Pages: 1 2 3 4 5 6 7 8 :: [one page] |
|
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. |

Rordan D'Kherr
Imperial Academy Amarr Empire
234
|
Posted - 2012.12.06 14:30:00 -
[2] - Quote
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 _______________________________________ Don't be scared, because being afk is not a crime. |

Arrs Grazznic
Poena Executive Solutions
92
|
Posted - 2012.12.06 14:30:00 -
[3] - Quote
And the problem is?
|

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 14:39:00 -
[4] - 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. |

Doddy
Excidium. Executive Outcomes
402
|
Posted - 2012.12.06 14:42:00 -
[5] - Quote
Hannott Thanos wrote: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.
What exactly is the problem 
|

Eli Green
The Arrow Project
91
|
Posted - 2012.12.06 14:46:00 -
[6] - Quote
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.
log off the normal way? wumbo |

Jake Warbird
Republic Military School Minmatar Republic
1818
|
Posted - 2012.12.06 14:50:00 -
[7] - 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 This.
Apparently this is a key word in the scheme of things. Crazy, right? |

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

Aziesta
Sathainn Braithrean Cartel Apocalypse Now.
185
|
Posted - 2012.12.06 14:56:00 -
[9] - Quote
Hannott Thanos wrote:People don't see the problem with DC being an active module? Really? Turn off the DC when you disengage, bounce between 2 safe-spots if necessary while waiting for it to finish. I see no problem. |

Doddy
Excidium. Executive Outcomes
402
|
Posted - 2012.12.06 15:01:00 -
[10] - Quote
Having active modules makes no difference to log off timer whatsoever ...... They only issues damage control being active has is a) you might forget to turn it on and b) it can get neuted off (very rare thanks to long cycle/tiny cap use). So basically its fine. |
|

TheBlueMonkey
Don't Be a Menace That Red Alliance
211
|
Posted - 2012.12.06 15:03:00 -
[11] - Quote
Hannott Thanos wrote:People don't see the problem with DC being an active module? Really?
I don't see a problem |

iskflakes
Magnets Inc.
123
|
Posted - 2012.12.06 15:05:00 -
[12] - Quote
This seems like a good suggestion to me. Track your wealth with EVEStats - https://ohheck.co.uk/EVEStats/home.php |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 15:08:00 -
[13] - 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 
|

Doddy
Excidium. Executive Outcomes
402
|
Posted - 2012.12.06 15:12:00 -
[14] - Quote
Yeah but the dc being active adds only good things to the game. |

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

Silk daShocka
Greasy Hair Club
170
|
Posted - 2012.12.06 15:21:00 -
[16] - Quote
If you can't wait 30-60 seconds to logoff, you are logging off for the wrong reasons imo. |

Doddy
Excidium. Executive Outcomes
402
|
Posted - 2012.12.06 15:22:00 -
[17] - Quote
Hannott Thanos wrote:Doddy wrote:Yeah but the dc being active adds only good things to the game. How so?
Iidots can forget to switch it on = comedy It can get neuted off = more combat variation (a very rare occurence to be fair).
|

Alavaria Fera
GoonWaffe Goonswarm Federation
1847
|
Posted - 2012.12.06 15:25:00 -
[18] - Quote
Hannott Thanos wrote: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  The ability to use more than one damage control would make hull tanking a serious reality.
Also, ancillary hull repairers, of course. Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 15:32:00 -
[19] - Quote
If the module was meant to be passive, it'd be passive. But it's not. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Hannott Thanos
Notorious Legion
166
|
Posted - 2012.12.06 15:37:00 -
[20] - 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. |
|

Doddy
Excidium. Executive Outcomes
403
|
Posted - 2012.12.06 15:45:00 -
[21] - Quote
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.
So? You have not given any valid reason why should change other than tuxford first envisioned it that way. |

Remiel Pollard
Devlin Security Devlin Alliance
261
|
Posted - 2012.12.06 15:45:00 -
[22] - Quote
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. You don't scare me. I've been to Jita. |

Altrue
Exploration Frontier inc
69
|
Posted - 2012.12.06 15:52:00 -
[23] - Quote
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. *Yelling "Manticooore !" on teamspeak* |

Dersen Lowery
Laurentson INC StructureDamage
186
|
Posted - 2012.12.06 15:52:00 -
[24] - Quote
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.
TBH, they've probably left it that way because changing it to fit the original design has an unattractive effort/reward ratio relative to, say, fixing the parts of the game that are seriously in need of repair.
That's a good enough argument for leaving it as is, at least until more pressing concerns are addressed. |

Doddy
Excidium. Executive Outcomes
403
|
Posted - 2012.12.06 15:56:00 -
[25] - Quote
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.
|

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 16:45:00 -
[26] - 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 |

Weaselior
GoonWaffe Goonswarm Federation
3900
|
Posted - 2012.12.06 16:47:00 -
[27] - Quote
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 |

Weaselior
GoonWaffe Goonswarm Federation
3900
|
Posted - 2012.12.06 16:48:00 -
[28] - Quote
everyone wanting it passive is an empire afker, basically |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 16:53:00 -
[29] - 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. |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 16:55:00 -
[30] - Quote
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?!?  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:01:00 -
[31] - Quote
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 ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:02:00 -
[32] - 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 -
[33] - 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? |

Andski
GoonWaffe Goonswarm Federation
5723
|
Posted - 2012.12.06 17:04:00 -
[34] - Quote
Hannott Thanos wrote: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
gee based on your convincing arguments here let's make all hardeners passive ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

March rabbit
Aliastra
281
|
Posted - 2012.12.06 17:06:00 -
[35] - Quote
Weaselior wrote:everyone wanting it passive is an empire afker, basically are you ready to put on your shield extenders every time? Is it ok to them to be passive? what about armor plates, signal amplifiers, overdrive injectors?
DIRTY 0.0 AFKER!  |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:06:00 -
[36] - Quote
Hannott Thanos wrote: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? 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. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:06:00 -
[37] - Quote
Hannott Thanos wrote:Yes. So does every other passive hardener, and even active ones with skills too. Your point being?
no they don't
all the passive hardeners are amplified by compensation skills and they only boost a single resistance, or in the case of EANMs, only armor resistances
unlike passive hardeners, the DC does not require compensation skills or literally anything other than the skill required to use it to be at its peak effectiveness, and it boosts /all/ resistances, not just hull ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:08:00 -
[38] - 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 :) |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:09:00 -
[39] - Quote
oh and training a category of compensation skills to 5 takes as long as training a battleship 5 so don't compare damage controls to max-skilled EANMs ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:11:00 -
[40] - Quote
Hannott Thanos wrote: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? 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.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:12:00 -
[41] - Quote
the only "change" I'd like to see made to damage controls is the addition of faction variants with the same bonuses but requiring less CPU
beyond that they're fine ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

MisterNick
The Sagan Clan Pax Romana Alliance
136
|
Posted - 2012.12.06 17:13:00 -
[42] - Quote
Don't log off in space?
If you're in wh space, this is far from the biggest difficulty in your life. "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |

Hannott Thanos
Notorious Legion
169
|
Posted - 2012.12.06 17:14:00 -
[43] - 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 -
[44] - 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. |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:17:00 -
[45] - Quote
then don't activate it until it's necessary? ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

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

Altrue
Exploration Frontier inc
69
|
Posted - 2012.12.06 17:20:00 -
[47] - Quote
I laugh about the guys saying that it is important to have this module active... Or others saying that pros are empire afkers...
I don't know about you, but for my part I have plenty of other interesting things to do in EVE rather than having to activate my DCU each time I jump through a wormhole / decloak / log. Seriously.
If you're considering that clicking on your DCU is an amazing activity that is a major contribution to the fun you have in EVE... Well.. You should consider choosing another career.
*Yelling "Manticooore !" on teamspeak* |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:25:00 -
[48] - Quote
yeah having to activate my damage control is such a chore that holds me back from truly enjoying eve online ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

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

Ranger 1
Ranger Corp
2808
|
Posted - 2012.12.06 17:28:00 -
[50] - Quote
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. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 17:31:00 -
[51] - 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? |

