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CCP Guard
C C P C C P Alliance
805

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Posted - 2011.11.11 17:24:00 -
[1] - Quote
It's double whammy blog day today and to celebrate that fact, here's the second dev blog of the day, this time by CCP Atlas the Technical Director. It tells of a change to the session change timer and is pretty cool if you ask me.
Please tell CCP Atlas and the rest of us what you think of this change.
Have a nice weekend everyone! CCP Guard | EVE Community Developer |
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Apollo Gabriel
Mercatoris Etherium Cartel
202
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Posted - 2011.11.11 17:26:00 -
[2] - Quote
1st
wow CCP two in one day, you're feeling spry aren't ya big boy!
Thanks guys, another fabulous change, I hope we get down to zero!
Atlas thank you for holding up the heavens!
CCP have a great weekend as well! Repair Drones should be able to repair anyone ... really, they should. -áThink of them as the first targetable subsystem if you're worried about PvP and for missions if someone wants Rep drones over a flight of Hobs, who cares. -áThere is no reasonable objection here other than it's always been that way (so was RR until recently). |

Xercodo
Xovoni Directorate Not Usually Killing Everyone.
163
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Posted - 2011.11.11 17:33:00 -
[3] - Quote
wooo \o/ The Drake is a Lie |

Absent Sentry
6
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Posted - 2011.11.11 17:34:00 -
[4] - Quote
Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move.
This is actually 60s on Tranquility. Has this changed with the reduction in session change length? |

Omega Tron
Amarr Mining Inc Technical Exploration Conglomerate of Hemera
3
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Posted - 2011.11.11 17:35:00 -
[5] - Quote
Yes this is good -- Thank You all for the improvements. This is going to be an incredable winter update. |

Jack Dant
The Gentlemen of Low Moral Fibre
119
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Posted - 2011.11.11 17:37:00 -
[6] - Quote
Great news Reducing the fleet delays will be especially sweet.
One small note, tho:
Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move.
Right now the gate cloak lasts for a minute. Is this being changed or is it a mistake in the devblog? |

GaiusAlexander
Abacus House
1
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Posted - 2011.11.11 17:39:00 -
[7] - Quote
Hurray! Found out about the ship change timer last week when I was moving modules around. Saved me about 2 minutes of "Common, dammit!" frustration. |

Djakku
Pod Liberation Authority HYDRA RELOADED
14
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Posted - 2011.11.11 17:43:00 -
[8] - Quote
Quote:With this change, you will continue to be invulnerable for 30 seconds or until you move but you will be able to dock after 20 seconds.
Stealth bumping-off-stations/kickout stations nerf detected... |

Kalmanaka
Cockpit Commandos
18
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Posted - 2011.11.11 17:47:00 -
[9] - Quote
Djakku wrote:Quote:With this change, you will continue to be invulnerable for 30 seconds or until you move but you will be able to dock after 20 seconds. Stealth bumping-off-stations/kickout stations nerf detected...
That would only be necessary if CCP wasn't working steadily on making the game safer for everyone. |
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CCP Atlas
C C P C C P Alliance
4

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Posted - 2011.11.11 17:52:00 -
[10] - Quote
Absent Sentry wrote:Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move. This is actually 60s on Tranquility. Has this changed with the reduction in session change length?
Ah, good. You were paying attention. Just checking. 60s on gates, same as before.  |
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Koronakesh
Seekers of a Silent Paradise
26
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Posted - 2011.11.11 17:55:00 -
[11] - Quote
Why not just make Caldari stations with their hilarious docking radii a pvp-free zone and get it over with? Amir al-Mu'minin of the Seekers of a Silent Paradise and Sr. Banker of EVE Online Hold'Em |

Absent Sentry
6
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Posted - 2011.11.11 17:55:00 -
[12] - Quote
CCP Atlas wrote:Absent Sentry wrote:Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move. This is actually 60s on Tranquility. Has this changed with the reduction in session change length? Ah, good. You were paying attention. Just checking. 60s on gates, same as before. 
Excellent, thanks for being quick. |

Swearte Widfarend
Mortis Noir. Unforgiving.
9
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Posted - 2011.11.11 17:56:00 -
[13] - Quote
So my question is about the ever-so-important "Show Session-Change Timer" option in the UI.
If you are reducing the timer, but this is no longer tied to the invulnerability period, can you modify the visible timer?
For example:
Undock/Jump (Session Change Timer Starts) Session Change Timer Icon is Blue 20 seconds passes (session change is over) Session Change Timer Icon turns Red 10/40 seconds passes (invulnerability ends) Session Change Timer Icon disappears
I ask this because many pilots in losec and null use the session change timer icon as a functional measure of when to dock, jump, join fleets, etc, but also as a measure of invulnerability (at undock, in bubbles, etc.)
Just a thought... |

Nyio
Federal Navy Academy Gallente Federation
240
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Posted - 2011.11.11 17:58:00 -
[14] - Quote
CCP Atlas wrote:The most bothersome place where the session-change timer kicked in was in stations when changing ships. The timer for changing ships in station was removed completely in the Incarna expansion by fundamentally changing the way changing ships is done.
Yes that change is awesome, so awesome I sometimes forget it's there and wait..  Good to see you guys are working on stuff like this, keep it up! F&ID: Skill Training, Agent Finder What is CCP Guard gonna do with that grenade? |

Schnoo
The Schnoo
8
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Posted - 2011.11.11 17:58:00 -
[15] - Quote
Will the session change and invulnerability timers be affected by time dilation? |

Destination SkillQueue
Are We There Yet
81
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Posted - 2011.11.11 18:01:00 -
[16] - Quote
Session change timers have always bothered me with their length and I remember raising it as an issue once, but there wasn't much interest in reducing them at the time. I'm glad you decided to review their need and I'm very pleased with the results so far. The removal of session change timer on ship changes removed a lot of needless frustration from the game and I'm hoping any future improvements can achieve similar results, although some session timers will propably have to remain. If you can reduce or remove the ones that aren't absolutely needed, it would help with the flow of gaming, as in that flow wouldn't be disrupted and take you out of the game and create frustration.
Thanks for all your hard work on this front. |

Vanessa Vansen
Cybermana
8
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Posted - 2011.11.11 18:01:00 -
[17] - Quote
first page? |

Ariane VoxDei
11
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Posted - 2011.11.11 18:02:00 -
[18] - Quote
"The session-change timer and the invulnerability timer are two different and unrelated concepts. When you undock on Tranquility today you are invulnerable for 30 seconds (invulnerability timer) and it just so happens that you cannot dock for 30 seconds (session-change timer). With this change, you will continue to be invulnerable for 30 seconds or until you move but you will be able to dock after 20 seconds."
Until you move. But we undock at high speed (something like 150%).
I have never flown under the assumtion that there is a 30s unvuln from undock. Is that invulnerability not meant to be in regard to gate jumps, not undocks? Can we get a explicit version of this. |

Kristen Andelare
Abacus Industries Group Knights Of Freedoms
1
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Posted - 2011.11.11 18:04:00 -
[19] - Quote
Good work CCP! +1 |

Andski
GoonWaffe Goonswarm Federation
715
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Posted - 2011.11.11 18:09:00 -
[20] - Quote
i got 102 clicks, beat me~ |
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Bienator II
24th Imperial Crusade Amarr Empire
258
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Posted - 2011.11.11 18:15:00 -
[21] - Quote
great work
however timers have far to large impact to have no visual representation in the UI. You should consider placing human readable messages somewhere on screen. Something like "18s docking/jump/... blockade left". "decloak in x seconds"...
The session timer spinner is a little bit to generic and far to technical, i suppose most who don't do station games on a day to day basis even don't know that you can enable it in the options. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Swearte Widfarend
Mortis Noir. Unforgiving.
9
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Posted - 2011.11.11 18:24:00 -
[22] - Quote
Bienator II wrote:The session timer spinner is a little bit to generic and far to technical, i suppose most who don't do station games, or fly in nullsec or losec on a day to day basis even don't know that you can enable it in the options. Fixed your post.
----EDIT---- Rather than double post, I'll mention some potential issues from a friend of mine DKM.
1). With the difference in session change and invulnerability, a jump freighter can now jump through a gate, and cyno out while still invisible, without a chance of being tackled.
2) Carriers can undock from a station and jump out (as long as there is no bubble) without a chance of being tackled.
These are SERIOUS issues with this change - moreso than my little visible difference. |

Prince aikka
Vanguard Frontiers Intrepid Crossing
0
|
Posted - 2011.11.11 18:26:00 -
[23] - Quote
Andski wrote:i got 102 clicks, beat me~ 108, without using a macro :P |

