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Thread Statistics | Show CCP posts - 15 post(s) |

Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 18:04:00 -
[1] - Quote
after reading the 'starbase happy fun time' i thought you were actually doing something to help pos runners.
now we have more build jobs to run and a higher fuel cost in most cases.
you do not play this game do you? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 18:16:00 -
[2] - Quote
Fuujin wrote:Smoking Blunts wrote:after reading the 'starbase happy fun time' i thought you were actually doing something to help pos runners.
now we have more build jobs to run and a higher fuel cost in most cases.
you do not play this game do you? Yeah, that 5 second anchor time is going to turn it into a real grind. The only inconvenience this is going to cause is the transition period.
the setting up of a pos yeh its faster. wow
the cost looking at the ones im running is about 30% more, the fact i have to now build something else just to put in them ******* anoying. CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 18:33:00 -
[3] - Quote
Mioelnir wrote:Not to point out the obvious, but why not make 8 blocks per production run (same materials)?
Small tower: 2 blocks / hour Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity Small commander tower: 1 block / hour, +50% fuel 1 capacity
Medium tower: 4 blocks / hour Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity
Large tower: 8 blocks / hour Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity Large commander tower: 6 blocks / hour, +50% fuel 1 capacity
Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems).
i could live with this. add a extra fuel bay for charters in empire, cos well there bits of paper and should have a document folder not a fuel bay. reduce the build time on the fuel cube batch to 1min from 10min CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 19:17:00 -
[4] - Quote
Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower
so 6 pos's per manufaturing slot per month. it ok i guess if you dont actually want to produce anything else with that slot or are running a lot of corp pos's
should be reduced to 1min before the bpo is pe'd
CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 20:09:00 -
[5] - Quote
are you increasing the size of the ammo assemblys from the current 150k m3?
5 production slots x 5 month fuel block runs will take what 600k m3 of input space. that imo shoudl be the min size of the input/hanger on them CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
133
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Posted - 2011.11.07 20:15:00 -
[6] - Quote
Fuujin wrote:Smoking Blunts wrote:are you increasing the size of the ammo assemblys from the current 150k m3?
5 production slots x 5 month fuel block runs will take what 600k m3 of input space. that imo shoudl be the min size of the input/hanger on them Protip: equipment arrays can't hold a full amount of minerals for 6 cycles of large guns. You'll have to learn to drag and deal with it.
im fully aware of what a equipment array can hold. im just looking at this from a lets not make pos's worse than current point of view. CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 20:56:00 -
[7] - Quote
Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement
fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.
while the idea of fuel pellets is ok. they shouldnt include HW, LO or Topes. that should still be calclated by whats fitted to teh tower/sov discounts/faction pos discounts.
half arsed band aid to a burst water pipe of a problem is what this plan is CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 21:03:00 -
[8] - Quote
Weaselior wrote:Smoking Blunts wrote:Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another. sov system and faction towers are an easily solved problem that I have faith has been explained well enough in this thread to allow greyscale to make the needed tweak (400 blocks per run, large tower uses 400, faction and sov can be done with proper granularity here) there is less work involved because you can pay some worthless empire peon pennies to make the blocks and get them in jita
i understand that its easily fixed. i just wish greyscale had put his stamp on it. until then its just words from players than mean nothing. i have many doubts in ccp's and personnaly i have no faith in them. i do hope your right and im wrong on this though. CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 21:08:00 -
[9] - Quote
Mioelnir wrote:Not to point out the obvious, but why not make 8 blocks per production run (same materials)?
Small tower: 2 blocks / hour Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity Small commander tower: 1 block / hour, +50% fuel 1 capacity
Medium tower: 4 blocks / hour Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity
Large tower: 8 blocks / hour Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity Large commander tower: 6 blocks / hour, +50% fuel 1 capacity
Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems).
this is what needs to happen. its very simple and sorts out the sov/faction tower issue nice and simply CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 21:50:00 -
[10] - Quote
Doctor Ungabungas wrote:Remove faction POS from the game completely.