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 17:36:00 -
[52] - Quote
Hannott Thanos wrote:You mean, like fitting the ship before undocking?
let's see
- ensuring that guns are loaded with ammo suitable for the range of the engagement - turning hardeners on - ensuring that any active tc/sebo/ewar are loaded with scripts suitable for the engagement - making sure your falcon alt is nearby - getting your boosting loki alt in place ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

NEONOVUS
Saablast Followers
55
|
Posted - 2012.12.06 17:41:00 -
[53] - Quote
Andski wrote:Hannott Thanos wrote:You mean, like fitting the ship before undocking? let's see - ensuring that guns are loaded with ammo suitable for the range of the engagement - turning hardeners on - ensuring that any active tc/sebo/ewar are loaded with scripts suitable for the engagement - making sure your falcon alt is nearby - getting your boosting loki alt in place I dont have a falcon alt, should I quit EVE or just go show it isnt needed? |

Marlona Sky
D00M. Northern Coalition.
2205
|
Posted - 2012.12.06 17:55:00 -
[54] - Quote
Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. I take it reading was never your forte? See the following quote:
CCP Tuxford wrote: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. Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time.
Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs.
So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.
Remove local, structure mails and revamp the directional scanner! |

Jenn aSide
STK Scientific Initiative Mercenaries
519
|
Posted - 2012.12.06 18:00:00 -
[55] - Quote
Marlona Sky wrote:Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. I take it reading was never your forte? See the following quote: CCP Tuxford wrote: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. Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time. Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs. So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say.
Damn that marlona and using actual facts.
I don't care one way or another, but a DC being passive would make sense. CCP Gargant:-á this game requires a certain amount of simply going out there and chatting with people. You will get scammed, destroyed, cheated, trolled, and blown up but that is just a part of the essence of this game. -á |

Pyre leFay
The Scope Gallente Federation
62
|
Posted - 2012.12.06 18:06:00 -
[56] - Quote
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. |

Hannott Thanos
Notorious Legion
171
|
Posted - 2012.12.06 18:29:00 -
[57] - 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? |

Spurty
V0LTA Verge of Collapse
597
|
Posted - 2012.12.06 18:53:00 -
[58] - Quote
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!
--- I used to be indecisive but now I am not quite sure. |

Hannott Thanos
Notorious Legion
177
|
Posted - 2012.12.06 18:57:00 -
[59] - 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] |

Marlona Sky
D00M. Northern Coalition.
2205
|
Posted - 2012.12.06 18:59:00 -
[60] - 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! Lasers? 
Remove local, structure mails and revamp the directional scanner! |
|

Altrue
Exploration Frontier inc
70
|
Posted - 2012.12.06 19:00:00 -
[61] - Quote
Except that it's nearly impossible to run out of cap to activate the DCU. And it's a defensive untargeted system. This is not the case for weapons.
About your problem... Woops, Hannott and Marlona just answered. *Yelling "Manticooore !" on teamspeak* |

Chandaris
Immortalis Inc. Shadow Cartel
118
|
Posted - 2012.12.06 19:01:00 -
[62] - Quote
Doddy wrote:Having active modules makes no difference to log off timer whatsoever ...... They only issues damage control being active has is a) you might forget to turn it on and b) it can get neuted off (very rare thanks to long cycle/tiny cap use). So basically its fine.
you fail at reading patch notes. |

Chandaris
Immortalis Inc. Shadow Cartel
118
|
Posted - 2012.12.06 19:02:00 -
[63] - Quote
IMO, DCU is fine as is.. comedy ensues from people not turning it on.
Given the description, I like to think of it as 'red alert!' |

Pitrolo Orti
State Protectorate Caldari State
3
|
Posted - 2012.12.06 19:03:00 -
[64] - Quote
Damage control really needs to be passive. I forget to turn it on every time I go PVP... WEALTH-á0.56 ISK |

Tippia
Sunshine and Lollipops
10586
|
Posted - 2012.12.06 19:18:00 -
[65] - Quote
Hannott Thanos wrote:People don't see the problem with DC being an active module? Really? No. I see some issues with making it passive though.
Pitrolo Orti wrote:Damage control really needs to be passive. I forget to turn it on every time I go PVP... That is indeed a good reason to keep it active. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Spurty
V0LTA Verge of Collapse
598
|
Posted - 2012.12.06 19:24:00 -
[66] - Quote
I now want laser / Photon Torpedos!!
--- I used to be indecisive but now I am not quite sure. |

Diamond Bull
State War Academy Caldari State
37
|
Posted - 2012.12.06 19:27:00 -
[67] - Quote
I can see why it would be passive. It is just a system that assists repair systems in keeping the ship intact. Yes?
I see no good gameplay reason for it to be active or passive. The typical counter to active tanking mods is neuting but my god how hard would it be to neut out a DC? Of course that is also why there isn't a reason to make it passive.
There is the logoff issue but I haven't ever needed to log off that fast. The few times I have wished I could log off to escape I knew that wouldn't help so I just left my tank on and went to watch YouTube while my ship got blown up.
Of course Tippia is opposed to making it passive so that can only mean there is some way to use it being active to be a jerk. Therefor I vote making it passive is probably the better choice.
|

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

Tippia
Sunshine and Lollipops
10589
|
Posted - 2012.12.06 19:36:00 -
[69] - Quote
Diamond Bull wrote:Of course Tippia is opposed to making it passive so that can only mean there is some way to use it being active to be a jerk. No, it can only mean that I see issues with it being passive (most notably the massive non-penalised omni-damage multi-layer EHP improvement it provides and that, while it's difficult to get the timing right GÇö it's mostly luck, really, you can neut it). There's also the interactivity of it, as illustrated by the poor fellow above who forgets to turn it on.
In contrast to these reasons not to do it, I can't think of any good reason for making it passive. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Slash Harnet
Brutor Tribe Minmatar Republic
0
|
Posted - 2012.12.06 19:41:00 -
[70] - Quote
I don't really see why it matters one way or another. It would be nice if we could set modules to retain their activation status after a jump, but its really a non-issue. |
|

Andski
GoonWaffe Goonswarm Federation
5724
|
Posted - 2012.12.06 19:49:00 -
[71] - Quote
Marlona Sky wrote:Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time.
and yet despite the fact that they surely have the means available to make it a passive mod in 2012, they have not done so and nobody involved with game development has brought it up in discussions ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 19:53:00 -
[72] - Quote
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? |

Sheynan
Lighting the blight
153
|
Posted - 2012.12.06 19:55:00 -
[73] - Quote
You'd be surprised how many people don't turn their DCs back on, after they have been neuted dry, because they are busy micromanaging other parts of the ship. So many ships have died because of this, the active DC is a valuable addition to the combat mechanics. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 19:57:00 -
[74] - Quote
Altrue wrote:I laugh about the guys saying that it is important to have this module active... Or others saying that pros are empire afkers...
I don't know about you, but for my part I have plenty of other interesting things to do in EVE rather than having to activate my DCU each time I jump through a wormhole / decloak / log. Seriously.
If you're considering that clicking on your DCU is an amazing activity that is a major contribution to the fun you have in EVE... Well.. You should consider choosing another career.
Why do you have to turn your dc on any more than hardeners? idgi The only reason to have a dc on with no hostiles on grid is if you are warping to a gate in a frig and there might be a smartbomber. Another effect this would have would be making cloaked ships like recons and bombers massively stronger against bombs (hint this is not agood thing).
|

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 19:59:00 -
[75] - 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? |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:02:00 -
[76] - Quote
Jenn aSide wrote:Marlona Sky wrote:Andski wrote:If the module was meant to be passive, it'd be passive. But it's not. I take it reading was never your forte? See the following quote: CCP Tuxford wrote: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. Now I'm sure Andski is scrambling trying to find a way to convince us Tuxford and the other programmers meant they wanted the DC to be an active module the whole time, but there is no way that is implied at all in what he said. It is implied they wanted it to be passive, but was impossible to program it that way at the time. Now in no way am I for making the DC passive for the sake of logging purposes, but for the sanity of less clicking. The DC was never intended to be an active module so maybe now they can make it so. Also make the drone control unit passive. Now before you climb on top of our soap box and proclaim a passive DC will make supers impossible to kill consider the idea of passive DC not being allowed to be fit on capitals, but instead required to use a a different sized DC that uses as much cap as an active shield/armor hardener. Or maybe all damage controls functions as a passive module and when fit to capitals it is an active one. Magic! Lets also not forget about the opportunity to introduce faction, dead space and officer DCs. So here is the opportunity to add a vast amount of flavor when it comes to the DC hull tanking department. Lets explore that I say. Damn that marlona and using actual facts. I don't care one way or another, but a DC being passive would make sense.
How does a module that projects powerful containment fields throughout the ship gives redundancy for the ships systems using no energy "make sense". If anything it should use far more cap for what it provides. Or if we are going to pretend it somehow has all these systems plus an internal power source how the hell is it so small with such small fitting requirements? "Makes sense" is the stupidest argument ever.
|