Aineko Macx
Royal Amarr Institute Amarr Empire
13
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Posted - 2011.11.11 18:26:00 -
[24] - Quote
I will almost be missing the routine: - Log in, wait 30 seconds - Clone jump, wait 30 - Change ship, wait 30 - Join fleet, wait 30 - Move to correct spot in fleet, wait 30 - finally undock to fight
Great change!  |
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Chribba
Otherworld Enterprises Otherworld Empire
860
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Posted - 2011.11.11 18:27:00 -
[25] - Quote
cool cool
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Hya Bam
It's Hammer Time
1
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Posted - 2011.11.11 18:27:00 -
[26] - Quote
Prince aikka wrote:Andski wrote:i got 102 clicks, beat me~ 108, without using a macro :P Dang, only 107.
Is this sig EVE related? |

quickshot89
No trouble in the midst STR8NGE BREW
3
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Posted - 2011.11.11 18:35:00 -
[27] - Quote
Dear CCP
stop making so many awesome changes, we need something to complain about 
<3 the new changes that are coming |

Freelancer'Spb
Fremen Sietch DarkSide.
0
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Posted - 2011.11.11 18:35:00 -
[28] - Quote
CCP Atlas wrote:Absent Sentry wrote:Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move. This is actually 60s on Tranquility. Has this changed with the reduction in session change length? Ah, good. You were paying attention. Just checking. 60s on gates, same as before. 
Wrong again. Actually it's 30s of invulnerability and 30s of invisibility. Proved by an old DD through aftergate invisibility.
Also nice changes. |

Zendoren
Aktaeon Industries The Black Armada
36
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Posted - 2011.11.11 18:49:00 -
[29] - Quote
I got 100!!!!!!!!!!!!!!!!!!!!!!!
Edit: damn 108..... back to the drawing board! |

Unnamed Enemy
Dark Enron Inc Black Star Alliance
0
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Posted - 2011.11.11 18:50:00 -
[30] - Quote
Excellent !!!
CCP u r awesome |
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Raid'En
Apprentice Innovations
108
|
Posted - 2011.11.11 18:51:00 -
[31] - Quote
nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
4
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Posted - 2011.11.11 18:51:00 -
[32] - Quote
NIce CCP!!!
(127 clicks in 10 seconds without macro... and yes it hurts....) |
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CCP Atlas
C C P C C P Alliance
8

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Posted - 2011.11.11 18:53:00 -
[33] - Quote
Schnoo wrote:Will the session change and invulnerability timers be affected by time dilation? Yes, these timers dilate. |
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CCP Atlas
C C P C C P Alliance
8

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Posted - 2011.11.11 18:55:00 -
[34] - Quote
Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises. |
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Swearte Widfarend
Mortis Noir. Unforgiving.
10
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Posted - 2011.11.11 18:57:00 -
[35] - Quote
CCP Atlas wrote:Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises.
Ok, I was going to be patient, but the carrier invulnerability on station undock needs to be addressed.
At least say "we'll look at it"
Please? |

Kalaratiri
Teraa Matar
34
|
Posted - 2011.11.11 18:58:00 -
[36] - Quote
Station games 4 ever.
I like the reduced session change timer, but please keep the redock timer as it is. Station games are irritating enough already, and all this will do is make people effectively invulnerable on stations.
I will say again, so I don't only look like I'm complaining, I do like the reduced timers. All of them except the station one.
o7 |

Absent Sentry
6
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Posted - 2011.11.11 19:00:00 -
[37] - Quote
CCP Atlas wrote:Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises.
One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining. |
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CCP Atlas
C C P C C P Alliance
9

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Posted - 2011.11.11 19:02:00 -
[38] - Quote
Swearte Widfarend wrote: Rather than double post, I'll mention some potential issues from a friend of mine DKM.
1). With the difference in session change and invulnerability, a jump freighter can now jump through a gate, and cyno out while still invisible, without a chance of being tackled. edit oops, not jump invisible, because you have to decloak, so this one may be moot.
2) Carriers can undock from a station and jump out (as long as there is no bubble) or redock without a chance of being tackled.
These are SERIOUS issues with this change - moreso than my little visible difference.
Okay, so for 1) you have 60 seconds of cloaking time already so this should not change anything there. You do need to move before you can jump I believe.
For 2) from my experiences with jump-ships and undock/dock this does not make a difference. Today you just wait for the session-change timer to go away and spam that dock or jump button. Haven't been caught yet, even with a horde of ships waiting to tackle my lil' ol jump freighter.  Other people might have other experiences though. |
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CCP Atlas
C C P C C P Alliance
9

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Posted - 2011.11.11 19:03:00 -
[39] - Quote
Absent Sentry wrote:CCP Atlas wrote:Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises. One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining.
That one is getting changed for this coming release. The session change timer will be a progress-bar thing rather than a spinning thing. |
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Centra Spike
Habitual Euthanasia Pandemic Legion
87
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Posted - 2011.11.11 19:12:00 -
[40] - Quote
So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. |
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Salpun
Paramount Commerce
49
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Posted - 2011.11.11 19:12:00 -
[41] - Quote
CCP Atlas wrote:Absent Sentry wrote:CCP Atlas wrote:Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises. One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining. That one is getting changed for this coming release. The session change timer will be a progress-bar thing rather than a spinning thing. Nice great change.
Will it become an always on feature or a turn on feature. I ask becouse all the stuff that is turned off should be on from the beginning. Learning to turn them on is a part of the learning cliff that needs to be removed. |

Nova Fox
Novafox Shipyards
265
|
Posted - 2011.11.11 19:16:00 -
[42] - Quote
you and your clicky games!
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Absent Sentry
6
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Posted - 2011.11.11 19:24:00 -
[43] - Quote
CCP Atlas wrote:Absent Sentry wrote:One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining. That one is getting changed for this coming release. The session change timer will be a progress-bar thing rather than a spinning thing.
Close enough for me, and thanks again. Main issue I would worry about with a progress bar is the same desync/offset weirdness I see with the ones for modules, though. Would be a bit awkward to have the session change timer's end actually be somewhere in the middle x.X |

VonKolroth
Dreddit Test Alliance Please Ignore
5
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Posted - 2011.11.11 19:27:00 -
[44] - Quote
Swearte Widfarend wrote:Bienator II wrote:The session timer spinner is a little bit to generic and far to technical, i suppose most who don't do station games, or fly in nullsec or losec on a day to day basis even don't know that you can enable it in the options. Fixed your post. ----EDIT---- Rather than double post, I'll mention some potential issues from a friend of mine DKM. 1). With the difference in session change and invulnerability, a jump freighter can now jump through a gate, and cyno out while still invisible, without a chance of being tackled. 2) Carriers can undock from a station and jump out (as long as there is no bubble) or redock without a chance of being tackled. These are SERIOUS issues with this change - moreso than my little visible difference.
I would assume the invulnerability timer would be obsolete should the session timer be eliminated altogether. It would just no longer be needed. My guess is that it will stay put if only because of the rage that would happen if it was to go away. It doesn't matter to me if it's 30 secs or 3 secs in high-sec. If someone knows how to make a decent fast undock bookmark, they can get out of a station, even in something as large as a freighter.
How this affects capital ships, cynos, and space where bubbles are the rule of interdiction, things are a bit different for the reasons stated above. Those should be addressed.
Personally, I've always wanted to see a redesign of stations and their involved mechanics that includes a docking area that isn't particularly close to the undock. Add the ability to look out of the station (When will we have this technology?) and the only people who lose are *smug* people who play station games. If I was designing such a thing, I'd kill the dock button and make a timer. Sit in the docking area for X seconds and your docked, keeping people from using it as some kind safe zone and otherwise keeping the area full of pilots with commitment issues. |

Raid'En
Apprentice Innovations
108
|
Posted - 2011.11.11 19:35:00 -
[45] - Quote
Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything. |

XIRUSPHERE
In Bacon We Trust
103
|
Posted - 2011.11.11 19:36:00 -
[46] - Quote
I will keep repeating this because of the hotfix from yesterday. If CCP can fix mechanics in the span of DAYS because incursion bears had a modicum of risk injected into their runaway ISK faucet why can't CCP fix glaring problems with mechanics in the same swoop. Case in point is logi not inheriting a session penalty for RR allowing logi to remain effectively invincible on station and star gates.
If they can do that to the aggression mechanics that fast why are people allowed to dock ships with aggro into carriers and play worthless games. It would seem the writing is on the wall as far as the fact that CCP is going to turn this game into dumbed down candy land where knowledge of mechanics is usurped by hand holding and faceted with bullshit loopholes that let the risk adverse have their cake and eat it too.
You already nerfed suicides and kickouts into oblivion, now you get to dock before your invulnerability is even cycled out. If it is your true intention to make non consensual combat in this game near stations a thing of the past or allow for invulnerable loopholes make your intentions clear now. All I see is compromises being made for people who can't be assed to learn about the game they are playing. The advantage of a bad memory is that one can enjoy the same good things for the first time several times.
One will rarely err if extreme actions be ascribed to vanity, ordinary actions to habit, and mean actions to fear. |

mkint
318
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Posted - 2011.11.11 19:40:00 -
[47] - Quote
XIRUSPHERE wrote:I will keep repeating this because of the hotfix from yesterday. If CCP can fix mechanics in the span of DAYS because incursion bears had a modicum of risk injected into their runaway ISK faucet why can't CCP fix glaring problems with mechanics in the same swoop. Case in point is logi not inheriting a session penalty for RR allowing logi to remain effectively invincible on station and star gates.
If they can do that to the aggression mechanics that fast why are people allowed to dock ships with aggro into carriers and play worthless games. It would seem the writing is on the wall as far as the fact that CCP is going to turn this game into dumbed down candy land where knowledge of mechanics is usurped by hand holding and faceted with bullshit loopholes that let the risk adverse have their cake and eat it too.
You already nerfed suicides and kickouts into oblivion, now you get to dock before your invulnerability is even cycled out. If it is your true intention to make non consensual combat in this game near stations a thing of the past or allow for invulnerable loopholes make your intentions clear now. All I see is compromises being made for people who can't be assed to learn about the game they are playing. firstly: griefer tears is best tears
secondly, the logi and carrier points are actually some damned good points. Drenched in some sweet sweet tears, but still some good points. |

