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Joshua Calvert
|
Posted - 2004.11.25 16:24:00 -
[61]
Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.11.25 16:24:00 -
[62]
Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

dantum
|
Posted - 2004.11.25 18:01:00 -
[63]
Hi all,
Yesterday i got blown up for nothing because of that contraband mission. I got charged money, i got my standing down, and to top it all off i lost my ship. I tried submitting a petition but have failed cause system was down.
I have posted a bug report but got nothing back so far, not even a confirmation email that my request is being delth with.
I submitted another petition now and awaiting reply. I lost all the good stuff because you guys can't get basic game logic working after months of testing.
I'm wasting my days off work because of this.
There should be a GM channel inside Eve so problems can be addressed real time.
Fix it.
Annoyed customer
P.S. I was seriously ****ed off and was concedering making newbs life hell on eve.
|

dantum
|
Posted - 2004.11.25 18:01:00 -
[64]
Hi all,
Yesterday i got blown up for nothing because of that contraband mission. I got charged money, i got my standing down, and to top it all off i lost my ship. I tried submitting a petition but have failed cause system was down.
I have posted a bug report but got nothing back so far, not even a confirmation email that my request is being delth with.
I submitted another petition now and awaiting reply. I lost all the good stuff because you guys can't get basic game logic working after months of testing.
I'm wasting my days off work because of this.
There should be a GM channel inside Eve so problems can be addressed real time.
Fix it.
Annoyed customer
P.S. I was seriously ****ed off and was concedering making newbs life hell on eve.
|

Molly
|
Posted - 2004.11.25 19:59:00 -
[65]
Without MWD on my Thorax the whole deadspace killing is just a zzzzzzzzzzz-activity. Going 250m/s with a 10MN AB II to a target for 120km is not really exciting.
You just removed a no-brain (MWD to a target and neutron blast it or MWD away and snipe it) activity through a new one.
You might as well stop nerfing the modules, there is no sense at all in it, everyone will move on to a bigger ship and it will be as easy as before.
And yeah, it is funny how NPC frigs MWD around you in dead space with 500-600m/s even they are webbed . -- Lord Nemesis > 14 days till mining barge lvl 5 then im strip all the ice in eve
|

Molly
|
Posted - 2004.11.25 19:59:00 -
[66]
Without MWD on my Thorax the whole deadspace killing is just a zzzzzzzzzzz-activity. Going 250m/s with a 10MN AB II to a target for 120km is not really exciting.
You just removed a no-brain (MWD to a target and neutron blast it or MWD away and snipe it) activity through a new one.
You might as well stop nerfing the modules, there is no sense at all in it, everyone will move on to a bigger ship and it will be as easy as before.
And yeah, it is funny how NPC frigs MWD around you in dead space with 500-600m/s even they are webbed . -- Lord Nemesis > 14 days till mining barge lvl 5 then im strip all the ice in eve
|

Grim Vandal
|
Posted - 2004.11.25 21:10:00 -
[67]
I have nothing else to say but that this restriction really sucks!
On the other hand I really hate the mwd tho. interesting huh??? 
Imo it's a simple "no brainer" module... that being said 90% of the setups use it... now this is the fact why I dont like it... and of course, I do use it myself!
Now even more I really hate to see that the mwd is allowed for pvp while its not allowed for complexes... it just makes no sense for what ever reason...
Well dont get me wrong... I would rather remove the mwd at all but I also do know that close range setups do really need it...
anyway change the mwd so it will stay usefull BUT nerf it to a point where it is only usefull in certain setups.
So let us use the mwd in complexes but change the mwd itself:
suggestion: INSTEAD of the 500% sig penalty give it a -500% agility penalty...
the only issue I see is that this change alone doesnt work...
so for this to work we need:
mwd agility nerf like stated above
oversized AB nerf
normal sized AB boost to about +100%
stacking penalty for ABs/mwds = no need for the dual mwd nerf
and of course the missile change