Remove SOV from the game completely. as there both effected CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 22:34:00 -
[11] - Quote
Doctor Ungabungas wrote:Sigras wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Remove faction POS from the game completely. Remove SOV from the game completely. as there both effected I'm not sure if you're aware, but they removed the POS requirements for sov in a little patch a few years ago. im not sure if youre aware but having sov gives a 25% fuel reduction to towers anchored in that space. No, I am aware of that but I'm not sure why he thinks that is somehow a reason to 'remove sov'. I don't think there's really any good reason why sov should grant fuel reductions in the first place.
same reason as you seam to think this is a reason to remove faction pos's and the small advantage they give CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 22:39:00 -
[12] - Quote
Doctor Ungabungas wrote:AkJon Ferguson wrote:"We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier"
Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers. How is it even remotely superior? You're whining about losing sov and faction tower bonuses when the reality is those things do not matter. This reduces logistical workload (important if you have a lot of pos) and adds a new product that people can manufacture for profit or if you are someone who likes to run things end to end, you can turn your PI products into blocks for more profit (not a bad thing).
as far as i can tell, you haul as much to the pos. so thats the same as now, you just have to manufature the blocks(if you have stocks of pos fuels) and it costs more to run pos's in sov systems, regardless if they are faction or not, also the same towers in sov system require more fuel and more hauling. and thats an improvment? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 22:47:00 -
[13] - Quote
Rek Esket wrote:Pfaeron wrote:actually the sov and faction tower fuel use is a huge deal. unfortunately faction tower blueprints (or any other tower module) have not been dropping since CCP changed tower/module bpc's to use PI material. Oversight? Screwup? Conspiracy? Dunno.. but they haven't been dropping since
Thus.. the price of such towers has soared through the roof since each time one is destroyed, the overall supply is diminished permanently.
If the prices had not soured like they did.. people in 0.0 space at the least, should be upgrading all towers to faction towers because as income allows.. since at the price they used to be.. 1B for large towers... they would pay for themselves from less fuel use in less than a year.
The prices they are at now.. not worth it. And if you extend this out several years, the people that have faction POS will be a much smaller percentage of the tower operating population. If they maintain their fuel advantage, the margins they can afford for things like reaction chains will be untenable for the majority of the EVE playerbase. This would be a bad design decision.
your right, they shoudl be added to the drop tables again. lazy game design is whats ****** eve up over the last few years, they need to stop repeating the same mistakes CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 22:49:00 -
[14] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:as far as i can tell, you haul as much to the pos. so thats the same as now, you just have to manufature the blocks(if you have stocks of pos fuels) and it costs more to run pos's in sov systems, regardless if they are faction or not, also the same towers in sov system require more fuel and more hauling. and thats an improvment? I'm going to buy my blocks off the market like any other sane person will, and I have faction towers so the sov changes won't effect me personally (love the extra large fuel bay idea). My prices might go up slightly if fuel blocks are significantly more expensive, but I doubt they will be.
if your towers are in sov space your fuel bill just went up by at least 33%. aside that your not effected CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
134
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Posted - 2011.11.07 23:55:00 -
[15] - Quote
Rek Esket wrote:Louis deGuerre wrote:I predict problems in 0.0 with the lack of manufacturing capability. Also, I curse the person who beat me to it with the transformers reference !  With Industry 5 and the 25% reduction in build time from an Ammunition Assembly Array, single run of pellets would take 6 minutes. With 5 assembly slots per array, that one POS module is capable of providing 200 pellets per hour. This would power 50 control towers by itself, without the benefit of reduced cost due to Sov.
yeh might as well attach an ammo assembly at every pos now, your paying for the cpu/grid anyhow CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
135
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Posted - 2011.11.08 10:09:00 -
[16] - Quote
so ccp greyscale, is this going get the same reply from you to customer feedback as the anom nerf?
or are you actually gonna act on this feedback before rolling out changes that effect everyone?
Quote:Hi again,
Update on the above post: we've looked at the concerns brought up here, and done another evaluation pass as mentioned above. The outcome of this is that, while we understand and appreciate that these changes will negatively impact residents in some areas of space in the short term, we feel that on balance they are still likely to result in a noticeably positive overall outcome in the long run. This decision is mainly predicated on the fact that we still have a sufficient degree of confidence in our models of nullsec causality.
We understand that many players have alternate models that predict negative outcomes; we will of course be monitoring developments post-deployment to confirm whether or not things are developing in the way we are predicting, with an eye to modifying the proposed system if we see unexpected negative outcomes occurring, but we don't believe that the arguments raised by players in this thread weaken our model sufficiently to justify changing our plans at this stage.
We appreciate that this decision is not going to be regarded as a positive one by most participants of this thread, and we of course respect your right to continue to express your previously-noted disapproval here in a civil manner.