Melissa Blick
Silver Aria Important Internet Spaceship League
1
|
Posted - 2011.11.11 19:46:00 -
[48] - Quote
Can we get different icons showing the session change timer and the invulnerability timer? Or maybe the same icon as now, but different colors. Perhaps yellow for session change, which turns blue when still invulnerable, and disappears completely when it runs out. |

XIRUSPHERE
In Bacon We Trust
103
|
Posted - 2011.11.11 19:47:00 -
[49] - Quote
I wish I had tears to give you space friend as they make for great lube, my only aim is to expose lop sided mechanics changes that make the game safer overall while loopholes that have been pretty ridiculous are left to exist which are also silly and soft in nature. If they want to bring the hammer down on mechanics it needs to be done equally.
I would like to hear any proposals about making the game more dangerous overall rather than making it safer and easier. The advantage of a bad memory is that one can enjoy the same good things for the first time several times.
One will rarely err if extreme actions be ascribed to vanity, ordinary actions to habit, and mean actions to fear. |

Raivi
Sniggerdly Pandemic Legion
19
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Posted - 2011.11.11 19:49:00 -
[50] - Quote
Reducing the session timer is an excellent improvement to make, and I can totally understand why the invulnerability timer needs to stay intact for people with slow computers or high latency connections.
That being said, the fact that this is a collateral buff to docking games should be used as motivation to bump the redesign of these mechanics up in priority. If you guys at CCP could make a docking games redesign a target for the spring expansion or even a leter Crucible patch that would be great. |
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mkint
318
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Posted - 2011.11.11 19:57:00 -
[51] - Quote
Andski wrote:i got 102 clicks, beat me~ 132
It detects both right and left mouse clicks... 4 fingers blasting away. |

Brain Gehirn
Crimoria Co Vera Cruz Alliance
0
|
Posted - 2011.11.11 19:57:00 -
[52] - Quote
Now PLEASE fix the locking delay that make cloaky ships "totally invulnerable". 
|

VonKolroth
Dreddit Test Alliance Please Ignore
5
|
Posted - 2011.11.11 20:05:00 -
[53] - Quote
Brain Gehirn wrote:Now PLEASE fix the locking delay that make cloaky ships "totally invulnerable". 
Oooo, that's a really good point. |

Tiger's Spirit
Troll Hunters INC.
20
|
Posted - 2011.11.11 20:31:00 -
[54] - Quote
Brain Gehirn wrote:Now PLEASE fix the locking delay that make cloaky ships "totally invulnerable". 
No. Increase 1 minute deaggro timer at station. |

Zendoren
Aktaeon Industries The Black Armada
36
|
Posted - 2011.11.11 20:38:00 -
[55] - Quote
Should have a game mechanic that detects **** talking in local and if said pilot un-docks he/she is unable to re-dock for 5 min!  |

Archetype 66
Pleasure and Pain Ares Protectiva
3
|
Posted - 2011.11.11 20:44:00 -
[56] - Quote
Don't display invunerability timers :(( You're making this game too user friendly. For now 90% believe that the invul timer is 30 sec after jumping threw +á gate and ignore it after jump-drive.
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Grath Telkin
Sniggerdly Pandemic Legion
172
|
Posted - 2011.11.11 20:45:00 -
[57] - Quote
CCP Gaurd
For 8 years we've been asking you to fix the dumb that is "Station Docking Games".
So you made it worse?
I mean seriously, in one swift motion you've made station docking games infinitely worse, instead of that brief second where you might catch somebody asleep at the wheel you now give them a full 10 seconds to dock with complete immunity.
So instead of actually fixing what we asked you to fix, you compounded the problem and made it infinitely worse than it was before?
Dear CCP, please FIX docking games, this does not mean any of the followin -
1) Increased docking range by massive amounts.
2) give them 10 seconds of absolute immunity on the undock
What it does mean is that you make undocking have meaningful consequences, something you're going out of your way to purposely strip from the game. This is not what you've been asked to do.
Realistically, if you actually wanted to FIX station docking games, you'd flip your intended change so that you had 20 seconds of immunity and a 30 second station redock timer. THAT would instantly fix all station docking games, knowing that if you choose to undock, you have 10 seconds where you and your ship are vulnerable.
But instead you make things worse, thanks for that. |

Archetype 66
Pleasure and Pain Ares Protectiva
3
|
Posted - 2011.11.11 20:46:00 -
[58] - Quote
Archetype 66 wrote:Don't display invunerability timers :(( You're making this game too user friendly. For now 90% of eve's player beleive that the invul timer is 30 sec after jumping threw +á gate and ignore it after jump-drive.
|

Untelo1
APEX ARDENT COALITION NEM3SIS.
0
|
Posted - 2011.11.11 21:34:00 -
[59] - Quote
Hey this is pretty cool. Apart from the fact that you can no longer die on the undock. Either change the session change time on undock back to 30 seconds or fix the station docking radius so that the moment you undock you are outside docking range. |

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.11 21:37:00 -
[60] - Quote
Did you seriously go to bed when all the people started pointing out the huge exploitable holes in this new change?
Also how is it that you, the game developers, can't see the obvious exploits this allows before you even present us with the change?
You make the game, how can you not see this stuff?
Why are low sec cap ships being made completely immune to any form of aggression now?
Camped in a station? No problem, undock your carrier and just jump out while the enemy stares at you and you're completely immune.
Jump your unscouted jump freighter into a camp? No problem, while you're still invisible just light that cyno and jump out, the only thing anybody else gets to see is a flash from your invisible jump freighter leaving system.
War dec'd by the privateers and stuck in Jita? No problem, undock your Jump freighter and jump straight to lowsec, once you arrive you have more than enough time and are COMPLETELY IMMUNE to any form of aggression while you just redock and repeat the process.
Who in CCP thought this was a good idea? |
|

inexistin
Rubbish and Garbage Removal Cascade Imminent
7
|
Posted - 2011.11.11 21:44:00 -
[61] - Quote
Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP.
Ah, my favorite way to troll reds and efficiently haul ship hulls at the same time... Those tears were so delicious...
Good times  |

Iam Widdershins
Project Nemesis Moar Tears
150
|
Posted - 2011.11.11 21:56:00 -
[62] - Quote
Just posting to say that I got 93 clicks in 10 seconds with a touch pad. |

YarrMama
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.11 22:26:00 -
[63] - Quote
Grath Telkin wrote:Did you seriously go to bed when all the people started pointing out the huge exploitable holes in this new change?
Also how is it that you, the game developers, can't see the obvious exploits this allows before you even present us with the change?
You make the game, how can you not see this stuff?
Why are low sec cap ships being made completely immune to any form of aggression now?
Camped in a station? No problem, undock your carrier and just jump out while the enemy stares at you and you're completely immune.
Jump your unscouted jump freighter into a camp? No problem, while you're still invisible just light that cyno and jump out, the only thing anybody else gets to see is a flash from your invisible jump freighter leaving system.
War dec'd by the privateers and stuck in Jita? No problem, undock your Jump freighter and jump straight to lowsec, once you arrive you have more than enough time and are COMPLETELY IMMUNE to any form of aggression while you just redock and repeat the process.
Who in CCP thought this was a good idea?
Oh the tears are strong in this one. Enough tears here to fuel a fleet of jump freighters and carriers for years. LOL - gotta find a better way to get your kills now guys. |