Greetings Grim |

Grim Vandal
|
Posted - 2004.11.25 21:10:00 -
[68]
I have nothing else to say but that this restriction really sucks!
On the other hand I really hate the mwd tho. interesting huh??? 
Imo it's a simple "no brainer" module... that being said 90% of the setups use it... now this is the fact why I dont like it... and of course, I do use it myself!
Now even more I really hate to see that the mwd is allowed for pvp while its not allowed for complexes... it just makes no sense for what ever reason...
Well dont get me wrong... I would rather remove the mwd at all but I also do know that close range setups do really need it...
anyway change the mwd so it will stay usefull BUT nerf it to a point where it is only usefull in certain setups.
So let us use the mwd in complexes but change the mwd itself:
suggestion: INSTEAD of the 500% sig penalty give it a -500% agility penalty...
the only issue I see is that this change alone doesnt work...
so for this to work we need:
mwd agility nerf like stated above
oversized AB nerf
normal sized AB boost to about +100%
stacking penalty for ABs/mwds = no need for the dual mwd nerf
and of course the missile change

Greetings Grim |

Juan Andalusian
|
Posted - 2004.11.26 08:50:00 -
[69]
To all those asking again and again what is the reason behind the mwd nerf in deadspace, flawed imho but this is apparently it:
Quote: 2) It's true that the deadspace complex system does nerf 'kiting' with long range. However afterburners still work in complexes, and most of the time you are given the chance of starting combat from far away, allowing long range users to safely do damage until the pirates catch up with them. Although we do not condone kiting (i.e. risk free running around killing the pirates), we do not want to remove long range tactics all together. There are also plenty of long range NPCs, which can be quite annoying to deal with if you have a pure close combat setup. We still value feedback on this issue and any suggestions are appreciated.
**Pain is meant to be felt** |

Juan Andalusian
|
Posted - 2004.11.26 08:50:00 -
[70]
To all those asking again and again what is the reason behind the mwd nerf in deadspace, flawed imho but this is apparently it:
Quote: 2) It's true that the deadspace complex system does nerf 'kiting' with long range. However afterburners still work in complexes, and most of the time you are given the chance of starting combat from far away, allowing long range users to safely do damage until the pirates catch up with them. Although we do not condone kiting (i.e. risk free running around killing the pirates), we do not want to remove long range tactics all together. There are also plenty of long range NPCs, which can be quite annoying to deal with if you have a pure close combat setup. We still value feedback on this issue and any suggestions are appreciated.
**Pain is meant to be felt** |

Sternburg Export
|
Posted - 2004.11.26 09:06:00 -
[71]
Edited by: Sternburg Export on 26/11/2004 09:09:15
Originally by: Juan Andalusian To all those asking again and again what is the reason behind the mwd nerf in deadspace, flawed imho but this is apparently it:
Quote: 2) It's true that the deadspace complex system does nerf 'kiting' with long range. However afterburners still work in complexes, and most of the time you are given the chance of starting combat from far away, allowing long range users to safely do damage until the pirates catch up with them. Although we do not condone kiting (i.e. risk free running around killing the pirates), we do not want to remove long range tactics all together. There are also plenty of long range NPCs, which can be quite annoying to deal with if you have a pure close combat setup. We still value feedback on this issue and any suggestions are appreciated.
did u noticed that Deadspace warp-in-points are bugged a bit?
1st time u warp in and see the first NPC 60km away from u.. K.. 2nd time u warp in (same distance.. << k.. doesn¦t matter :P ) u came out of warp in the middle of the NPC... It¦s not a general problem.. But thats makes every setup useless...
Mid-longrange = useless, cause u hit nothing
other scenerio:
1st time u warp in and u came near (<20km) from the NPC out of warp 2nd time u warp in u r 60km away...
This makes shortrange Useless...
it¦s a kind of lottery at which distance the NPC are...
Possible solutions:
- Make BM¦s usefull in deadspace - Give us Differend Warp in Distances - make mwd Working in deadspace
i would prefer the BM¦s  ____________________________ [ 2005.03.31 20:53:50 ] (mining) Your Basic Miner perfectly strikes Veldspar Roid, wrecking for 20 Ore units.
|

