Pages: 1 [2] 3 :: one page |
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Thread Statistics | Show CCP posts - 0 post(s) |
Jada Maroo
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Posted - 2011.02.26 01:12:00 -
[31]
If there was some sort of pay-to-jump or maybe a 6-8 hour timer instead I'd definitely take more chances. And I think a lot more people would too.
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Mighty Dread
Minmatar
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Posted - 2011.02.26 01:14:00 -
[32]
I always wondered if we'll ever have an MMO where player characters are not immortal and the sole goal of the gameplay is not to have lvl XX character with XX armor and XX damage ability that spends it's time killing swarms of whatever in order to level up some more and OMGWTFP0WNBBQ everything and everyone all the time forever.
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Kengutsi Akira
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Posted - 2011.02.26 01:36:00 -
[33]
Originally by: Omara Otawan Apart from nullsec, they are virtually invulnerable. There are a few things that can catch you by surprise, but they all are avoidable if you are careful.
A third of the hulkageddon kills would like to have a talk with you
http://hulkageddon4.machine9.net/killboard/?&scl_id=
1044 out of 2802 pod kills would beg to differ
------------------------------------ "You know, my foot oughta vandilize your ass" |
Sylen
Caldari Greater Order Of Destruction
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Posted - 2011.02.26 01:52:00 -
[34]
Another thing to think about is the "Pod Express" home. Some of us, who get deep into enemy 0.0 space with a fleet, and lose our ship, don't really care about sticking around and would rather just get podded to insta-warp us back to our home base.
5mil isk for 30+ jumps through hostile red space. I'll take that any day over invulnerability and having to wait forever to get home.
*note* Of course this only works if you're pvp'ing around with a none-implant filled clone, and don't really give a **** about getting podded repeatedly. So there is always that "pride" factor in it. But to me, I just see it as a mechanic to exploit for convenience.
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Yeah? |
Won Hung Lo
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Posted - 2011.02.26 02:05:00 -
[35]
Originally by: Marlena Mildari I vote for lowering the jump timer to something like 6, maybe 12 hours
Definitely much better. The 24 hrs is simply annoying, I cannot imagine why an insanely long time is necessary.
Anarchy Online had a 72 hour 'perk reset' timer for a long time, their devs finally overcame rectocranialitis and reduced it to ONE hour. That made plenty of sense, since no fight lasted that long (or even close) and player count/satisfaction actually increased as a result.
So no more than a few hours for clone jump would be sane, battles in EVE are a longer affair. The current limit is probably due to some server limitation in CCP land.
--- CCP always falls back on the 'sandbox' excuse when pinned down in their current failed expansion offering. Remember the sandbox? Cats loved it and you only found one thing in it. --For sale |
Pr1ncess Alia
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Posted - 2011.02.26 02:09:00 -
[36]
To put it simply, it would increase pvp but it would also cheapen it... and I'm not talking about peoples wallets.
You either know where I'm coming from or you don't.
--- Players are losing faith and loyalty in CCP due previous expansions not living up to player expectations. The CSM and CCP agreed that expectation management can be improved |
Won Hung Lo
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Posted - 2011.02.26 02:09:00 -
[37]
Originally by: Mighty Dread I always wondered if we'll ever have an MMO where player characters are not immortal and the sole goal of the gameplay is not to have lvl XX character with XX armor and XX damage ability that spends it's time killing swarms of whatever in order to level up some more and OMGWTFP0WNBBQ everything and everyone all the time forever.
no surprise, already been done.
It's usually called the 'Hardcore' version of the game, death means wipeout and start over. It makes you very cautious, far beyond what EvE carebears seem to most PvPers. --- CCP always falls back on the 'sandbox' excuse when pinned down in their current failed expansion offering. Remember the sandbox? Cats loved it and you only found one thing in it. --For sale |
Won Hung Lo
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Posted - 2011.02.26 02:11:00 -
[38]
Originally by: Pr1ncess Alia Players are losing faith and loyalty in CCP due previous expansions not living up to CCP pronouncements and release notes, and subsequent lack of followup.
I fixed it for you
--- CCP always falls back on the 'sandbox' excuse when pinned down in their current failed expansion offering. Remember the sandbox? Cats loved it and you only found one thing in it. --For sale |
THERisingPHOENIX
Caldari
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Posted - 2011.02.26 02:45:00 -
[39]
Interesting topic ..
