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Thread Statistics | Show CCP posts - 81 post(s) |

Rengerel en Distel
Amarr Science and Industry
442
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Posted - 2012.10.04 20:17:00 -
[1] - Quote
It seems a lot of these questions would be answered if people read the entire dev blog, the entire thread, or just waited for it to hit the test server. At least I can only assume that the devs would love it if people actually tested each scenario that people are asking about, to make sure it follows their plan.
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Rengerel en Distel
Amarr Science and Industry
449
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Posted - 2012.10.05 23:03:00 -
[2] - Quote
Jarin Arenos wrote:Bantara wrote:Then you haven't been f'ing reading. It has come and gone already, thanks for reheating it. Your retort doesn't counter Nirnaeth's point that this is an MMO--do not complain if you can't do upper-level content (lvl 4 out of 5 possible) missions along. Get friends. (I for one will never say "get an alt".) Caught. I may have just been reading dev posts only, being short of time at work. <.< Would like to see some sort of blue comment on the matter, though, having been someone who has suffered from a regularly-unreliable connection to the EVE servers. Yeah, I'm getting a new ISP, but I'm still paranoid. Losing a ship because I'm stupid, or because someone successfully kills me within game mechanics is one thing, and a danger I accept implicitly by clicking Undock. But dying horribly because my internet is unreliable? No game I've ever played had that penalty. Hell, the closest thing I've seen was Ubisoft's always-on DRM, and that rightly raised holy hell from the gaming community.
Pretty sure any game where you're in combat and get disconnected, you're likely to die. Most games keep you where you are, and you either live or die. Eve actually warps you out of combat if you're not scrammed. Not sure why so many people are complaining about this, when it's how it is already. Sure, you sit in space for 15 min, so perhaps someone could scan you down, and suicide gank you, but is that really a major concern?
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Rengerel en Distel
Amarr Science and Industry
452
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Posted - 2012.10.08 23:42:00 -
[3] - Quote
Instead of posting all these A attacks B who is a friend of C's barber, why not wait 2 weeks until it's on the test server? Seriously, every possible twist and turn has been posted 5 different ways, and no one bothers to read the responses anyways. Also, they're still changing things, so it may change before it hits the test server making it all moot.
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Rengerel en Distel
Amarr Science and Industry
452
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Posted - 2012.10.09 16:30:00 -
[4] - Quote
Bart Starr wrote:Its funny how the only element of Crimewatch that poses a slight inconvenience to Carebears and botters (the NPC timer), is the only part that seems to be currently under consideration for removal. Crimewatch as a whole sucks, but the 15 minute NPC timer was the only thing I was somewhat happy to see. Figures that they are now talking about eliminating it. Destroying an entire non-standard profession, and one of the few threats still existing in highsec - thats perfectly A-OK. Locking people inside their ships for no good reason - causing lag induced random poddings - Greyscale's down for it. But cause a slight inconvenience to carebears and botters - who are simply mad because they won't be able to logoffski... ...Wow, CCP revises the NPC timer duration to 60 seconds so fast, your head spins. (which isn't enough time to scan down, let alone kill a ratter, making it useless for hunting carebears) Guess the carebears really do wear the pants....way to HTFU CCP devs.  You keep saying carebear, but I think you mean nullbear. An npc timer does nothing to highsec people, since they can simply dock up, unlike those in null. If anything, the change was to protect those ratters in null complaining about their carriers having to warp around for 15 min when local flashed. So perhaps instead of complaining about CCP caving into highsec players, you should read the 40 or 50 pages of nullbears complaining they'll have to use safespots while flying around in null now.
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Rengerel en Distel
Amarr Science and Industry
452
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Posted - 2012.10.09 19:19:00 -
[5] - Quote
Zandalar Catari wrote:I did read up to page 30 something and got the impression that killing rats got you a suspect flag from many other unanswered posts in this massive thread. Sorry  Skimming != reading. Guess they need more charts explaining what NPC, PVP, etc mean.
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Rengerel en Distel
Amarr Science and Industry
453
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Posted - 2012.10.10 13:40:00 -
[6] - Quote
Inquisitor Kitchner wrote:CCP Masterplan wrote: Activating a smartbomb only gives you a Weapons flag. It is only when your smart bomb hits another player that other flags can be triggered.
Just double checked this and it doesn't seem to be on the table so I though I'd ask: What happens if I shoot someone else's canister? Is that still GCC'd straight away?
Is someone elses canister an illegal or legal target? Once you have that answer, go look at the chart again.
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Rengerel en Distel
Amarr Science and Industry
453
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Posted - 2012.10.10 17:20:00 -
[7] - Quote
Any chance this thread can just be locked for the next 9 days? So tired of reading how A shot B while C was repping D and E - Z were docked up watching TV, so does F get an S flag for talking smack in local to W (not to be confused with the W flag) ...
Just log onto the test server when it's up and test the **** instead of page after page of hypotheticals.
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Rengerel en Distel
Amarr Science and Industry
471
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Posted - 2012.10.22 22:07:00 -
[8] - Quote
Rhavas wrote:Still need to solve the T3 issue.
- Solve the problem with logoffskis. This is good.
- Solve the Orca ship-swap problem if it's bothering you in highsec.
- You could take self-destruct out of the game. Can't think of a single reason this is even needed, and it causes lots of problems. (EDIT: As per post below, there is a case for pods to self destruct. I can't think of any legit reason to self-destruct a SHIP, however. Even if stuck in a WH, eject and destruct your pod. Leaves lootz in the hole, as appropriate for an abandonment.)
- Due to storyline reasons, I'm fine with characters losing skillpoints if they are in a T3 when it explodes.
However - if you are going to have this mechanic, you have to have a way to NOT be in it when it explodes. This is a play choice that adds potential. Don't bottle it up. If you must lock the pod in the ship, get rid of the SP loss mechanic. Otherwise let people eject (again - fine if you get rid of self destruct on eject too - eject should almost always result in your enemy stealing your ship!).
Seems like they could just make you lose the skill when you eject from a T3 in space if that was the only problem. It would be nice to know what problem they're trying to fix with the no ejecting to be able to offer other solutions.
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