Ranger 1
Ranger Corp
258
|
Posted - 2011.11.11 22:29:00 -
[64] - Quote
Quote:Camped in a station? No problem, undock your carrier and just jump out while the enemy stares at you and you're completely immune.
Unless you fall asleep you can do this now by spamming the "jump to" button as soon as your timer runs out... unless you are in a bubble and still nothing changes unless the cap ship is in a kick out station. Then they would have 10 seconds to spin on a dime and make it back into docking range.
Quote:Jump your unscouted jump freighter into a camp? No problem, while you're still invisible just light that cyno and jump out, the only thing anybody else gets to see is a flash from your invisible jump freighter leaving system.
You can't jump out while invisible, you have to move.
Quote:War dec'd by the privateers and stuck in Jita? No problem, undock your Jump freighter and jump straight to lowsec, once you arrive you have more than enough time and are COMPLETELY IMMUNE to any form of aggression while you just redock and repeat the process.
I was unaware that you have an invulnerabilty timer at the end of a cyno jump.
If the jump was accurate and you end up inside the docking ring anyway, nothing has changed.
Edit: All of the above aside, I personally feel it would be better to make both times 20sec for consistancy sake. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Gaia Ma'chello
V.I.C.E. The Lostboys
4
|
Posted - 2011.11.11 22:30:00 -
[65] - Quote
Grath Telkin wrote: War dec'd by the privateers and stuck in Jita? No problem, undock your Jump freighter and jump straight to lowsec, once you arrive you have more than enough time and are COMPLETELY IMMUNE to any form of aggression while you just redock and repeat the process.
Who in CCP thought this was a good idea?
It looks like the guy in CCP who thought of this (or at least lent his experience to the process) was:
CCP Atlas who plays the game CCP Atlas who flies a jump freighter CCP Atlas who has never gotten caught
CCP Atlas wrote:From my experiences with jump-ships and undock/dock this does not make a difference. Today you just wait for the session-change timer to go away and spam that dock or jump button. Haven't been caught yet, even with a horde of ships waiting to tackle my lil' ol jump freighter. 
|

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.11 22:32:00 -
[66] - Quote
YarrMama wrote:
Oh the tears are strong in this one. Enough tears here to fuel a fleet of jump freighters and carriers for years. LOL - gotta find a better way to get your kills now guys.
Hi stupid, I don't hunt jump freighters at all, but anything that makes a fight less likely in a game that already requires you to move heaven and earth to get a fight is a bad change.
Any change that allows you to circumvent combat is a bad change.
Instead of adding more small gang things they've done something to take another out of the game. As it is a small group can set up in a probable JF route and cause havoc, with this change they're basically just spinning their wheels doing nothing since CCP has decided that anything near a station should be virtually untouchable.
|

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.11 22:35:00 -
[67] - Quote
And to the above posters, yes, I am sure that the CCP guy is an elite jump freighter pilot, and I am sure that tons of people escape from station camps on their own everyday.
Thats only part of the issue, the main issue is that EVERYBODY IN EVE has asked that station docking games be done away with, they are the worst thing in the game.
And yet, instead of fulfilling this one request, they make it worse, but hey, we have a counter that counts the number of spins in station so it should be alright right?
No, no its not, making station games worse is the dumbest thing they could have done. |

Ranger 1
Ranger Corp
258
|
Posted - 2011.11.11 22:45:00 -
[68] - Quote
Grath Telkin wrote:And to the above posters, yes, I am sure that the CCP guy is an elite jump freighter pilot, and I am sure that tons of people escape from station camps on their own everyday.
Thats only part of the issue, the main issue is that EVERYBODY IN EVE has asked that station docking games be done away with, they are the worst thing in the game.
And yet, instead of fulfilling this one request, they make it worse, but hey, we have a counter that counts the number of spins in station so it should be alright right?
No, no its not, making station games worse is the dumbest thing they could have done.
Well, not to be snarky, but if we go by your view of how things work then they HAVE done away with station games. If it's blatantly obvious that camping that station is not going to achieve anything (unless you have it bubbled) then the station games stop and combat focuses on other area's and tactics.
Just sayin'.
For the record, I have no issue with station games.
Just making an observation that if your definition of "doing away with docking games" is to make it impossible to undock without getting snagged and killed then when they get tired of spamming local they will simply log off anyway.... completely removing the option of catching them at another location.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Darius III
Interstellar eXodus BricK sQuAD.
354
|
Posted - 2011.11.11 22:47:00 -
[69] - Quote
Not bothering to read everything in the comments, but it seems to me that this is bad news.
You can currently switch ships as fast as you can click "Board Ship" Are you now ADDING a timer to switching ships in stations?
It means a 33% reduction in the time it takes to reship in station (meaning reinforcements within system can get on the field quicker) OR since the current time to reship is ZERO SECONDS-can you get in a ship in under 0 seconds?
Maybe I am confused. Or maybe CCP's left hand doesnt know what the right is doing, and if so I am troubled that Dev's don't know enough about the current build to know WTH is happening. I sure hope they arent adding 20 second timer to ship switching.
If Women aren't supposed to do the cooking, why are their bodies full of milk and eggs? |

Ranger 1
Ranger Corp
258
|
Posted - 2011.11.11 23:00:00 -
[70] - Quote
Darius III wrote: Not bothering to read everything in the comments, but it seems to me that this is bad news.
You can currently switch ships as fast as you can click "Board Ship" Are you now ADDING a timer to switching ships in stations?
It means a 33% reduction in the time it takes to reship in station (meaning reinforcements within system can get on the field quicker) OR since the current time to reship is ZERO SECONDS-can you get in a ship in under 0 seconds?
Maybe I am confused. Or maybe CCP's left hand doesnt know what the right is doing, and if so I am troubled that Dev's don't know enough about the current build to know WTH is happening. I sure hope they arent adding 20 second timer to ship switching.
No, they are not adding a 20 second timer to switching ships. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
|

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.11 23:00:00 -
[71] - Quote
Ranger 1 wrote:
Well, not to be snarky, but if we go by your view of how things work then they HAVE done away with station games. If it's blatantly obvious that camping that station is not going to achieve anything (unless you have it bubbled) then the station games stop and combat focuses on other area's and tactics.
Just sayin'.
For the record, I have no issue with station games.
Just making an observation that if your definition of "doing away with docking games" is to make it impossible to undock without getting snagged and killed then when they get tired of spamming local they will simply log off anyway.... completely removing the option of catching them at another location.
I can see your point of view, but currently there are 2 ways to generate a fight in EVE.
1) Camp a station until they get tired of it and undock a fleet to fight.
2) Shoot inanimate objects and generate a timer that causes a massive blob to form and then you get an epic fleet fight, maybe, assuming the enemy won't stand down.
This change basically eliminates number one, as you won't kill anything on the undock anymore, so camping somebody in station is basically just a waste of everybodies time, you can't generate a fight because you aren't bothering the station residents because, you can't kill any of them.
So that leaves us with the inanimate objects, and Im not sure if you've noticed, but 0.0 as a whole is pretty sick of shooting structures, its in large part the cause of the stagnation.
NOBODY likes it, its boring, it sucks up hours of time and it has little to no effect since its so incredibly slanted towards the defender (one slip and the attacker is reset to 0, where as the defender has a full week and 3 shots to get it right).
Structure shooting sucks, and its dumb, its a shining example of why the dominion expansion was bad, and why supercarrier exploded across EVE (if you dont use them get used to fleet participation tanking as you force your guys to show up for boring structure grinds night after night).
Station games are dumb, using a station to generate a fight so you don't have to endure structure shooting to get it done isn't.
And your reply wasn't snarky at all. |

ThisIsntMyMain
Republic University Minmatar Republic
44
|
Posted - 2011.11.11 23:01:00 -
[72] - Quote
Darius III wrote: Maybe I am confused.
Yes, yes you are.
Grath Telkin wrote: Its al f....ing f...ed
Take a deep breath and eat a chill pill dude. How about you get on SiSi and actually TEST what you're complaining about Because as has been pointed out already several of your points are wrong. |
|

CCP Explorer
10

|
Posted - 2011.11.11 23:02:00 -
[73] - Quote
Darius III wrote: Not bothering to read everything in the comments, but it seems to me that this is bad news.
You can currently switch ships as fast as you can click "Board Ship" Are you now ADDING a timer to switching ships in stations?
It means a 33% reduction in the time it takes to reship in station (meaning reinforcements within system can get on the field quicker) OR since the current time to reship is ZERO SECONDS-can you get in a ship in under 0 seconds?
Maybe I am confused. Or maybe CCP's left hand doesnt know what the right is doing, and if so I am troubled that Dev's don't know enough about the current build to know WTH is happening. I sure hope they arent adding 20 second timer to ship switching. You would be confused...
It says in the dev blog that "The most bothersome place where the session-change timer kicked in was in stations when changing ships. The timer for changing ships in station was removed completely in the Incarna expansion by fundamentally changing the way changing ships is done." We are not adding it back in that particular place, rather we are reducing it from 30 seconds to 20 seconds in those other places it still exists. Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
|

