with the above 12 hours +/-6 relative to 'now'.
This would eliminate post-DT farming of certain things and would continuously rotate which TZs got new spawns.
-- Becq Starforged
The Flame of Freedom Burns On! |
Titan Pilot
Amarr Imperial Academy
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Posted - 2009.11.19 00:19:00 -
[202]
Step in the right direction. But honestly...
Gents, its time to listen to the girl sitting in the corner of the boardroom, you know the one with the clipboard, the one that is probably smarter than everyone else?
She said, just make 0.0 richer beyond belief and they will come. They will line up and they will fight and they will enjoy themselves.
Just do it for heavens sake and stop with this incremental baby steps. Make this epic, make this expansion make people want to get out of their mission running ships and come....
Throw caution to the wind and make the carebears come....
<spoiler> I made up the boardroom scenario to make a point </spoiler>
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Sun Ra
The Water Margin Tech
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Posted - 2009.11.19 01:01:00 -
[203]
Originally by: Dianabolic Soundwave dear boy, I have a question with regards your anomalies:
Have CCP done any number crunching as to how much isk would be generated through a fully upgraded system? 20 insta-spawning plex's sounds, to me, like an awful lot of cash flooding in to the system. Knowing just how much my corp alone could milk out of these I would not be surprised to see at least 500m PER DAY being milked out of these systems in pure bounties.
How is this going to affect the economy of EvE? Just running on "doily maths" this is going to lead to MASSIVE inflation, isn't it? Making the isk people do have, now, completely worthless within 100days when everyone becomes a billionaire from npc'ing?
Has any consideration been given to follow the drone region model, whereby you don't get any bounties (or certainly a vastly reduced one) but the meta-drop levels are increased dramatically? Or increased salvage? The cost of upgrading these systems to handle this look to be around ~1bn per month - using the above that's just two days of npc'ing for a corp, the rest going back in to empire to further inflate prices of *stuff*.
I sincerely do hope that some serious consideration has been given to this isk-tap because in all the notes I've seen for dominion there is nowhere near the kind of isk-sink that would be required to balance out such as HUGE influx of isk.
Thanks in advance of an answer that isn't an anomaly!
CCP gave in to lazy whiners dood
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Killljoy
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Posted - 2009.11.19 01:09:00 -
[204]
Edited by: Killljoy on 19/11/2009 01:09:49 The decay of indices takes place gradually, but if all of a particular activity-based index completely stops, you can expect to lose one level of an index approximately every four days.
Will the current upgrades continue to work if the activity level drops below the installed upgrade?
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Sun Ra
The Water Margin Tech
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Posted - 2009.11.19 01:10:00 -
[205]
Really it should cost more, couple of class 5/6 WH's a month can cover costs easy
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zacuis
Great Big Research
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Posted - 2009.11.19 01:42:00 -
[206]
I strongly suggest that ccp upgrades some systems to lvl 5 in all levels so we can see what we are getting. altho the mining upgrade sounds nice ish, im still very unimpressed by the npcing upgrade.
sound wave u seem convinced the the top tier anomaly's are better than we think but my experience of them differs (i admit ive not ran them since they were first introduced). i`d very much like the chance to test them on sisi.
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Darth Sith
Genbuku. Sons of Tangra
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Posted - 2009.11.19 01:43:00 -
[207]
Edited by: Darth Sith on 19/11/2009 01:45:41 Was loving it up until I came to the hidden asteroid belts respawning from at DT. What is to stop the same old issue we run into all the time in North American time zones where by the time we log in and warp to a belt all of the roids are mined and only crap is left over ?
can we not have it so 50% spawn at 12 hr intervals ? That would address TZ based access in one shot.
