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Thread Statistics | Show CCP posts - 6 post(s) |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.16 06:58:00 -
[1]
6 months to balance something like an attribute of a ship?!
[WTB] faster toolset for balancing.
Balancing needs to become way faster.. a turn around time of less than 1 month should be strived for. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.16 07:55:00 -
[2]
Edited by: Tres Farmer on 16/01/2011 07:55:10 If you reduce the range on Jumpdrives and remove Jumpbridges completely you really need to have a look at the Jumpgate mechanics.
Anything that hauls stuff around in Null/Low needs to use mechanics that have a 99% chance of survival, as nothing else makes sense if you don't want to cripple the population out there.
If you force players to fall back on gate travel you need to take the raised population numbers into account. '04 to '10 the PCU raised from 12k to 55k (4.5 fold), the number of places of interaction raised from 4,500 systems to 7,500 (1.6 fold). This means you effectively now have nearly 3 times as many people per place of interaction as in '04. Gates are designed as bottlenecks and having more people using the same number of bottlenecks will cause that some if not most of those bottlenecks can be considered shut off.
If you're going to open up new ways into zero-zero you need to address the routes into low as well and in the far far future an overhaul of the gate mechanic might be in order. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.16 09:36:00 -
[3]
@Fred Freeform
- Minerals.. if there is no local mining it needs addressing. Why is there only local mining of ABC and nothing else?
- Mineral logistics.. again, why is there no local mining of the basics going on? Why don't those high sec bears not come in droves and mine in your space?
- Refining and Production.. POS could help with that. But again, why aren't there more people in your space delivering this stuff?
- Manufacturing time and slot capacity.. again, why isn't there more local manufacturing going on? Why don't the high sec bears come to your space and manufacture locally?
- Finished goods logistics.. again, lack of people. Why?
TL;DR.. the whole complaint falls flat on it's face cause you don't need more people where you are. You got the jumpbridges and the JFs and are perfectly capable to do all this stuff without the additional people and the headache they cause you. They cause a security risk and most of them don't want to deal with politics, thus wouldn't come in the wake of a renter alliance in your space so they could become blue.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.16 17:54:00 -
[4]
Originally by: Aizen Intaki
Originally by: Fred Freedom Now pretend you're a midsized alliance holding one region that needs to produce 5-6 supercaps, 1-2 titans and 100 BS a month. Do you begin to understand what the problem is?
So you're saying that removing jump bridges, thus making logistics much more involved than they currently are, would force corporations and alliances to make tough decisions concerning whether or not they need to build their next SC rather than just ****ting them out as fast as possible? I missed the part where that's a bad thing.
If they want to take sov from another entity out there they have to shoot millions of HP. You don't want to sit around too long doing that, thus you need DPS, as much as you can get. CCP designed it. The players react on it.
The discussion now is on removing the ability of those DPS to move around so easily and far reaching and what should be nerfed about it.
The other point I find very enlightening is the homogenisation of space via iHUBs. CCP tried/tries to get more people out there to be sustainable in a handful of systems. This now caused more or less all space to be as good as any other to kill rats in and make isk (incentive for the foot-soldier to fight over XY-234 is low). The only big monopoly left out there is a bottleneck for T2 material, which had been pointed out a year ago in MD forums by Akita T, if I remember correctly. But fighting over that stuff isn't so easy as it's all in one part of space and the sov holders have the advantage of the Million HP sov structures and the income of the Technetium to field powerful defence.
On top of all that the people gone into whiskey space, mining ABC like mad, causing that mining in zero-zero has a worse risk/profit ratio now too. This should explain why the MPI shows deflation, although the average player wallet is going up by 15%+ on a yearly basis.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 00:31:00 -
[5]
Originally by: Ntrails If you remove jump bridges, jump freighters and nerf cap manoeuvrability then 0.0 becomes 4 great swathes of blue.
No one can attack, because replacing ships is a nightmare, getting anywhere is a nightmare, and let's face it defenders already have a ton of advantages. The main one of these will be access to a local market.
