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Zhan
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Posted - 2003.07.21 13:51:00 -
[1]
We are currently at war with another corp. A war which is actually impossible to fight. The sentry Gun AI is nerfed - we get hit and the opponent doesn't if in range of a stn (Gm's are currently investigating this). The ability to actually track someone through a system (they only mid warp to free space) makes it impossible to find and fight them. The ability for players to stn camp is riduculous (what the hell are these sentry's for). And to be perfectly honest - to play the game for over a week to mine the minerals to build a ship to lose it all in 30 seconds to bo is completely out of balance. I know several people in the process of ditching this game as a result, and I have to say I'm serously thinking of doing the same. Sorry to rant here guys - but this need some serious serious work of you want this to ba nything other than a mining / trading platform. |

Ctaesis
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Posted - 2003.07.22 07:08:00 -
[2]
What PvP?
Pirates will jump on this thread and claim that PvP works great, but it does not, they are confused. Their idea of PvP is Battleship vs Industrial (or Frigate, or Shuttle).
Developers will jump on this thread and claim that PvP works, but it does not, they are confused. Their idea of PvP is Kwai jumping in a battleship he spawned from nothing (i.e. didn't work for three weeks mining), announcing that he's in a system, and waiting for people to throw themselves at him with utter disregard.
But.
Customers should jump on this thread and say, "Hey wait a friggen second." PvP does not work. At all. You cannot defeat a player who is in a cruiser, and wants to keep it. The only time you will ever get a kill is if someone decides to lose their ship.
Anyone who's tried PvP from a "protect corp assets" perspective knows this. Too bad CCP doesn't have a bloody clue.
________________ "Warp to Desktop" -- American PCGamer
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Astaroth
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Posted - 2003.07.22 11:13:00 -
[3]
hmms fighting a guerrilla style war may be annoying, but i have been involved in big fights with battleships on both sides with cruiser support ... its an incredible rush to put your ship on the line and fight it out in a huge battle. Ahhh ive enjoyed it a lot and even if i were to loose my ship...a Megathron id just get *****in on workin for another.
Oh and its my experience that the better char u got the faster u bring in the $$, equipment is needed of course but its the skills that determine what u can do.
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Shivash
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Posted - 2003.07.22 11:18:00 -
[4]
Could I just point out this is the idea lab... What ideas do you have to sort out the situation?
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Zhan
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Posted - 2003.07.23 15:18:00 -
[5]
Edited by: Zhan on 23/07/2003 15:38:32 Oh - I have a brill idea - how about CCP get the dam balance sorted. How is it fair that a saddo with a vengance wish can warp in, in a cruiser, attack and destroy a guy mining in an indy and then warp out. No warnings - no chaces - and a no win situation. CCP are forcing people into Low sec systems to mine, but give no thought to the damage a lone rogue can do. I'. not talking about a good 'ol 10 on 10 battle where everyone hits the front line, not even a blockage (most of which are either advertised by other players - or prett easy to spot anyway). I'm talking about the idiots that seem to enjoy flying round in ones or twos singling out single defenseless players. And then even if you do get a groupo together, go into a system and try and find the particular player you are looking to take revenge on. The system scanning is woeful, the only way you can locate an enemy is litterally by warpng to every bloody object in the system, and even them that's no guarantee. Your foe simply semi warps and ends in space. If they are going to do this properly there some be some kind of module available to be able to pinpoint a player within the system itself. Or at the very least be able to locate them without spenidn hours flying round and round in circles - believe me I know.
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Ctaesis
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Posted - 2003.07.23 17:11:00 -
[6]
Shivash,
Descreasing the availability of "ninja escape routes" via JumpGate Scramblers and increasing the amount of time it takes to dock via multiple docking rings are two ideas that EVERYONE should have heard about by now.
These ideas force people to remain in space long enough to actually be forced to fight and not run away like little girls.
________________ "Warp to Desktop" -- American PCGamer
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Xirtam
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Posted - 2003.07.23 17:35:00 -
[7]
It's not that different from real warfare. An enemy who doesn't want to be engaged and is smart is a pain in the *** to destroy. Pirates basically use hit and run tactics. Pick where they want to fight and in that spot apply deadly force. Then fade away. If they are smart, yes you are right you will probably never catch them. They aren't going to stand and slug it out, that's not what they do.
Any change you make to limit them like a jump scrambler can be used by them just as effectively as it can by the pirate hunter. Instead of warp scrambling and webbing that indy, they'll warp scramble, web, and jump scramble.
All hail Tin Hau! Goddess of the holy asteroid reefs. |

