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Author |
Thread Statistics | Show CCP posts - 29 post(s) |
Cearain
Black Rebel Rifter Club The Devil's Tattoo
1033
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Posted - 2013.08.01 16:00:00 -
[1] - Quote
CCP Fozzie wrote:Fewell wrote:Do the lowering of effective bonuses you're proposing here put links in a place where you feel comfortable leaving them off grid, or is work continuing to move them on grid? Nothing would make me comfortable with optimal gameplay for some characters during a battle being for them to sit at a safespot.
This is the best part of the thread.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1034
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Posted - 2013.08.01 17:11:00 -
[2] - Quote
TrouserDeagle wrote:Cearain wrote:CCP Fozzie wrote:Fewell wrote:Do the lowering of effective bonuses you're proposing here put links in a place where you feel comfortable leaving them off grid, or is work continuing to move them on grid? Nothing would make me comfortable with optimal gameplay for some characters during a battle being for them to sit at a safespot. This is the best part of the thread. I had to read the OP several times before realising that they aren't even fixing this.
Yeah in allot of ways ccp is actually buffing ogbs:
Adding new navy links which give 2 bonuses
Making links much cheaper.
Power grid for links reduced
t3s now provide 3 groups of bonues.
Adding bonus with scan res to boost gate camps.
I can see why those who exploi...use ogbs view this as "fair." They get to use this **** mechanic for the forseeable future.
Update on ending ogbs= Still no end in sight. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1036
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Posted - 2013.08.01 22:38:00 -
[3] - Quote
Dez Affinity wrote:Cearain wrote:
Yeah in allot of ways ccp is actually buffing ogbs:
Adding new navy links which give 2 bonuses
Making links much cheaper.
Power grid for links reduced
t3s now provide 3 groups of bonues.
Adding bonus with scan res to boost gate camps.
I can see why those who exploi...use ogbs view this as "fair." They get to use this **** mechanic for the forseeable future.
Update on ending ogbs= Still no end in sight.
You realise t3s went from 5 percent per level to 2 percent per level but across 3 races now?
Yes I do. Its a horrible mechanic whether the net boost is 5% or 50%.
Dez Affinity wrote: You realise that if they didn't have a t3 they'd have a falcon - they won't just unsub their character. But then you'd be here whining about falcons again.
They won't use falcons because then no one will fight them anymore. (you get added to peoples contact list when you do lame stuff like that.) Plus falcons show up on the killmail so it destroys the whole point of their running alt accounts hidden away in safespots to get a pro killboard.
The best troll ccp could do is add the t3 booster ships that effected combat retroactively to killmails.
I don't think they will unsub their account. I will just be glad when the horrible ogb mechanic will end and eve will stop being the game where you need to multibox a booster alt to be competive. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1038
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Posted - 2013.08.02 11:34:00 -
[4] - Quote
jones bones wrote: Their numbers are ******* wrong and ******** anyways. Crosspoast from FHC:
The following are all Lvl 5s and no implants:
My Incursus without Legion links: 5k EHP, 89 DPS Tank from AAR My Incursus with Legion links: 7k EHP, 205 DPS Tank from AAR
That's a 40% bonus in EHP and 130% bonus in active tank. That's ridiculous. I could see 10% bonus in EHP and 25% bonus in active tank.
My condor without Loki links: 24km point range, 3618m/s velocity My condor with Loki links:36.7km point range, 4705m/s velocity
That's a 53% bonus in point range and 30% bonus in velocity. Keeping it real yo.
My Hawk without Tengu links: 6.3k EHP, 189 DPS Tank My Hawk with Tengu links: 8.7k EHP, 411 DPS Tank
That's a 39% bonus in EHP and 120% bonus in active tank. I've got a DPS tank higher than any frig/dessie can even output.
