Author |
Thread Statistics | Show CCP posts - 11 post(s) |

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
214
|
Posted - 2014.01.07 14:30:00 -
[1] - Quote
Jepp wrote:Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that. wow, didn't think I'll ever like a post and agree with someone from FA
I also second this. There are already far too many ways to avoid or escape PvP. Even if you do somehow manage to get a lock on a nullified cloaky or Interceptor, chances are that fecking module activation delay will allow the target to escape anyway.
I haven't been playing Eve for very long, not even 18 months but I see the way things are going. null and low-sec gets safer and safer for those who don't want to PvP. These unwanted gimmick modules are another nail in the coffin of solo/small-gang PvP which was already on life support.
Fix nullsec, sov, POS's, lag, tidi, etc. Stop with these gimmicks. Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 11:33:00 -
[2] - Quote
Priestess Lin wrote:Arthur Aihaken wrote:22 pages and the response thus far has been clearly lackluster or outright negative. Standard CCP dev policy will thus be to leave this for another week without comment, make a minor (read: token) adjustment - all the while indicating that testing and feedback indicate the new mobile structures will perform as intended (and that we can't see the "full" picture). Meanwhile, preparations to essentialy roll these out for Rubicon 1.1 in their present state proceed uninterrupted... It is just a vocal minority spamming the thread with one-sided nonsense. They are absolutely livid and afraid over the thought that EVE might get a little harder for them and that they might actually have to use their brain to get kills. The MSI is an excellent tool that will force aggressors to take risks for a change while simultaneously providing a much needed layer of protection for PVE ops. Adapt or die.
Worthless NPC alt opinion. Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 11:44:00 -
[3] - Quote
Petrus Blackshell wrote:Erasmus Phoenix wrote:James Amril-Kesh wrote:There is no positive aspect to the MSI as far as PVP is concerned.
It is certainly not going to encourage more PVP. Well... I suppose that depends if you count suiciding "Alts in shuttles" as PvP... I can't decide if "Alts in Shuttles Online" is better than "OGB Alts Online".
Now we have both - Great job CCP! Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
215
|
Posted - 2014.01.08 12:11:00 -
[4] - Quote
Priestess Lin wrote:James Amril-Kesh wrote:There's a big difference between having extra protection and having every advantage there is. Bullshit. Thats what you bear-rats have had for years. How do you think you are entitled to blow up another player that doesn't make any mistakes? Why should aggressors have all the advantages? If anything, defenders should have the advantage. God forbid pirates should have to take any real risks, right?  Sorry kids, 100% intel days are over. Time to HTFU.
Do you have any idea at all how hard it actually is to catch a ratter on a roam? It's extremely hard. First problem is that most of null-sec is an unpopulated wasteland. Second problem is local. The second I enter local, any ratters or miners who aren't stupid are already spamming the warp button. That's before I even decloak or start spamming D-scan, or I can just warp straight away to a random anomaly although the chances of actually warping into an anomaly with someone in it are astronomical. Even if I do, I then need to be lucky enough to warp in close enough that they don't warp off before I am able to get close enough to tackle.
And if after all these obstacles I do actually manage to catch something, I then have to actually win a fight, all the while wondering when the blob is going to arrive.
I lived in Providence for a year as a member of CVA. you probably know nothing of providence because you are an entitled high-sec bear. But Providence is the most polulous null-sec region, and generally swarming with roamers looking for ratters to gank. In all that time I lost just one ratting ship! Which should tell you just how difficult it already is to catch ratters when they have access to instant 100% intel.
Outside of faction war, solo and small-gang pvp is already dying on it's arse. These modules that no-one actually asked for is going to kill it altogether.
Ratters already have the odds stacked in their favour. Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 16:50:00 -
[5] - Quote
Lets sum up shall we?
All solo roamers are now going to be obliged to fit an expanded probe launcher, horribly gimping any combat capability.
Meanwhile bears will be able to use a MJD in without even having to bother fitting one to their ship!
Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 17:14:00 -
[6] - Quote
So when do we start shooting monuments in Jita? Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
216
|
Posted - 2014.01.08 17:16:00 -
[7] - Quote
gascanu wrote:you guys know the forum has an option to "block" idiots or trolls, don't you? in case you don't: click on the name of the guy/girl >hide posts, or something 
Thanks very much
+1
Priestess dullard = blocked Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
217
|
Posted - 2014.01.09 10:22:00 -
[8] - Quote
CCP Fozzie wrote:Liang Nuren wrote:CCP Fozzie wrote: That being said, these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.