Sternburg Export
|
Posted - 2004.11.26 09:06:00 -
[72]
Edited by: Sternburg Export on 26/11/2004 09:09:15
Originally by: Juan Andalusian To all those asking again and again what is the reason behind the mwd nerf in deadspace, flawed imho but this is apparently it:
Quote: 2) It's true that the deadspace complex system does nerf 'kiting' with long range. However afterburners still work in complexes, and most of the time you are given the chance of starting combat from far away, allowing long range users to safely do damage until the pirates catch up with them. Although we do not condone kiting (i.e. risk free running around killing the pirates), we do not want to remove long range tactics all together. There are also plenty of long range NPCs, which can be quite annoying to deal with if you have a pure close combat setup. We still value feedback on this issue and any suggestions are appreciated.
did u noticed that Deadspace warp-in-points are bugged a bit?
1st time u warp in and see the first NPC 60km away from u.. K.. 2nd time u warp in (same distance.. << k.. doesn¦t matter :P ) u came out of warp in the middle of the NPC... It¦s not a general problem.. But thats makes every setup useless...
Mid-longrange = useless, cause u hit nothing
other scenerio:
1st time u warp in and u came near (<20km) from the NPC out of warp 2nd time u warp in u r 60km away...
This makes shortrange Useless...
it¦s a kind of lottery at which distance the NPC are...
Possible solutions:
- Make BM¦s usefull in deadspace - Give us Differend Warp in Distances - make mwd Working in deadspace
i would prefer the BM¦s  ____________________________ [ 2005.03.31 20:53:50 ] (mining) Your Basic Miner perfectly strikes Veldspar Roid, wrecking for 20 Ore units.
|

ElCoCo
|
Posted - 2004.11.26 09:19:00 -
[73]
@Zrakor
You really messed it up with mwd and deadspace.
Make it like it used to be and don`t try to fix another 20 things to compensate for it (like increasing AB speed, decreasing npc speed etc...)
Your reasoning for long range snipers hurt the shortrange fighters to the point that their training and ships/modules are short of useless 
You`re doing what in greece we say "1 step forward, 2 steps back" here.
|

ElCoCo
|
Posted - 2004.11.26 09:19:00 -
[74]
@Zrakor
You really messed it up with mwd and deadspace.
Make it like it used to be and don`t try to fix another 20 things to compensate for it (like increasing AB speed, decreasing npc speed etc...)
Your reasoning for long range snipers hurt the shortrange fighters to the point that their training and ships/modules are short of useless 
You`re doing what in greece we say "1 step forward, 2 steps back" here.
|

Sally
|
Posted - 2004.11.26 14:30:00 -
[75]
Originally by: ElCoCo @Zrakor
You really messed it up with mwd and deadspace.
Make it like it used to be and don`t try to fix another 20 things to compensate for it (like increasing AB speed, decreasing npc speed etc...)
Your reasoning for long range snipers hurt the shortrange fighters to the point that their training and ships/modules are short of useless 
You`re doing what in greece we say "1 step forward, 2 steps back" here.
Couldn't say it any better. -- Stories: #1 --
|

Sally
|
Posted - 2004.11.26 14:30:00 -
[76]
Originally by: ElCoCo @Zrakor
You really messed it up with mwd and deadspace.
Make it like it used to be and don`t try to fix another 20 things to compensate for it (like increasing AB speed, decreasing npc speed etc...)
Your reasoning for long range snipers hurt the shortrange fighters to the point that their training and ships/modules are short of useless 
You`re doing what in greece we say "1 step forward, 2 steps back" here.
Couldn't say it any better. -- Stories: #1 --
|