At first glance .. Awesome sauce slathered over all the rest of it though ;)but I am going back to re-read everything in detail just in case :)
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Switowski
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Posted - 2009.11.19 02:05:00 -
[208]
Few things here... Sounds like a good patch, a few worried people should be a bit less worries...CVA in particular, past the basic defences of the system - ie owning sovereignty and having an i-hub not having to pay anything for the indices upgrades means that although they are not earning as much from their space as other alliances, they are not paying to have this option available. Plus with the most outpost-heavy sovereignty they just became the hardest alliance to wipe out (i presume the only reason for this being the first post since dominion blogs started coming out that hasn't included official statements from CVA). Secondly there seems to be a lot of people saying 'a few people running level 4s will cover this in a couple of days'...no exact quote but the idea is there...since when has anyone not in a small corp given their entire earnings of an hour+ to their corp...especially at an alliance level? Thirdly, the way you have dealt with time-zone ping-pong is magical, it forces alliances to either branch their alliance out to encompass different timezones (obviously reducing the amount of people they can field in one massive blob) or suffer because of it Anomalies i will reserve judgement until i see something...preferably they should pay either a reliable high end lvl 4 income or just above lvl 4 income to cover the increased risk, but the likelihood of that is low.
The only problem i foresee is the motivation to take somebody elses territory, other than the eternal 'for sh*ts and giggles' Military superpowers are not going to want to give up the empire-adjacent high-POS count, relatively secure systems for care-bearville. Especially in the current coalition system.
My personal suggestion is random eve-mails being sent saying 'so and so has attacked your system, war has been declared' |
William Caldon
Caldari Golden Cross Enterprises
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Posted - 2009.11.19 02:06:00 -
[209]
Edited by: William Caldon on 19/11/2009 02:09:21 Edited by: William Caldon on 19/11/2009 02:06:38
Originally by: Nightbird My question concerns jump bridges and their associated costs:
Quote: TCU: 6m ISK / day Jump Bridge: 10m ISK / day Cyno Generators: 2m ISK / day Cyno Jammers: 20m ISK / day Capital Ship Assembly Arrays: 1m ISK / day
Modules like Jammers, Beacons and CSAA are things that are solo-system only. You live in a system, invest in the TCU, rat and mine the hell out of it, decide you want to drop an outpost egg, put up a beacon for your caps and a jammer to keep the bad guys out.
Bridges, on the other hand, are unique in that they require both an end point and a starting point... in order for one of these things to work, you need both a start point and an end point.... which essentially doubles all the associated costs.
You need to pay to claim 2 systems worth of Sov (2x TCUs) and then pay what is essentially TWICE for the single "bridge" connection.
Would it not make more sense to reduce by half the cost of the bridge, so that you're paying 10 mil for 2-system set, as opposed to 20mil per 2-system set.
I understand and agree with the idea of incremental costs of ownership, but at this price the bridge seems to be "double dipping".
Keep up the hard (and often thankless!) work.
Cheers, Nightbird
No, my opinion of Jump Bridges is they need a serious nerf. Too many alliances depend on these modules to hold their space. I've felt that it should be either a higher isk cost or some sort of vulnerability beyond current. Now, you'll have to think of how many you want and how they'll be setup. Not spam-to-death. (yes, I am kidding about that last part)
@dude above: a lot of wars have been fought over things other thank isk/hour. IE: BOB VS GOONS. You cannot seriously tell me that Bob fought Goons over Goon's "valuable" space....There are plenty of other examples.
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Megan Maynard
Minmatar Clown Punchers. Clown Punchers Syndicate
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Posted - 2009.11.19 02:07:00 -
[210]
Originally by: Retar Aveymone
Originally by: Megan Maynard This system sucks and everyone knows it.
All it's doing is replacing Pos's with other items, that take longer to kill.....
Wooooo lots of fun.
There is nothing allowing a small sized group to do anything against a hardened target without placing the equivalent of a large pos into their system announcing, "Hey over here, we just threw down this big ass thing and we totally can't defend it because you outnumber us 100:1"
Awesome job replacing a boring system, with a more complex boring system that still doesn't allow anyone without a 50+ man fleet to do jack against an opponent except blow up their ships. (Which is what we do anyway for fun)
did you really think that a group outnumbered 100 to one should be able to take sov? I mean seriously that's just absurd
No, reading comp is important right? I don't want to take sov, I want to be a thorn in someone's side beyond just blowing up ships. But nope, everything is still at pos's or invunerable unless you anchor one/more then one equivalent of a large pos.
Originally by: F'nog
Originally by: Stareatthesun No no no ... Polaris is where CCP keeps the death star that will destroy eve when the servers shut down.
Thankfully I've got Interceptors trained to V. S |
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