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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.30 11:30:00 -
[91]
Originally by: Merdaneth
Originally by: Jessie Arr You could also argue that it was unfair that the Persians lost thousands of men fighting Sparta at Thermopylae. It was broken life mechanics that made it impossible to attack an enemy entrenched in the canyon from the sides or rear. That's why smart commanders don't attack incredibly powerful defensive positions! Holding the grid gives you a massive advantage, jumping into a grid/system held by the enemy with more than 1400 in local is suicide. You can blame CCP for the lag, but you can't blame them for knowingly attacking an enemy with every disadvantage the game can throw at you.
Very true. But most people are concerned that it is a metagaming issue. I play a space game for it to be a space game, and not a grid-load game, a bracket-game or any of similar metagame issues.
A CCP Trailer with pilots talking about black screens, grid loads, optimizing overview for lag, vent spies and similar issues I doubt it would be a popular attraction to outsiders. These are not issues you expect or want from your SF simulation game. Neither would you want the Spartans defeated without killing any Persians because the Persians loaded grid first in your favorite wargame simulator.
Well, you just seen a true (and ugly) real face of the EVE. Seriously guys how naive need to be to believe that promo trailers and real game have anything in common beside maybe graphical engine (to a degree too, since trailers are composed cinematically)...
PS. "Vent spies" isn't an issue. It's essencial part of the game.
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Dark Forest
Gallente Griefer-B-Gone Ushra'Khan
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Posted - 2010.01.30 11:37:00 -
[92]
Edited by: Dark Forest on 30/01/2010 11:40:32 I was in a dread for this fight. The first attack we did at the tower was laggy but I could cycle my guns and modules. It took a minute or 2 for the grid to load at the pos. There were lost of ghoat ships on the field were caps had died or jumped out. When it can time to warp to the station and shoot it the lag had went up 2-3 time the amount. It took me a minute or so to load the station grid. In a span of 1.5 -2 hours I fired 11 times with my dread. My drones took 5-10 minutes to launch. Once launched I could use them with little problem but my module lag was very bad. 5-8 minutes cycle guns. 15-20 minutes for siege module. I had corp members that tried to get into D-G while the fight was going on and none of them loaded until the system dropped below 800.
Edit in that CCP Atlas came in and the lag went up.
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General Rivera
Caldari Clan Shadow Wolf Curatores Veritatis Alliance
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Posted - 2010.01.30 11:50:00 -
[93]
PS. "Vent spies" isn't an issue. It's essencial part of the game.
very tru
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Butter Dog
Gallente The Littlest Hobos Ushra'Khan
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Posted - 2010.01.30 11:59:00 -
[94]
Originally by: General Rivera Without that Lag you would have had a shot at winning.
If you actually believe you had a shot a winning without lag (which affected us all), you are both deluded and wrong. Seriously. ----------
~bitter dog~
etc |

Diamond Heart
Caldari Solar Storm Sev3rance
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Posted - 2010.01.30 12:16:00 -
[95]
Edited by: Diamond Heart on 30/01/2010 12:23:56 This is mine own words, not the alliance or the corp, but here is the fact; Several alliances and now CVA + friends recently lost battle because too many players in the same system. It means no more huge fleet fights until
a) CCP invest into some expensive super computers which can prevent lag or b) Corp / alliances do not join battle when it will cause lag, meaning only small gangs operates. It will at least bring less lag and all players are able to enable modules and such things.
The winning team of the huge fleet fights we had recently has been the ones who already located in the system, and the loosing team usual who jumps into the already busy system. If there are alot of hostiles into a system, just do not enter unless CCP came up with a brand new fleet battle mechanics. One of the mechanics can be that every system cannot hold more than certain ammount of players at the same time. If max is reached, NO ONE can enter before someone else leaving. If X alliance has 300 players i a certain system, no more folks from X can enter the system, but Y alliance can bring the same ammount before also Y cannot bring more members in.
What I have been written above may not happens, so here is the result; If X alliance want to pvp, they have to have less ammount of players in the system or else Y alliance should not engage. Meaning no pvp and CCP do not get the pleasure to see ships and pods get killed.
