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Thread Statistics | Show CCP posts - 7 post(s) |

Eternal Error
Exitus Acta Probant
96
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Posted - 2012.08.02 23:19:00 -
[1] - Quote
I figured that I wouldn't need to read the CSM minutes because CCP wouldn't propose anything too stupid.
I will post again after I have finished reading the CSM minutes. |

Eternal Error
Exitus Acta Probant
96
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Posted - 2012.08.02 23:54:00 -
[2] - Quote
Issler Dainze wrote:sYnc Vir wrote:Increasing damage over time will only lower the number of fights in losec. Its a bad idea, that will lead to less fight. I'm maybe wrong, but as a Pirate I like to be the one that starts the fleet fight on a gate. I don't want to wait for some nuet to agress, then be the only ass in my fleet shooting him cause no one else has been agressed yet.
Gate Guns are fine, Classic Case of, Not Broke so Brake it. They aren't fine. What good do they do anyone now? When they were introduced you couldn't camp them. Now you can. So either your argument is there shouldn't have ever been gate guns in low sec or you have to agree they are NOT working as intended. Issler They aren't "perfect" but they are "fine." Wasting resources on gate guns would be a monumental act of stupidity. |

Eternal Error
Exitus Acta Probant
97
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Posted - 2012.08.03 00:25:00 -
[3] - Quote
Issler Dainze wrote: So if you don't like this idea, how do you think you get more folks into low sec? Hint, "keeping roaming pirate like PvP fights" like they happen today isn't the answer. We can see the results of that experience.
So if you don't like this idea, what would you change to make low sec more popular?
Issler
Boost reward. Rework minerals across the board so that lowsec ores aren't hilariously inferior to highsec ores. Increase the bounties of lowsec rats across the board, and increase the chance for larger/harder rats to spawn.
EDIT: Also, rather than a huge boost to lowsec reward, this should be accompanied by a small nerf to high sec reward., e.g. 5-10% off the current bounties of high sec mission rats. |

Eternal Error
Exitus Acta Probant
97
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Posted - 2012.08.03 00:28:00 -
[4] - Quote
Destiny Corrupted wrote: But the one thing which really caught my eye is that sentries will now aggro people with suspect flags. That means that sentry guns will fire on people who steal from cans, ninja-salvage post-pvp wrecks on gate, etc. Has anyone else noticed this in Greyscale's post? Is this really the direction EVE is heading into? Capital punishment by non-player mechanics for small offenses?
Yes, yes it is. I'm not sure if you've seen some of the threads about crimewatch, but he is so hellbent on implementing his suspect system that he is disregarding everything else.
Crimewatch doesn't need a huge rework. It needs three things: 1.) Neutral RR changes 2.) EXPANDED (not reduced as in the suspect system) opportunities for corporations to work together and defend their members, preferably expanding this ability to alliances as well 3.) A bit more instruction/tutorial stuff to make sure that new players understand it. |

Eternal Error
Exitus Acta Probant
97
|
Posted - 2012.08.03 01:20:00 -
[5] - Quote
Destiny Corrupted wrote:Even if CCP increases low-sec, rewards, it would have to be an exponential increase. Carebear mentality works in such a manner that even a ten-to-one reward:risk ratio isn't good enough. In their eyes, risking nothing to make X is a much more suitable option than risking X to make 10X. No, I'm not pulling this out of my ass; I constantly talk to people (especially those I kill), and try to find out what motivates them, and what makes them tick. They significantly prefer a small reward with no risk than a huge reward with a small or even moderate amount of risk. Bumping low-sec income to be even twice that of high-sec simply won't cut it. You can't plan game changes solely based around the psychology of a small group of players. Low-sec needs boosted, but it's never going to get boosted to the point that you see carebears coming out in droves. |

Eternal Error
Exitus Acta Probant
97
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Posted - 2012.08.03 07:22:00 -
[6] - Quote
Garresh wrote:Oh hey @ Liang.
I actually have a lot of respect for you, but consider what these changes mean. If the gate guns start off much weaker than current gate guns and take long enough to ramp up, this actually makes gate fighting *easier* for the first 45-60 seconds, thereby encouraging PvP. If they do this right, you'll be getting kills and moving on well before this ramp up becomes a problem. The only people who lose out on this are the clusterfucks you see just sitting on gates doing **** all. Frankly, I'm all for it. Every time I slip through a gatecamp I chuckle, only to have my humor turn sour when I pass the *same* gatecamp hours later. That's not how PvP should be. They'd have to have some seriously interesting curve fitting for the formula to allow dps at 45-60 seconds be lower than what it is currently yet take down a triage carrier around 4-5 minutes in.
The people who lose out on this are: 1.) smartbombers who will have to adapt or unsubscribe 2.) Anyone who wants to move through lowsec with a chance of not getting owned in the face. Enjoy your instant interceptor tackles followed by sniping tornadoes, a death in <20 seconds, and them warping away to safe. It does nothing to stop gatecamps and everything to stop serious engagements (i.e. gang v. gang, not shooting random passerby) on gates. This is either going to make pirates give up or utilize tactics that will actually be MORE effective on your average gate. |
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