Maybe CCP can develop more stuff for pod related stuff
Insurance on pod? Maybe that could bring some more out to pvp. (random idea)
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Herzog Wolfhammer
Gallente Sigma Special Tactics Group Fleet Coordination Coalition
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Posted - 2011.02.26 02:59:00 -
[40]
I really don't think it would change much. In fact I think it would bring more of the much-relished tears that those in the gank persuasion enjoy. That is the group that people will think would be affected the most, as there are many reasons to destroy ships, but not as many to destroy capsules.
Do not misunderstand me though. There are good reason to destroy capsules because a clone with implants is an asset and presence in a system gathers intel, still qualifying the capsule and pilot as a war target.
More tears would come because when someone is ganked, perhaps by a disco inferno, they don't "wake up in a clone" but are instead still there, at the crime scene, watching their ship get looted.
Just my thoughts.
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Cearain
Caldari The IMPERIUM of LaZy NATION
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Posted - 2011.02.26 03:32:00 -
[41]
Originally by: Chooch Chooch REALLY!?
Without the potential loss of pods, losing implants, having to upgrade a clone etc. Where is the risk. Where is the heart thumping oh crap i need to GTFO of here....
I don't think pvp is heart thumping because of "pod warfare". Pod warfare in eve is poor. In high and low sec it has nothing to do with skill. In null sec it requires about the same amount of skill as high sec and low sec.
I'm not saying pods should be invulnerable. But CCP should decide if a pod should be able to escape if you are not bubbled and you are spamming warp. Continuing to have a very important part of the game depend on slight lag tolerances that computers canĘt reliably track is poor game design.
-Cearain
Make fw occupancy pvp instead of pve: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1329906 |
Lt Angus
Caldari the united Negative Ten.
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Posted - 2011.02.26 07:25:00 -
[42]
Game needs advanced jumpclone skill, run out of empty clones and now my suicide clone is my +5 one
How I'd Fix Shhhh, Im hunting Badgers |
Othran
Brutor Tribe
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Posted - 2011.02.26 10:51:00 -
[43]
Possibly the very last thing Eve needs is invulnerable scouts.
Terrible idea.
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Irani Firecam
Lords 0f Justice Fidelas Constans
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Posted - 2011.02.26 10:53:00 -
[44]
Edited by: Irani Firecam on 26/02/2011 10:53:51 I squish tasty internet space eggs to extract the nutritious biomass inside to feed my exotic dancers and janitors.
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Jennifer Starling
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Posted - 2011.02.26 10:58:00 -
[45]
Edited by: Jennifer Starling on 26/02/2011 10:58:42
Originally by: Mighty Dread I always wondered if we'll ever have an MMO where player characters are not immortal and the sole goal of the gameplay is not to have lvl XX character with XX armor and XX damage ability that spends it's time killing swarms of whatever in order to level up some more and OMGWTFP0WNBBQ everything and everyone all the time forever.
Permadeath, now that would surely kill all PvP and a pod kill would be a real kill. How many vets would risk their 100 million SP characters in PvP then? PvP would become an alt war in frigates and cruisers and the character bazaar would be very popular!
Originally by: Othran Possibly the very last thing Eve needs is invulnerable scouts. Terrible idea.
Very good argument, invulnerable pods is a bad idea. Lower JC cooldowns would be great though, or insurance for implants?
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Brodde Dim
Hyper-Nova
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Posted - 2011.02.26 11:02:00 -
[46]
Originally by: Othran Possibly the very last thing Eve needs is invulnerable scouts.
Terrible idea.
This.
And everyone would fly with pirate implants, and perfect hard wiring, without ever risking the investment. Not really in the spirit of eve-online. More like all the other fluffy, hold hand, risk free MMORPGs out there.
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Schalac
Caldari Apocalypse Reign
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Posted - 2011.02.26 11:04:00 -
[47]
How would we collect corpse for the graveyard? SCHALAC HAS SPOKEN |
Killer Gandry
Caldari
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Posted - 2011.02.26 11:20:00 -
[48]
Worst idea ever.
Invulnerable pod means invulnerable scout/warp in point.
Do not fear death so much but rather the inadequate life. |
Othran
Brutor Tribe
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Posted - 2011.02.26 11:23:00 -
[49]
Edited by: Othran on 26/02/2011 11:24:51
Originally by: Jennifer Starling
Lower JC cooldowns would be great though, or insurance for implants?
I think all that's really needed is a secondary jumpclone skill that allows one extra JC per level and (only) at level 5 reduces the JC timer to 16 hours or so.
Rank 10 skill so its not trivial to train and you'd REALLY have to want the 8 hour reduction to do it to L5.
No to insurance. There's way too many safety nets in PvP already.