Greetings from, Diamond Heart
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.30 12:34:00 -
[96]
Originally by: Diamond Heart One of the mechanics can be that every system cannot hold more than certain ammount of players at the same time. If max is reached, NO ONE can enter before someone else leaving. If X alliance has 300 players i a certain system, no more folks from X can enter the system, but Y alliance can bring the same ammount before also Y cannot bring more members in.
This won't work. Not in this game. You guys have 20+ alliances.
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Diamond Heart
Caldari Solar Storm Sev3rance
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Posted - 2010.01.30 12:51:00 -
[97]
Edited by: Diamond Heart on 30/01/2010 12:54:30 Jupp... as I said in the same post. It wont work. Anyway, every player should know about the lag factor now and if there are still alliances or teams that jumps into a already busy system, it's their own fault and no one else can be blaimed for loosing battle. Not even CCP.
If CCP decide to not fix this, we players have to re-consider how to do fleet fights in the future. I'm pointing at fleet commanders, they who leads the fleets into the battle ground.
Greetings from. Diamond Heart
Ps! Have a nice weekend everyone :-)
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General Rivera
Caldari Clan Shadow Wolf Curatores Veritatis Alliance
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Posted - 2010.01.30 12:56:00 -
[98]
Originally by: Butter Dog
Originally by: General Rivera Without that Lag you would have had a shot at winning.
If you actually believe you had a shot a winning without lag (which affected us all), you are both deluded and wrong. Seriously.
Lol C'mon i know the odds were against us, but you never know what could happen. theirs no need to Keep bragging something, when we know how AAA came, trust me i know they were very well prepared. It's just it would have been cool to lose with some type of dignity instead of the way we did (If we were to lose)
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Mad Frontier
Minmatar Ceptacemia Systematic-Chaos
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Posted - 2010.01.30 13:21:00 -
[99]
http://www.youtube.com/watch?v=BCYm988Ne1w
this is a actual video from a part of this fight, decide yourself how heavy the lag is 
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Sapphrine
Caldari Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.30 13:37:00 -
[100]
Edited by: Sapphrine on 30/01/2010 13:43:56 For any CVA with a short memory and who missed QR- two years ago, we have had the stunning frustration of losing capitals without any chance to fight back. We know how much it breaks the alliance. At least our plan had a chance of being successful though. What has been repeatedly stressed here from a number of parties is that your command made huge snafu's before the fight, during form up and in the tactical decisions made during the fight.
Lag is a factor and was definitely an issue for you guys no doubt but would have been able to kill some ships if you hadn't had it quite as bad but the reason you did was human error.
Everyone at a command level knows that if you cta your entire region to a fight the chances are the enemy does the same. That you guys were bringing 700 to the fight means we are likely to do the same. Thats 1400 people in system and we all know that can easily mean lag, particularly on jump in.
Providence failed to commit seriously to this defence. If they were serious they'd have done any of a long list of things such as: - Logged off pilots in system the day before - Added multiple small staging poses in system - Attacked hostile staging pos in system - Locked down the gates 4+ hours in advance - Brought their A game ships rather than a gimped fleet without supercaps or a noteable BS component - Organised decoy cyno's and brought in their guys a couple hours before hand - Ensured their pilots were all aware of how to cope with lag and had their clients set up correctly - Ensured adequate redundancy in command staff for different elements of their fleet
That is hardly an exhaustive list but all of them were contributing factors in turning a possible chance to win into a total massacre. Lag sealed the deal but blaming it more than the systematic failure in your C+C is unreasonable
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Butter Dog
Gallente The Littlest Hobos Ushra'Khan
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Posted - 2010.01.30 13:44:00 -
[101]
Originally by: General Rivera
Lol C'mon i know the odds were against us, but you never know what could happen. theirs no need to Keep bragging something, when we know how AAA came, trust me i know they were very well prepared. It's just it would have been cool to lose with some type of dignity instead of the way we did (If we were to lose)
You cannot throw conventional capitals up against 30+ supercaps and expect to win anything at all. If you believe you had a chance of winning, that just goes to show how much CVA have to learn about Dominion. ----------
~bitter dog~
etc |

hcydo
Gallente Paxton Industries Paxton Federation
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Posted - 2010.01.30 16:26:00 -
[102]
Quote:
The presence of the supercaps was far more decisive, imo, than any lag.