Links are so overpowered the concept of fighting without them is alien to us. This isn't "We have a 10% edge on tanks thanks to HERO ITSMEHCK in the Damnation!" This is "We have a 30% bonus in EHP and a 100% bonus in reps thanks to ::RANDOM COWARD ALT:: sitting in a safe somewhere in system." ******** game mechanic is ********. I haven't lost an Incursus in weeks because nothing I engage can kill me. It's awesome.
What sort huge advantages will links get now that ccp is also buffing local reps to compensate for this slight nerf to ogbs? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1038
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Posted - 2013.08.02 13:33:00 -
[5] - Quote
Aloe Cloveris wrote:Copypasting my post from FHC
Those navy implants really should be expensive, not like twice the cost of vanilla mindlinks, more like 5x the isk and LP cost. It's a no-brainer, nobody's NOT going to pay that negligible premium for twice the versatility afforded by navy implants. At 400-500M each, maybe then considering cheap 80m isk vanilla implants might not be such a bad idea.
e.g. CONCORD LP rewards are 10,875 LP + 10,875,000 isk for 3% implants, while 6% implants cost 250k LP + 250M isk. But they plan to make double the mindlink functionality only cost barely double and change? Not saying it needs to scale as severely as hardwirings, but it should be at a hefty premium if you choose to fit them. As it stands now it's ******* dumb.
They don't want booster alts to cost too much. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1039
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Posted - 2013.08.02 13:47:00 -
[6] - Quote
Gizznitt Malikite wrote:Garviel Tarrant wrote:CCP Fozzie wrote: All defensive (Siege and Armored) links: T1: 4.8% T2: 6% Max bonus per link with all modifiers: 25.9% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to ECM and Target Painters: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps: T1: 4% T2: 5% Max bonus per link with all modifiers: 21.5% Former max bonus: 21%
Information Warfare: Recon Operation: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Sensor Integrity: T1: 9.6% T2: 12% Max bonus per link with all modifiers: 51.75% Former max bonus: 53%
Skirmish Warfare: Evasive Maneuvers: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Skirmish Warfare: Interdiction Maneuvers: T1: 7.2% T2: 9% Max bonus per link with all modifiers: 38.8% Former max bonus: 53%
Skirmish Warfare: Rapid Deployment: T1: 5.6% T2: 7% Max bonus per link with all modifiers: 30.2% Former max bonus: 35%
Mining Foreman: Laser Optimization and Harvester Capacitor T1: 5% T2: 7.5% Max bonus per link with all modifiers: 42.2% Former max bonus: 42.2%
Mining Foreman: Field Enhancement T1: 13.6% T2: 17% Max bonus per link with all modifiers: 95.7% Former max bonus: 95%
These numbers are not very descriptive btw. An incursus Atm does NOT get a 35% boost to its active tanking from links right now.. It gets over 100% This nerf does virtually nothing. Links are still about three times as powerful as they should be. To put them into perspective, the current boosts increase the rep power of an incursus about 125% (or less depending on your fit, as gang links and modules and rigs can all suffer stacking penalties). With the change, the max armor boosts will increase your incursus' rep power by about 70%. (or less depending on stacking penalties). This is a significant reduction, but it is still more powerful than anything you can get by drugs or even pirate implants. IMO, that means, since they can be provided while off grid, they are still too potent!
This does not even count the cap bonus which is important for active tanking.
Plus ccp is boosting ogbs by giving the type of tank they bonus (local active tanks) a boost.
Bottom line: OGBs still = god mode. But now you cant share them in a pos. So more people will get alt accounts so they can play in godmode. CCP made it cheaper and easier to do.