VonKolroth
Dreddit Test Alliance Please Ignore
5
|
Posted - 2011.11.11 23:03:00 -
[74] - Quote
Darius III wrote: Not bothering to read everything in the comments, but it seems to me that this is bad news.
You can currently switch ships as fast as you can click "Board Ship" Are you now ADDING a timer to switching ships in stations?
It means a 33% reduction in the time it takes to reship in station (meaning reinforcements within system can get on the field quicker) OR since the current time to reship is ZERO SECONDS-can you get in a ship in under 0 seconds?
Maybe I am confused. Or maybe CCP's left hand doesnt know what the right is doing, and if so I am troubled that Dev's don't know enough about the current build to know WTH is happening. I sure hope they arent adding 20 second timer to ship switching.
Have you been drinking? |

Zagdul
Clan Shadow Wolf Fatal Ascension
88
|
Posted - 2011.11.11 23:27:00 -
[75] - Quote
What if you go through more than 3 docking procedures in under 1m30s your paperwork for docking begins to get delayed while your session timer runs out.
It's not Rocket Surgery |

Neo Agricola
BLACK-MARK
89
|
Posted - 2011.11.11 23:33:00 -
[76] - Quote
Zagdul wrote:What if you go through more than 3 docking procedures in under 1m30s your paperwork for docking begins to get delayed while your session timer runs out. LOL DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Raid'En
Apprentice Innovations
108
|
Posted - 2011.11.11 23:34:00 -
[77] - Quote
Zagdul wrote:What if you go through more than 3 docking procedures in under 1m30s your paperwork for docking begins to get delayed while your session timer runs out. yeah, something not allowing you to undock / redock immediatly after 2-3-4 times would be nice, to nerf a bit docking games.
i would say the same system as for wormhole would be very nice.
for those who don't know, jumping though wormholes is easier than gate, cause you are not 12km away, but in range to rejump immeatly after session timer, so you can rejump without anywa risk with the jumping cloak. BUT you can only do that once. if you try to jump twice on the same wormhole, you get +á 3 minutes timer, which forbid you to jump again here. |

Centra Spike
Habitual Euthanasia Pandemic Legion
87
|
Posted - 2011.11.11 23:35:00 -
[78] - Quote
Raid'En wrote:Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything.
Just because something is hard doesn't mean it's impossible. This change would make it impossible.
There is a pretty huge difference between hard and impossible. And a Dev using his singular experience is not justification enough for such a sweeping change. |

Raid'En
Apprentice Innovations
108
|
Posted - 2011.11.11 23:37:00 -
[79] - Quote
Centra Spike wrote:Raid'En wrote:Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything. Just because something is hard doesn't mean it's impossible. This change would make it impossible. There is a pretty huge difference between hard and impossible. And a Dev using his singular experience is not justification enough for such a sweeping change. well, then explain me what you can do currently, and what you can't anymore after this change ? cause i really don't see what you mean here. |

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.11 23:41:00 -
[80] - Quote
Raid'En wrote:Centra Spike wrote:Raid'En wrote:Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything. Just because something is hard doesn't mean it's impossible. This change would make it impossible. There is a pretty huge difference between hard and impossible. And a Dev using his singular experience is not justification enough for such a sweeping change. well, then explain me what you can do currently, and what you can't anymore after this change ? cause i really don't see what you mean here.
Right now there is a chance, however brief, that you catch the target pilot asleep at the wheel, and you can grab him.
Its not much of one but its actually there, and people get caught.
If they make this change there is absolutely ZERO chance.
EDIT: to put it in another light, right now, as a cov ops crosses a gate, there is a chance he can get caught, when he moves off the gate, but this change is akin to him never decloaking after jump in. Its just impossible to catch him. |
|

Centra Spike
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2011.11.11 23:52:00 -
[81] - Quote
Raid'En wrote:Centra Spike wrote:Raid'En wrote:Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything. Just because something is hard doesn't mean it's impossible. This change would make it impossible. There is a pretty huge difference between hard and impossible. And a Dev using his singular experience is not justification enough for such a sweeping change. well, then explain me what you can do currently, and what you can't anymore after this change ? cause i really don't see what you mean here.
Right now you have 30 seconds of invulnerability and 30 seconds of session change when you undock.
30 seconds = 30 seconds, right? So, it turns out, these two timers expire at the exact same time, meaning you have to be on the ball to jump out before someone can lock you.
But with 10 seconds of difference, this means you can hamfist your way through the right click menu and jump out with time to spare.
P.S This change also means cap fit capitals can jump in and out of a system before their invuln timer is up ~just saying~. |

Louis deGuerre
Malevolence. Void Alliance
60
|
Posted - 2011.11.11 23:59:00 -
[82] - Quote
Melissa Blick wrote:Can we get different icons showing the session change timer and the invulnerability timer? Or maybe the same icon as now, but different colors. Perhaps yellow for session change, which turns blue when still invulnerable, and disappears completely when it runs out.
This is a great idea. FIRE FRIENDSHIP TORPEDOES ! |

Ardamalis
Vanguard Corp Bounty Hunters
18
|
Posted - 2011.11.12 00:11:00 -
[83] - Quote
While I like the reduced timers, please CCP reconsider the station part. Docking games are terrible as is and this change will make them worse.
If anything, try to keep the session timer at 30 seconds for certain actions such as undocking and make other actions such as joining fleets start a 20 second session timer.
OR
Redraw the station radii to be a bit tighter so that ships have to travel backwards a bit. Faster ships could make it in time whereas slower ships might get caught in the open. |

Kassasis Dakkstromri
Four Horsemen of the Apocalypse
98
|
Posted - 2011.11.12 00:20:00 -
[84] - Quote
Best I could get was 83...
Anyone get 100?
Oh yeah and great feature... mhmmm - back to clicking  |

Jamaican Herbsman
I Love You Mary Jane
12
|
Posted - 2011.11.12 00:39:00 -
[85] - Quote
Hya Bam wrote:Prince aikka wrote:Andski wrote:i got 102 clicks, beat me~ 108, without using a macro :P Dang, only 107. 
Alx Warlord wrote:NIce CCP!!!
(127 clicks in 10 seconds without macro... and yes it hurts....)
wtf, I got only 89 and I consider myself a fast clicker. I'll try again tomorrow.
|

Mersia
Caldari Provisions Caldari State
0
|
Posted - 2011.11.12 01:07:00 -
[86] - Quote
117 clicks here, no macro, but i will never be like the clicking god Alx Warlord.
Nice changes though CCP, Cant wait for 2 to 5 sec session timer. |

Raid'En
Apprentice Innovations
108
|
Posted - 2011.11.12 01:36:00 -
[87] - Quote
PL guys you're catching people who make mistakes, and the session timer duration won't change anything at that. you catch them because they move too soon, that won't change.
the guy that you catch on undock, because he didn't docked back, he was either trying to warp, getting rid of his invulnerability (and so session timer change nothing), or he forgot to redock in time, cause he forgot / didn't saw you. in this case, with 20sec he will also forgot / don't see you. if you were able to lock him and kill him, it must have took a few seconds. if he didn't docked during these few seconds, it's not because of session timer, but because he was not paying attention.
and for the cloaky on a gate, he got 60sec of invulnerability, so if he got catched while trying a warp, the session timer change nothing. if he try to get back to gate too soon, while timer is still here, that it's 20 or 30 won't change much things.
you're seeing wolves where there aren't any.
you will still be able to catch people who makes mistakes, and you won't be able to catch the other, like currently.
you're not angry at this change, you're angry that invlnerability exist, and hell i know it 's iirritating these people who warp while they should not, but that's the game. and elite pvp-ers like you should kill people on good fight, not poor guys undocking on a camp. not much honor on that. |

Infinion
Awesome Corp
7
|
Posted - 2011.11.12 01:43:00 -
[88] - Quote
90 clicks with 1 mouse 120 clicks with 2 mice
Wtf my motor functioning has a 75% stacking penalty? |

Grath Telkin
Sniggerdly Pandemic Legion
174
|
Posted - 2011.11.12 01:46:00 -
[89] - Quote
Raid'En wrote:
you're not angry at this change, you're angry that invlnerability exist, and hell i know it irritating these people who warp while they should not, but that's the game. and elite pvp-ers like you should kill people on good fight, not poor guys undocking on a camp. not much honor on that.
1) Good fights are fine, but there aren't enough ways to induce a fight without having to grind through structures.
The Sov system in EVE sucks now, there is no other way of describing it and we absolutely hate shooting structures, because 9 out of 10 times the people just don't fight, they don't have to, theres nothing to lose they can just go start over from scratch somewhere else.
If you know a way to induce fights that we haven't thought of yet please let us know, but Dominion sov is literally worse than masturbating with a cheese grater.
2) Making supercaps totally unkillable in lowsec is the worst possible change they could have made to help nerf supers.
If this change stays, you need a massive overhaul of every single cap and supercap ships cap recharge, figuring that a fully cap fit super is now totally immune to anything, its just going to go in and out of systems and nobody will be able to do a damn thing about it.
I could keep going but its getting tiresome to predict all the problems a year before CCP gets around to doing anything about them, if they'd just listen before hand we can tell them all the things that they need to change to avoid having to go back and do it later (Just like this current patch where we've specifically told them what they're doing is a waste of time and that its not actually changing anything).
|