This. Actually supercaps + lag = profit. By the time dread cycles his guns two times (maybe 3 or even 4 if lucky), titan has two killmails.
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Ontaku Oroa
Minmatar Masuat'aa Matari Ushra'Khan
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Posted - 2010.01.30 22:01:00 -
[103]
The only way we are ever going to see a less blobby 0.0 warfare is if CCP introduces drastic changes to the core mechanics of the game. Delinearization of space travel would be a good start, along with a big nerf to structure hitpoints.
If everyone could travel from any system to any system on the map a la hyperdrive (instead of stargates), alliances would be far more vulnerable to unpredictable and sudden attacks practically anywhere in their territory. This alone would make it damn hard if not impossible to hold massive territories without a commited and equally massive defense force. "Battle arrangements" would also be less frequent as you would rarely know where the enemy would strike, so the medieval nature of today's 0.0 battles (as in whoever brings on more wins) would not be so prevalent. The current system acts like a funnel, focusing player groups onto natural focal points such as stargates, key systems etc. Remove the funnel and you make the Blob approach much less effective.
How likely is this to happen? Well, I think very unlikely. That CCP will, at one point in the future, have to do something about it is inevitable as the player base grows, so will the problems.
In the meantime, any FC worth his salt will take the "technical" issues into account when deciding what to do with more than a hundred capital ships waiting for orders.
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Jessie Arr
Minmatar Minmatar Ship Construction Services Ushra'Khan
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Posted - 2010.01.30 22:20:00 -
[104]
Since we're talking about how CCP could fight lag...
I'd like to see a sov system that is more constellation-centric. Then it becomes as simple as rewarding attackers and defenders for concentrating their efforts in multiple systems within the same constellation at once. Imagine if this fight had been spread over 5 systems instead of 1, all with reinforced nodes? There would have been around 400 pilots in each system, easily manageable by CCP's hardware (which is actually much nicer than people give them credit for) The trick would be to punish both parties for blobbing one system, and rewarding them for focusing on multiple systems at once. Then there's no need for artificial caps on pilot count or futuristic hardware. Just make spreading your forces the SMART thing to do, and it will happen organically from there.
In the meantime though, lag is a part of the game, and if you don't use it to your advantage, your enemy will.
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Forlorn Wongraven
Caldari Universal Army Ushra'Khan
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Posted - 2010.01.30 23:03:00 -
[105]
The current sov mechanics supports the defender actually. The attacker has to bring huge fleets to break the crazy amount of hp on the different structures during every reinforce timer. Sure - you can shoot an ihub for hours with a few BS - but how should that work out? ____________________ We are the Ushra'Khan, and we come for our people. |

IronGoldenEagle
Caldari The New Era RAZOR Alliance
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Posted - 2010.01.30 23:10:00 -
[106]
Originally by: Butter Dog
Originally by: Jack Winters
Originally by: Butter Dog When we were turkey shooting dreads who had bounced from the POS that first time, lag was minimal, and I was really impressed.
When we started shooting the station, it was just awful. I had some kind of strange bug where brackets wouldn't turn off, so my FPS was terrible too. I went through about 15 seige cycles for just 300 stront. My guns fired once every 5-10 minutes.
The biggest problem in these high lag situations is always loading grid (be it due to dropping out of warp on a new grid, or jumping in for the first time). We all know that, so CVA made a very silly mistake when they jumped out that first time, then decided to jump in.
But actually the reason they lost so many caps, and killed so few, is not because lag was unevenly distributed (the server does not discriminate against alliance tickers). It was because they were being slaughtered, mostly, by 30+ supercaps they had no hope of being able to kill.
Our dreads were held back to kill the station/TCU, and didn't enter the fight until the last few minutes. The presence of the supercaps was far more decisive, imo, than any lag.
no. just no.
You're probably just trolling, but... what specifically do you disagree with?