Danton Marcellus
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Posted - 2003.07.23 19:00:00 -
[8]
But... little girls don't run that fast.
Convert Stations
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Trixxy
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Posted - 2003.07.23 20:03:00 -
[9]
This is a tricky one. Fact is, pirates will generally want to pick on low-risk, high-reward prey, so said low risk prey should justifiably have a chance to flee and/or call for help if they can't flee. Any alternative results in the prey getting killed just about any time the pirate initiates battle - not a pleasant situation for your people who want to ply their normal trade.
My suggestion for Pirates: Victims can be traced anywhere in a system by pirates (with the right skills). But they can also broadcast a distress signal after being attacked. In higher security systems (say 0.8 up), this brings police as well as interested players. The players will get constant feedback on the location of the victim so they can come in to help. In lower security systems, only interested players would help. This is fair - more risk is entailed in lower security or more remote systems.
Players who respond to a distress signal and help get rewarded if they destroy the pirate - with each player contributing to damage receiving an award proportional to the damage they did.
If a pirate opts to pursue the prey, they need to destroy them before they reach the refuge of other players or police, or they run the risk of players/police chasing THEM back until they are destroyed.
So running doesn't guarentee your safety. But initiating combat against a defenseless prey entails appreciable risk if in or near higher security systems. Some risk is also entailed in lower systems, provided the reward for assistance is made worthwhile to attract players.
For Corp Wars My main problem with most PvP in most games is that one side has little to lose. In Eve's case, the wars are ship-on-ship. So if someone's taking a beating, they can decide to run. But if they are required to DEFEND something worthwhile. If the item you are defending is the very core of your Corporation, say, and if you lose, your whole corporation is dissolved, you are likely to fight to the death for it.
So here's an idea: Each corporation's headquarters can be attacked and destroyed. This involves targetting an area on a station and shooting it enough. On the flip-side, a corporation can place guns to protect their interests. Carry this further and allow a corporation to upgrade stations, with a high enough station in a system giving them the right to start placing protective guns at jump-points.
What have we got here - the idea that a corp can start acquiring real territory in the game. In a corp war - you need to flee to your own secure territory to have a chance to escape. To defeat another corp, you have to find and get to and defeat their home base, implying making your way through their defended territory.
This gives Corps a real incentive to fight to protect their interests, while giving players a real incentive - destroy a corp and you can acquire a proportion of their asset value.
This would need tweaking. E.g. - Corp guard guns can't initiate attack. They will only attack when one of their members is nearby with a distress signal (initiated only by receiving damage). Also, how about the idea of being able to enlist NPC mercenaries to help you in trimming an over-powerful corp down to size?
Lots of scope for growth here. What do you think? . . - - - - - - - - - - - - - - - - - - ...and remember - No pain, no pain. |

Indigo Seqi
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Posted - 2003.07.23 20:13:00 -
[10]
How is it fair that a saddo with a vengance wish can warp in, in a cruiser, attack and destroy a guy mining in an indy and then warp out. No warnings - no chaces - and a no win situation. CCP are forcing people into Low sec systems to mine, but give no thought to the damage a lone rogue can do.
Ehm yeah.
So tell me, do you also drive your brand new mercedes-benz to the bronx, go shop for jewelry there all alone and then complain you got robbed and lost your car? Wtf man...
If you're going to the damn bronx because its the only place they sell that kind of expensive thing you want, why the hell do you go into your new car all alone? Any person with a bit of a brain would bring a group of armed friends with him that can protect you if a bunch of thugs approach you.
Isn't this obvious? Like someone said before, pirates pick on low-risk, high-reward targets and they're generally operating in 0.0 space. This is common knowledge. Now do something with it!
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Kret Tromar
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Posted - 2003.07.23 21:49:00 -
[11]
i agree with indigo. if you take the risk and get destroyed coz you don't have anyone to protect you then it's your fault. and plus if you had a distress the chances are that more pirates will come. the fact that you have to get the rarer ores in low sec rating is to make you take escorts to protect you otherwise everyone can go there and not worry about what might happen to them.
----------- he who laughs last......thinks slow
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Zhan
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Posted - 2003.07.24 15:56:00 -
[12]
Indigo- you have missed the point completely. I am simply trying to state that's is virtually impossible to take on PvP in a system when it's almost impossible to find your enemy. I drew a comparison with how easy if for the enemy to attack another players corp should they wish, having played this game a fair while I don't need your tutoring nor your attitude.
I fail to see what the bronx has to do with this and I completely fail to understand why some people in these forums think it's ok to expel their venom just because they have a different opinion to some else. It's a shame when everybody elses response has been mature and well thought out that your post serves no other purpose than expressing your childishness.
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Blackie
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Posted - 2003.07.24 19:11:00 -
[13]
there definitely needs to be a cycle time on docking and jumping gates. traders etc will not like it, but there has to be some way people actuall have to stay somewhere.
i propose having 2 options...a quickdock for the trader types that spits u out in a minute if u havent already undocked...and cannot do this form of docking more often that every 30 secs...plus a docking option where u stay docked but it should take 10 secs to do.
as for the gate method, i personally dont think the gate jammer/gate stabilizer would work. if it has unlimited range a pirate with a mwd can sit out at 100k from the gate and demand payment to unlock...without ever having to fire. if it has a limited range, people will still be able to run away before it is in range should a confrontation force show up. i would recommend the stabilizer being a low slot option and the jammer a med one....defense will still have the advantage but not insurmountable.
but guess till someone else comes up with something better it will be better than the current system.
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Jojin
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Posted - 2003.07.24 19:36:00 -
[14]
I would have to agree escape is far too easy to accomplish by using stations, jump gates and bookmark warp locations.
I would like to see a message like:
ôDocking request rejected. Hostilities have been detected in local area. In order to protect the welfare of the station inhabitants all docking/undocking has been halted.ö
Or the gates:
ôJump gate in range, disabling weapons and preparing to jump. Jumping in 30 seconds.ö
ôJump request aborted; weapons fire detected.ö
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Indigo Seqi
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Posted - 2003.07.24 19:47:00 -
[15]
There nothing wrong with the main message in your post, but when you said that caption I quoted at the beginning of my post, you made a mistake in MY opinion.
If you want people to only comment about the main idea of your post, you shouldn't make subcomments like that, especially not if they're so unthoughtful.
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