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

Warde Guildencrantz
TunDraGon
100
|
Posted - 2012.10.04 15:47:00 -
[1] - Quote
CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
I really don't get why losing a 800mil ship is not enough of a penalization. |

Warde Guildencrantz
TunDraGon
102
|
Posted - 2012.10.04 17:39:00 -
[2] - Quote
The only glaring issue with the current setup is that pods should be able to eject from a ship whenever, not ever being prevented. |

Warde Guildencrantz
TunDraGon
103
|
Posted - 2012.10.04 17:45:00 -
[3] - Quote
One thing I am wondering about, if you get GCC in low sec for shooting a pod, and gate guns start shooting you, do the gate guns get a 15 min aggression timer? If not, does that mean if my GCC finishes its countdown on a gate, the guns will stop shooting? Or does it mean that the days of landing on gate with 1 minute left on GCC will not make me get shot by gate guns for another 14 minutes after my GCC is gone? |

Warde Guildencrantz
TunDraGon
106
|
Posted - 2012.10.04 18:29:00 -
[4] - Quote
War Kitten wrote:CCP Masterplan wrote:Odin Shadow wrote:Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time. if the npc's are shooting you, that time will never expire? No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag. I thought logoffski tricks were fixed by being able to scan out a ship and point it before it disappeared, thus applying the 15 minute PVP timer. This is going away now? Now a ship with no flags can jump a gate in lowsec, logoff before they decloak, and be safely gone in 60 seconds? That should bring up some old tears again. You have to be able to prevent that e-warp *and* kill it within 60 seconds.
Decloak is 30 seconds and targeting is 1 second, they won't disappear :P |

Warde Guildencrantz
TunDraGon
107
|
Posted - 2012.10.04 19:52:00 -
[5] - Quote
CCP Masterplan wrote:Garviel Tarrant wrote:TrouserDeagle wrote:If me and a corpmate are roaming in low sec and we are both outlaws, is it still possible for people to attack one of us without getting 'aggression' to the corp of the person they are attacking? It's really annoying because a small gang of little ships that cannot survive combat under sentry guns can basically be picked apart by fast lockers and cannot respond at all, with no risk at all to the neutrals who do it. For example if we're in two cruisers and one gets tackled by a condor, all he can do is go back to the gate and jump out. The other cruiser will die if it does anything, basically, and all this is no risk to the neutral guy in the frigate (unless he's really bad). Could i get a response to this question since its something we run into quite often and its really hard to deal with. Also i love these changes.. I might just walk down to CCP hq, break in and start hugging people. That's the penalty you have to live with for being an outlaw. Consequences and all that...
As an outlaw myself I would be wondering why anyone would be on a gate with a cruiser and a frigate that can't take gate guns for any period of time...the only time I would be fighting in either of those on a gate just about alone is if the other person is an outlaw as well... |

Warde Guildencrantz
TunDraGon
109
|
Posted - 2012.10.04 20:24:00 -
[6] - Quote
Marcel Devereux wrote:
That is a unrealistic scenario. Nobody is ever going to do that. What they will do however is eject from their ship in high-sec after baiting someone and have their alt scoop it up in the Orca and warp away ;-)
I can confirm that Tundragon scoops with orcas all the friggin time. It's not really fair but it minimizes losses if we can't get out by other means. I am not worried about it being nerfed because it was an OP tactic for escape.
It should be made such that if the ship is targeted it cant be scooped by the orca, not that "you can't eject just because". The "you cant eject under gun countdown" rule in general is just pointlessly limiting and doesnt achieve anything. Maybe if you care about ejecting T3s so much, you could ONLY make it apply to them? Honestly, the reasoning behind implementing it is not sound and its just not worth doing, too restrictive.
CCP Masterplan wrote:Jeas Imerius wrote:I like how this sounds so far! I have an idea of how the new 1v1 system could work though.. Call it Dueling: Right click players portrait or ship and click 'Challenge player to Duel' (must be in a ship and in space).
A window pops up were both parties either accept or decline. 'Insert Name has challenged you to a Duel, do you wish to defend your honor?'
If both accept, a 10 second timer begins during which time both players assume their positions (take 10 paces).
After the countdown they are free to fire on each other without incurring any flags.
Once a ship is destroyed the duel is over.
 Stop reading my email!
Call it a Mutual Fire Contract, not something WOW'y like a duel. |

Warde Guildencrantz
TunDraGon
109
|
Posted - 2012.10.04 20:29:00 -
[7] - Quote
Garviel Tarrant wrote:
Some people's idea of being an outlaw is roaming and pvping..
Not instalock camping, no risk pvp and other such terribleness people like Scum and TunDraGon do to soil the name of pirates everywhere.
Actually we do roam, just not every waking moment. Usually every other day.
|

Warde Guildencrantz
TunDraGon
113
|
Posted - 2012.10.04 21:12:00 -
[8] - Quote
Destination SkillQueue wrote:Warde Guildencrantz wrote:CCP Masterplan wrote:Jeas Imerius wrote:I like how this sounds so far! I have an idea of how the new 1v1 system could work though.. Call it Dueling: Right click players portrait or ship and click 'Challenge player to Duel' (must be in a ship and in space).
A window pops up were both parties either accept or decline. 'Insert Name has challenged you to a Duel, do you wish to defend your honor?'
If both accept, a 10 second timer begins during which time both players assume their positions (take 10 paces).
After the countdown they are free to fire on each other without incurring any flags.
Once a ship is destroyed the duel is over.
 Stop reading my email! Call it a Mutual Fire Contract, not something WOW'y like a duel. You can call it what ever you want, but it's dueling and every motherF is going to call it dueling. If your only reason for calling it something convoluted is because other games also call dueling what it is, then the problem is you and not the name.
bit harsh on the response there, just said that the technical name in the context menu shouldnt be "request duel", it should be "request contract of mutual fire" or something. people can call it duels if they want |

Warde Guildencrantz
TunDraGon
185
|
Posted - 2012.11.09 18:43:00 -
[9] - Quote
CCP Masterplan wrote:Gizznitt Malikite wrote:Gneeznow wrote:If the sec hit is front loaded, does that mean each time I attack someone in low sec, I get the full -2% ~ sec hit (the one you get now for 'ganking' someone who doesn't fire back at you) instead of the roughly 10x smaller sec hit you get when they fire back at you?
Also with killirights, someone now gets killrights on you if you attack their SHIP in low sec? Excellent question about the sec hits.... CCP needs to answer that.... The way this works is that for as long as you have a criminal/suspect timer, or are in a limited engagement, the system will remember which offenses you have been punished for. Once your criminal/suspect timer has cleared and you are no longer in any limited engagements, this record is cleared, and you will once again incur sec-status punishments. The memory tracks who you've offended against, and the level of the offense (ship vs pod). Repeating an offense - ie attacking the same person, perhaps after your guns have reloaded or you've chased him to another location - will not incur a repeated sec-hit. The history is also passed across jumps, so if you attack someone in one system (and suffer a sec hit), then jump through a gate and attack him again (as long as your timers haven't expired), then you'll be able to continue fighting the same target in a different without another sec hit. Attacking a pod is a more severe offense than attacking a ship, so you'll still get two sec hits if you shoot his ship and then his pod. Make sense?
So if i shoot someone once and they warp out in low sec, can i shoot them at the next spot i find them without gateguns?!?!?
hint: say yes |
|
|
|