CCP you have been claiming you want to get rid of ogbs for over a year now. But only ever give vague claims its technically difficult. Specific questions are never really answered in this regard. You claim someone is working on it but never say who. If you want to have credibility perhaps it's time for the team/individual to post a dev blog about this and actually answer some questions from the players. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1041
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Posted - 2013.08.02 16:35:00 -
[7] - Quote
Gizznitt Malikite wrote:Cearain wrote:Gizznitt Malikite wrote:Garviel Tarrant wrote:CCP Fozzie wrote: All defensive (Siege and Armored) links: T1: 4.8% T2: 6% Max bonus per link with all modifiers: 25.9% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to ECM and Target Painters: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps: T1: 4% T2: 5% Max bonus per link with all modifiers: 21.5% Former max bonus: 21%
Information Warfare: Recon Operation: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Information Warfare: Sensor Integrity: T1: 9.6% T2: 12% Max bonus per link with all modifiers: 51.75% Former max bonus: 53%
Skirmish Warfare: Evasive Maneuvers: T1: 6.4% T2: 8% Max bonus per link with all modifiers: 34.5% Former max bonus: 35%
Skirmish Warfare: Interdiction Maneuvers: T1: 7.2% T2: 9% Max bonus per link with all modifiers: 38.8% Former max bonus: 53%
Skirmish Warfare: Rapid Deployment: T1: 5.6% T2: 7% Max bonus per link with all modifiers: 30.2% Former max bonus: 35%
Mining Foreman: Laser Optimization and Harvester Capacitor T1: 5% T2: 7.5% Max bonus per link with all modifiers: 42.2% Former max bonus: 42.2%
Mining Foreman: Field Enhancement T1: 13.6% T2: 17% Max bonus per link with all modifiers: 95.7% Former max bonus: 95%
These numbers are not very descriptive btw. An incursus Atm does NOT get a 35% boost to its active tanking from links right now.. It gets over 100% This nerf does virtually nothing. Links are still about three times as powerful as they should be. To put them into perspective, the current boosts increase the rep power of an incursus about 125% (or less depending on your fit, as gang links and modules and rigs can all suffer stacking penalties). With the change, the max armor boosts will increase your incursus' rep power by about 70%. (or less depending on stacking penalties). This is a significant reduction, but it is still more powerful than anything you can get by drugs or even pirate implants. IMO, that means, since they can be provided while off grid, they are still too potent! This does not even count the cap bonus which is important for active tanking. Plus ccp is boosting ogbs by giving the type of tank they bonus (local active tanks) a boost. Bottom line: OGBs still = god mode. But now you cant share them in a pos. So more people will get alt accounts so they can play in godmode. CCP made it cheaper and easier to do. CCP you have been claiming you want to get rid of ogbs for over a year now. But only ever give vague claims its technically difficult. Specific questions are never really answered in this regard. You claim someone is working on it but never say who. If you want to have credibility perhaps it's time for the team/individual to post a dev blog about this and actually answer some questions from the players. It does take into account cap usage... The self rep bonus greatly increases the speed of reps, and the cap usage bonus decreases the cap needed by the same amount. The result generally is that you rep faster, and use the same cap / second. Also, I agree that OGB's still are way too potent. Frozzie: Why aren't you balancing OGB's around Drugs and Pirate Implants? Seriously, both Drugs and Pirate Implants should give as good or better bonuses to self reps than the corresponding triple linked fleet booster!!!!
Thanks
Help me with the math here with respect to the local tank bonus ccp is also giving.
A non-ogb boosted incursus is effectively getting a 15% bonus to rep. A ogb bonused incruses is effectively getting .7x15% + 15% or 25.5% bonus?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1044
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Posted - 2013.08.02 19:32:00 -
[8] - Quote
Gizznitt Malikite wrote: Disparity: A strong Exile/Blue Pill will boost Amror/Shield reps by 30% (and has major chances of drawbacks) for a SINGLE SHIP. A Full Crystal Implant set will boost Shield reps by 54% for a SINGLE SHIP. An off-grid booster hugging the POS will boost armor/Shield reps by 77.8% for EVERY SHIP IN THE FLEET!!
That is completely backwards in terms of Risk & Effort vs Reward, and I don't think the booster or implants are very far from where it should be!!!!!! Frozzie's changes are in the right direction, and even appropriate when the booster is ON GRID. But until then, Boosting needs a bigger nerf!!!!
I used to argue against people who said ccp is keeping ogbs overpowered because they are after the short term gain of the alt accounts. I used to think ccp would care about the long term health of the game and not be so short sighted.
