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Thread Statistics | Show CCP posts - 2 post(s) |

Lord Zim
1205
|
Posted - 2012.09.01 22:47:00 -
[451] - Quote
MatrixSkye Mk2 wrote:Lord Zim wrote:This would've been relevant if you hadn't responded directly to my post. Unless you've changed your mind (haven't read the entire thread, admittedly) Let's just stop your post right there. |

MatrixSkye Mk2
Republic University Minmatar Republic
352
|
Posted - 2012.09.01 22:49:00 -
[452] - Quote
Ah, so you did change your mind then. Don't get to see that happen often around here :).
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Lord Zim
1205
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Posted - 2012.09.01 23:01:00 -
[453] - Quote
MatrixSkye Mk2 wrote:Ah, so you did change your mind then. Don't get to see that happen often around here :). I don't see a problem with them going away, but being able to unplug them is a much simpler fix, fixes the problem of people going "well I'd love to PVP, but I have expensive implants I don't want to lose" and lets them continue to min/max to their heart's content. |

Herzog Wolfhammer
Sigma Special Tactics Group
1719
|
Posted - 2012.09.01 23:51:00 -
[454] - Quote
Lord Zim wrote:MatrixSkye Mk2 wrote:Ah, so you did change your mind then. Don't get to see that happen often around here :). I don't see a problem with them going away, but being able to unplug them is a much simpler fix, fixes the problem of people going "well I'd love to PVP, but I have expensive implants I don't want to lose" and lets them continue to min/max to their heart's content.
This is why the player base should be asked for a compromise.
People just gotta have that pod kill. If pods could not be destroyed, and had no D-Scanner and an overview limited to gates and "dockables", it would be worse for a lot of people who have a longer trip back to the hangar.
Of course, those kills, the killoard - such blasphemy I speak!!! I must be anti-PVP looking to make this Hello Kitty Online!
The rest of the compromise would be that whenever a ship is destroyed, whoever is in the capsule inside of it will lose a random number of implants, and/or implants are damaged and need repair or lose some of their power (hence would have to be destroyed to replace, etc).
Oh think of the other set of tears coming from the other side!
This is what I mean my compromise. The PVP crowd has to accept the end of pod killing - provided pods cannot be used for intel any more, and the PVe crowd needs to face the same risk to expensive implant sets that everybody outside of highsec has.
I think overall it would be good especially if you can still SD a pod. One of the issues with PVP aversion is, you get into that bubble with the 1B ISK implant set and it's a garanteed loss because getting pod blapped is coming. People will risk more if total loss was not garunteed. On the same token, those who PVP more and are averse to implants might prefer to risk using them more for the same reasons.
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Lord Zim
1205
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Posted - 2012.09.01 23:53:00 -
[455] - Quote
"The end of podkilling"? So if I want to gain intel on someone, all I have to do is fly around in a pod, because they can't kill my pod?
Okay, then. |

Doddy
Excidium. Executive Outcomes
111
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Posted - 2012.09.02 01:41:00 -
[456] - Quote
stupidest thread ever. |

Asuri Kinnes
Adhocracy Incorporated Adhocracy
551
|
Posted - 2012.09.02 02:41:00 -
[457] - Quote
Doddy wrote:stupidest thread ever. Not by a long shot...
but dumb, yes.
Interdict Hi-Sec - it's the only way to be sure... |

