|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 14:25:00 -
[1] - Quote
I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time. |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 14:39:00 -
[2] - Quote
Rordan D'Kherr wrote:Hannott Thanos wrote:I know this module was supposed to be passive from the beginning, and now with the safe logoff it really needs to happen. If you have the DC active, you basically have a 30-60 sec logoff because it has such a long cycle time. Consequences vOv Yeah, one that should not have been there to begin with. |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 14:51:00 -
[3] - Quote
People don't see the problem with DC being an active module? Really? |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 15:08:00 -
[4] - Quote
CCP Tuxford wrote:Back in the day before I became a programmer with cynical outlook on live I used to be game designer and was actually involved when we changed the functionality of damage controls. This was back in the day when TomB and Hammerhead were mostly doing the balancing and I was their intern math *****. Now we decided that we'd want the damage control to be a really powerful defensive module but we didn't want people to just fill up their lows with it making all other defensive mods obsolete so we also decided that you could only fit one at a time. At that point we didn't really have the luxury of programming time and we did not have any tools to create a module where only one could be fitted. We did however have a functionality where we could only activate x module at a time so we decided that the damage control would have to be activated but have really low cap need.So there you have it, the reason dc's use cap in an overly long story 
|

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 15:14:00 -
[5] - Quote
Doddy wrote:Yeah but the dc being active adds only good things to the game. How so? |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 15:37:00 -
[6] - Quote
Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. It was supposed to, but was made active because of ****** code and lack of time. |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 16:45:00 -
[7] - Quote
Doddy wrote:Altrue wrote:Remiel Pollard wrote:Hannott Thanos wrote:Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. It was supposed to, but was made active because of ****** code and lack of time. And they've obviously left it that way for good reasons. I would be curious to know these good reasons. DC should be passive IMO. Why? Passive DC makes literally no sense. Except that it's a module you literally never want to turn off, you have to turn it on every damn time you jump, it's more or less impossible to shut if off with neuts because of 1 cap use and like I quoted, it was supposed to be passive to begin with. Oh and it makes it possible to see EHP in station |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 16:53:00 -
[8] - Quote
Weaselior wrote:it is far better that the DC is active rather than passive for a vast number of reasons, its an immensely powerful defensive module and being required to actually turn it on is a tiny price to pay Vast numbers he says. List them, he does not. |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:02:00 -
[9] - Quote
Ranger 1 wrote:Hannott Thanos wrote:Weaselior wrote:it is far better that the DC is active rather than passive for a vast number of reasons, its an immensely powerful defensive module and being required to actually turn it on is a tiny price to pay Vast numbers he says. List them, he does not. And yet your sole reason for making them passive is because you either can't remember or are too lazy to turn it off (along with any other modules you may be running) before you log off. Really?!?  read my post 4 post up maybe? |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:03:00 -
[10] - Quote
Andski wrote:Hannott Thanos wrote:Weaselior wrote:it is far better that the DC is active rather than passive for a vast number of reasons, its an immensely powerful defensive module and being required to actually turn it on is a tiny price to pay Vast numbers he says. List them, he does not. the fact that it boosts resistances across the board, for instance Yes. So does every other passive hardener, and even active ones with skills too. Your point being? |
|