Do you feel the server DOES discriminate on the basis of alliance tickers? Do you think the supercaps made no difference? Do you believe the FC made a good move jumping the caps out then into the system again? Did we not hold the dreads back until the very last moment?
I'm struggling to see which part of what I said is not factually correct.
If you look at your 100+ dread losses, only the final dozen-ish have any dreads on their killmail at all. So, I'm all ears 
Shhhh, your masters actually agree that lag was the reason for such a one sided battle. Go back to trolling goons
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General D'Sorder
Caldari StarHunt Systematic-Chaos
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Posted - 2010.01.30 23:15:00 -
[107]
Originally by: Ontaku Oroa The only way we are ever going to see a less blobby 0.0 warfare is if CCP introduces drastic changes to the core mechanics of the game. Delinearization of space travel would be a good start, along with a big nerf to structure hitpoints.
If everyone could travel from any system to any system on the map a la hyperdrive (instead of stargates), alliances would be far more vulnerable to unpredictable and sudden attacks practically anywhere in their territory. This alone would make it damn hard if not impossible to hold massive territories without a commited and equally massive defense force. "Battle arrangements" would also be less frequent as you would rarely know where the enemy would strike, so the medieval nature of today's 0.0 battles (as in whoever brings on more wins) would not be so prevalent. The current system acts like a funnel, focusing player groups onto natural focal points such as stargates, key systems etc. Remove the funnel and you make the Blob approach much less effective.
How likely is this to happen? Well, I think very unlikely. That CCP will, at one point in the future, have to do something about it is inevitable as the player base grows, so will the problems.
In the meantime, any FC worth his salt will take the "technical" issues into account when deciding what to do with more than a hundred capital ships waiting for orders.
Probably why Titans can bridge fleets past the gates right to the target (if needed) Try to look unimportant... They may be low on ammo!! |

Ontaku Oroa
Minmatar Masuat'aa Matari Ushra'Khan
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Posted - 2010.01.31 00:40:00 -
[108]
Originally by: General D'Sorder
Probably why Titans can bridge fleets past the gates right to the target (if needed)
That's not the same as a non-linear travel system. First, you have to get someone to light up a cyno. Which is easily detectable. Second, the range is fairly limited. And third, you need a freaking Titan. I know there's over three hundred of them in game now, but still.
Right now, there is absolutely zero chance someone could pull off a successful raid, for example. There is no reason to step away from the "dogpile" mentality which ultimately ruins the fun factor in fleet engagements, something we all play this game for. I also agree that the sov fighting should be constellation based, as in both the attackers and defenders would need to simultaneously battle over several objectives at once, thus forcing the blob to split into manageable parts. It would also make the whole thing much more dynamic - instead of waiting for hours in a single system, both parties would need to split up and zoom around attacking and counterattacking. A non-linear travel system would work exceptionally well with this.
Oh yeah... and CCP should get rid of the local count. That's just not right. Keep the chat, but we don't need that pretty number giving away enemy (or our own) presence at a glance.
In any case, there's room for much improvement in sov warfare and 0.0 warfare in general. And I think CCP will have to do some drastic changes in the future, because no matter how shiny your server cluster is, current technology simply has limits, which is where smart game design must step in to save the day. Untill then - lag is the theme of the day whenever we get two large forces duking it out.
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Salastil
Gallente GoonFleet GoonSwarm
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Posted - 2010.01.31 00:44:00 -
[109]
Originally by: Ontaku Oroa The only way we are ever going to see a less blobby 0.0 warfare is if CCP introduces drastic changes to the core mechanics of the game. Delinearization of space travel would be a good start, along with a big nerf to structure hitpoints.
If everyone could travel from any system to any system on the map a la hyperdrive (instead of stargates), alliances would be far more vulnerable to unpredictable and sudden attacks practically anywhere in their territory. This alone would make it damn hard if not impossible to hold massive territories without a commited and equally massive defense force. "Battle arrangements" would also be less frequent as you would rarely know where the enemy would strike, so the medieval nature of today's 0.0 battles (as in whoever brings on more wins) would not be so prevalent. The current system acts like a funnel, focusing player groups onto natural focal points such as stargates, key systems etc. Remove the funnel and you make the Blob approach much less effective.