Jack Miton
Aperture Harmonics K162
929
|
Posted - 2012.12.06 20:03:00 -
[77] - Quote
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. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:04:00 -
[78] - Quote
Hannott Thanos wrote: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?
Explain how rather than trying to pass it off with a one liner. There is fundamentally no difference between a dc and these mods.
|

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:05:00 -
[79] - 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.
This is the fundamental point. the number of people repeating some nonsense about "waiting for a mod to turn off before logging" is ridiculous.
|

Tippia
Sunshine and Lollipops
10593
|
Posted - 2012.12.06 20:07:00 -
[80] - Quote
Hannott Thanos wrote:I think there is a logical fallacy involved here. 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?
Quote: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? 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? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 20:08:00 -
[81] - 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. |

James Amril-Kesh
RAZOR Alliance
1425
|
Posted - 2012.12.06 20:09:00 -
[82] - 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. He's referring to the fact that you can't safe logoff when you have active modules, so in order to log off safely you have to wait up to 30 seconds for the DC2 to deactivate. Of course if you were actually using the DC2 instead of turning it on all the time for no reason at all, you'll have a 5 or 15 minute logoff timer anyway, so this is a moot point. Don't turn the DC2 on until you need it, problem solved. -áObjects in mirror are redder than they appear. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:11:00 -
[83] - Quote
Tippia wrote:Hannott Thanos wrote:I think there is a logical fallacy involved here. 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. Quote: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? 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?
See if they said "lets have an additional, passive damage control that is less powewrful to bring it in line with other mods" it would make far more sense than "dc should be passive cos i don't like having to repeatedly turn it on with my ocd", or "dc should be passive because tuxford (who obviously was always right ...) once thought that would be a good idea back when eve was a completely different game". |

Hannott Thanos
Notorious Legion
179
|
Posted - 2012.12.06 20:12:00 -
[84] - 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? |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:13:00 -
[85] - Quote
Doddy wrote: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. This is the fundamental point. the number of people repeating some nonsense about "waiting for a mod to turn off before logging" is ridiculous.
Quoting my own failure so others don't have to.
|

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:15:00 -
[86] - Quote
Hannott Thanos wrote: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?
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)
|

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 20:18:00 -
[87] - 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. |

Tippia
Sunshine and Lollipops
10593
|
Posted - 2012.12.06 20:18:00 -
[88] - Quote
Hannott Thanos wrote:They all have "comparable" modules which are passive. No. They all have much less capable or much more costly modules that are passive. There's the difference.
Quote:I think rather, since this was supposed to be passive in the first place, add another module which is all so slightly more powerful? Power creep is bad. If you want a lazy-man's DC, ask for one that does what you'd expect a passive module to do: less or the same at a higher cost.
Since GÇ£the first placeGÇ¥ happened before the current game balance was put in place, it is not a good target to aim for.
Quote:So it's about time they rebalance the DC too then. Why? What's wrong with the way it's balanced? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 20:22:00 -
[89] - 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. |

Emu Meo
Tribal Liberation Force Minmatar Republic
8
|
Posted - 2012.12.06 20:26:00 -
[90] - Quote
DC should quite obviously be a passive module. The test of whether a module should be passive or not is if there is any point in having the module switched off. I dont think anyone thinks it is better switch off the DC to save cap do they.
As for the argument that it is some kind of an elite skill to click a module on everytime,,, really? Using that failed logic why dont we also say you have to switch on every module; shield extenders, armor plates, signal amplifiers? Why not even say you have to deactivate the cloak manually and go through the engine start up process when moving away from the gate also, that would make the game even more elite and special right? |
|

HollyShocker 2inthestink
State War Academy Caldari State
63
|
Posted - 2012.12.06 20:29:00 -
[91] - Quote
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.
Edit: I'll make a short for/against list here
For: - It's basically always on anyway - It's more or less impossible to neut off, and if that happens, it only cost 1 cap to reactivate - It's a hassle to turn it on all the time (depends on point of view I guess) - It up to doubles the safe log-off time in space - It was supposed to be passive to begin with (quote CCP Tuxford) - You don't have to undock to check EHP. loleftnoob
Against: - It gives a lot of resistance across the board - It's not such a hassle to turn it on (depends on point of view I guess) - Idiots can forget to switch it on = comedy
I aggree with OP but dont expect alot of support from the basement dwelling trolls that frequent these forums they just love to argue.
Having this item passive seems like a no brainer. |

HollyShocker 2inthestink
State War Academy Caldari State
63
|
Posted - 2012.12.06 20:31:00 -
[92] - Quote
was going to say in before Tippia but I couldnt beat the queen of contrary. |

James Amril-Kesh
RAZOR Alliance
1425
|
Posted - 2012.12.06 20:33:00 -
[93] - Quote
HollyShocker 2inthestink wrote:was going to say in before Tippia but I couldnt beat the queen of contrary. I don't always agree with Tippia but in no way does he/she qualify as a troll. -áObjects in mirror are redder than they appear. |

Marlona Sky
D00M. Northern Coalition.
2206
|
Posted - 2012.12.06 20:33:00 -
[94] - Quote
CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was?
It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor.
Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD!
Remove local, structure mails and revamp the directional scanner! |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:34:00 -
[95] - Quote
Hannott Thanos wrote: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.
You don't need to turn it on every system, you only need to turn it on when you are going to get shot. You don't need to turn hardeners on every system either. An inactive dc can easily lose fights in these days of logi fights (where if a ship lives 5-10 secs he will tank) and if you are flying a frig for example its quite common for it to be neuted off..
I can see where you are coming from with the safe log out thing, i didn't know about that. Still if 30 secs is an issue and you have no timer just log off normally, all you are losing is ultra ultra super certainty and tbh that is boring and a stupid change anyway (when has eve ever been about ultra ultra super certainty).
|

Vertisce Soritenshi
Tactical Vendor of Services and Goods Partners of Industrial Service and Salvage
1874
|
Posted - 2012.12.06 20:36:00 -
[96] - Quote
I think Damage Controls should just be removed from the game entirely. They seem rather arbitrary. Like they were created as a filler item to entice people to use them instead of something else that has a real purpose in the low slot. EVE is not about PvP.-á EVE is about the SANDBOX! |

HollyShocker 2inthestink
State War Academy Caldari State
63
|
Posted - 2012.12.06 20:39:00 -
[97] - Quote
James Amril-Kesh wrote:HollyShocker 2inthestink wrote:was going to say in before Tippia but I couldnt beat the queen of contrary. I don't always agree with Tippia but in no way does he/she qualify as a troll. Didnt say he/she was a troll I said contrary. If Tippia isint a women he/she should be. Just like my wife will argue a point just for the sake of arguing and always has to try and get the last word in. Tippia seems to have a good understanding of the game but will never admit to being wrong. |

Tippia
Sunshine and Lollipops
10593
|
Posted - 2012.12.06 20:39:00 -
[98] - Quote
Hannott Thanos wrote:Do you really find it that much of a reward, having to activate this module so much? I think that a 13% / 15% / 60% damage resistance is a pretty huge reward, yes.
Quote:It's an extra click, and it's unnecessary. Only in the sense that it's a click that is often not needed, same as with all other active modules. Beyond that, it's a click that can mean the difference between life and death GÇö hardly unnecessary.
Emu Meo wrote:DC should quite obviously be a passive module. The test of whether a module should be passive or not is if there is any point in having the module switched off. There is a point in that it can be switched off: it makes the ship much weaker (especially when the ship least needs that to happen).
Quote:As for the argument that it is some kind of an elite skill to click a module on everytime,,, really? The only one making that argument is the OP. Apparently, the heroic effort required is nigh unbearable. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:43:00 -
[99] - Quote
Marlona Sky wrote:CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was? It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor. Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD!
Wondering that myself since i have been playing since 2003 and can't remember it ever being different, but then maybe i just wasn't using them cos they were crap.
|