Zrakor
|
Posted - 2004.11.26 16:21:00 -
[77]
Originally by: Gariuys
I'm praying your joking here. The problem isn't keeping NPCs in my range, it's the fact I will never ever get there. They agro long before I get in range, and since they cheat, and I am reduced to using a 500m/s at best for lvl 3 missions, they agro, and start orbiting at their range without any chance whatsoever for me to kill them.
And about 2, so instead of letting us use a module that's been fine for ages, has high ranking skills to get the most of and gets a bonus from one of the main short range cruisers, you come up with a new module to do the same?
One thing would be nice though, give a why, why are they disabled, simply cause of it's warp so would break realism. Then technobabble it ffs, gameplay>realism. Voiding my training and give me a new module to give back something you took away is the worst solution to this problem you could come up with.
And I refuse to accept that you need long range weapons to do these missions. Because for some messed up reason you wanted to kill off all short range mission runners. And I will not bring friends to lvl 3!!!! missions.
Changing setups to deal with diferent missions, and npc sizes and what not is fine. Killing off all short rangers isn't. ( think I'm ranting a bit, but so cranky about this, can't help it )
The fact that you 'can't get there' is due to pirates flying faster than you and thereby keeping you at their premium range, am I correct? So by making them slower and you faster, you would be able to reach them. I am actually not really that involved into module/NPC tweaking, so I am not the best person to answer questions on the subject. This forum would probably not be the best place to discuss this either, as the deadspaces and MWD nerf are not an agent specific issue.
|

Zrakor
|
Posted - 2004.11.26 16:21:00 -
[78]
Originally by: Gariuys
I'm praying your joking here. The problem isn't keeping NPCs in my range, it's the fact I will never ever get there. They agro long before I get in range, and since they cheat, and I am reduced to using a 500m/s at best for lvl 3 missions, they agro, and start orbiting at their range without any chance whatsoever for me to kill them.
And about 2, so instead of letting us use a module that's been fine for ages, has high ranking skills to get the most of and gets a bonus from one of the main short range cruisers, you come up with a new module to do the same?
One thing would be nice though, give a why, why are they disabled, simply cause of it's warp so would break realism. Then technobabble it ffs, gameplay>realism. Voiding my training and give me a new module to give back something you took away is the worst solution to this problem you could come up with.
And I refuse to accept that you need long range weapons to do these missions. Because for some messed up reason you wanted to kill off all short range mission runners. And I will not bring friends to lvl 3!!!! missions.
Changing setups to deal with diferent missions, and npc sizes and what not is fine. Killing off all short rangers isn't. ( think I'm ranting a bit, but so cranky about this, can't help it )
The fact that you 'can't get there' is due to pirates flying faster than you and thereby keeping you at their premium range, am I correct? So by making them slower and you faster, you would be able to reach them. I am actually not really that involved into module/NPC tweaking, so I am not the best person to answer questions on the subject. This forum would probably not be the best place to discuss this either, as the deadspaces and MWD nerf are not an agent specific issue.
|

Zrakor
|
Posted - 2004.11.26 16:24:00 -
[79]
Originally by: Joshua Calvert Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
|

Zrakor
|
Posted - 2004.11.26 16:24:00 -
[80]
Originally by: Joshua Calvert Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
|

Zrakor
|
Posted - 2004.11.26 16:25:00 -
[81]
Originally by: Joshua Calvert Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
|

Zrakor
|
Posted - 2004.11.26 16:25:00 -
[82]
Originally by: Joshua Calvert Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight.
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
|

Estios
|
Posted - 2004.11.26 16:36:00 -
[83]
you could scout it first in a fast small ship Josh or ideally a pod ??
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
|

Estios
|
Posted - 2004.11.26 16:36:00 -
[84]
you could scout it first in a fast small ship Josh or ideally a pod ??
So HMV consider Andy Williams and Dean Martin to be "easy listening" do they? Tell that to my mate Dave, he's been deaf for 20 years.
|