That's all for today, -Greyscale
how many accounts did you cost ccp with this one btw? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
135
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Posted - 2011.11.08 10:36:00 -
[17] - Quote
Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks.
it maybe more simple, sorta(i never found it hard to count, i get that soem poeple do) but a cost hike of 30% min is in my view extreem, especially when its just becasue of lazy programming.
1. remove LO and HW from the blocks- let them run as normal 2. increase the number of blocks in each batch to allow for sov and faction tower discounts 3. dont implment this at the same time when pi is undergoing a massive change with the player planet things(do these teams even talk to each other ffs)
CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
135
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Posted - 2011.11.08 10:37:00 -
[18] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******.
lol i know, i asked how many peopel quit cos of that change not this one. are you really that dumb? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
135
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Posted - 2011.11.08 10:48:00 -
[19] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. lol i know, i asked how many peopel quit cos of that change not this one. are you really that dumb? No, I was pointing out that the very thin connection you were attempting to draw was full of ****. And I did that pretty well since your immediate response was 'oh no I didn't mean that at all'. Very smooth.
no i was comparing customer service regarding changes to the game and the respose of ccp to customer feed back. please reread if you still dont see it
Quote:so ccp greyscale, is this going get the same reply from you to customer feedback as the anom nerf?
or are you actually gonna act on this feedback before rolling out changes that effect everyone? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
138
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Posted - 2011.11.08 11:03:00 -
[20] - Quote
Grukni wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. I think what he meant is that it's all about CCP's attitude of not taking into account some valid points brought up by some fellow forumers and giving no reason why. They should, at least, explain the reasons and objectives they want to achieve not taking into account player feedback. It has already been stated that they want to bring ease, but there must be more, like a hidden agenda, when they want to drop the bonuses of faction towers and sov, for example, and do listen to our whines to increase fuel granularity. It is not like they missed this point, it is wholly intentional. An explanation on this from CCP would be welcomed.
yeh that was my point.
anom nerf effecting 0.0 residence, there were many reasons why that chnage was bad listed and ignored.(we know how well that change worked out) the pos fuel change effects 0.0 residence primarly(forget faction towers). there are many reasons why removing the sov discount is bad and all have been listed. will they also be ignored this time round? CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
138
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Posted - 2011.11.08 11:15:00 -
[21] - Quote
Neo Agricola wrote:Smoking Blunts wrote: anom nerf effecting 0.0 residence, there were many reasons why that chnage was bad listed and ignored.(we know how well that change worked out) the pos fuel change effects 0.0 residence primarly(forget faction towers). there are many reasons why removing the sov discount is bad and all have been listed. will they also be ignored this time round?
Somewhere at Page 10 was: CCP Greyscale wrote:Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :) So give them the time they need to think about that.... At least they are listening. (or they were till page 10 or so...)
i do hope they read past page 10..lol
thanks for pointing the lareg tower discount out, missed that update somehow. just need to get all the other discounts back in place and this system would work and not effect anyone to negativly(HW/LO useage aside) CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
138
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Posted - 2011.11.08 13:03:00 -
[22] - Quote
CCP Greyscale wrote:Hi again. Changes:
- We're going to kick the build time down to 5 minutes and see where that gets us to.
- We're going to allow component assembly arrays to build fuel blocks too because why not.
- We're going to kick the granularity up by a factor of ten and re-implement ~15%/~25% fuel use bonuses for faction towers (and remove the faction-tower-specific bay size increases at the same time).
- CORRECTION: offline timers are not changed, that's still instantaneous; sorry for any confusion, I'm going to get the blog updated in a bit.
WRT the faction tower fuel use, we were hoping that what we were being told by various large-scale fuel operators that maintaining the high refuel interval was the main benefit for most people, as all other things being equal a 1/2/4 scheme is easier to work with than a 10/20/40 one. Obviously we didn't talk to enough small-scale users for whom the use bonus is a bigger deal; this feedback thread has established that this is still a big deal, so we're dropping to our first fallback position and doing 10/20/40 instead. Things we're not considering:
- Upping cycle times. It breaks reactors etc, and it makes the system harder for players to wrangle. We'd like to move away from designs that require you to memorize data tables to use them properly.
- Making the handover (or anything else to do with this change) more complex/more automated. If for example we determined that we couldn't do this without some form of upgrade script, we'd have cut the feature, because it increases the workload and the risk of this change by a factor of two or three, and at that level we can't justify committing to it. This goes for putting fuel into towers, it goes for running two fuel types at once (which would require major code changes) and so on.
Other things:
- You'll be able to reprocess fuel blocks in the normal way, getting back all the materials etc.