Emu Meo
Tribal Liberation Force Minmatar Republic
8
|
Posted - 2012.12.06 20:52:00 -
[100] - Quote
Tippia wrote:Emu Meo wrote:DC should quite obviously be a passive module. The test of whether a module should be passive or not is if there is any point in having the module switched off. There is a point in that it can be switched off: it makes the ship much weaker (especially when the ship least needs that to happen). Quote:As for the argument that it is some kind of an elite skill to click a module on everytime,,, really? The only one making that argument is the OP. Apparently, the heroic effort required is nigh unbearable.
Is this a serious argument? If you want the ship to be weak then you shouldn't fit a damage control in the first place.... And the choice between having a weak ship and a strong ship seems like rather a silly choice the game is asking us to make. If you apply logic to the question then there is really little reason to have DC as an active module. But I guess you can come up with any argument for leaving it as such. But as others have said I think the actual module is a little badly implemented and would like to see it reworked someday.
|
|

Andski
GoonWaffe Goonswarm Federation
5729
|
Posted - 2012.12.06 20:54:00 -
[101] - Quote
Hannott Thanos wrote: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.
Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Emu Meo
Tribal Liberation Force Minmatar Republic
10
|
Posted - 2012.12.06 20:57:00 -
[102] - Quote
Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not?
Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 20:59:00 -
[103] - Quote
Damage control was buffed in red moon rising, all its says is "Damage Control has been improved, the module now requires activation and gives resistance bonuses to all hit point layers." I guess that before it was a passive module that only effected structure resists and were pretty useless. Tuxford worried that people would stack the no stacking pen resists hence the single mod limit and the requirement for them to be active. |

Andski
GoonWaffe Goonswarm Federation
5729
|
Posted - 2012.12.06 21:00:00 -
[104] - Quote
Emu Meo wrote:Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest.
But turning them on is obviously such a chore given the complaints in this thread so why not have them automatically turn on when they're needed? Clearly we need to reward the dumbs and/or AFK. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |

Zhade Lezte
Merch Industrial Goonswarm Federation
70
|
Posted - 2012.12.06 21:01:00 -
[105] - Quote
Add a new passive module with 25% hull resists, I guess. (I don't see the point when you have reinforced bulkheads, honestly, but vOv)
Make the damage control use a nontrivial amount of cap?
The OP has convinced me that the dcu is in fact too good for how little cap it costs. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:03:00 -
[106] - Quote
Emu Meo wrote:Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest.
So lets increase damage control cycle time and thus cap use. Fixed without buffing cloaked ships, success.
|

Emu Meo
Tribal Liberation Force Minmatar Republic
10
|
Posted - 2012.12.06 21:03:00 -
[107] - Quote
Andski wrote:Emu Meo wrote:Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest. But turning them on is obviously such a chore given the complaints in this thread so why not have them automatically turn on when they're needed? Clearly we need to reward the dumbs and/or AFK.
Its not difficult, but it serves little purpose. Also it gets annoying if your doing multiple jumps and have to keep switching it on everytime. Try doing a 30 jump trip with an orca and see if switching a DC on x30 adds any additional fun to the journey. I think you'll find not. |

Marlona Sky
D00M. Northern Coalition.
2206
|
Posted - 2012.12.06 21:04:00 -
[108] - Quote
Emu Meo wrote:Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest. It's Andski. If you are expecting him to be anything more than a troll you are sadly mistaken.
One thing to keep in mind is nothing should be sacred from the balance gods. Even if a module, ship, game mechanic or whatever else you can think of seemed to be fine when it was introduced or even changed years ago; everything should be subject to balance if needed.
Although knowing the full history of something is helpful to understand the subject at hand.
Remove local, structure mails and revamp the directional scanner! |

Tippia
Sunshine and Lollipops
10594
|
Posted - 2012.12.06 21:04:00 -
[109] - Quote
Emu Meo wrote:Is this a serious argument? It's not an argument GÇö it's game mechanics. It is not about intention, but about effect: the difference a DC makes means there's a point to turning it on and point to trying to get it to turn off. It may not be easy, but it can be done and it makes a world of difference.
The fact that it's there as a mistake for the pilot to make (or for the enemy to induce) means that there is a point to its being an active module. The herculean task required to turn it on is also rewarded by the pretty astonishing benefits it brings with it (which would have to be removed or reduced if it were ever made passive).
Quote:But as others have said I think the actual module is a little badly implemented and would like to see it reworked someday. In what way?
Emu Meo wrote:Its not difficult, but it serves little purpose. Also it gets annoying if your doing multiple jumps and have to keep switching it on everytime. Good news: you don't have to switch it on every time. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:04:00 -
[110] - Quote
Zhade Lezte wrote:Add a new passive module with 25% hull resists, I guess. (I don't see the point when you have reinforced bulkheads, honestly, but vOv)
Make the damage control use a nontrivial amount of cap?
The OP has convinced me that the dcu is in fact too good for how little cap it costs.
This is what i am beginning to think too. Current dcu - stays as is with increased cap use. New dcu = passive with hull only buff.
|
|

James Amril-Kesh
RAZOR Alliance
1427
|
Posted - 2012.12.06 21:07:00 -
[111] - Quote
I like my idea better. Current DCU stays as is with same cap use, new DCU is a fantasy in OP's mind. -áObjects in mirror are redder than they appear. |

Emu Meo
Tribal Liberation Force Minmatar Republic
10
|
Posted - 2012.12.06 21:08:00 -
[112] - Quote
Zhade Lezte wrote:Add a new passive module with 25% hull resists, I guess. (I don't see the point when you have reinforced bulkheads, honestly, but vOv)
Make the damage control use a nontrivial amount of cap?
The OP has convinced me that the dcu is in fact too good for how little cap it costs.
Im thinking something along these lines. When DC was originally nerfed to just one and making it active, I believe stacking penalty didnt apply. Make the module passive and weaken it but allow the stacking penalty to apply. That would actually add a little more choice and make the decision on whether to fit it or not a little more interesting. I get the feeling a lot of these posters take the game very seriously and forgetting that in fact games are about having fun. So any element in the games design which is not adding to this is not good game design. |

Emu Meo
Tribal Liberation Force Minmatar Republic
10
|
Posted - 2012.12.06 21:11:00 -
[113] - Quote
Doddy wrote:Emu Meo wrote:Andski wrote:Hannott Thanos wrote: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. Yes, let's make all hardeners, sensor boosters, tracking computers and ECCM passive. Why not? Hardeners and other such modules use quite a bit of capacitor and so there is a good reason to allow the pilot to choose to activate them or not. So a bit of a stupid suggestion there to be honest. So lets increase damage control cycle time and thus cap use. Fixed without buffing cloaked ships, success.
I would agree with this suggestion also. Either it should be one or the other, completely passive, or properly active. Where it is now is just a fail in the game design. |

Emu Meo
Tribal Liberation Force Minmatar Republic
10
|
Posted - 2012.12.06 21:18:00 -
[114] - Quote
Tippia wrote:Emu Meo wrote:Is this a serious argument? It's not an argument GÇö it's game mechanics. It is not about intention, but about effect: the difference a DC makes means there's a point to turning it on and point to trying to get it to turn off..
And so making the module properly active would aid these goals you are setting out above. Using a proper amount of cap and shorter cycle time would actually allow players in a meaningful way to switch off the DC. And deciding when to activate the DC would now matter as you wouldn't want to go into an engagement with half cap. So Im glad you agree. ;) |

Tippia
Sunshine and Lollipops
10595
|
Posted - 2012.12.06 21:23:00 -
[115] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
180
|
Posted - 2012.12.06 21:25:00 -
[116] - 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. |