Brazero
|
Posted - 2004.11.26 18:21:00 -
[85]
Originally by: dantum Hi all,
Yesterday i got blown up for nothing because of that contraband mission. I got charged money, i got my standing down, and to top it all off i lost my ship. I tried submitting a petition but have failed cause system was down.
I have posted a bug report but got nothing back so far, not even a confirmation email that my request is being delth with.
I submitted another petition now and awaiting reply. I lost all the good stuff because you guys can't get basic game logic working after months of testing.
I'm wasting my days off work because of this.
There should be a GM channel inside Eve so problems can be addressed real time.
Fix it.
Annoyed customer
P.S. I was seriously ****ed off and was concedering making newbs life hell on eve.
Same thing happend to me today. Lost a very special ship equipped with the best of the best. Webbed, scrambled and killed by police forces when entering a gate after finishing a slave trader mission. How the hell could I know that I was supposed to leave the slaves floating in space So I picked them up like allways, but the police didn't like that. They set the value of 5 slaves to approx 90 mill 
I want my ship back, and more accurate mission info.
|

Brazero
|
Posted - 2004.11.26 18:21:00 -
[86]
Originally by: dantum Hi all,
Yesterday i got blown up for nothing because of that contraband mission. I got charged money, i got my standing down, and to top it all off i lost my ship. I tried submitting a petition but have failed cause system was down.
I have posted a bug report but got nothing back so far, not even a confirmation email that my request is being delth with.
I submitted another petition now and awaiting reply. I lost all the good stuff because you guys can't get basic game logic working after months of testing.
I'm wasting my days off work because of this.
There should be a GM channel inside Eve so problems can be addressed real time.
Fix it.
Annoyed customer
P.S. I was seriously ****ed off and was concedering making newbs life hell on eve.
Same thing happend to me today. Lost a very special ship equipped with the best of the best. Webbed, scrambled and killed by police forces when entering a gate after finishing a slave trader mission. How the hell could I know that I was supposed to leave the slaves floating in space So I picked them up like allways, but the police didn't like that. They set the value of 5 slaves to approx 90 mill 
I want my ship back, and more accurate mission info.
|

Joshua Calvert
|
Posted - 2004.11.26 18:24:00 -
[87]
Originally by: Zrakor Originally by: Joshua Calvert -------------------------------------------------------------------------------- Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight. --------------------------------------------------------------------------------
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
I see what you mean - I will put that feature request in. Even a indication that it involves solo BS or multiple BS would be useful.
Originally by: Estios you could scout it first in a fast small ship Josh or ideally a pod ??
The time bonuses are quite tight and that would just make it more difficult 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.11.26 18:24:00 -
[88]
Originally by: Zrakor Originally by: Joshua Calvert -------------------------------------------------------------------------------- Speaking of deadspace missions, is there Agent Journal deliberately vague about what you're expected to find there?
I'm using a lvl 3 Command agent and my firs tdeadspace mission contained no information about expected types of NPC - makes it a bit hard to judge what to equip and at what range to fight. --------------------------------------------------------------------------------
You could submit this as a feature request to us, through Defect Tracking. The agent system cannot detect which NPC's are in the deadspaces unless it is made available in the deadspace system, and currently they don't hand out this information to us.
I see what you mean - I will put that feature request in. Even a indication that it involves solo BS or multiple BS would be useful.
Originally by: Estios you could scout it first in a fast small ship Josh or ideally a pod ??
The time bonuses are quite tight and that would just make it more difficult 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Teeth
|
Posted - 2004.11.26 19:05:00 -
[89]
I don't get it. If you allow pirates to be slower and players to be faster, then you have your "kiting" problem all over again. I understand why you put up those restrictions, but if you're just going to create the same problems you were trying to fix then there's no real point in implementing the first set of changes no?
I'm really excited about shiva and about scenario missions, but something's just off with the current state of things.
|

Teeth
|
Posted - 2004.11.26 19:05:00 -
[90]
I don't get it. If you allow pirates to be slower and players to be faster, then you have your "kiting" problem all over again. I understand why you put up those restrictions, but if you're just going to create the same problems you were trying to fix then there's no real point in implementing the first set of changes no?
I'm really excited about shiva and about scenario missions, but something's just off with the current state of things.
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