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:08:00 -
[11] - Quote
Ranger 1 wrote: I read them, so did everyone else. "Most" of your reasons could be applied equally well to most active defensive modules in the game.
Look we are trying to be polite here (for a change) but this is more than a little ridiculous ... not to mention trivial.
I guess it's a matter of opinion. But by your definition of my definition(?), DC should have some resist applied to the ship when it is inactive?
Edit, many things are trivial. They are usually posted in the little things thread, and those things make eve oh so much better :) |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:14:00 -
[12] - Quote
Ranger 1 wrote:I think it works perfectly well just as it is. I think the simplist solution is simply to start remembering to turn it off when you plan to log off, instead of trying to make the game compensate for your forgetfulness.  It's not so much that I forget it, it's more of an annoyance that I have to turn it on every time I jump. It's not like I want it to be off, ever. And it's not like it's gonna come off before I explicitly tell it to. So I see no reason it's not passive |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:15:00 -
[13] - Quote
MisterNick wrote:Don't log off in space?
If you're in wh space, this is far from the biggest difficulty in your life. I camp/roam nullsec/lowsec. Activating it all the time is a nuisance. |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:19:00 -
[14] - Quote
Andski wrote:then don't activate it until it's necessary? Or better yet, just make it passive? ^^ |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:26:00 -
[15] - Quote
Updated OP with pros/cons. Feel free to comment on additions to either list |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:31:00 -
[16] - Quote
Ranger 1 wrote:You should have to take "some" steps to make your ship ready for a battle. Considering how important the module is to your ships survivability I would say it is a prime example of a module that SHOULD need to be activated. You mean, like fitting the ship before undocking? |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 18:29:00 -
[17] - Quote
Pyre leFay wrote:Or turn it into a new skill for passive effectiveness Like passive ability of inactive shield hardeners. Its Hull ability can be passive and starts out at 15% effectiveness at level 1 to 75% effective hull passive at lvl5 Keep its extra shield and armor resistance as active only. What about making the entire hull resist passive, and let the other resists only be on when it is active? |

Hannott Thanos
Notorious Legion
177
|
Posted - 2012.12.06 18:57:00 -
[18] - Quote
Spurty wrote:Your issue is you DC Your solution is you want your tank to remain on
Can I have this problem solved as well
My guns run out of ammo My solution is to allow me to keep firing without ammo
Thanks!
Amarr. You're welcome
Edit, if I may be so bold...
Not told [ ] Told [ ] ******* told [ ] Toldasaurus rex [ ] No country for told men [ ] Knights of the told republic [X] |

Hannott Thanos
Notorious Legion
177
|
Posted - 2012.12.06 19:31:00 -
[19] - Quote
Spurty wrote:I now want laser / Photon Torpedos!!
You got an option already, jeez |

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 19:59:00 -
[20] - Quote
Doddy wrote:Hannott Thanos wrote:Ranger 1 wrote:I think it works perfectly well just as it is. I think the simplist solution is simply to start remembering to turn it off when you plan to log off, instead of trying to make the game compensate for your forgetfulness.  It's not so much that I forget it, it's more of an annoyance that I have to turn it on every time I jump. It's not like I want it to be off, ever. And it's not like it's gonna come off before I explicitly tell it to. So I see no reason it's not passive So, active hardeners, eccm, sensor boosters, tracking computers, these should all be passive as well then? I think there is a logical fallacy involved here. Grow up man.
How about we make all passive mods (ALL mods, shield extenders, etc etc) active, and they have a 30 sec timer and cost 1 cap. That must be great, yeah? You see the problem with this kind of arguing? |
|

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 20:08:00 -
[21] - Quote
Jack Miton wrote:wtf you on? you know it takes 60-120 seconds to disappear after logging off regardless of what you have or dont have turned on right? and that's not counting any timers you may have. Sorry, but you are as wrong as wrong can be. There is now a "safe log-off" feature in eve, which, when activated counts down from 30, and at 0 your ship is gone from space. If any mod is active, you cant do this, so if your DC just started a cycle, you have to wait for it to deactivate, then hit safe log-off, making it 60 seconds, insted of 30. |

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 20:12:00 -
[22] - Quote
Tippia wrote:Not really. ECCM, hardeners, sebos, TCs and the like all match those reasons for why you want DCs to be passive: they're an annoyance to turn on every time; it's not like there's a good reason to have them off. So why should they stay active and not DCs? They all have "comparable" modules which are passive. They also use up "a lot" of cap, compared to the DC.
Tippia wrote:No. They all have penalties, limitations, and requirements that make up for their passive status. So really, the question should rather be: if the DC was made passive, how do you propose to nerf it to make up for this improvement? I think rather, since this was supposed to be passive in the first place, add another module which is all so slightly more powerful? Maybe with 2-3 % more resist to shield or armor or both? |

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 20:18:00 -
[23] - Quote
Doddy wrote: The entire game has been repeatedly rebalanced since "what it was supposed to be" was envisioned. Including a 100% hp buff unless i am mistaken (idk when your quote is from exactly)
So it's about time they rebalance the DC too then. For all I care it could well become an active module, but make it a "true" active module then, 10 cap, 10 sec cycle, or make it passive all together. The way it is now makes no sense at all. |