But after a year of hearing the vague "technical difficulties" that some as yet unknown person is supposedly working out, the only answer to your question is this:
You pay an extra $15/ month to ccp to have a ogb alt in a safe spot. That is why ogb bonuses are that much better.
CCP, if you insist on keeping ogbs as god mode, at least put the boosters on killmails so normal players can see who they are just wasting ships against. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1048
|
Posted - 2013.08.06 13:43:00 -
[9] - Quote
Lephia DeGrande wrote:Gizznitt Malikite wrote: Anyone have thoughts on simply making Fleet boost levels dependent on Fleet Size?
Likewise, Rapid Deployment II (7% base) would give very different bonuses based on your fleet size:
Using something like Base Boost * Mindlink Bonus * Hull Bonus * (1 + Number in fleet * Modifier) = Fleet Boost Bonus?
Example: Rapid Deployment, Mindlinked, CS:
5 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 5 ) = 10.82% increase in speed 10 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 10 ) = 11.57% increase in speed 15 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 15 ) = 12.33% increase in speed 20 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 20 ) = 13.08% increase in speed 30 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 30 ) = 14.59% increase in speed 50 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 50 ) = 17.61% increase in speed 75 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 75 ) = 21.38% increase in speed 100 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 100 ) = 25.16% increase in speed 150 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 150 ) = 32.7% increase in speed 200 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 200 ) = 40.25% increase in speed 250 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 250 ) = 47.8% increase in speed
Sry for Double Posting, why not reverse your Numbers? The bigger the Fleet the less effective are the Bonus, so small gangs get stronger and Big fleets needs more tactics!
Making it based on numbers in fleet is not the answer at all. They are a terrible mechanic whether you are solo or in a blob. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1048
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Posted - 2013.08.07 19:53:00 -
[10] - Quote
CCP Fozzie wrote:Gizznitt Malikite wrote:CCP Fozzie wrote:Ok update time!
Most of your updates are decent. Could you please take a moment to address why off grid gang links are way more potent than pirate implant sets and drugs? Both of these later items are at real risk of not only being destroyed, but also providing drawbacks to your ship. Meanwhile, links are boosting every ship, with far more potency, from historically, a "safe" place. P.S. EXCELLENT change with by giving boosters a weapons timer!!!!! I'm ok with another character being a bigger deal than an implant or a pill.
This reply would make sense if the extra character was actually in the battle. However, since the extra character won't be in the battle you might as well admit paying Ccp real money is going to give you much better in game benifits than isk.
if you really wanted to balance anything links would be nerfed to the ground until they had to be on grid. To the extent these are intended to be the same bonuses you get when they are forced on grid, you are basically admitting links are out of balance even with these changes. Why not balance them in light of the reality that ccp claims it lacks the technical knowhow to force them on grid? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1049
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Posted - 2013.08.08 02:32:00 -
[11] - Quote
chatgris wrote:Links should be modules that are activated on other players, like remote reps.
Once links are on grid, the larger fleet with more logi is even more powerful than it is now against a skirmishing force. Currently, you can at least try to rapidly switch targets to make the logi in the larger group maybe slip up and you can grab a ship.
Instead, with links on field the larger fleet can easier kill the smaller fleets links, and then be god mode.
The entire notion of a character that does ABSOLUTELY NOTHING once the fight is on is terrible. It just sits there, receives reps, and the links keep cycling. AND affects the ENTIRE fleets/wing/squad.
To close - bigger fleets generally have more logistical challenges as they grow - except for links. And links are not an active role, they are an alt role - If they are on grid - fit buffer + resists, get pre-locked by logi, turn on links and ignore. If off grid similar, but scan for probes. It's NOT an exciting role for a PLAYER to fulfill.
Making them something that gets activated on players actually means a PLAYER DOES SOMETHING while boosting. It also means that the player's skill at using the ship comes into play, and lack of that skill can be exploited by the other side.
Finally, all the performance issues go away, and the same remote rep code flows can pretty much transfer aggression.
