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Thread Statistics | Show CCP posts - 12 post(s) |

Thor Kerrigan
Guardians of Asceticism
322
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Posted - 2012.12.11 07:22:00 -
[1] - Quote
Quote from another thread, very relevant to this one getting more attention:
Copper Rei wrote:The 1/10 and 2/10 sites should have been made to despawn and not respawn if a room were occupied. They should also have been made to respawn in random places within the system.
This.
Make them respawn constellation-wise, so having an HQ in the area still makes sense.
More travelling through gates, be it the frigs themselves or w/e people decide to bring in the initial room when conflicts escalate to cloaky recons and sniping T3 BCs.
Those 1/10's and 2/10's were among the few unique reasons carebears/pvp oriented players established themselves there. They in turn attracted strictly solo frig-size PVP players, which then attracted bigger stuff. |

Thor Kerrigan
Guardians of Asceticism
324
|
Posted - 2012.12.11 16:58:00 -
[2] - Quote
Michael Harari wrote:Thor Kerrigan wrote:Quote from another thread, very relevant to this one getting more attention: Copper Rei wrote:The 1/10 and 2/10 sites should have been made to despawn and not respawn if a room were occupied. They should also have been made to respawn in random places within the system. This. Make them respawn constellation-wise, so having an HQ in the area still makes sense. More travelling through gates, be it the frigs themselves or w/e people decide to bring in the initial room when conflicts escalate to cloaky recons and sniping T3 BCs. Those 1/10's and 2/10's were among the few unique reasons carebears/pvp oriented players established themselves there. They in turn attracted strictly solo frig-size PVP players, which then attracted bigger stuff. This doesnt help, its their static nature that turned them into a pvp hotspot. Just bring them back, and forbid cloaking on the deadspace of the plex (which based on kaeda's experiments extends 100k km around the plex). "You cannot activate your cloak so close to this deadspace signature." Replace the first and second room either with a capture beacon, or remove the 2nd room and require killing all the rats in the 1st room. Or just make it so that once opened by a key, it stays open until the plex is complete
As long as you know the "static" PLEX is always within 2-3 jumps max by being constellation-wide, what difference does it make if the local PVP hotspot has moved a couple jumps? No need to add more obscure rules on which mods can or cannot be used I think. |

Thor Kerrigan
Guardians of Asceticism
329
|
Posted - 2012.12.16 23:42:00 -
[3] - Quote
Bumping.
For great justice. |

Thor Kerrigan
Guardians of Asceticism
344
|
Posted - 2012.12.27 05:37:00 -
[4] - Quote
Olleybear wrote:DSpite Culhach wrote: I'm not saying that mine is the optimal solution, but I haven's seen anyone suggest anything better yet other then "don't nerf my metagame".
A location in lowsec that encourages PvP is a metagame? Others in this thread have done a wonderful job explaining how these sites in low-sec encourage pvp. They know what they are talking about and I would suggest you read / re-read what they have written with a more open mind. That said, I am glad to see some devs have been made aware of how the plexes encourage pvp and are willing to take a second look at them.
Olleybear best bear. "I do want to point out one "abuse" thing I did see however. *snipped* Please do not post details of possible exploits on the forums. - CCP Eterne" ... Because of Falcon. |

Thor Kerrigan
Guardians of Asceticism
344
|
Posted - 2012.12.27 06:27:00 -
[5] - Quote
DSpite Culhach wrote:[...] because the fights are a side-effect, and not the intended idea. [...]
I think this is a good side-effect which shows the direction game design should be expanding upon. Those "camps" degenerated into king of the hills: competition for kills was just as fierce as competition for the loot. Survival of the fittest in it's purest form. Growing too big denied you both loot (massive split) and possible kills (nobody shows up when loosing your ship is guaranteed).
Real gatecamps work because targets are generally unaware of what awaits them on the other side. These plexes broadcasted to the entire system who/what/where was going on. It was your choice you went in and assumed the risks.
DSpite Culhach wrote: I have ZERO reasons right now to randomly enter lowsec and risk multiple possible gatecamps for a low level complex. These fights you're thinking of will be between people like you that already live there, and that don't have an issue losing ships because they have their income streams worked out, and don't go there to run the plex in the first place - ie the fun is in the fight. If you want the rest of hisec to come out there for fights, ie the larger slice of the EVE population, there better be a better reason to be out there, cause getting there alive can be half the problem. Even if you were to make the complex rewards even better it would simply mean more people would be camping there waiting.
Nobody expects these plexes to be the sole reason for people to come from highsec. They were an additional bonus among other things, which got removed. The big picture is that removing them gives even less reasons for people to come to those areas. Adding incentives versus removing them, just as simple as that. "I do want to point out one "abuse" thing I did see however. *snipped* Please do not post details of possible exploits on the forums. - CCP Eterne" ... Because of Falcon. |
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