- Currently they're configured to be researchable, with fairly short durations. I'm seeing some questions about this here - is there a strong reason why these need to be unresearchable? I don't have an industry designer on hand right now or I'd ask them :)
- We'll keep an eye on the ice use situation and make further changes there if needed
- WRT the changes to robotics use, assuming large towers are the primary use case then going the other way would kick global consumption up by a factor of 3-4, which would make them a gigantic production bottleneck. Reducing the demand on small/medium towers a little is believed to be a better option than significantly driving up the running costs of all non-small towers everywhere.
- The handover isn't doing anything magic - it'll use old fuel before the switchover and new fuel afterwards. We're saying "half-and-half" because we're recommending you all put a mix of old and new fuel in your towers while the switch is happening, so it has old fuel available before the switch downtime and new fuel available after the downtime.
- WRT talking to players earlier, we have to strike a very careful balance between getting feedback early and not getting people's hopes up. Ideally we'd get input from everyone as soon as we start design work, but our experience has been that bringing very vague designs to the community, and/or pitching designs that subsequently get cut due to being infeasible, creates more disruption than holding back until we're sure something is actually going to work. We do of course talk to subject-matter specialists (ie, people who play that area of the game regularly) within CCP, and the CSM, in the early stages of the design.
thanks for taking teh time to read players points, understand and correct things.
the only small(and yes its small) is the LO/HW amounts used. you will find very few pos's that use full LO and HW all the time. so to avoid massive issues with the markets on both of these products and a increased cost, can these two amounts be reduced slightly.75%/75% not 100%/100% would be more more real eve like.
atm is like your power company billing you for every appliance in your house even though they are off and not using power
CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
138
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Posted - 2011.11.08 13:36:00 -
[23] - Quote
Two step wrote:
Awesome news, thank you very much for listening. The faction bonuses might be a bit much, right now the tier 2 towers are about a 15% reduction in cost, you might want to move to 20%/10%.
The problem with making the BPs have waste (not researchable, everything is researchable, the question is, is there waste?) would be that people might not have time to research them before the change goes live. Making them no-waste BPs, like the other POS BPOs would solve this issue.
with the increase in HW/LO the over all % reduction would be close to current useage at the 25% reduction CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
138
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Posted - 2011.11.08 13:51:00 -
[24] - Quote
CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420).
if your gonna do 20%/10% can you set the hw/lo a bit lower on a perfect my bpo then. say 130 for both CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
139
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Posted - 2011.11.08 17:29:00 -
[25] - Quote
CCP Greyscale wrote:Changes that I've just checked in for testing:
- Build time now 5 minutes
- Can build blocks in component assembly arrays
- Removed capacity bonus from faction towers
- Upped batch size to 40 and dropped volume to 5m3
- Increased fuel use in normal towers to 40/20/10
- Increased fuel use in tier 1 towers to 36/18/9 and tier 2 towers to 32/16/8
- Sov bonus should kick in for all towers, it will be rounding up though so keep that in mind with your calcs
all good, now please adjust the LO/HW amounts from 150 to 130. they will still be more than now, but are actually closer to the actual amounts used.
tier 2 faction tower at max cpu/grid is 113LO/HW per hour. new plan at 150 after discount is 120. not a great increase on the initial look. but when you consider that you will never use full cpu and grid at the same time its a massive increase.
standard lab set up same pos currently is 113HW 68LO. so 181 total, now its gonna be 240 a 33% increase if it was 130 after discounts 104, total 208 that woudl still be a 20% increase but would be more inline with actual useage levels of cpu/grid
edit, looked at reaction pos's on none faction and its more than a 33% increase on those currently and woudl still be around 25% increase if the amounts were dropped to 130 from the 150 currently planned CCP-áare full of words and no action. We will watch what they are doing, for now
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Smoking Blunts
Zebra Corp BricK sQuAD.
139
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Posted - 2011.11.08 20:15:00 -
[26] - Quote
Doctor Ungabungas wrote:CCP Greyscale [* wrote: We're going to kick the granularity up by a factor of ten and re-implement ~15%/~25% fuel use bonuses for faction towers (and remove the faction-tower-specific bay size increases at the same time). [/list]
Man, it's like you think we enjoy fuelling. Gotta say I'm a bit disappointed.
this means that towers will hold exactly what they did as stated in the blog. faction tower fuel discount = faction tower fuel bay increase CCP-áare full of words and no action. We will watch what they are doing, for now
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