James Amril-Kesh
4S Corporation RAZOR Alliance
595
|
Posted - 2012.09.02 02:41:00 -
[458] - Quote
Herzog Wolfhammer wrote:Lord Zim wrote:MatrixSkye Mk2 wrote:Ah, so you did change your mind then. Don't get to see that happen often around here :). I don't see a problem with them going away, but being able to unplug them is a much simpler fix, fixes the problem of people going "well I'd love to PVP, but I have expensive implants I don't want to lose" and lets them continue to min/max to their heart's content. This is why the player base should be asked for a compromise. People just gotta have that pod kill. If pods could not be destroyed, and had no D-Scanner and an overview limited to gates and "dockables", it would be worse for a lot of people who have a longer trip back to the hangar. Of course, those kills, the killoard - such blasphemy I speak!!! I must be anti-PVP looking to make this Hello Kitty Online! The rest of the compromise would be that whenever a ship is destroyed, whoever is in the capsule inside of it will lose a random number of implants, and/or implants are damaged and need repair or lose some of their power (hence would have to be destroyed to replace, etc). Oh think of the other set of tears coming from the other side! This is what I mean my compromise. The PVP crowd has to accept the end of pod killing - provided pods cannot be used for intel any more, and the PVe crowd needs to face the same risk to expensive implant sets that everybody outside of highsec has. I think overall it would be good especially if you can still SD a pod. One of the issues with PVP aversion is, you get into that bubble with the 1B ISK implant set and it's a garanteed loss because getting pod blapped is coming. People will risk more if total loss was not garunteed. On the same token, those who PVP more and are averse to implants might prefer to risk using them more for the same reasons. Who the hell said anything about not being able to kill pods? This is about learning implants. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Lord Aliventi
Republic Military School Minmatar Republic
23
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Posted - 2012.09.02 08:42:00 -
[459] - Quote
If you wish to solve this problem removing learning implants is not the solution. Nerfs are rarely the final solution.
Perhaps some sort of learning bonus for simply being in lowsec and 0.0. (Enter section of numbers pulled out of a hat.) If you are in lowsec you train 1.05 times faster and 1.10 times faster for 0.0. That way you wouldn't be as penalized, but still wouldn't have the advantage of a full set of +5s. If you wish to RP it you could say the dangerous environment gives you faster learning.
Just an idea. |

Frying Doom
Zat's Affiliated Traders
691
|
Posted - 2012.09.02 08:54:00 -
[460] - Quote
Lord Aliventi wrote:If you wish to solve this problem removing learning implants is not the solution. Nerfs are rarely the final solution.
Perhaps some sort of learning bonus for simply being in lowsec and 0.0. (Enter section of numbers pulled out of a hat.) If you are in lowsec you train 1.05 times faster and 1.10 times faster for 0.0. That way you wouldn't be as penalized, but still wouldn't have the advantage of a full set of +5s. If you wish to RP it you could say the dangerous environment gives you faster learning.
Just an idea. I would actually support that idea where "Strange cosmic rays blah blah" allow you to train faster giving a bonus to where you are in space rather than just a flat across the board bonus to everyone. Any Spelling, gramatical and literary errors made by me are included free of charge.
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James Amril-Kesh
4S Corporation RAZOR Alliance
598
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Posted - 2012.09.02 08:57:00 -
[461] - Quote
That doesn't solve the problem at all, because people are still going to use the learning implants. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Frying Doom
Zat's Affiliated Traders
691
|
Posted - 2012.09.02 09:27:00 -
[462] - Quote
James Amril-Kesh wrote:That doesn't solve the problem at all, because people are still going to use the learning implants. Yes but if you got a bonus for being in lo and a higher one for being in Null and Wormholes, then if you chose to risk implants you would be rewarded extra for doing so and if you don't then you at least still get a bonus for areas of space that need better reasons for people to put up with the crap that goes with them. Any Spelling, gramatical and literary errors made by me are included free of charge.
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James Amril-Kesh
4S Corporation RAZOR Alliance
599
|
Posted - 2012.09.02 09:27:00 -
[463] - Quote
Frying Doom wrote:James Amril-Kesh wrote:That doesn't solve the problem at all, because people are still going to use the learning implants. Yes but if you got a bonus for being in lo and a higher one for being in Null and Wormholes, then if you chose to risk implants you would be rewarded extra for doing so and if you don't then you at least still get a bonus for areas of space that need better reasons for people to put up with the crap that goes with them. I guess I could get behind that. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Frying Doom
Zat's Affiliated Traders
693
|
Posted - 2012.09.02 10:24:00 -
[464] - Quote
James Amril-Kesh wrote:Frying Doom wrote:James Amril-Kesh wrote:That doesn't solve the problem at all, because people are still going to use the learning implants. Yes but if you got a bonus for being in lo and a higher one for being in Null and Wormholes, then if you chose to risk implants you would be rewarded extra for doing so and if you don't then you at least still get a bonus for areas of space that need better reasons for people to put up with the crap that goes with them. I guess I could get behind that. It would give more people a want to go to Lo-sec and Null and with Null so broken it isn't funny any small added bonus that does not over balance anything is good. Any Spelling, gramatical and literary errors made by me are included free of charge.
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Brooks Puuntai
Nomadic Asylum Still Censored
697
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Posted - 2012.09.02 10:56:00 -
[465] - Quote
Then you will have a lot of people just sit in stations in low/null getting the bonus then JC out when needed. It would be easily exploited and wouldn't solve the issue. |