There was no sea of blue before the proliferation of SCs and JBs .. just saying. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 00:58:00 -
[6]
Originally by: Ntrails *snip* Now you need to replace everything that is lost, but the logistics to move a ton more stuff is mind boggling, there is no NPC space market hub because no one can be bothered to produce - they are currently mostly stocked by jews with Jump freighters and huge mark ups. *snip*
*cough* s snapshot of todays sell prices for 2 regions
Heimatar Syndicate Apocalypse 80M 60M Armageddon 52M 42M Raven 79M 67M Scorpion 58M 50M Megathron 76M 65M ... support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 01:36:00 -
[7]
Originally by: pmchem All these anti-JB arguments are bad, and when you have IT Alliance, goonwaffe, and Venkul all agreeing on the issue perhaps you should take note of what large 0.0 entities actually think since they're the experts on getting stuff done in nullsec.
Biased experts are worth what exactly? Ask a billion flies and they will tell you that **** tastes good..
Anyway, I'm no expert but what has been spilled from the state of nullsec is the following: 1) NAP-train .. since CCP changed how sov works and the SC was boosted and the Titans nerfed there is an ongoing whine about NAP-trains. 2) Hotdrops .. since CCP changed how sov works the whine about POS bashing changed into a whine about TCU bashing 3) Projection of Power .. time and time again are there whines about people going to null and being stomped for lulz in areas no one was really using or living in
IMHO travel is to easy on ALL SCALES. Be it zero-zero with it's JB/JD/TB or be it high sec with WTZ and AFK-AP hauling of freighter-loads full of stuff between the 4-5 major hubs. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 02:23:00 -
[8]
Originally by: EdFromHumanResources
Originally by: Tres Farmer
Originally by: pmchem All these anti-JB arguments are bad, and when you have IT Alliance, goonwaffe, and Venkul all agreeing on the issue perhaps you should take note of what large 0.0 entities actually think since they're the experts on getting stuff done in nullsec.
Biased experts are worth what exactly? Ask a billion flies and they will tell you that **** tastes good..
Yes and for any creature with their geneology it WOULD taste good and is in fact what they want. Just because you think something doesnt taste good doesn't mean we all shouldn't. Since we are human and not flies our dietary requirements are a tad different and our tastes also suffer many differences. But hey keep on rolling with the ignorant statements.
To simple? Ok, ask me something about changes to a field where I profit at the cost of others (my 'genealogy') and see where this leads for the game as a whole.
Those very same people that are now literally up in arms will tell you any other time of the day that someone else's area of the sandbox should be changed because of this and that.
Originally by: EdFromHumanResources Here's an idea, don't remove jump bridges, don't even remove the pos module, just change how they work. Check it out Once anchored a jump bridge pos module allows a corp to link the system to two systems with the same range restrictions as presently. The corporation management page has you set a password that is then used to activate the gates in the system. Upon activation you would either be given a selection box(I personally would want something more elegant) or right click jump to on the gate like your capacitor on a jump drive capable ship.
I would allow the password to not be limited to standings. People inside the corp or alliance would not need the password. This would allow both hostiles and friendlies to abuse your jump bridge network and move through your space quickly. Sure you can get from germinate to fountain in 15 minutes, but so can they. This would also force people to go through gates. Logistics would remain something of a **** but overall I think it would be a better system.
I had this thought about 6 minutes ago so I will need some more thinking on it to hammer out all the kinks like the UI involved wtih the gate to avoid it being clunky as hell. Good thing I am at work for 13 more hours with nothing to do.
Even better.. let them build real Jumpgates instead. There is a pipe that is constantly camped by hostiles? ..make your own pipe. There is a need for a highway from one <imobile monopoly> to the other <immobile monopoly>? ..make your own defence network. There is a fight three regions over? ..use the highways to get there asap and join the blob. Soon you will be able to travel around in no time at all and we'll still have the problems of today that roaming gangs find no targets as everyone docks up or joins a larger blob or has a blob in range.