Tanya Powers
Science and Trade Institute Caldari State
182
|
Posted - 2011.11.12 01:56:00 -
[90] - Quote
Tuxford rocks 
Yey !! Excellent |
|

Centra Spike
Habitual Euthanasia Pandemic Legion
88
|
Posted - 2011.11.12 02:30:00 -
[91] - Quote
I'm going to go on a parade around in my Avatar through lowsec capping up and jumping out under invulnerability after this patch change. I'll even post my route to see if anyone can kill me.
You are right, we were catching people who made mistakes. But the margin for someone to make that error is a lot slimmer now than it will be after the change. You go from lock time to 10 seconds + lock time, that is a huge difference. |

Anela Cistine
GoonWaffe Goonswarm Federation
86
|
Posted - 2011.11.12 02:33:00 -
[92] - Quote
I just wanted to thank you guys for removing the session timer for switching ships in station. Our team of newbie helpers fits hundreds of frigates a week to give away to newbies, and getting rid of the session timer on that made our lives so much easier.
Now if you could just add ammo and other things in the cargo hold to the Fitting Manager that would be perfect. |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
1064
|
Posted - 2011.11.12 02:46:00 -
[93] - Quote
What, page 5 and no "le petit mort" jokes?
Seriously, though, things like this add up. More please, sir! CSM - because I have not yet plumbed the depths of my inherent masochism! CSM 6 Activities Summary | My CSM blog |

The Offerer
Republic University Minmatar Republic
47
|
Posted - 2011.11.12 02:59:00 -
[94] - Quote
Quote:The timer for changing ships in station was removed completely...
...This might have gone largely unnoticed but is one of the largest usability improvements that we have had to the game in recent months for a specific play style.
Unnoticed? Are you serious?  
Everything in this devblog is full of win. Thank you.
P.S. My record is 92 
|

Byteflux
Southern Cross Incorporated Flying Dangerous
12
|
Posted - 2011.11.12 03:07:00 -
[95] - Quote
Good stuff.
Can we also get an invulnerability indicator that can be displayed next to the session change indicator? |

The Offerer
Republic University Minmatar Republic
47
|
Posted - 2011.11.12 03:31:00 -
[96] - Quote
Oh, just remembered...
PI session change when building new stuff or exporting materials exists, but it's not visible. I don't mind 5-6 seconds session change, but an indicator would be nice. It's not a must-have feature, but it would be cool if it's not too much to ask. |

Justin Cody
T.A.L.O.N. Company Psychotic Tendencies.
7
|
Posted - 2011.11.12 04:18:00 -
[97] - Quote
From a technical stand point this is a good thing.
From a game play perspective it very much gives an advantage to any defender/potential victim. I can see this being abused by station defenders in high sec.
solution?
make constant docking and undocking treated the same as wormholes. You can undock....redock...undock again but are then stuck for a period of say 2 minutes.
yes that is my fix. I see no problem with poking your head out to see what is there. But just think of this a bit rationally. You are flying a ship roughly the size of a nuclear aircraft carrier. The station traffic control is not going to like having to clear you constantly for docking and undocking. You are just being abusive.
/Ivanova does not like you very much. |

Dirty Weegie
The Dirty Rejects Scelus Sceleris.
0
|
Posted - 2011.11.12 05:34:00 -
[98] - Quote
Well everyone asked for an end to docking games... and now you have it
Maybe just not the way you hoped for lol
Great change CCP, keep up the good work If you can't win fair... Cheat |

Rip Minner
ARMITAGE Logistics Salvage and Industries
18
|
Posted - 2011.11.12 06:44:00 -
[99] - Quote
Again great job guys thx u |

Utremi Fasolasi
La Dolce Vita
6
|
Posted - 2011.11.12 07:20:00 -
[100] - Quote
CCP Atlas wrote:Absent Sentry wrote: One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining.
That one is getting changed for this coming release. The session change timer will be a progress-bar thing rather than a spinning thing.
Change ALL the things!  |
|

Xenial Jesse Taalo
Tactical Nyan Cat Attack Force OMNIMODUS ALLIANCE
19
|
Posted - 2011.11.12 09:15:00 -
[101] - Quote
I agree that removing the simple mechanic of "If you're still invulnerable you cannot request to dock" is not a positive thing.
But reducing any session timer definitely is.
137 clicks. Mouse and touchpad. |

Nyio
Federal Navy Academy Gallente Federation
241
|
Posted - 2011.11.12 09:25:00 -
[102] - Quote
Thanks for that link btw, had to give it a go. 
Got to 120 Clicks on 3rd try.. I'm starting to get old, and my poor mouse is old.
F&ID: Skill Training, Agent Finder What is CCP Guard gonna do with that grenade? |

Nyla Skin
Pew Pew Corp Behold.
34
|
Posted - 2011.11.12 09:56:00 -
[103] - Quote
VonKolroth wrote:
I would assume the invulnerability timer would be obsolete should the session timer be eliminated altogether. It would just no longer be needed.
I dont know about you, but with my crappy internet and crappy computer, I certainly wouldnt want to get rid of the invulnerability timer. I hate station games with a passion like the next guy, but I would hate jumping/undocking into a blob and dying without loading the screen even more.
ps. the change mentioned in the devblog is great |

Tiger's Spirit
Troll Hunters INC.
21
|
Posted - 2011.11.12 10:10:00 -
[104] - Quote
Grath Telkin wrote:CCP Gaurd
For 8 years we've been asking you to fix the dumb that is "Station Docking Games".
So you made it worse?
I mean seriously, in one swift motion you've made station docking games infinitely worse, instead of that brief second where you might catch somebody asleep at the wheel you now give them a full 10 seconds to dock with complete immunity.
So instead of actually fixing what we asked you to fix, you compounded the problem and made it infinitely worse than it was before?
Dear CCP, please FIX docking games, this does not mean any of the followin -
1) Increased docking range by massive amounts.
2) give them 10 seconds of absolute immunity on the undock
What it does mean is that you make undocking have meaningful consequences, something you're going out of your way to purposely strip from the game. This is not what you've been asked to do.
Realistically, if you actually wanted to FIX station docking games, you'd flip your intended change so that you had 20 seconds of immunity and a 30 second station redock timer. THAT would instantly fix all station docking games, knowing that if you choose to undock, you have 10 seconds where you and your ship are vulnerable.
But instead you make things worse, thanks for that.
1. "Increased docking range by massive amounts."
No thx, stations and gates so huge. That's just completely riuned the pvp there. Docking games from 50km range ? This is the most crap part of the game, when CCP increased the radius size of stations.
Region change gates ? All size is ridiculous big. Can't catch anything there.
Need change the "docking games" and gate jumping rules after deaggressing. 1 minute time after deaggressing is not enough, need increasing this timer at station and at gates too. Need change the neut logistic ships docking rules after repairing when they support combatants.Insta redock rules is crap.
|

fenistil
1st. Legion HUN Reloaded
1
|
Posted - 2011.11.12 12:06:00 -
[105] - Quote
I have actually noticed the "ship changinging no session timer" change :) It was an exciting read especially combined with the one on CarbionIO. I would be very interested to see the changes to the server for the Winter Expansion.
As for station docking games: that is actually part of the game. :) If you don't like it, avoid it. It's simple, just don't warp to the station. Or from your perspective, yes it is worse now; you can switch ships a lot lot faster so your enemy can quickly dock up and undock in that big nasty ship of his. hihi |

Rhinanna
Brutor Tribe Minmatar Republic
67
|
Posted - 2011.11.12 13:02:00 -
[106] - Quote
While I agree that station themselves need a redesign to get rid of station games, I can't see how this is bad really.....
The complaints here are basically:
I can't sit on the station undock and alpha undocking frigs I can't sit a gang on a station and stop other people from playing the game
Which are two of the lamest tactics in EVE
Personally I think that the stations should be armed with fecking huge cannons (see the main gun on Babylon 5 after it's defence refit as an example) and respond to aggression on ships undocking, as well as giving the undocking player a chance to halt before leaving the station's shield perimeter.
Lets face it, no station wants hostilities on it's undock, thats the LAST thing they want and would be willing to defend themselves.
Perhaps we could also make stations use a interdiction field as well (perma) so that there is a area of conflict around the edges of the station, but not directly on the undock. It would also mean caps had to slow boat out of the undock a way before they could jump. Also you wouldn't be able to light a cyno field inside this bubble so arriving caps also have a small element of risk. -The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more)-á |

Sturmwolke
40
|
Posted - 2011.11.12 17:40:00 -
[107] - Quote
This is more on the UI side, the session timer icon & messages need to be more prominent & explicit. The same goes for aggression or GCC flags.
On high res screen, them sitting unobstrusively on the top left isn't ideal for relying important player status information. Ideally, I'd want them free floating (but pinnable) and scalable (up to a reasonable size).
Should've made this comment on the scalable UI blog, but if you're taking notes, please pass them along to the right team.
|