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 20:22:00 -
[24] - Quote
Do you really find it that much of a reward, having to activate this module so much? Or maybe you only stay in one system ever, and never jump? It's an extra click, and it's unnecessary. If a pilot forgets to activate it, he would have lost the fight none the less imo. |

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 21:25:00 -
[25] - Quote
Tippia wrote:Emu Meo wrote:And so making the module properly active would aid these goals you are setting out above. As luck would have it, it's already properly active GÇö no change needed. It's about as properly active as a passive module that draines 1 cap every 30 seconds is properly passive, lol. |

Hannott Thanos
Notorious Legion
181
|
Posted - 2012.12.06 22:03:00 -
[26] - Quote
Vandango Audene wrote:If you can not take the effort to push a simple key then you lazy as hell. Yes the DCU is kind of annoying when you are trying to "Safe Logoff" but personally if you are THAT PARANOID you have to safe log off then you can wait 60 seconds so your **** can stay in 1 piece then being blown up to clarify btw When you safe log off this will happen
- A 30 Second Timer will show up, your ship will not move during this time.
- Once this timer reaches 0 , your client will disconnect.
- Your ship will THEN INITIATE EMERGENCY WARP (If anything was stopping you from warping you would not be able to safe log off)
- After your ship EXITS EMERGENCY WARP it will disappear immediately
When you log off normally
- Your Client disconnects Regardless what is happening in the game world ( Modules, PVP Timers , Warp scramblers)
- Your Ship will attempt to initiate emergency warp if anything stops it , it wont do anything for 15 minutes (Because somthings prolly warp scraming you.)
- After your ship exits emergency warp it will SIT IN SPACE FOR 30 SECONDS 1 MILLION KM FROM WHERE YOU LOGGED OFF IN A RANDOM DIRECTION, ANYTHING DURING THE 30 SECONDS MEANS YOU CAN BE PROBED THEN KILLED , ROBBED , RAPED and PILLAGED
- After 30 seconds have passed and someone hasnt probed you down And Attacked you your ship disspears from space =)
if you really cant be bothered to push your DCU Every time you jump a gate, then your prolly to lazy to cloak your ship every time you jump a gate in a viator with 2 billion isk worth of **** Except you are wrong. When the timer hits zero the client even tells you your ship has been removed from space. Obviously you have not used this feature. |

Hannott Thanos
Notorious Legion
181
|
Posted - 2012.12.06 22:08:00 -
[27] - Quote
Tippia wrote:Emu Meo wrote:The reasons are obvious if you think them through. Ok, so what are they? What's wrong with its current state? How would changing it improve gameplay? For one, you don't have to push a button every time you sneeze. |

Hannott Thanos
Notorious Legion
182
|
Posted - 2012.12.07 07:01:00 -
[28] - Quote
Tippia wrote:Hannott Thanos wrote:For one, you don't have to push a button every time you sneeze. GǪa problem that doesn't exist to begin with. Well, if you say it, then it must be true. This is not a fact, it's your opinion, and it brings nothing to this discussion really. |

Hannott Thanos
Notorious Legion
183
|
Posted - 2012.12.07 07:17:00 -
[29] - Quote
Tippia wrote:Hannott Thanos wrote:This is not a fact, it's your opinion, and it brings nothing to this discussion really. GǪexcept that it is indeed a fact. You do not have to push a button every time you sneeze. Not only because the EVE UI isn't sneeze-sensitive, but also because nothing in the game requires you to keep pushing that button. You need to turn your DC on at one point and one point only: when it's about to get ugly. This is not the same as GǣalwaysGǥ. Thus, you don't need to push any buttons at every opportunity. You don't have to activate your DC any more often than you do, say, a missile launcher. You don't leave your guns on and forget about them until the fight is over. I'm going to assume you don't ONLY do 1v1? I don't think I ever forgot to activate it before a fight, but I remember a lot of times thinking "why do I need to push this button?". It's not like it gives the game any depth or meaning. Have you seen the Lost series. They had this kind of button they had to push every now and then to keep **** from hitting the fan. I bet they loved it. |