Petrus Blackshell
Rifterlings Damu'Khonde
2051
|
Posted - 2012.12.06 21:27:00 -
[117] - Quote
Doddy wrote:Hannott Thanos wrote:Doddy wrote:Yeah but the dc being active adds only good things to the game. How so? Iidots can forget to switch it on = comedy It can get neuted off = more combat variation (a very rare occurence to be fair). The latter happens surprisingly often when small neuts are involved. A Cruor or Sentinel (or I guess now Dragoon) on your face will turn off your DC and it will hurt.
The best of both worlds on this change would be "active but cycle-less", like cloaks are. Still, it's not a super-critical change that ~needs to happen~. It's not that hard to stay safe until it turns off. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:30:00 -
[118] - 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.
Are you just trying to troll now or what? Adding a noticeable amount of cap use to the DC and giving it a small cycle time should make you happy and alleviate the problems of AFKing and not being able to nuet it off you were complaining about above?? I guess there is no pleasing some people. |

Vandango Audene
Posthuman Society
0
|
Posted - 2012.12.06 21:34:00 -
[119] - Quote
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 ****
|

Tippia
Sunshine and Lollipops
10595
|
Posted - 2012.12.06 21:36:00 -
[120] - Quote
Hannott Thanos wrote:It's about as properly active as a passive module that draines 1 cap every 30 seconds is properly passive, lol. Since those two are each other's opposites, nope.
Emu Meo wrote:Are you just trying to troll now or what? Nope. Why would I be?
Quote:Adding a noticeable amount of cap use to the DC and giving it a small cycle time should make you happy if and alleviate the problems of AFKing and not being able to nuet it off you were complaining about above? You're confusing me with someone else. I haven't complained about AFKing or about not being able to neut it off, so I have no idea what you're on about.
I just see no reason why it should be made passive, much less a reason that outweighs the problems with such a change. At the same time, I see no reason why it should be nerfed GÇö it's not like it's horribly overpowered in its current state or causing any real issues. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:38:00 -
[121] - 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 ****
Another idiot who thinks they are really clever and not lazy because they can press buttons. ^^ Try reading the thread again and maybe you will understand what people are actually saying. Then again, you probably wont. ;) |

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:41:00 -
[122] - Quote
Tippia wrote:Hannott Thanos wrote:It's about as properly active as a passive module that draines 1 cap every 30 seconds is properly passive, lol. Since those two are each other's opposites, nope. Emu Meo wrote:Are you just trying to troll now or what? Nope. Why would I be? Quote:Adding a noticeable amount of cap use to the DC and giving it a small cycle time should make you happy if and alleviate the problems of AFKing and not being able to nuet it off you were complaining about above? You're confusing me with someone else. I haven't complained about AFKing or about not being able to neut it off, so I have no idea what you're on about. I just see no reason why it should be made passive, much less a reason that outweighs the problems with such a change. At the same time, I see no reason why it should be nerfed GÇö it's not like it's horribly overpowered in its current state or causing any real issues.
The reason it should be changed to one or the other is to improve gameplay. The reasons it would improve gameplay come quite obviously to the mind of anyone who thinks it through a little. But then again I also agree that it is not a glaring change that needs to be fixed immediately, or any time soon in fact. But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance.
|

Lubomir Penev
Prey Drive
16
|
Posted - 2012.12.06 21:42:00 -
[123] - Quote
Hannott Thanos wrote:People don't see the problem with DC being an active module? Really?
Off course not, how could you neut it off if it wasn't the case? |

Tippia
Sunshine and Lollipops
10595
|
Posted - 2012.12.06 21:43:00 -
[124] - Quote
Emu Meo wrote:The reason it should be changed to one or the other is to improve gameplay. In what way?
Quote:But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance. How so? Why does it need either a buff or a nerf? What's wrong with its current state?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

James Amril-Kesh
RAZOR Alliance
1428
|
Posted - 2012.12.06 21:43:00 -
[125] - Quote
I don't know why people are complaining about it not being neutable. I've had my DC turn off before because I was being neuted. -áObjects in mirror are redder than they appear. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:46:00 -
[126] - Quote
tbh most important thing about dc being active is it stops cloaked ships using it. |

Emu Meo
Tribal Liberation Force Minmatar Republic
11
|
Posted - 2012.12.06 21:46:00 -
[127] - Quote
Tippia wrote:Emu Meo wrote:The reason it should be changed to one or the other is to improve gameplay. In what way? Quote:But I agree with the OP's notion that it would benefit from a change in the future if CCP get that chance. How so? Why does it need either a buff or a nerf? What's wrong with its current state?
The reasons are obvious if you think them through. If you are having difficulty then re read this thread as I and some of the other posters have explained the reasons there.
I do not mean this in a rude way, but just don't feel like typing out all the reasons again. |

Petrus Blackshell
Rifterlings Damu'Khonde
2053
|
Posted - 2012.12.06 21:46:00 -
[128] - Quote
Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway? Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

James Amril-Kesh
RAZOR Alliance
1428
|
Posted - 2012.12.06 21:47:00 -
[129] - Quote
Petrus Blackshell wrote:Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway? Bombs and smartbombs would disagree with you. -áObjects in mirror are redder than they appear. |

Tippia
Sunshine and Lollipops
10596
|
Posted - 2012.12.06 21:51:00 -
[130] - Quote
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? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 21:55:00 -
[131] - Quote
Petrus Blackshell wrote:Doddy wrote:tbh most important thing about dc being active is it stops cloaked ships using it. Cloaked ships wouldn't be taking damage anyway?
Somone should tell all those cov ops that get bombed in bubbles the should petition then ......
Bombs (and smartbombs to an extent) are a handy counter to cloaked scouts |

Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:00:00 -
[132] - Quote
Hull tanking part of this game could do with some massive iteration. It would a lot more diversity in fitting and combat situations.
Remove local, structure mails and revamp the directional scanner! |

Hannott Thanos
Notorious Legion
181
|
Posted - 2012.12.06 22:03:00 -
[133] - 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 -
[134] - 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. |

Tippia
Sunshine and Lollipops
10596
|
Posted - 2012.12.06 22:12:00 -
[135] - Quote
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.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Doddy
Excidium. Executive Outcomes
404
|
Posted - 2012.12.06 22:13:00 -
[136] - Quote
Hannott Thanos wrote: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.
While you are right it makes fundamentally no difference (as nothing can effect you in the ewarp anyway), you are sitting still/inactive for 30 secs then logging out with a confirmation instead of logging out with no confirmation and having your ship sit 30 secs in a safe.
The safe logoff will only save you if you have a (not exactly hidden) timer you somehow missed (as it won't allow the safe log off) or some practically impossible scenario of cov ops with probes on grid where you log off timing his scan for your ship landing in safe and then probing, entering warp, warping, leaving warp, locking ship in 30 secs (is it even possible? answers on a post card). |

Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:14:00 -
[137] - Quote
The Jove race lineup could focus on different aspects of hull tanking and ways to bypass shields and armor to inflict straight hull damage with scripted guns. They would not have great staying power on the battlefield, but would be more focused on hit and run warfare...
***dragged away by CCP devs***
Remove local, structure mails and revamp the directional scanner! |

Katran Luftschreck
Royal Ammatar Engineering Corps
155
|
Posted - 2012.12.06 22:19:00 -
[138] - Quote
In favor of passive DC only because of OP pointing out it being active is an oversight from CCP.
The First Commandment of game development should be "Fix all of the old buggy stuff before adding any new buggy stuff." EvE Forum Bingo |

Spectre Wraith
Darwin Inc.
49
|
Posted - 2012.12.06 22:26:00 -
[139] - Quote
Afk haulers who wish to use blockade runners complaining they can't use DCU while inactive ITT. |

MisterNick
The Sagan Clan Pax Romana Alliance
136
|
Posted - 2012.12.06 22:28:00 -
[140] - Quote
Boils down to: Having to turn it on is a tiny cost compared to the bonuses it gives, especially for gallente ships "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |
|

Marlona Sky
D00M. Northern Coalition.
2207
|
Posted - 2012.12.06 22:32:00 -
[141] - Quote
Spectre Wraith wrote:Afk haulers who wish to use blockade runners complaining they can't use DCU while active ITT. So because it could be used on afk haulers in high sec the rest of the players actively playing the game have to endure pointless extra clicking?
So many of you have no imagination. At all.
Remove local, structure mails and revamp the directional scanner! |

Spectre Wraith
Darwin Inc.
49
|
Posted - 2012.12.06 22:35:00 -
[142] - Quote
Marlona Sky wrote:Spectre Wraith wrote:Afk haulers who wish to use blockade runners complaining they can't use DCU while active ITT. So because it could be used on afk haulers in high sec the rest of the players actively playing the game have to endure pointless extra clicking? So many of you have no imagination. At all.
For the amount of utility it has, it should be active. Passive mods generally tend to have lower given bonuses then actives. |