Great idea.
Not only will the performance issues go away the extra $15 for a booster alt that does nothing but align out and scan for probes goes away. ... Oh wait!
Bottom line: Does ccp have enough confidence in eve long term to end this horrible mechanic where you have alts just sitting off grid giving your main god-mode. Or are they going for the short term money grab that some pathetic eve veterans will pay to drag a booster alt along with them wherever they go. Sadly some eve players are pathetic enough to do that. So normal people who just want to have fun in a game won't be able to compete. What sort of player/person does ccp want eve to attract?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1054
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Posted - 2013.08.08 14:22:00 -
[12] - Quote
Sukur wrote:Why dont you just turn links to a targeted "weapon"?, similar to logistics.
That would end "afk safespot linking" wich is a terrible game mechanic.
This would be great. I think this is what chatgris recomended. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1054
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Posted - 2013.08.08 14:23:00 -
[13] - Quote
CCP Fozzie wrote:Gizznitt Malikite wrote:CCP Fozzie wrote:Ok update time!
Most of your updates are decent. Could you please take a moment to address why off grid gang links are way more potent than pirate implant sets and drugs? Both of these later items are at real risk of not only being destroyed, but also providing drawbacks to your ship. Meanwhile, links are boosting every ship, with far more potency, from historically, a "safe" place. P.S. EXCELLENT change with by giving boosters a weapons timer!!!!! I'm ok with another character being a bigger deal than an implant or a pill.
I'm reposting part of what I said in warfaire and tactics here so that perhaps a dev will read this and understand why so many players hate ogbs.
There are a few reasons why ccp's refusal to deal with ogbs= god mode makes it much easier to do other things with my time. These problems just aren't present from implants or drugs.
1) AltBoosters = Pay to win: Implants and boosters cost isk. (In game currency) They do not require the pay out of real money. Paying for a second account to sit in safe spot in a booster ship does cost real money. Accordingly no matter how much experience I have gained in the market or other isk making in eve that won't matter. I need to pay the extra 15 dollars to get god mode.
I have lots of isk due to learning how to play the game. This has lead to me having 4 clones with pirate implants one set with improved learning implants and another with hg talons. All have various other implants for slots 7-10. I have made as much money from experimenting/learning drugs in eve as i have lost from using them. The ingame economy is a huge boon to eve and learning how to "play" it is a big part of the game.
Play to win with a booster alt pretty much destroys that. That bothers me but I have to say that the extra 15 dollars a month is not in itself prohibitive for me. The other problem is:
2) Alt boosters make the game no fun to play. I think there are 2 general reasons for this.
A) It ruins the immersion. I am not like the mittani where I forget who I am in real life and start thinking I am cearain. But when I am flying around space I do have at least some modicum of immersion that I am a character in a game flying a spaceship. However when i am multiboxing 2 different characters that is completely shot. Completely shot. I am then not a character in a game flying a spaceship, I am a nerd upstairs trying to outspreadsheet other nerds.
B) There is an important difference between a game being challenging and a game just being tedious. Booster alts do not make eve challenging they make it tedious. Finding safespots in all the systems and dragging an alt around everywhere on your roam is not challenging. Any cretin can do that. But it is tedious. Is eve supposed to always be won by the person who can withstand the most tedium?
Drugs and implants are bought with ingame currency and thus are balanced by that currency. If you think implants are risk free enough to spend 2.5 billion on a set, ok. use them. I do in low sec and think getting a set should be a goal of new low sec pvpers. Same if you think spending 5 mill isk on a booster that last up to an hour. Having isk to use is part of the game. People *learn* how to make/save isk in eve its a great part of the single shard game and economy.
Using implants and drugs doesn't make the game tedious and it doesn't ruin the immersion of the game either. Booster alts do both. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1058
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Posted - 2013.08.12 03:08:00 -
[14] - Quote
Lephia DeGrande wrote:Cearain wrote:CCP Fozzie wrote:Gizznitt Malikite wrote:CCP Fozzie wrote:Ok update time!