Hannott Thanos
Notorious Legion
184
|
Posted - 2012.12.07 09:08:00 -
[30] - Quote
Jori McKie wrote:Let me point it out for you all: The pity is most of you have no clue how important a DC is on small ships like FR and DE and most of you have no clue what heated dual small neuts can cause.
Hard Fact is a small heated neut cycles every 5.1s, with 2 shifted neuts that means every 2.55s you will be drained of cap that effectively shuts an active DC down on most FR or DE sooner or later. Combat in small ships is very often a game of cap. Cap managment in small ships is very important and the decision you make is a do or die because many FR have only cap for about ~1:30min with all mods active, very few have more.
A passive DC is a very bad idea for small ship combat where it matters the most. If you don't have cap to activate your dc, you also don't have speed, tackle, active tank and probably no guns either. So it makes little difference to be honest. |
|

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 09:31:00 -
[31] - Quote
Tippia wrote:Hannott Thanos wrote:This is not a fact, it's your opinion, and it brings nothing to this discussion really. GǪexcept that it is indeed a fact. You do not have to push a button every time you sneeze. Not only because the EVE UI isn't sneeze-sensitive, but also because nothing in the game requires you to keep pushing that button. Except jumping. And undocking. Quite rare situations yeah? It's a module you either have or don't. When you roam you always activate the DC because you never know when you are jumped. Maybe we should have to "raise shields" every time we drop out of warp too, it's only one click that needs to be done when you suspect danger. |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:11:00 -
[32] - Quote
Nevyn Auscent wrote: (And for everyone whining this request is Lazy, Every jump you should have to reset your safety settings, yes, every jump, it's only a couple of clicks, where is the problem, it's not like people are complaining they have to reset them ONCE PER LOGIN currently or anything like that.)
Lol, yeah the shitstorm this has generated is astounding. Lets just remove consistency all across the board. It's ony a click to open inventory, and only a click-drag to resize it. Suddenly, 500 "only one click"s |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:13:00 -
[33] - Quote
Doddy wrote: So how is it any different from any other mods? If you are that paranoid surely you have to turn on all your hardeners every jump as well?
Hardeners are situational. You don't activate explosive hardeners when fighting Amarr lazorz. Damage Control is however NOT situational. It behaves like a passive module that has to be turned on to circumvent a code issue. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:17:00 -
[34] - Quote
Tippia wrote:Quote:Hardeners are situational. ...exactly like the DC. If the situation doesn't call for it, it's pointless to turn it on, and complaining about your decision to repeatedly do something that is pointless only provides an argument for not doing those pointless things. Your inability to keep your fingers off the module is not a reason to change that module. You think the DC is situational in a fight? I surely don't. As others have mentioned, it should have a meaning and a purpose to turn it off or on when it is an active module. The fact remains, there are no situation where you explicitly do not want your DC to be on. Reasons are obvious but I'll state them; it uses basically no cap and it gives a great boost to your ship. Why would you want to turn it off? To die faster? Well then, don't fit a tank!
I don't know how you play eve, but the way I play it, it is really annoying to have to activate it all the time, and yes, it is all the damn time when you camp two sides of a gate and chase people back and forth and get fights on both sides all the time. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:45:00 -
[35] - Quote
Quite clearly you have never camped two gates in nullsec with several characters at once before. Try understanding the situation of others before stating opinions as facts. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:55:00 -
[36] - Quote
Tippia wrote:Sure I have. That was one situation. Setting aside for a moment that there is no need to turn the DC on after every jump even in that case, it's still just that: a situation -- one among many. It doesn't change the fact that the DC is situational. If anything, it just further illustrates it. You mean other than the need to activate it every jump because the only reason you jump is to fight? Again, try to understand the situation.
Tippia wrote:Try understanding what "situational" means before ignoring facts just because they clash with your opinion. "Position or status with regard to conditions and circumstances." "of, relating to, or appropriate to a situation"
Appropriate to a situation. By definition, there needs to be a situation where it is inappropriate. Tell me a situation where it is appropriate to not have the DC active. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:58:00 -
[37] - Quote
Every module I can think of in this game has an advantage to being either off or on. On, it does it's job, off it will save you cap, or in speed terms, let you align faster. The damage Control has no advantage to being off. Ever |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:02:00 -
[38] - Quote
Doddy wrote: Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
Find a nice pipe in nullsec and throw up some dragbubbles on both sides of one or two gates. Up around J-C for instance. Lot of people going home from a fleet, or haulers and ratters. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:03:00 -
[39] - Quote
Doddy wrote: any time you are not taking damage .....
It's still more appropriate to keep it on in case you will take damage. This is Eve you know.... |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:06:00 -
[40] - Quote
Remiel Pollard wrote: How about... when you're not being shot at?
Running it otherwise is like running your car's headlights in broad daylight. Sure, it accomplishes nothing, it doesn't waste battery because it's being recharged by the alternator, but in the end, the situation doesn't call for them to be on. Headlights are situational, appropriate to the situation of night time. Just like DC is appropriate to the situation of combat. It takes nought but a fraction of a second to get it activated when someone starts targeting you, and so you'll have it well and truly running by the time they start shooting.
Unless, of course, you're not paying attention, in which case DC won't save you anyway and you probably deserve to explode.
I don't know where you are from, but in my country it's illegal to drive without headlights, ever. So I'll twist your words and say you think that a passive DC should be mandatory. Peace yo! |
|