Eliza Naskingar
Republic University Minmatar Republic
0
|
Posted - 2012.12.06 23:00:00 -
[143] - Quote
Doddy wrote:Marlona Sky wrote:CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was? It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor. Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD! Wondering that myself since i have been playing since 2003 and can't remember it ever being different, but then maybe i just wasn't using them cos they were crap. oh boy story time!
I don't have any hard stats on hand but I do remember the old DC
They increased the hitpoints of modules fitted to your ship by a percentage
Yes, you read that right, they increased the structure hitpoints of modules. Not your ship. The modules fitted to your ship. This was the only thing they did.
This was before the ability to overload your modules, where something like that might have been useful, and the only situation where your modules started taking random damage was when your ship was deep in hull. They were basically the single most useless category of items in the game, fitting a full rack of civilian guns would have done your ship more good than fitting any number of damage controls to your lows.
The only productive thing people did with them is stuff them in a reprocessing plant after looting them from NPCs, and the poor bastards who "won" a T2 bpo for that piece of garbage probably sold them for peanuts before the changes that made them worth something
I hope you all enjoyed that mostly irrelevant history lesson as much as I did writing it |

Ludi Burek
Blue Republic RvB - BLUE Republic
200
|
Posted - 2012.12.07 00:07:00 -
[144] - Quote
Posting in a stealth buff freighters thread.
Think about it 
It would be too brazen to ask for passive DC after freighters get fitting slots. Very clever.  |

Zedik
Fury of the Fyrd
0
|
Posted - 2012.12.07 05:53:00 -
[145] - Quote
Eliza Naskingar wrote:Doddy wrote:Marlona Sky wrote:CCP Tomb wrote:we changed the functionality of damage controls Anyone remember the exact specifics of what the previous version was? It appears that multiple damage controls were being used and it was deemed over powered. Thus they decided to limit it to only allow one to be fit and were forced to make it an active module to achieve that goal. But in order to function as close as possible to a passive module they gave it the long cycle time and using 1 unit of capacitor. Or maybe I'm seeing what I want to see. Anyone have any previous stats and functionality? TUXFOOOOOOOOOORD! Wondering that myself since i have been playing since 2003 and can't remember it ever being different, but then maybe i just wasn't using them cos they were crap. oh boy story time! I don't have any hard stats on hand but I do remember the old DC They increased the hitpoints of modules fitted to your ship by a percentage Yes, you read that right, they increased the structure hitpoints of modules. Not your ship. The modules fitted to your ship. This was the only thing they did. This was before the ability to overload your modules, where something like that might have been useful, and the only situation where your modules started taking random damage was when your ship was deep in hull. They were basically the single most useless category of items in the game, fitting a full rack of civilian guns would have done your ship more good than fitting any number of damage controls to your lows. The only productive thing people did with them is stuff them in a reprocessing plant after looting them from NPCs, and the poor bastards who "won" a T2 bpo for that piece of garbage probably sold them for peanuts before the changes that made them worth something I hope you all enjoyed that mostly irrelevant history lesson as much as I did writing it Thank you, I did enjoy it. Got a good laugh. I remember those day (main is inactive atm). When I would get some good spawn out in 0.0, I would joke with my corpmates that I either got a damage control II or a auto-targeting array II BPO as a drop. Would usually get the response "Oh, nice! Hold on, what did you say? You got what? That's freaking useless!"
Ah, good times, good times. |

Hannott Thanos
Notorious Legion
182
|
Posted - 2012.12.07 07:01:00 -
[146] - 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. |

Tippia
Sunshine and Lollipops
10597
|
Posted - 2012.12.07 07:07:00 -
[147] - Quote
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 GÇ£alwaysGÇ¥. 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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
183
|
Posted - 2012.12.07 07:17:00 -
[148] - 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. |

Jori McKie
Friends Of Harassment
41
|
Posted - 2012.12.07 08:13:00 -
[149] - Quote
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 (from an unbonused ship) 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. |

Hannott Thanos
Notorious Legion
184
|
Posted - 2012.12.07 09:08:00 -
[150] - 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. |
|

Anya Ohaya
School of Applied Knowledge Caldari State
179
|
Posted - 2012.12.07 09:18:00 -
[151] - Quote
Passive damage control wouldn't make much difference to most AFK haulers. Expect the Orca. It would be a huge, huge buff to AFK orcas. |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 09:31:00 -
[152] - 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. |

Remiel Pollard
Devlin Security Devlin Alliance
275
|
Posted - 2012.12.07 10:01:00 -
[153] - Quote
Hannott Thanos wrote: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.
See, this is why gamers get called "fat and lazy". Are you really complaining about having to click the mouse too much?
Come on, give it a rest. You don't scare me. I've been to Jita. |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:02:00 -
[154] - Quote
Eliza Naskingar wrote:[quote=Doddy][quote=Marlona Sky] The only productive thing people did with them is stuff them in a reprocessing plant after looting them from NPCs, and the poor bastards who "won" a T2 bpo for that piece of garbage probably sold them for peanuts before the changes that made them worth something
The t2 damage control is much newer, they were introduced after the change at the same time as t2 expanders etc. Don't think they ever had a bpo tbh, could be wrong.
They removed the module damage thing at the same time as the damage control change, apparently it was so buggy that it was creating ships that couldn't die but had allmodules destroyed. (i don't remember any of this).
|

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:03:00 -
[155] - Quote
Hannott Thanos wrote: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.
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?
|

Nevyn Auscent
Broke Sauce
25
|
Posted - 2012.12.07 10:04:00 -
[156] - Quote
Slash Harnet wrote:I don't really see why it matters one way or another. It would be nice if we could set modules to retain their activation status after a jump, but its really a non-issue. This is probably the far more relevant point. If I turn a module on, it's sheer bad interface to assume that as soon as I jump, It turns off and I have to turn it on 'again'. This is true for all modules, and would be a much better overall solution. This benefits roaming null & low sec gangs especially, since their modules are on when they get jumped on the other side of a gate (Blah blah, Scouts, Blah blah Fail gang etc, but it happens fairly regularly for one reason or another). But on the whole simply removes tedium. Docking should still turn modules off for obvious reasons, as should logging off. It's a simple quality of life improvement, nothing to do with lazyness, just updating Eve to the 21st century with regards to persistance.
(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.) |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:11:00 -
[157] - 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 |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:12:00 -
[158] - Quote
The entire mechanics (and backstory) of eve jump gates are based on you being cloaked while jumping. You can't have activate mods while cloaked. You don't necessarily want mods on one side of a gate that you do on the other side in any case (your mwd for example). So really all this "i want my mods to be persistant" stuff is ill thought out laziness. Imagine you got back to gate in a camp and jumped but either had your mwd stuck on so took ages to warp off (and you have a massive sig) on the other side or worse, were not cloaked on jump in an died before even loading. |

Hannott Thanos
Notorious Legion
186
|
Posted - 2012.12.07 10:13:00 -
[159] - 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. |

Doddy
Excidium. Executive Outcomes
410
|
Posted - 2012.12.07 10:21:00 -
[160] - Quote
Hannott Thanos wrote: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.
Seriously? If I am in combat i generally activate all hardeners, especially since any amarr boats tend to have explosive drones, and several have turrets that can put out any damage type. Sure you can save a few cap against a solo zealot, but you want your hardeners on if his friend turns up in a munin anyway. And harping on about what a dev said about a mod 6 years ago when eve was a completely different game doesn't win you any arguments.
|
|

Michael1995
Lead Farmers Kill It With Fire
43
|
Posted - 2012.12.07 11:38:00 -
[161] - Quote
Cycle down all modules as you enter warp for logoff or while midwarp, get over it and adapt. One does not simply buy their way into Goonswarm. |