And I will say it a 4th time.. PCU has grown by 300% where as places of interaction have only grown by 60%. We need more space or a better utilisation of the existing space. 50 places of interaction within a room with a handful of doors connecting those rooms and which can be shut off by camps for anything other than CovOps/BRs will become very very limited sandboxes. Increase travel-times, decrease restrictions on travel. Create more places of interaction. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 04:27:00 -
[9]
Originally by: EdFromHumanResources
Originally by: Tres Farmer
Originally by: EdFromHumanResources Here's an idea, don't remove jump bridges, don't even remove the pos module, just change how they work. Check it out Once anchored a jump bridge pos module allows a corp to link the system to two systems with the same range restrictions as presently. The corporation management page has you set a password that is then used to activate the gates in the system. Upon activation you would either be given a selection box(I personally would want something more elegant) or right click jump to on the gate like your capacitor on a jump drive capable ship.
I would allow the password to not be limited to standings. People inside the corp or alliance would not need the password. This would allow both hostiles and friendlies to abuse your jump bridge network and move through your space quickly. Sure you can get from germinate to fountain in 15 minutes, but so can they. This would also force people to go through gates. Logistics would remain something of a **** but overall I think it would be a better system. .
Even better.. let them build real Jumpgates instead. There is a pipe that is constantly camped by hostiles? ..make your own pipe. There is a need for a highway from one <imobile monopoly> to the other <immobile monopoly>? ..make your own defence network. There is a fight three regions over? ..use the highways to get there asap and join the blob. Soon you will be able to travel around in no time at all and we'll still have the problems of today that roaming gangs find no targets as everyone docks up or joins a larger blob or has a blob in range.
Man look at you countering what I...oh wait no you didn't. You just built up a completely unrelated straw me and proceeded to battle him for supremacy. Your response has literally nothing to do with what I said and in fact is why I didnt suggest that.
I hate gates. I hate it that I can travel as fast as I can.
What you suggest is not only an alliance JB network, no, it's a JB network mk2, which in essence are player constructed gates with password protection for the people in-the-know.
You probably didn't grasp the concept of CCP getting an idea that what they did with jumpranges and deployment times was the wrong way to go and is diametrically opposed to what they wanted to achieve >> more people being able to survive in zero-zero and not more people being able to be stomped into the ground by some bored SC pilots 40 jumps away.
Reading the Evelopedia article under this light it's practically hilarious:
Originally by: Evelopedia on Jumbridges A jump bridge is a static emplacement that allows a ship to move great distances, without the assistance of anyone else online. These are commonly put into networks, allowing a ship to move up to their 0.0 home quickly.
Jump bridges are set up by player alliances at their POS' in their sovereign space. The placing of these bridges link distant systems in a similar fashion to a stargate. One of the main differences is that the jump bridge uses liquid ozone to fuel the bridge for the jump.
By placing these structures, alliances create a highway system that allows very fast travel through 0.0 space. They are a time saver of immense proportions, and allow for the players to have more access to their home systems deep in 0.0
Jump bridges also facilitate the quick response ability to alliances when attacked. traditionally a system may be 30 jumps from your home system. If you were attacked there, it would take you 30 jumps X (X number of minutes per jump) to get to your destination. With jump bridges, a system 30 jumps away may only be 3 using the jump bridge technology.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 10:42:00 -
[10]
Originally by: Vicious Cell *snip* I would really hate if CCP actually changed their game based solely on what these CSM guys feel is needed. I know for a fact that the majority of players would be strongly against some of the stuff written in these meetings. As the majority of players have real lives and cannot afford harsh game mechanics, it would break the game for them. *snap*
What? I don't even... ?!
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 10:55:00 -
[11]
Originally by: Mecinia Lua *snip* As for logistics folks would just do it with wormholes not move freighters through 0.0 which would be suicidal.