How likely is this to happen? Well, I think very unlikely. That CCP will, at one point in the future, have to do something about it is inevitable as the player base grows, so will the problems.
In the meantime, any FC worth his salt will take the "technical" issues into account when deciding what to do with more than a hundred capital ships waiting for orders.
Fat chance. If anything the game is going to become more "blobby" as you idiotically call it. Bloc warfare is only going to escalate. CCP has decided that the old great powers that occupy 1/4th of the map with 90% of the space completely empty is dead. If you don't use every inch of space you're going to collapse financially. Goonswarm was just the first Alliance to suffer from this, in March or April we'd be bailing from Delve by being bankrupt. I would surmise that quite a few Alliances that control large expanses of space are going to either quickly populate it with tenant groups or just cut the foot off to save the leg. One such Alliance I can envision this happening to is Atlas. Most likely they'll cut loose Omist since it's a nightmare logistically to maintain. From experience, all of their holdings are crap on moon mining. They must be cutting the line very very fine. A few botched cap fights and they'll probably bankrupt.
Even after all of their changes it's still much more profitable in the long term to stay and run level 4 missions in Motsu than move to 0.0 conquerable space. Dominion has changed the 0.0 game drastically, the larger effects just have yet to arrive in force. I suspect there is going to be a lot of cut stations that just float neutral because nobody wants to move in next to x established alliance that just swats them every time.
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Nammi
Minmatar StarHunt Systematic-Chaos
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Posted - 2010.01.31 00:54:00 -
[110]
Took me about 15-20 min to load grid when i jumped in. When we were shooting cap fleet it took 6 min for guns to cykle. The regular settups were used but still had to warp a few times out and back in to get guns unstuck.
Think CVA and friends made a huge mistake when remowed themself of the field just to come back in.
Dont think it was fun for them but it was fun for me as i was laging like hell and when bs,bc and cruiser fleet warped in i did get shoot at even had to warp of 2 times. Now i wish ccp could get rid of the lag but its here so we adapt and need to use the exsperiance we get from fights like this in next fight. Respect for bringing it and to defend your stuff (more then goons are doing) BEST GOON IS A DEAD GOON
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Mah Kraah
Minmatar Masuat'aa Matari Ushra'Khan
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Posted - 2010.01.31 03:00:00 -
[111]
about lag and blob: the new sovcontesting FORCE the defender AND the attacker to show up at speciffic times in full force. when a timer run out the attacker HAS to be there in overwhelming force else the defender kill one or more sbu and the siege is over already. attackers have to keep the sbu allive and kill hugh hitpoints at i-hub, alot more hitpoints than the defender has to kill at the sbu. the defender has the freedom to slack at all the different timers but the last one, he has the freedom to say: ok i cant beat him this time, rounds going to attacker, while suffering no penalty for doing so. the attack can not, if he loose the sbu coverage at any of the timers he is screwed and need to start from scratch. he has to commit with all he has to not loose all advancement he has already made. this guarantees the usage of MAXIMUM force of the attacker at any timers else he is just screwed. to defend a system a defender need competive force in system and fighting at atleast one of the timers, this is where lag strikes. system siege created 5 timers over the span of 4-6 days to give the defender multiple opportunits to match the attackers blob. only if the defender fail on all 5 dates he loose the system. to make it worse, inbetween the timers NOTHING is attackable. not only does the system guarantee the biggest possible blob in one system when a timer runns out, it also doesnt allow any fighting over the objectives in between those fixed dates. by design its blob or loose at fixed preknown( to allow max ship numbers) dates and nothing at all other times. i havent ever seen a game mechanic that is encouraging nodecrashes and lag dramas as much as the current sov mechanic. it makes it impossible to conquere a system from a opponent who has a opposit timezone than the attacker. the defender decides the timers and he has 5 trys and has won the defense if he archive system supriotity at a single time. this guarantees that system attacks will be done by coalitions of alliances as u have to beat the opponent 5 times at his members peak playtime.