Most of your updates are decent. Could you please take a moment to address why off grid gang links are way more potent than pirate implant sets and drugs? Both of these later items are at real risk of not only being destroyed, but also providing drawbacks to your ship. Meanwhile, links are boosting every ship, with far more potency, from historically, a "safe" place. P.S. EXCELLENT change with by giving boosters a weapons timer!!!!! I'm ok with another character being a bigger deal than an implant or a pill. I'm reposting part of what I said in warfaire and tactics here so that perhaps a dev will read this and understand why so many players hate ogbs. There are a few reasons why ccp's refusal to deal with ogbs= god mode makes it much easier to do other things with my time. These problems just aren't present from implants or drugs. 1) AltBoosters = Pay to win: Implants and boosters cost isk. (In game currency) They do not require the pay out of real money. Paying for a second account to sit in safe spot in a booster ship does cost real money. Accordingly no matter how much experience I have gained in the market or other isk making in eve that won't matter. I need to pay the extra 15 dollars to get god mode. I have lots of isk due to learning how to play the game. This has lead to me having 4 clones with pirate implants one set with improved learning implants and another with hg talons. All have various other implants for slots 7-10. I have made as much money from experimenting/learning drugs in eve as i have lost from using them. The ingame economy is a huge boon to eve and learning how to "play" it is a big part of the game. Play to win with a booster alt pretty much destroys that. That bothers me but I have to say that the extra 15 dollars a month is not in itself prohibitive for me. The other problem is: 2) Alt boosters make the game no fun to play. I think there are 2 general reasons for this. A) It ruins the immersion. I am not like the mittani where I forget who I am in real life and start thinking I am cearain. But when I am flying around space I do have at least some modicum of immersion that I am a character in a game flying a spaceship. However when i am multiboxing 2 different characters that is completely shot. Completely shot. I am then not a character in a game flying a spaceship, I am a nerd upstairs trying to outspreadsheet other nerds. B) There is an important difference between a game being challenging and a game just being tedious. Booster alts do not make eve challenging they make it tedious. Finding safespots in all the systems and dragging an alt around everywhere on your roam is not challenging. Any cretin can do that. But it is tedious. Is eve supposed to always be won by the person who can withstand the most tedium? Drugs and implants are bought with ingame currency and thus are balanced by that currency. If you think implants are risk free to spend 2.5 billion on a set, ok. use them. I do in low sec and think getting a set should be a goal of new low sec pvpers. Same if you think spending 5 mill isk on a booster that last up to an hour. Having isk to use is part of the game. People *learn* how to make/save isk in eve its a great part of the single shard game and economy. Using implants and drugs doesn't make the game tedious and it doesn't ruin the immersion of the game either. Booster alts do both. Buy Plex, swallow some Pills -> Pay2Win
Perhaps you could read the post before responding to it. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1058
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Posted - 2013.08.12 13:59:00 -
[15] - Quote
Lephia DeGrande wrote:I read it but it wouldnt change anything, the definition of Pay2Win is clearly buy stuff using Real Money to get better, i know its hard to accept for some People but trust me buying Plex to get expensive Drugs/Booster or buying an Account to Boost with fleet Booster is the same Problem.
Believe it or not.
You say its the same but give no explanation other than "trust me."
I highly doubt people pay ccp 15 dollars a month so they can sell a plex and buy drugs. But I bet many, likely most, booster alt accounts are paid by real money subscriptions. Moreover the people buying drugs are at least buying something made by players in game with in game isk. Extra accounts for god-mode is purely pay to win. There is no in game isk needed at all. Indeed it is inefficient to use ingame isk since there are discounts for longer than 1 month real money subscriptions.
If people gave ccp as much real money for drugs and implants as they did for alt accounts ccp would not make alt accounts so much more powerful.
Still I have a question:
A) Are these bonuses based on the assumption ships need to be ongrid, Or B) when the link ships have to be on grid (assuming this is really ccps plan) will the bonuses increase?