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Typhado3
Minmatar
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Posted - 2011.02.26 11:38:00 -
[50]
hells yeah
I'd just be happy if I didn't have to pay my enormous clone cost. frigs, as, interceptors, stealth bombers oohhh I havn't flown them in pvp in so long would be good to be able to do that and not have a massive tax for getting podded.
Also would help people who want to get the very most they can out of their skills as they can still keep training at max speed and pvp. ------------------------------ God is an afk cloaker |
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Gypsio III
Dirty Filthy Perverts
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Posted - 2011.02.26 12:10:00 -
[51]
JC timer should be increased to one week. People shouldn't be able to instantly magically teleport across the galaxy every day. Distance and the strategic decision to deploy forces far from home should mean more.
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Camios
Minmatar Tribal Liberation Force
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Posted - 2011.02.26 12:54:00 -
[52]
Invulnerable pods? Very bad idea. It would cripple the implant market, take away an isk sink, take away risk... I doubt you actually understand the game.
Maybe you are not aware of a feature. If you are afraid of losing your pod, go fighting in lowsec/empire. With no bubbles, a 25m signature radius and instant warp you can always save your pod.
The only weapon that can kill a well piloted pod in highsec/lowsec is a rack of at least 3 large smartbombs.
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Ahjeebus
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Posted - 2011.02.26 13:05:00 -
[53]
People would abuse the hell out of it like everything else.
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Goose99
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Posted - 2011.02.26 15:42:00 -
[54]
It would improve pvp in many ways. Carebears would flock out of empire to pvp, popped pilots in null blobs would be expected to continue to fight with support bringing in backup ships. Think of the sink and popped ships. It will be glorious...
People do not lose implants to podding in null where it actually occurs. They would be in jc, and when podded, refrain from pvp for 24 hours. Saying podding is the bigger sink than the extra pvp is like saying highsec mission sites are a bigger sink of ships than pvp because pimpboats cost more. Greater number of lesser losses = more sink. Jack up the loss = more risk aversion and less pvp/sink.
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Omara Otawan
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Posted - 2011.02.26 17:34:00 -
[55]
Originally by: Kengutsi Akira
Originally by: Omara Otawan Apart from nullsec, they are virtually invulnerable. There are a few things that can catch you by surprise, but they all are avoidable if you are careful.
A third of the hulkageddon kills would like to have a talk with you
http://hulkageddon4.machine9.net/killboard/?&scl_id=
1044 out of 2802 pod kills would beg to differ
I bolbed the part where those guys failed.
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Aessoroz
Nohbdy.
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Posted - 2011.02.26 19:10:00 -
[56]
Edited by: Aessoroz on 26/02/2011 19:10:36
Originally by: Entrigo Question for PVPers and Carebears alike - If Pods were invulnerable , would there be more or less pvp. Would you care? and Would it destroy the eve economy or just the implant market?
Please leave constructive feed back. Pods go squish.
Being able to kill pods is a MAJOR strategic element of wormhole fights, killing a pod in an enemy home system can remove them from being able to reship instantly and join the fray again.
Removal of pod killing would instantly nerf a portion of wormhole pvp.
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Miss Xoco
Minmatar Blacksteel Mining and Manufacturing Renaissance Federation
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Posted - 2011.02.26 23:19:00 -
[57]
The main reson why i dont PVP with my rookie char (not this one) is because +4 implants and not jump clone available. Without jump clone there goes nothing, and they made access to jump clone very hard. Either +8 standing (what kind of rookie got this?) or a powerful corp with access to a clone facility, most rookie corps arnt having it. And yes, its still easy to pod kill because we have many freaky experts with super fast tracking, instant scramble and if that still doesnt work there will be the almighty warp bubble.. instantly giving a free pod kill.
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Transversal Veracity
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Posted - 2011.02.26 23:25:00 -
[58]
Originally by: Dr Fighter implants would be STUPIDLY cheap.
nothing in this game apart from trained skills are safe from destruction/loss, and thats why they are sold by NPCs.
Fixed that for you. Where would the demand come from if you couldn't lose your implants?
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Spurty
Caldari V0LTA VOLTA Corp
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Posted - 2011.02.26 23:28:00 -
[59]
Pvp with implants then you're rich enough to prefer being podded so you are only useless for 60 seconds.
It might scratch an itch to pod people but oh boy are you wring for 99% of the pod kills you made.
Should not change this though as making pets of enemy pods so they can Titan bridge right back into the fight is a valid tactic
Hoppit!
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Transversal Veracity
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Posted - 2011.02.26 23:29:00 -
[60]
Originally by: Othran Possibly the very last thing Eve needs is invulnerable scouts.
Terrible idea.
100% in agreement. Enough of this nonsense with AFK cloakers already. |
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