Tippia
Sunshine and Lollipops
10598
|
Posted - 2012.12.07 12:07:00 -
[162] - Quote
Hannott Thanos wrote:You don't leave your guns on and forget about them until the fight is over. That all depends on what kind of target you're engaging and how paranoid you are about the lag monster.
The point remains: you do not have to Ctrl-F1 your DCs anywhere near as constantly as some seem to suggest. The OP tries to paint it as something have to keep doing over and over again every time you do anything, when the fact of the matter is that you usually need to do it somewhere between once and never per outing.
Quote:Except jumping. And undocking. Neither of those mean you absolutely must push a button activate your DC, and yes, the situations that require you to do so are rare indeed and are completely decoupled from gate and station usage.
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:17:00 -
[163] - 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. |

Tippia
Sunshine and Lollipops
10604
|
Posted - 2012.12.07 12:38:00 -
[164] - Quote
Hannott Thanos wrote:You think the DC is situational in a fight? No. I think it's situational, period. Therefore, this whole idea that you have to turn it on after every jump or undock is bunk.
This entire thread hinges on the notion that you have to keep turning it on. The fact of the matter is that you don't. Thus the complaint becomes one of people being annoyed that they keep doing pointless things. The solution to this problem is not to alter the module they are obsessing over - it's to stop doing those pointless things.
Quote:The fact remains, there are no situation where you explicitly do not want your DC to be on. And the other fact also remains: there is a point to it being on (and having to remember to do it) and to being able to turn it off (just because someone else makes the decision doesn't mean the ability becomes pointless). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:45:00 -
[165] - 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. |

Tippia
Sunshine and Lollipops
10604
|
Posted - 2012.12.07 12:49:00 -
[166] - Quote
Hannott Thanos wrote:Quite clearly you have never camped two gates in nullsec with several characters at once before. 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.
Quote:Try understanding the situation of others before stating opinions as facts. Try understanding what "situational" means before ignoring facts just because they clash with your opinion. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:55:00 -
[167] - 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. |

Gizznitt Malikite
Agony Unleashed Agony Empire
787
|
Posted - 2012.12.07 12:56:00 -
[168] - Quote
Hannott Thanos wrote: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.
You know.... I think we need to look at the Damage Control too:
It effectively Doubles (or more) your effective structure HP. This basically adds a few hundred to a 1+m HP to your ship. It increases your armor resists by 10-15%, and importantly, doesn't STACK with other resist modifier effects. It increases your Shield Resists by 7.5-12.5%, and importantly, doesn't STACK with other resist modifier effects.
It costs 1 PG, 15-40 CPU, requires 1 Cap Pt to activate, and has a 30 second activation cycle.
The activation cycle is "soo long" that it inhibits you from logging off, so your solution is to make this module Passive? Really????
No... This module is extremely potent and of significant benefit to your ship.... It should NOT be made passive...
Instead, reduce its cycle time to 5 seconds or less. Now it won't hinder you logging off, it is more susceptible to being turned off by Energy Neutralizers.
But wait... there's more:
The opinion, "it should have a meaning and a purpose to turn it off or on when it is an active module" has some validity. As such, the cap usage of the DCU should be increased too. It should have it's activation increased to match it's duration, such that the DCU uses 1 cap / s (as opposed to 0.03333 cap / s). This way, just like an armor hardener, there is a meaning and purpose to "turning it on or keeping it off"; i.e. to save capacitor.
Is this not fair? It means an awesome module that provides awesome benefits actually has a reasonable cost and it allows you to log off quickly!!! |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 12:58:00 -
[169] - 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 |

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:00:00 -
[170] - Quote
Hannott Thanos wrote: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.
Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
|
|

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:01:00 -
[171] - Quote
Hannott Thanos wrote: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.
any time you are not taking damage ..... |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:02:00 -
[172] - 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. |

Doddy
Excidium. Executive Outcomes
411
|
Posted - 2012.12.07 13:02:00 -
[173] - Quote
Gizznitt Malikite wrote:Hannott Thanos wrote: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. You know.... I think we need to look at the Damage Control too: It effectively Doubles (or more) your effective structure HP. This basically adds a few hundred to a 1+m HP to your ship. It increases your armor resists by 10-15%, and importantly, doesn't STACK with other resist modifier effects. It increases your Shield Resists by 7.5-12.5%, and importantly, doesn't STACK with other resist modifier effects. It costs 1 PG, 15-40 CPU, requires 1 Cap Pt to activate, and has a 30 second activation cycle. The activation cycle is "soo long" that it inhibits you from logging off, so your solution is to make this module Passive? Really???? No... This module is extremely potent and of significant benefit to your ship.... It should NOT be made passive... Instead, reduce its cycle time to 5 seconds or less. Now it won't hinder you logging off, it is more susceptible to being turned off by Energy Neutralizers. But wait... there's more: The opinion, "it should have a meaning and a purpose to turn it off or on when it is an active module" has some validity. As such, the cap usage of the DCU should be increased too. It should have it's activation increased to match it's duration, such that the DCU uses 1 cap / s (as opposed to 0.03333 cap / s). This way, just like an armor hardener, there is a meaning and purpose to "turning it on or keeping it off"; i.e. to save capacitor. Is this not fair? It means an awesome module that provides awesome benefits actually has a reasonable cost and it allows you to log off quickly!!!
Don't be daft, clearly the damage control is the one mod in eve needing a major buff, otherwise why this thread? |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:02:00 -
[174] - Quote
Hannott Thanos wrote: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.
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. But it doesn't mean you can't run them during daylight - some people do it just to look awesome cuz they have xenons or something fancy.
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. You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:03:00 -
[175] - 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.... |

Gizznitt Malikite
Agony Unleashed Agony Empire
787
|
Posted - 2012.12.07 13:04:00 -
[176] - Quote
Doddy wrote:Hannott Thanos wrote: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. Just how much combat are you in that you need to turn on your dc "all teh time" cos i want to be there.
You have to turn the DCU on every time you uncloak to enter combat. You have to turn the DCU on every time you jump through a gate or portal or cyno and enter combat.... There are many times you have to turn this module on when "entering" combat. |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:05:00 -
[177] - Quote
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. You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:06:00 -
[178] - 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! |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:08:00 -
[179] - Quote
Hannott Thanos wrote: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!
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. You don't scare me. I've been to Jita. |

Rordan D'Kherr
Imperial Academy Amarr Empire
236
|
Posted - 2012.12.07 13:10:00 -
[180] - Quote
Ok, page 10 and I still cannot see the problem.
DC takes too much cap? Activating it is too hard? What's the issue? _______________________________________ Don't be scared, because being afk is not a crime. |
|

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:10:00 -
[181] - 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? |

Tippia
Sunshine and Lollipops
10605
|
Posted - 2012.12.07 13:12:00 -
[182] - Quote
Hannott Thanos wrote:You mean other than the need to activate it every jump because the only reason you jump is to fight? In other words, you don't have to activate it every jump. You only have to activate it situationally when you're preparing for a fight -- a situation that is completely decoupled from jumps and undocks.
Quote:"Position or status with regard to conditions and circumstances." "of, relating to, or appropriate to a situation" Good. So, in other words, DCs are situational. Depending on the conditions and circumstances, you may or may not want to (or need to) turn it on. Depending on the situation, it may or may not be appropriate to activate it.
Quote:By definition, there needs to be a situation where it is inappropriate. By definition, any situation where it's not appropriate - i.e. it's the default situation.
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 ...and yet, there is a point to it being possible to turn it off.
Gizznitt Malikite wrote:You have to turn the DCU on every time you uncloak to enter combat. You have to turn the DCU on every time you jump through a gate or portal or cyno and enter combat.... There are many times you have to turn this module on when "entering" combat. 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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:13:00 -
[183] - 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? |

Tippia
Sunshine and Lollipops
10605
|
Posted - 2012.12.07 13:15:00 -
[184] - Quote
Hannott Thanos wrote:Remiel Pollard wrote:If you start taking damage before you can get your DC on, then you fail at EVE. What are smartbombs? You mean those things that you can predict and avoid if you don't fail at EVE?
Quote:Is it not a fact that there is no reason not to have the DC on? Nope. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:16:00 -
[185] - 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. |