YarrMama
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.12 19:54:00 -
[108] - Quote
Grath Telkin wrote: As it is a small group can set up in a probable JF route and cause havoc, with this change they're basically just spinning their wheels doing nothing since CCP has decided that anything near a station should be virtually untouchable.
Since when does PL use a "small group" to do anything? 50 supers has never been a small group? You guys are some of the best, quit whining about lame tactics that you use for easy kills and find a better way to get fights. You've done it before, but now you're used to super blobs and ganks, go back to the drawing board and have fun. 
And just because I wear a helmet on the bus does not make me stupid.  |

Oyabun Nobunaga
Re-Awakened Technologies Inc
0
|
Posted - 2011.11.12 20:10:00 -
[109] - Quote
I'm sure this has already been said,
Definitely not a fan of my target having a extra 10 seconds to dock instead of having to be as fast on the button as i am.
Re-dock and invulnerability should end at the same time. I am perfectly ok with getting rid of session timers everywhere else but keeping the undock-invul and shortening the redock time is doing something unpleasant to undock-n-pop shoots. Keep them the same or get rid of them entirely. |

Morar Santee
9
|
Posted - 2011.11.12 22:06:00 -
[110] - Quote
Oyabun Nobunaga wrote:I'm sure this has already been said,
Definitely not a fan of my target having a extra 10 seconds to dock instead of having to be as fast on the button as i am.
Re-dock and invulnerability should end at the same time. I am perfectly ok with getting rid of session timers everywhere else but keeping the undock-invul and shortening the redock time is doing something unpleasant to undock-n-pop shoots. Keep them the same or get rid of them entirely.
Agreed. There has to be some theoretical chance to destroy undocking ships.
People playing the timers well are already fairly immune (on insta-redock stations), and that's as far as it should ever go. Guaranteed survivability is the wrong way. |
|

Dalilus
Federal Navy Academy Gallente Federation
5
|
Posted - 2011.11.12 22:47:00 -
[111] - Quote
How about letting docked pilots see who is waiting for them outside a station? How about letting pilots see who is on the other side of a gate? Make the Space Barbie that is walking in stations useful for something. THEN get rid of all timers. Result - no more gate or station games, no need for invulnerability. |

Sassums
Wormhole Exploration Crew Transmission Lost
22
|
Posted - 2011.11.13 04:46:00 -
[112] - Quote
I just want to confirm this bit of information:
"The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 60 seconds or until you move."
So by this, when I jump through a wormhole, I will remain cloaked for a total of 60 seconds on the other side, before I become visible to other players (or before they bump me) But I am able to jump back in 20 seconds. Correct? |

Nyla Skin
Pew Pew Corp Behold.
35
|
Posted - 2011.11.13 07:29:00 -
[113] - Quote
Sassums wrote: So by this, when I jump through a wormhole, I will remain cloaked for a total of 60 seconds on the other side, before I become visible to other players (or before they bump me) But I am able to jump back in 20 seconds. Correct?
Wormholes also have this weird 'extra timer', that if you jump thru a wormhole 2 times quickly, then for the third time you are hit by a 4-5 minute ( I forgot how much it was) timer during which you cannot use the wormhole because its "unstable". I assume that timer isnt going anywhere? |

Abdiel Kavash
Paladin Order Fidelas Constans
131
|
Posted - 2011.11.13 08:55:00 -
[114] - Quote
Dalilus wrote:How about letting docked pilots see who is waiting for them outside a station? How about letting pilots see who is on the other side of a gate? Make the Space Barbie that is walking in stations useful for something. THEN get rid of all timers. Result - no more gate or station games, no need for invulnerability. This change actually does just this. Hit the undock button, and you have 20 seconds to look around you, and then further 10 seconds to decide whether you want to actually undock or stay in the station. The tradeoff is that your enemies now know your ship type. I like it. |

Antir
GoonWaffe Goonswarm Federation
0
|
Posted - 2011.11.13 11:29:00 -
[115] - Quote
YarrMama wrote:Grath Telkin wrote: As it is a small group can set up in a probable JF route and cause havoc, with this change they're basically just spinning their wheels doing nothing since CCP has decided that anything near a station should be virtually untouchable.
Since when does PL use a "small group" to do anything? 50 supers has never been a small group? You guys are some of the best, quit whining about lame tactics that you use for easy kills and find a better way to get fights. You've done it before, but now you're used to super blobs and ganks, go back to the drawing board and have fun.  And just because I wear a helmet on the bus does not make me stupid. 
He isn't necessarily talking about PL, a smart group of people can have a major impact on jf logistics. I can't remember who it was but there was a corp murdering DRF and other 0.0 alliance jfs in lowsec and higsec border systems because they worked out how those dumb jfs were traveling and made them pay for not taking the right precautions. |

Viejo Melholm
Knights of fate SOLAR WING
1
|
Posted - 2011.11.13 17:24:00 -
[116] - Quote
Holey Guakamoley! |

Angeliena
Eye of God Controlled Chaos
1
|
Posted - 2011.11.13 17:50:00 -
[117] - Quote
This is a good change. Well done. Keep tweaking, never stop. I like CCP's new found commitment to "Total Quality Management" |

Dr Djago
Republic Research Corp
7
|
Posted - 2011.11.13 19:10:00 -
[118] - Quote
Damn it CCP, why didn't you do stuff like this 2 years ago when I actually enjoyed and play the game??? |

Loed Kane
BUNNIES and DICTATORS Come Get Us
1
|
Posted - 2011.11.14 02:29:00 -
[119] - Quote
awesome there doing this, this might be the best expansion i have ever seen  |

Haulin Aussie
Imperial Academy Amarr Empire
23
|
Posted - 2011.11.14 04:16:00 -
[120] - Quote
Giving capitals anywhere in high/low sec a free jump out is bad mmmkay CCP.
|
|

DeLaBu
FireStar Inc Curatores Veritatis Alliance
4
|
Posted - 2011.11.14 05:11:00 -
[121] - Quote
214 clicks.
Using two mouses and a keypad  |

Korin DoomsDay
Cows On Ice
0
|
Posted - 2011.11.14 07:50:00 -
[122] - Quote
Centra Spike wrote:Raid'En wrote:Centra Spike wrote:Raid'En wrote:Centra Spike wrote:So now there is no chance to stop a capital ship from undocking and jumping out. Good change CCP. as has said there were already no chance if the pilot wasn't lagging. won't change anything. Just because something is hard doesn't mean it's impossible. This change would make it impossible. There is a pretty huge difference between hard and impossible. And a Dev using his singular experience is not justification enough for such a sweeping change. well, then explain me what you can do currently, and what you can't anymore after this change ? cause i really don't see what you mean here. Right now you have 30 seconds of invulnerability and 30 seconds of session change when you undock. 30 seconds = 30 seconds, right? So, it turns out, these two timers expire at the exact same time, meaning you have to be on the ball to jump out before someone can lock you. But with 10 seconds of difference, this means you can hamfist your way through the right click menu and jump out with time to spare. P.S This change also means cap fit capitals can jump in and out of a system before their invuln timer is up ~just saying~.
I don't quite understand what you're talking about here. The invulnerability timer when you undock fades as soon as you take any action currently (other than stopping your ship) and I don't see any mention of this being changed? So if a capital ship player tries to warp away from the station, he'll immediately become targetable and you can warp scramble him. What's the big deal? |

Edward Olmops
GNADE Inc. Bruderschaft der Pilger
0
|
Posted - 2011.11.14 12:09:00 -
[123] - Quote
CCP, this is a GOOD change!
I also always wanted a window in stations to see whats in front (why not a panorama deck for our fancy avatars?).
To those who think there are to few fights in EVE:
YES you are right. But this change will remove the stupid docking games. Only retards will sit in front of a station for hours - knowing that they won't have a chance to even catch a mediocre pilot.
Let him get into play. Give him a fair chance to judge the odds. No one wants to fight 1 vs 10 knowing that they will lose.
There should be possibilities to catch though. Maybe alignment times in general should be higher. Maybe it should be easier to fit combat scanner probes. There is a ton of possible changes that could make EVE more dangerous again.
But forcing people into choosing NOT to play EVE or undocking blindly into an unknown number of enemies is not the right way. And don't tell me that the Local chat is a great intel tool. :-D
I would apreciate anything that increases the likelihood of 2 fleets of equal size meeting... (maybe one should be able to see blobs from a certain distance?) |

Via Shivon
Kriegsmarinewerft Goonswarm Federation
19
|
Posted - 2011.11.14 12:21:00 -
[124] - Quote
good change, thanks |