Frying Doom
Zat's Affiliated Traders
694
|
Posted - 2012.09.02 11:04:00 -
[466] - Quote
Brooks Puuntai wrote:Then you will have a lot of people just sit in stations in low/null getting the bonus then JC out when needed. It would be easily exploited and wouldn't solve the issue. If they wanted to get stuck in a station and not do any thing for a minimum of 24 hours fine. They still have to get the JC in and lock them selves into that course of action. Yes it is exploitable but considering you are talking a 5% or 10% bonus for Null and Wormhole space, are you then going to fly your +5 implants in with you into Null. At least that means you have taken some risk. Any Spelling, gramatical and literary errors made by me are included free of charge.
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Lord Zim
1228
|
Posted - 2012.09.02 11:06:00 -
[467] - Quote
Frying Doom wrote:Brooks Puuntai wrote:Then you will have a lot of people just sit in stations in low/null getting the bonus then JC out when needed. It would be easily exploited and wouldn't solve the issue. If they wanted to get stuck in a station and not do any thing for a minimum of 24 hours fine. They still have to get the JC in and lock them selves into that course of action. Yes it is exploitable but considering you are talking a 5% or 10% bonus for Null and Wormhole space, are you then going to fly your +5 implants in with you into Null. At least that means you have taken some risk. Or you can get the ability to unplug learning implants without destroying them. |

Brooks Puuntai
Nomadic Asylum Still Censored
697
|
Posted - 2012.09.02 11:09:00 -
[468] - Quote
You run the risk of completely destroying the implant market by making them removable. |

Frying Doom
Zat's Affiliated Traders
695
|
Posted - 2012.09.02 11:10:00 -
[469] - Quote
Lord Zim wrote:Frying Doom wrote:Brooks Puuntai wrote:Then you will have a lot of people just sit in stations in low/null getting the bonus then JC out when needed. It would be easily exploited and wouldn't solve the issue. If they wanted to get stuck in a station and not do any thing for a minimum of 24 hours fine. They still have to get the JC in and lock them selves into that course of action. Yes it is exploitable but considering you are talking a 5% or 10% bonus for Null and Wormhole space, are you then going to fly your +5 implants in with you into Null. At least that means you have taken some risk. Or you can get the ability to unplug learning implants without destroying them. Kind of what I do with a Jump clone and the real cost of buying an implant is decreased if you can unplug it and sell it on when you have something better and being able to remove them without damage means you can just change sets between ships, increasing the PvP difference between the haves and the have nots. Any Spelling, gramatical and literary errors made by me are included free of charge.
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Lord Zim
1229
|
Posted - 2012.09.02 11:48:00 -
[470] - Quote
Frying Doom wrote:Kind of what I do with a Jump clone and the real cost of buying an implant is decreased if you can unplug it and sell it on when you have something better and being able to remove them without damage means you can just change sets between ships, increasing the PvP difference between the haves and the have nots. Yeah, sure, this, only the complete opposite. |