The dev mentioning they'd love to remove freighters. That would be one of the stupidest things you could do and if you wanted to kill industry in 0.0 completey go ahead and do it.
Why isn't there more 0.0 activity. Simple its not safe. You can't have the mining you do in hi sec in 0.0 because some roamer is going to blow up your mining operation. You know the folks that sit and look on the map to see which system has the most active folks and the least jumps in the last hour and then goes there to investigate. *snap*
Increase travel times, reduce travel restrictions.. get rid of stargates(*) and increase the number of places of interaction per system.
(*)introduce a short range jumpdrive for everyone and let us jump max 1 LY with it with a need to jump 1-3 times if we want to get from one system to another. Intercepting people should then be done at the jump-points (rework of scanning system). I want to fly in any freaking direction and be taken out when I get near something/someone cause I appeared on his scanner 10 minutes ago. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 15:00:00 -
[12]
Originally by: Venkul Mul
Originally by: Trebor Daehdoow
So it would perhaps be a good idea to wait to see what the whole package is before beginning the hardcore raging -- and I for one am going to push very hard for public discussion of that package at the earliest possible stage (player tiger-teaming of this kind of stuff is something I am very much in favor of, since players have to live with the consequences).
speaking from past experiences:
If you want till the "whole package" is presented at least 70% of it is already set in stone with very small tweak possible.
When it is at the current stage "we are considering it" the players can try to discuss and even shout about the pro or cons whit a good chance to make CCP reconsider.
When it is at the stage "we are publishing a devblog with what we have decided to do in the next expansion in six months" CCP has already assigned the resources (time and manpower) to the different development groups and prepared a roadmap of how the work should progress.
A that point the room for changes will be very reduced.
What we read in the minutes is a hypothesis for a set of nerfs that maybe, if all go well and the players react as we wish (fat chance), will give the buff to small gangs and so on that Meissa want.
As already said to me some of them seem more prone to increase the numbers of bots mining in 0.0, as Fred said at least the multi alliances holding the Technetium moons will continue to exist and so on.
It is a gamble with high stakes and uncertain results.
Wouldn't it be good then for the people affected to start discussing this topic and put out some papers/comments/recommendations/proposals that are well formulated and behaved?
Obviously you can either be incorporated in the process or just stand aside, put the head in the sand or rabble about it. The best chance to get your points across would be to deliver facts and discussion material.
The time to act positively and successfully is now. Get this stuff ready before fanfest. Send it with every null sec peep you got to iceland and let them demand an extra session on the matter. If this takes 1 ful day of roundtables/paneldiscussion so be it. You guys have to live with this for the next years.. it's your endgame.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 15:08:00 -
[13]
And one more thing.. play devils advocate in your OWN proposals.
Do look at those solutions from the perspective of whatever comes to you mind that might wand/need/should go out there and how this will affect them. support Public Idea Tracker | 24hr PLEX |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.01.17 16:24:00 -
[14]
Originally by: Meissa Anunthiel
Originally by: Tres Farmer And one more thing.. play devils advocate in your OWN proposals.
Do look at those solutions from the perspective of whatever comes to your mind that might want/need/should go out there and how this will affect them. This includes miners, missionrunners, pirates and whatever else runs around and has a name and is wished for to be out there.
We do, a lot... I know I personally will defend whatever opinion is contrary to the current one just to provide perspective and nuance. Obviously I don't need to do it on this forum, there's no shortage of people bashing the proposal ;-)
After that's done, however, one should draw a conclusion about which alternative is best while keeping an eye on the downsides. Playing devil's advocate doesn't mean one should be forever undecided because of the existence of points both for and against a given proposal.
This wasn't directed at the CSM.. the buzzword 'proposal' must have catched your attention. Sry.  No, that was for the guys in zero-zero and their papers/recommendations. They should play devils advocate on their own stuff. Cause I doubt CCP will take them seriously if they don't. 
I think they have roughly a month left for this.. They should better be starting.  support Public Idea Tracker | 24hr PLEX |
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