Gizznitt Malikite
Agony Unleashed Agony Empire
789
|
Posted - 2012.12.07 13:17:00 -
[186] - Quote
Tippia wrote:Gizznitt Malikite wrote:You have to turn the DCU on every time you uncloak to enter combat. You have to turn the DCU on every time you jump through a gate or portal or cyno and enter combat.... There are many times you have to turn this module on when "entering" combat. 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.
I agree.... and given how powerful the DCU is, I thinking increasing it's cap usage is reasonable...
Additionally, if the 30 second duration is inhibiting people from logging off (because they are in the habbit of turning it on), I'm in favor of reducing it's duration to something like 5 seconds or such. This not only alleviates any "duration" issues, but makes it more susceptible to neuts, which is fairly interesting... |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:17:00 -
[187] - 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? |

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:18:00 -
[188] - Quote
Hannott Thanos wrote: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?
What are bookmarks? You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:19:00 -
[189] - 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. |

Tippia
Sunshine and Lollipops
10606
|
Posted - 2012.12.07 13:21:00 -
[190] - Quote
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.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Remiel Pollard
Devlin Security Devlin Alliance
285
|
Posted - 2012.12.07 13:21:00 -
[191] - Quote
Hannott Thanos wrote: Surely no competent eve player ever has been killed by smartboms.
*Puts hands up*
I've actually avoided three of them traversing low sec by utilising bookmarked checkpoints established 200-400 km at random off the stargate but still on grid. You can have smartbombs etc on your overview, so you can literally see them from miles away. You don't scare me. I've been to Jita. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:25:00 -
[192] - 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. |

Tippia
Sunshine and Lollipops
10606
|
Posted - 2012.12.07 13:30:00 -
[193] - Quote
Hannott Thanos wrote:And what point is that? Neuts? Give me a break, when did that ever happen Oh, pretty much all the time.
Quote: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:Oh except when trying to safe log-off, which happens(in my opinion) to be another reason to make it passive. Nah, that's a good reason to keep it active: to ensure that safe log-off is something you do with care. If all you want to do is log off, closing the client works just fine. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:32:00 -
[194] - 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? |

Tippia
Sunshine and Lollipops
10606
|
Posted - 2012.12.07 13:38:00 -
[195] - Quote
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? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:39:00 -
[196] - 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 -
[197] - 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. |

Warde Guildencrantz
TunDraGon
367
|
Posted - 2012.12.07 13:47:00 -
[198] - Quote
it should be like a cloak, active with no cycle time or cap use.
completely passive is a bit...(there are times when you want to look more vulnerable then you actually are) |

Tippia
Sunshine and Lollipops
10606
|
Posted - 2012.12.07 13:48:00 -
[199] - Quote
Hannott Thanos wrote:Then why do you online your shield extender before undocking? Because of the massive cap cost if I try to do it after I've undocked.
Quote:Activating passive modules for 1 cap seems to give you so much satisfaction. 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.
Quote:Really man, quote the whole sentence I quoted the full question that I was answering. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 13:58:00 -
[200] - 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. |
|

Doddy
Excidium. Executive Outcomes
412
|
Posted - 2012.12.07 14:10:00 -
[201] - Quote
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.
|

Doddy
Excidium. Executive Outcomes
412
|
Posted - 2012.12.07 14:14:00 -
[202] - Quote
Hannott Thanos wrote: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. Edit: In b4 Tippia "you don't have to activate it for every jump". Well no, you also don't HAVE TO activate your guns when fighting, or HAVE TO fit a tank at all. Bad argument.
Okay you are definately trolling, you use weapons and tank to fight, you don't use a dc to jump.
|

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:18:00 -
[203] - 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. |

Tippia
Sunshine and Lollipops
10606
|
Posted - 2012.12.07 14:20:00 -
[204] - Quote
Hannott Thanos wrote:Neither is switching security every time you log on. Actually, it is, because you know your intent before you even log in and its setting has no impact on people around you -- only you. Unlike the DC, which is situational and which has actual game-mechanical effects.
Quote:Nor is opening ships and inventory when you dock. Or resizing the info window when you open it. For these, the chore is zero, since you can already make their appearance persistent and automatic, so exactly what you're trying to illustrate here is quite beyond me. Opening inventories or info windows are not a chore so therefore we should not have to make an active decision to turn on a critical module?! Huh?
Quote:Or having to drag all modules from a wreck to your cargo (pre loot all). The difference here is that it's actually supposed to be a bit of work, so that the nimble-fingered can get the stuff before the competition does. Automation in this regard would be a bad thing.
Quote:Or activating every ungrouped gun (pre grouping). And finally, this one was done because it had beneficial consequences for the servers and because it was such a consistent "do everything the same every time" that people had it (legally) macroed -- putting it into the client rather than relying on external software was just a sensible fairness move.
None of these particularly correspond to the (significant) game impact of having the DC as an active module, and the balancing considerations that would have to be taken into account should it be changed. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:27:00 -
[205] - 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. |

Doddy
Excidium. Executive Outcomes
412
|
Posted - 2012.12.07 14:31:00 -
[206] - Quote
Hannott Thanos wrote: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.
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?
|

Hannott Thanos
Notorious Legion
187
|
Posted - 2012.12.07 14:35:00 -
[207] - 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 -
[208] - 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. |

Terrorfrodo
GNADE Inc.
284
|
Posted - 2012.12.07 14:40:00 -
[209] - Quote
If you're worried about the DC extending the time to safely log off, a better fix would be to decrease cycle time of the DC to 5 seconds. Cap cost could be reduced to zero so that it stays cap-neutral and un-neutable much as it is now. . |

Tippia
Sunshine and Lollipops
10607
|
Posted - 2012.12.07 14:44:00 -
[210] - Quote
Hannott Thanos wrote: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. Incorrect, yet again. I respond to the issue by demonstrating the difference between a module (and the effect it has) and various UI tweaks that may or may not have been put into place to deal with completely separate issues.
Quote: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. ...and the DC being active has nothing to do with it being a chore no matter how much you want to paint it as one (after all, this is pretty much your only argument for making it passive).
The game improvements, or lack thereof, with the examples you chose also had nothing to do with removing chores (except for in the window persistence example, where this kind of detail is exactly what good UI design does). Instead, they are all utterly and completely irrelevant to the topic at hand because they all have different purposes and because none of them have anything resembling the game balance considerations of an active module. The safety is a misfeature because it deals with intent; the UI persistence is meant to remove such busywork; looting is the exact opposite and is meant to require a bit of work; gun grouping only accidentally makes shooting easier; none of them have have to do with making your ship perform better or worse. They are all completely separate, unconnected issues.
Making the DC passive does not make EVE a better place even if it removes a (non)chore and no amount of irrelevant dissimiles changes this. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan. |
|

Merouk Baas
56
|
Posted - 2012.12.07 14:44:00 -
[211] - Quote
I'd go for the DC being passive, shrug. It's one less click every gate.
Smartbombs and trying the MWD-Cloak trick would be cases where you don't have time to turn it on, giving an advantage to the gate camper, but in neither case will you be saved by extra resists alone, so IMO making it passive would save a lot more clicking than ships. |

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

ISD TYPE40
ISD Community Communications Liaisons
3302

|
Posted - 2012.12.11 09:54:00 -
[213] - Quote
Forum Rules wrote:
4. Be respectful of others at all times.
The purpose of the forum is to provide a platform for the exchange of ideas. Occasionally, there will be conflicts that arise when people voice opinions. Be courteous when disagreeing with others. It is possible to disagree without being insulting.
5. Ranting is prohibited.
A rant is a long-winded, redundant post, often filled with angry, non-constructive comments. A free exchange of ideas is essential to building a strong sense of community and helpful in the development of the game, but rants are disruptive and incite flaming and trolling. Please post your thoughts in a concise, clear manner and avoid going off on rambling tangents.
6. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another. Text of this nature is not beneficial to the community spirit and will not be tolerated. Corporation, faction and alliance members and other players are cautioned to avoid allowing GÇ£in characterGÇ¥ disputes from becoming "out of character" personal attacks. The game is designed for role-playing and/or portraying a role and it is sometimes easy for tempers to flare when the lines between the virtual world and the real world are crossed. Please keep in-game disputes in the game and off the forum unless it is clearly a mutual, in-character exchange.
7. Trolling is prohibited.
Trolling is the word used to describe a post that is deliberately designed for the purpose of angering and insulting the players. Posts of this nature are disruptive and do not contribute to the sense of community we want for our forums.
As this thread contains multiple breaches of the above rules, as well as having descended into a cyclical argument, I am locking it - ISD Type40. ISD Type40 Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 :: [one page] |