Frying Doom
Zat's Affiliated Traders
696
|
Posted - 2012.09.02 12:01:00 -
[471] - Quote
Lord Zim wrote:Frying Doom wrote:Kind of what I do with a Jump clone and the real cost of buying an implant is decreased if you can unplug it and sell it on when you have something better and being able to remove them without damage means you can just change sets between ships, increasing the PvP difference between the haves and the have nots. Yeah, sure, this, only the complete opposite. At the moment when you jump ito a clone with one set of impants you are locked into it for 24 hours. If you could swap them out you could gain intel as to what is headed your way and change implants in a matter of minutes giving you an advantage you could not now have. Also if you can change implants all you would need to do if your ship was destroyed but you were not podded is change to a different ship type and change to the most beneficial implants.
Not to mention if you were actually out numbered you could remove your expensive implants so as not to risk them even if you had just pod jumped. Any Spelling, gramatical and literary errors made by me are included free of charge.
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Crrrazy Ivan
Volatile Instability Fusion.
26
|
Posted - 2012.09.02 12:03:00 -
[472] - Quote
Couldn't be arsed reading 22 pages so here's my opinion. If you're capable of making a few billion a week in NS then you're capable of dishing out 100m for a +4 set. If you really want to keep your pods then move to HS, problem solved.
~*~Risk vs Reward~*~ |

Andski
GoonWaffe Goonswarm Federation
4514
|
Posted - 2012.09.02 12:09:00 -
[473] - Quote
Crrrazy Ivan wrote:Couldn't be arsed reading 22 pages so here's my opinion. If you're capable of making a few billion a week in NS then you're capable of dishing out 100m for a +4 set. If you really want to keep your pods then move to HS, problem solved.
~*~Risk vs Reward~*~
heh yeah let's bring the income potential of nullsec into this when CCP has done everything they can to bring nullsec-level income potential to highsec while simultaneously nerfing nullsec please leave |

Lord Zim
1230
|
Posted - 2012.09.02 12:14:00 -
[474] - Quote
Frying Doom wrote:At the moment when you jump ito a clone with one set of impants you are locked into it for 24 hours. If you could swap them out you could gain intel as to what is headed your way and change implants in a matter of minutes giving you an advantage you could not now have. Also if you can change implants all you would need to do if your ship was destroyed but you were not podded is change to a different ship type and change to the most beneficial implants. Tell us more how taking out learning implants would yield any special advantage in PVP.
Frying Doom wrote:Not to mention if you were actually out numbered you could remove your expensive implants so as not to risk them even if you had just pod jumped. So the end result might be more PVP?
Crrrazy Ivan wrote:Couldn't be arsed reading 22 pages so here's my opinion. If you're capable of making a few billion a week in NS then you're capable of dishing out 100m for a +4 set. If you really want to keep your pods then move to HS, problem solved.
~*~Risk vs Reward~*~ Tell us more about your extensive knowledge of the individual profitability of nullsec, guy. |

Frying Doom
Zat's Affiliated Traders
697
|
Posted - 2012.09.02 12:19:00 -
[475] - Quote
Lord Zim wrote: Tell us more how taking out learning implants would yield any special advantage in PVP.
As you could tell I was talking about removing non-learning implants, removing lerning implants would just be reducing risk while not having to have any penalty at all.
Frying Doom wrote:Not to mention if you were actually out numbered you could remove your expensive implants so as not to risk them even if you had just pod jumped. So the end result might be more PVP?[/quote] No more off balance PvP
Lord Zim wrote:Crrrazy Ivan wrote:Couldn't be arsed reading 22 pages so here's my opinion. If you're capable of making a few billion a week in NS then you're capable of dishing out 100m for a +4 set. If you really want to keep your pods then move to HS, problem solved.
~*~Risk vs Reward~*~ Tell us more about your extensive knowledge of the individual profitability of nullsec, guy. I thought for a minute this was directed at me, I was going to say "It stinks why do you ask?" Any Spelling, gramatical and literary errors made by me are included free of charge.
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Lord Zim
1231
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Posted - 2012.09.02 13:01:00 -
[476] - Quote
Frying Doom wrote:As you could tell I was talking about removing non-learning implants So, not very relevant at all.
Okay, then.
Frying Doom wrote:No more off balance PvP But more PVP, i.e. a good thing.
Brooks Puuntai wrote:You run the risk of completely destroying the implant market by making them removable. Almost forgot to address this.
I see +4s seem to sell around 500 pr day, while +5s sell for 100-150 pr day. This doesn't strike me as a huge market, and there'll always be people who forget to take them out (just like there are people who forget to insure their ships etc). |