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:10:00 -
[41] - Quote
Remiel Pollard wrote:Hannott Thanos wrote:Doddy wrote: any time you are not taking damage .....
It's still more appropriate to keep it on in case you will take damage. This is Eve you know.... If you start taking damage before you can get your DC on, then you fail at EVE. What are smartbombs? |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:13:00 -
[42] - Quote
Remiel Pollard wrote: That's your problem, twisting words. You're twisting a lot of words in this thread, and inventing facts. I live in Australia, where we have this thing called the Sun, and when the Sun is up, everyone can see just fine, so headlights aren't necessary, nor are they mandatory. So my analogy is still relevant. Just because your laws are different, doesn't mean they are smart.
Okay, which fact did I invent? Is it not a fact that there is no reason not to have the DC on? |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:16:00 -
[43] - Quote
Tippia wrote:Now note what the defining characteristic is of those situations when you should turn it on and what is not. The key factor is exactly that: when entering combat. The key factor is not "every time", or "when jumping" or "uncloaking" or "undocking". The DC is a situational, as are indeed all the modules in EVE.
Situational is not simply "it can be on or off, so it's situational". It's situational if you want it to be on in one situation and off in another. You still have not given any reason for why you would want it off. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:17:00 -
[44] - Quote
Tippia wrote: You mean those things that you can predict and avoid if you don't fail at EVE?
Surely no competent eve player ever has been killed by smartboms.
Oh wow, stunning fact right here folks. Tippia said "Nope", how can we refute this evidence? |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:19:00 -
[45] - Quote
Rordan D'Kherr wrote:Ok, page 10 and I still cannot see the problem.
DC takes too much cap? Activating it is too hard? What's the issue? The issue is that there is no reason not to have the DC active, it already almost behaves like a passive module, except it has to be activated to circumvent a coding issue, and it's annoying to having to activate it every time you jump between systems. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:25:00 -
[46] - Quote
Tippia wrote:Hannott Thanos wrote:]Situational is not simply "it can be on or off, so it's situational". ...and as luck would have it, no-one is claiming anything of the kind. It's situational because there are situations where it's useful and situations where it's not. Quote:You still have not given any reason for why you would want it off. ...aside from the ones you've provided, you mean? Also, you keep ignoring the fact that there is a point to being able to turn it off. You are not the only one with any say in the matter, and there are plenty of reasons for people to want it to turn off. And what point is that? Neuts? Give me a break, when did that ever happen, and if it ever did, you were **** out of luck anyway, and a passive DC would not win you the fight.
There are no situations where it is useful not to have it active. Oh except when trying to safe log-off, which happens(in my opinion) to be another reason to make it passive. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:32:00 -
[47] - Quote
Tippia wrote:There are no situations where it is useful not to have it active. ...aside from when you don't need it, and aside from when it's useful to try to turn it off.[/quote] What? I don't even... "It is useful to not have it active when you don't need it". Are you serious? Are your capacitor skills THAT bad, you have to save 1 cap every 30 sec? |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:39:00 -
[48] - Quote
Tippia wrote:Hannott Thanos wrote:And what point is that? Neuts? Give me a break, when did that ever happen Oh, pretty much all the time.
Really man, quote the whole sentence, don't go all Texas sharpshooter. Congrats on winning an argument on a false basis. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:41:00 -
[49] - Quote
Tippia wrote:Hannott Thanos wrote:What? I don't even... "It is useful to not have it active when you don't need it". Are you serious? If it is of no use when turned on, then no, it's not useful to have it turned on. This seems like quite the tautology so I'm not entirely sure why this is such a shocking revelation to you? Then why do you online your shield extender before undocking? It's of no use before you get shot at. Or why no making a "raise the shield" feature? Activating passive modules for 1 cap seems to give you so much satisfaction. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:58:00 -
[50] - Quote
Tippia wrote:No, but turning them off sure does, and since they they're easy enough to ignore until you really need them, it's not like turning them on is a huge chore. Now this we can agree on. It is not a huge chore at all actually. Neither is switching security every time you log on. Nor is opening ships and inventory when you dock. Or resizing the info window when you open it. Or having to drag all modules from a wreck to your cargo (pre loot all). Or activating every ungrouped gun (pre grouping).
All these things, and a lot of others too, are not at all huge chores, agree? It's still a small pain to deal with all these little things. |
|