If its A then ccp should admit that the bonuses are not currently balanced, and will remain unbalanced until they are forced on grid.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1058
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Posted - 2013.08.13 13:59:00 -
[16] - Quote
Onictus wrote:Cearain wrote:Lephia DeGrande wrote:I read it but it wouldnt change anything, the definition of Pay2Win is clearly buy stuff using Real Money to get better, i know its hard to accept for some People but trust me buying Plex to get expensive Drugs/Booster or buying an Account to Boost with fleet Booster is the same Problem.
Believe it or not. You say its the same but give no explanation other than "trust me." I highly doubt people pay ccp 15 dollars a month so they can sell a plex and buy drugs. But I bet many, likely most, booster alt accounts are paid by real money subscriptions. Moreover the people buying drugs are at least buying something made by players in game with in game isk. Extra accounts for god-mode is purely pay to win. There is no in game isk needed at all. Indeed it is inefficient to use ingame isk since there are discounts for longer than 1 month real money subscriptions. If people gave ccp as much real money for drugs and implants as they did for alt accounts ccp would not make alt accounts so much more powerful. Still I have a question: A) Are these bonuses based on the assumption ships need to be ongrid, Or B) when the link ships have to be on grid (assuming this is really ccps plan) will the bonuses increase? If its A then ccp should admit that the bonuses are not currently balanced, and will remain unbalanced until they are forced on grid. Did I miss and step into the forum of a free to play? Its not pay to win, you can start and sustain x-accounts indefinitely on plex, hell I bought four plexes out of three hours of scanning around over the weekend. The hilarious part is that wasn't it you saying that you have something like 8-9 billion in jump clones floating around? That will pay for a over a year of subscriptions for an alt account. Yeech man, HTFU.
The point is you can get the link alt without ever interacting with the eve economy. Just pay real money to ccp and you get your alt.
That is why there is no difference between this and gold ammo.
I like the way you say htfu because I am not interested in dragging a link alt around with me on roams. That is the sort of pathetic behaviour ccp is rewarding by this mechanic. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1058
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Posted - 2013.08.13 14:30:00 -
[17] - Quote
Onictus wrote:Cearain wrote:
I like the way you say htfu because I am not interested in dragging a link alt around with me on roams. That is the sort of pathetic behaviour ccp is rewarding by this mechanic.
That's not pay to win, that is you lazy.
Another person who thinks spending more time doing tedious tasks (like dragging a multiboxed link alt around to safespots) in a computer game means you are not lazy.
This is the playerbase ccp is attracting to the game with making these ogbs = god mode, so no one should be surprised. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Black Rebel Rifter Club The Devil's Tattoo
1058
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Posted - 2013.08.15 01:46:00 -
[18] - Quote
Garviel Tarrant wrote:Sigras wrote:Garviel Tarrant wrote:CCP Fozzie wrote:Harvey James wrote:
again how does this make sense?
T1 mindlink 15% Navy mindlink 20% 2 links T2 mindlink 25%
Surely this makes more sense.....
We have no intention of adding a T1 mindlink right now, but it could be an option someday. I won't rule it out. And there's no requirement that faction items be worse than T2. We believe that the balance between the two implants will make for a valuable choice. Navy mindlinks are strictly better but their advantage is relatively slight for most applications and they're quite a bit more expensive. Could you just scrap faction mindlink idea? I really REALLY don't like the idea of fighting ships with mindlinked skirmish AND siege links... with six equipped links.. =/ That isn't a nerf its a buff =< I dare you to try that when links are forced on grid . . . Then he can add them once links come on grid I don't like "Well this will be fixed at an undefined time in the future" as an excuse to horribly breaking the game until then.
That's what I don't understand.
Are these supposed to be the bonuses when ships are on grid? Or is this what they consider balanced while they are off grid? If this is balanced even though they can sit in a safespot off grid, then I would think they will need to increase the bonus to offset them being forced on grid. Again *if* they truly think this is balanced.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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