James Amril-Kesh
4S Corporation RAZOR Alliance
599
|
Posted - 2012.09.02 18:19:00 -
[477] - Quote
Who the hell makes a few billion a week in nullsec? Certainly not me or anyone else I know. http://themittani.com/features/local-problem
A simple fix to the local intel problem |

RedLion
Oberon Incorporated RAZOR Alliance
16
|
Posted - 2012.09.02 18:21:00 -
[478] - Quote
It's funny that people whine about hte implants, when it's the actual clone cost that should be looked upon :) |

James Amril-Kesh
4S Corporation RAZOR Alliance
599
|
Posted - 2012.09.02 18:30:00 -
[479] - Quote
RedLion wrote:It's funny that people whine about hte implants, when it's the actual clone cost that should be looked upon :) What's preventing us from looking at both? http://themittani.com/features/local-problem
A simple fix to the local intel problem |

Mocam
EVE University Ivy League
178
|
Posted - 2012.09.04 15:25:00 -
[480] - Quote
Lord Zim wrote:Frying Doom wrote:As you could tell I was talking about removing non-learning implants So, not very relevant at all. Okay, then. Frying Doom wrote:No more off balance PvP But more PVP, i.e. a good thing. Brooks Puuntai wrote:You run the risk of completely destroying the implant market by making them removable. Almost forgot to address this. I see +4s seem to sell around 500 pr day, while +5s sell for 100-150 pr day. This doesn't strike me as a huge market, and there'll always be people who forget to take them out (just like there are people who forget to insure their ships etc).
500 per day at 16.4 mill each = 8.2 bill a day. 150 per day at 73.5 mill each = 11 bill a day.
The above is based upon the Ocular filter -- Perception. It is based upon the prices of the first 40 units of each on the market in Jita -- which seems to have the lowest prices but also highest volume of sales.
Being as the usual layout for PvP is to get 1 of each for your primary and secondary attributes, you'd be looking at roughly 32 mill using +4's and 150 mill using +5's per podding.
It's a working market item. Making them removable would be a bad thing - like rigs on your ship. It would damage the market big-time.
Back on topic:
https://forums.eveonline.com/default.aspx?g=posts&t=114412
It's a fun read of an old thread that touches on the implants. It's amusing how he ends with:
So even after losing 7 ships, the only disappointment I was left with was knowing that, in the long run, it still made more sense to stay in my learning clone, away from just-for-fun PvP.
It's about not earning the SP that sit heavy on many players minds. For many, the isk side is trivial but "flying smart" is not. Fitting a clone with expensive implants to PvP with is as smart as fitting officer items on a cheap frigate -- there are those that can "afford it" readily but doing so is considered stupid - irrespective of how much ISK you can afford, it's just stupid to "over-fit" a ship -OR- a clone for PvP use.
The ability to fit & fly ships in this game is a major motivation - be that from a new char still working Engineering up, or a more experienced char trying to "meet requirements" for a given corp/alliance's operations - "need carriers 5 & JDC 5 or I can't fly a super" - the latter will park a char just as readily as "can't fit an MWD on my tackler" to a newbie.
Only after chars have the SP do players tend to find it to be a trivial issue - or once they have a batch of accounts, each focused on different parts of the game, do they not find it not worth looking at. |
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