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:18:00 -
[51] - Quote
Doddy wrote:Hannott Thanos wrote:Tippia wrote:No, but turning them off sure does, and since they they're easy enough to ignore until you really need them, it's not like turning them on is a huge chore. Now this we can agree on. It is not a huge chore at all actually. Neither is switching security every time you log on. Nor is opening ships and inventory when you dock. Or resizing the info window when you open it. Or having to drag all modules from a wreck to your cargo (pre loot all). Or activating every ungrouped gun (pre grouping). All these things, and a lot of others too, are not at all huge chores, agree? It's still a small pain to deal with all these little things. And these things had no negative game play impact being changed, dc being active does. In your opinion..
If DC deactivates because of cap issues, then it being off is the least of your problems. There should be a better reason to keep it active than that. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:27:00 -
[52] - Quote
Yet again Tippia, this is getting tiring, you do not respond to the issue, but make up a fictional and respond to them and win a fictional argument.
Security, it's two clicks, one more than a dc. - not a huge chore. Persistence. We could remove it, and all the little things about positioning and resizing windows. They are individually not huge chores. Loot all. It's not a huge chore, I was not talking about who gets loot first or anything, only the fact that you had to drag all items from one window to another. I never said anything about server performance, I know why it was done, that was not a case in this argument, yet you chose to make up your own case again, to win a fictional argument. Good job.
Those things are/were not huge chores (respond to the damn argument *for once, please*) but Eve is a better place because we are rid of those small issues. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:35:00 -
[53] - Quote
Doddy wrote: I don't think you have ever done any frigate combat have you. Neuts turning off dcs are not very rare in any case. With a 30 sec cycle time vs a 5 sec cycle small neut your dc will have a 1 in 6 chance of being deactivated every cycle once your cap is broken, this is quite common (most pvp is cap instable to start with, especially with smaller ships), happen to be up against a blood frig or the new amarr destroyer then it will be almost guaranteed to be turned off if the pilot staggers his reps. Given that often the dc is the only mod that can be turned off, and that doing so massively decreases the targets ehp that is quite a nerf to cap warfare.
You also pointedly ignore things like the buff to cloaked ships, the buff to afk ships, the already ridiculous power of the dc which clearly doesn't need buffed and so on. Thought you were going to add points on your post? Or is that just ones you choose?
I have, actually, and if my DC shut down from cap issues, my guns, ab/mwd, scram, web, hardeners and or reps were already off, and the DC made no difference to the outcome of the fight in the slightest amount.
Yeah, sorry about that, added buff to cloakers to the list. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:36:00 -
[54] - Quote
I won't add "buff to afk ships" because an afk ship is afk, and will die, just not as fast, so it's not really an argument for or against. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.11 09:31:00 -
[55] - Quote
Bump. Anyone else have any feedback on this? |
|
|
|