current sov system: nodecrashes or lagged to hell or no sov warefar at all, by design.
the state of server after last patch: the node didnt even crash with 1600 ppl on and fighters fighterbombers and drohnes and shooting all over. bevore the patch we crashed 49 with 1200 ppl and not shooting eachothers, 1200 ppl launching drohnes was node death, the nodes are now much more stable but every order to modules or ships and enviromental updates getting so slow at one point that u can speak of unplayable. if u enter such a overloaded system u need 2h+ to recive all the data from the server to see the system and another 5-20 minutes to see whats on your grid. i dont think that this times can be drasticly reduced due to the sheer amount of data transmitted between node and client . untill ccp find a way to reduce the amount of data needed to load the system and a grid there is only one way to reduce the dammage done by this delays: untill a ship has system and grid loaded it stays invincible and untouchable. no more kills of ppl who havent even seen the system. lag would still prevent fun but at least not entire fleets getting lost without getting past the system loading blackscreen.
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Jack Winters
Gallente Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.31 03:18:00 -
[112]
Originally by: Butter Dog
Originally by: Jack Winters
Originally by: Butter Dog When we were turkey shooting dreads who had bounced from the POS that first time, lag was minimal, and I was really impressed.
When we started shooting the station, it was just awful. I had some kind of strange bug where brackets wouldn't turn off, so my FPS was terrible too. I went through about 15 seige cycles for just 300 stront. My guns fired once every 5-10 minutes.
The biggest problem in these high lag situations is always loading grid (be it due to dropping out of warp on a new grid, or jumping in for the first time). We all know that, so CVA made a very silly mistake when they jumped out that first time, then decided to jump in.
But actually the reason they lost so many caps, and killed so few, is not because lag was unevenly distributed (the server does not discriminate against alliance tickers). It was because they were being slaughtered, mostly, by 30+ supercaps they had no hope of being able to kill.
Our dreads were held back to kill the station/TCU, and didn't enter the fight until the last few minutes. The presence of the supercaps was far more decisive, imo, than any lag.
no. just no.
You're probably just trolling, but... what specifically do you disagree with?
Do you feel the server DOES discriminate on the basis of alliance tickers? Do you think the supercaps made no difference? Do you believe the FC made a good move jumping the caps out then into the system again? Did we not hold the dreads back until the very last moment?
I'm struggling to see which part of what I said is not factually correct.
If you look at your 100+ dread losses, only the final dozen-ish have any dreads on their killmail at all. So, I'm all ears 
srry for late reply- was sleeping. no it wasnt a troll- just plz stop over-glorifying it, you guys were shooting targets that were not rlly there, would have been harder to take on npc's tbqh
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Eljar Kjeldsson
Caldari Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.31 03:34:00 -
[113]
Imo CCP should hit lag with tha nerf bat. |

Daughter
Amarr Aggressive Commerce Solutions Ltd.
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Posted - 2010.01.31 03:58:00 -
[114]
Originally by: Jack Winters
srry for late reply- was sleeping. no it wasnt a troll- just plz stop over-glorifying it, you guys were shooting targets that were not rlly there, would have been harder to take on npc's tbqh
Providence put itself in a position from which it cannot defend itself.
Ever seen a turkey gut and dress itself and march towards an oven? I have, and it tastes like a hundred dreads.
I'm not quite sure what world you live in but in the real world you cant expect your enemies to forgive your weaknesses.
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Colonel Vatutin
Caldari Tread Combat Industries Tread Alliance
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Posted - 2010.01.31 06:34:00 -
[115]
Internet spaceship is a SERIOUS BIZNISS  - - - - - - - - - - - - - - - - - - - - - - - - Public's take on IT(BOB) vs. Goon drama:
Kishmull > was like watching two gays fight over who gets to wear the dress
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GROUND XERO
Caldari GeoCorp. Paxton Federation
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Posted - 2010.01.31 09:17:00 -
[116]
We lost... sure... For me it took like 5min for every order to my ship to get a response.... i didnŠt saw any enemy but two.... no station, posses....etc.... i managed to shoot 5 rounds in the battle....nothing more....this is far away from playable for me!!! but we have to learn out of this... we need a 2D version for great fleet fights or leader of attackers and defenders have to meet each other in real life and play the eve table-top game to find out who will be the winner :-)!