This is an interesting statement to make. It seems to me that you believe that constantly and dramatically shaking up the game balance of Eve Online with wholly new mechanics is good in its own right; that you don't believe in destructive disruption of the status quo. I can't decide if I think you're shaking it up because you think that the core game design of Eve Online is fundamentally broken, or because you're hoping to use constant chaos to prevent the meta stagnation we saw for so many years. Either way it's pretty obvious that you're heavily betting on the sandbox nature of Eve to cover over the flaws. I guess the point of this post is to say that I'm deeply concerned by the constant introduction of new mechanics and the whipsaw effect on game balance that comes has come with them. I'm afraid that this kind of cavalier approach to introducing new mechanics just for the sake of shaking things up will lead to a place of exponential chaos and a future outright collapse of the system. I'm also concerned that it may lead to a more mundane demise: a place where the core user base no longer recognizes a future incarnation of Eve as the game they've played for so long. I don't believe that we need either of these two modules, and I believe they will be disruptive to the game in a way that is destructive. -Liang I definitely agree that not all change is good, but I would strongly argue that some of the areas of value provided by good changes in a sandbox game are the opportunities for players to explore new forms of gameplay, discover how changes affect their current gameplay, and compete with each other to be the first to capitalize on those new tricks. In that regard, disruption itself is one of the values provided by a good change to a game. I also wholeheartedly disagree with your assessment that any of these additions risk causing exponential chaos or making EVE unrecognizable. They are new tools with which to interact with the sandbox (specifically to modify your local environment) and insuring that EVE players have access to a diverse and healthy "toolbox" is at the core of our job as caretakers of the sandbox. As for specific concerns with the details of these structures, we do think that a lot of the points raised in this thread so far (including many of yours) are extremely valid and we think that the next iteration of the design should go a long way to addressing those specific concerns. I've been chatting with the CSM about the latest iteration of the design since earlier this afternoon, and things are looking positive from that end so far. Current plan is to give the CSM (especially the North Americans that got off work more recently) some more time to look over and comment on the changes and then if all looks satisfactory I'll bring them to you all in the morning Iceland time. Have a good night everyone.
Regarding the MMJD module. Is it going to be required to have trained the MJD skill to a resonable level (Level 4) to be able to use it?
Because I think it should, don't you? Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
217
|
Posted - 2014.01.09 16:50:00 -
[9] - Quote
LtCol Laurentius wrote:Sura Sadiva wrote:MisterAl tt1 wrote:Nor FW problems are covered.
Maybe deny anchoring those within 75km of any signature? So that they are used only in fleet fights and other more unpredictable situations. This could fix a lot of potential issues They are allready nerfed into oblivion, so why not. Make sure there is no viable use cases left at all.
Good! Don't Panic.
|

Speedkermit Damo
Demonic Retribution Nullsec Ninjas
218
|
Posted - 2014.01.14 11:12:00 -
[10] - Quote
ROXGenghis wrote:Here's my concern with the Mobile Scan Inhibitor (MSI). Won't it require roamers to bring a prober and an interdiction nullified ship wherever they go to (1) find and then (2) investigate every MSI? How does it help to force solo'ers and small gangers to bring these extra ships along wherever they go? I don't see how the tweaks you just announced help with the fundamental issue. How about making the MSI's into beacons to at least eliminate the need to bring probes wherever you go?
And here's the fundamental issue. The biggest obstacle to fun small-scale fights in Eve is ganks made possible by hiding a fleet's true strength. There are already a lot of ways to spring a trap on someone looking for a gf, do we really need another one? It seems the MSI will help people avoid fights entirely or help them set up ganks, neither of which are good for "fun" PVP.
Put yet another way, what are the envisioned applications of the MSI? To help PVE'ers avoid getting ganked? To help gankers hide until they can safely drop on someone? Or is there potentially a use that will help set up fairer fights?
Any mechanic which forces solo-ers to use and multibox yet more alts is just bad, and needs to die in a fire. Seems like it's "Greed is good" all over again.
I am seriously questioning whether to carry on with this game is this is the direction it's going in.
Pointless gimmicky spammable structures that completely overide actually training skills and fitting modules to ships. OP modules that discourage PvP and give bears even more safety.
What's next? Deployable turrets and missile launchers? Deployable Concord? Don't Panic.
|
|
|