The trailer for dominon should at least be changed and cccp should be honest and tell everybody that great fleet fights are not longer possible in this game.
I think that the issues of these lags are change the game very strange..... the one who is in first will win?.... than it will be like this, fights will be won be timezone not by tactics any more :-(...or am i wrong?
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.31 10:20:00 -
[117]
Originally by: Diamond Heart Edited by: Diamond Heart on 30/01/2010 12:54:30 Jupp... as I said in the same post. It wont work. Anyway, every player should know about the lag factor now and if there are still alliances or teams that jumps into a already busy system, it's their own fault and no one else can be blaimed for loosing battle. Not even CCP.
Sorry to say but this is a very wrong position. You guys had a better (and much better options) in d-g so blaming all on CCP rather than accepting your own faults is a very bad idea.
Originally by: Diamond Heart
If CCP decide to not fix this, we players have to re-consider how to do fleet fights in the future. I'm pointing at fleet commanders, they who leads the fleets into the battle ground.
I'm quite sure CCP is trying hard to fix this issue but as a core problem of the EVE (and speaking generally its a core problem of the any MMO based on open world pvp rather than instanced pvp). But you should not expect it to be fully fixed any time soon.
It's an old quote but it's still as precise as ever before: adapt or die.
Originally by: Diamond Heart
Ps! Have a nice weekend everyone :-)
You too mate, you too.
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Ontaku Oroa
Minmatar Masuat'aa Matari Ushra'Khan
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Posted - 2010.01.31 12:05:00 -
[118]
Originally by: Salastil
Fat chance. If anything the game is going to become more "blobby" as you idiotically call it. Bloc warfare is only going to escalate. CCP has decided that the old great powers that occupy 1/4th of the map with 90% of the space completely empty is dead. If you don't use every inch of space you're going to collapse financially. Goonswarm was just the first Alliance to suffer from this
Ah, so you ran out of ISK, it wasn't a case of forgetting to pay the bills? :D Finance has nothing to do with blob warfare, blobs happen because they make sense - and they make sense because the game mechanics are such as they are. You need massive fleets to do any real damage in a reasonable amount of time. The time it takes to flip sovereignity is so long there's no room for blitz warfare, and in blitz warfare several smaller fleets are much more practical than one giant one.
We are arranging fleet fights - yeah, just like in the good ol' medieval times. CCP even encourages us to notify them of the time and place. How in the world would anything other than blob work. You know the time, you know the place, well then, lets dogpile, because they sure will!
Remove the predictability factor from the 0.0 warfare and you will replace the EvE's equivalent of trench warfare with blitzkrieg which we all know is far more interesting, especially if you're winning.
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MiLojko
Caldari Paxton Industries Paxton Federation
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Posted - 2010.01.31 19:16:00 -
[119]
The AAA & Co who are aysing "We had lag too" just dont get it. You guys had lag. None of CVA capital fleet EVER loaded. The only guys who were shooting on our side were the battlecruiser fleet.
Also when you have 10 minute module lag it means dread ROF goes from 20 seconds to 10 minutes and 20 seconds. Dread delivers 3% of its damage. Doomsday ROF goes from 10 minutes to 20 minutes which means it still does 50% of its damage.
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Daughter
Amarr Aggressive Commerce Solutions Ltd.
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Posted - 2010.01.31 19:21:00 -
[120]
Originally by: MiLojko The AAA & Co who are aysing "We had lag too" just dont get it. You guys had lag. None of CVA capital fleet EVER loaded. The only guys who were shooting on our side were the battlecruiser fleet.
Also when you have 10 minute module lag it means dread ROF goes from 20 seconds to 10 minutes and 20 seconds. Dread delivers 3% of its damage. Doomsday ROF goes from 10 minutes to 20 minutes which means it still does 50% of its damage.
Lag is a mutual obstacle, tactical ineptitude is not. One of these problems exacerbates the other, one of these problems can be fixed. tick tock tick tock.
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