Tahna Rouspel
BWE Special Forces Rage Alliance
11
|
Posted - 2011.11.14 14:37:00 -
[125] - Quote
Oyabun Nobunaga wrote:I'm sure this has already been said,
Definitely not a fan of my target having a extra 10 seconds to dock instead of having to be as fast on the button as i am.
Re-dock and invulnerability should end at the same time. I am perfectly ok with getting rid of session timers everywhere else but keeping the undock-invul and shortening the redock time is doing something unpleasant to undock-n-pop shoots. Keep them the same or get rid of them entirely.
Stop camping stations and find a real target. You are a part of the 'station game' problem. |

Altolinchen
Sternenschauer AG Smacked Alliance
0
|
Posted - 2011.11.14 16:02:00 -
[126] - Quote
Well I think as long we've got those timers at the station.. redock and being unalbe to be target should stay the same time. doesn't matter if it's 60/30/15/0 but it should be the same I think. This makes thinks interesting for Station games in Low or NPC 0.0 or in Empire during a war... |

Swearte Widfarend
Mortis Noir. Unforgiving.
10
|
Posted - 2011.11.14 17:45:00 -
[127] - Quote
< sarcasm > I now fully endorse this change.
After all, when undocking at a kicker station (my bad choice for a cyno spot) into a -10 Archon and a Nightmare, with a sebo'ed inifi-point Phobos undocking behind me, jumping the carrier out out was a lot of stress and luck.
In a few weeks, my heart rate will be steady and smooth, and I'll use that system again for a midpoint. Because those folks won't be able to touch me with the 20/30 timers.
See CCP? You can make EVE risk-free, so we can all just bandy about in our capitals. That's what it's all about right? Soft, fluffy kitty cats and teddy bears? < / sarcasm >
After all, if I wanted to play a game where actions have consequences, and risks actually existed I'd play EVE Online, Apocrypha.
Too bad that one isn't around anymore...
How about these possibilities?
- All stations become "kicker" stations.
- Session change and invulnerability timers are identical at stations and gates.
- Undocking and redocking 3 times within 5 minutes results in a 5-minute docking delay (thanks WH guy).
- New Overview setting that adds a colortag for "invulnerable".
|

Grath Telkin
Sniggerdly Pandemic Legion
180
|
Posted - 2011.11.14 23:32:00 -
[128] - Quote
Tahna Rouspel wrote:Oyabun Nobunaga wrote:I'm sure this has already been said,
Definitely not a fan of my target having a extra 10 seconds to dock instead of having to be as fast on the button as i am.
Re-dock and invulnerability should end at the same time. I am perfectly ok with getting rid of session timers everywhere else but keeping the undock-invul and shortening the redock time is doing something unpleasant to undock-n-pop shoots. Keep them the same or get rid of them entirely. Stop camping stations and find a real target. You are a part of the 'station game' problem.
Whats a real target?
I've invaded regions and had the people fully abandon everything, leaving me only stations to shoot as they sat huddled in a station.
When nobody will fight you, in a normal sense of the word, you go to their house and set the shrubs on fire, when they still won't fight you, then you sit out front and kill everything that moves until they get fed up and fight.
You can't define a real target in a game that gives you so many different ways out of a combat situation. There are SO many cowardly nerds playing an internet space ship game that when it comes to fight or flight, the current game population always chooses flight.
So, basically, take your 'real target' and shove it up your ass, if people weren't such cowards that might be a real term, but here its just you making excuses for people who won't fight.
|

Groen Burleigh
Republic Military School Minmatar Republic
2
|
Posted - 2011.11.15 03:36:00 -
[129] - Quote
You bloody beauty.
I get so sick of "Undocking...... undocking..... stilll undocking..... go read war and peace while I finish undocking....." |

xAbsocold
BOAE INC BricK sQuAD.
1
|
Posted - 2011.11.15 15:01:00 -
[130] - Quote
Confirming that wtfpwning idiots on undock is PL's current preferred method of :elite pvp: operations.
Until stations get a window, I support this change. |
|

Robert Caldera
Caldera Trading and Investment
60
|
Posted - 2011.11.15 16:20:00 -
[131] - Quote
Grath Telkin wrote:CCP Gaurd
For 8 years we've been asking you to fix the dumb that is "Station Docking Games".
...
Dear CCP, please FIX docking games, this does not mean any of the followin -
there is nothing to fix. If you dont like station games, STOP F*CKING PLAYING THEM! That easy.
CCP wont remove the re-dock abilities and thats good the way, because we dont need more station camping f*ggots, you want pew pew, go look somewhere else.
Grath Telkin wrote: Camped in a station? No problem, undock your carrier and just jump out while the enemy stares at you and you're completely immune.
alredy the case right now im lowsec, jump out as soon as the session timer expires. Put a bubble on him if you want to stop him jumping out but he will simply re-dock and wait for you loosing your patience.
Grath Telkin wrote:Jump your unscouted jump freighter into a camp? No problem, while you're still invisible just light that cyno and jump out, the only thing anybody else gets to see is a flash from your invisible jump freighter leaving system. already possible today. put a bubble on him if you want him stop. lowsec?? my apologises. |

Robert Caldera
Caldera Trading and Investment
60
|
Posted - 2011.11.15 16:33:00 -
[132] - Quote
Ardamalis wrote:While I like the reduced timers, please CCP reconsider the station part. Docking games are terrible as is and this change will make them worse.
then dont play them. Or stop complaining they arent ending in your favor. |

Robert Caldera
Caldera Trading and Investment
60
|
Posted - 2011.11.15 16:44:00 -
[133] - Quote
Grath Telkin wrote: Whats a real target?
that what fights back or is a combat one at least, not a freighter. Kill it if you can but ffs stop whining if you CANT!
Grath Telkin wrote:I've invaded regions and had the people fully abandon everything, leaving me only stations to shoot as they sat huddled in a station. well then, you invaded an empty region, take it and enjoy it.
Grath Telkin wrote:When nobody will fight you, in a normal sense of the word, you go to their house and set the shrubs on fire, when they still won't fight you, then you sit out front and kill everything that moves until they get fed up and fight. its your vision of combat. CCP limits station camping f*ggotry for a good reason.
Grath Telkin wrote:You can't define a real target in a game that gives you so many different ways out of a combat situation. There are SO many cowardly nerds playing an internet space ship game that when it comes to fight or flight, the current game population always chooses flight. there are SO many cowardly nerds playing an internet space ship game that they even think their version of the game is the proper one. The definition of a real target is one you can actually kill. Ships in docking range at stations are quite obviously NOT. |

Grath Telkin
Sniggerdly Pandemic Legion
195
|
Posted - 2011.11.16 05:34:00 -
[134] - Quote
baaaaaaaaaaaaw |

Giovanni Auditore
The Synergy Cascade Probable
0
|
Posted - 2011.11.16 14:01:00 -
[135] - Quote
Woah.. WOHOLD UP.. stepping out to find a bush? How the hell do we get this message? |

Traidir
Hedion University Amarr Empire
0
|
Posted - 2011.11.24 19:49:00 -
[136] - Quote
With this change, perhaps CCP could consider making the Hyperspatial Velocity Optimizer affect start up and cooldown times for the warp drive. As it stands, getting to max warp velocity and slowing down from max both take 15 seconds. I assume this was to allow people to finish out their session timer before reaching star gates while traveling. There are many very fast ships who see no benefit from a hyperspatial velocity optimizer since 98-99% of their time in warp is spent on the combined 30 second "start up" and "cooldown" phases, even in large systems. Consequently the listed 20%-25% "bonus" to warpspeed amounts to less than 1% change in warping time. Same goes for the skill Hardwiring - Eifyr and Co. 'Rogue' HY-# series. This change in the server handling of session timers gives a nice opportunity to make the "warp speed bonus" really mean something across all ship platforms.
I know I'm bit late to the game to post on this, but if CCP Atlas could comment, I'd appreciate it. |

ZaBob
Twilight Labs Unsung Voices
30
|
Posted - 2011.11.27 07:10:00 -
[137] - Quote
Grath Telkin wrote: So, basically, take your 'real target' and shove it up your ass, if people weren't such cowards that might be a real term, but here its just you making excuses for people who won't fight.
I absolutely LOVE making people like you quiver with rage because I won't come out and let you blow me up like a sitting duck.
I could go clone jump out, or log off and get some work done. But no, I'm going to come back every few minutes and stick my nose out in my little unarmed scanning frigate or whatever, just to keep you quivering.
Where'd you get the idea that you had a RIGHT to a fight with anybody and everybody you meet?
Tell me, if someone with superior firepower is sitting outside the station when YOU undock, do you go "Oh, hi, let's fight?"
No?
Well, then. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
24
|
Posted - 2011.12.04 06:18:00 -
[138] - Quote
so i was wondering what's up with this? session change seems to be 30s right now. I noticed it was 20s briefly when Crucible first came out and it was awesome. Did CCP decide it's too awesome and kill it? |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
24
|
Posted - 2011.12.04 06:22:00 -
[139] - Quote
Traidir wrote:With this change, perhaps CCP could consider making the Hyperspatial Velocity Optimizer affect start up and cooldown times for the warp drive. As it stands, getting to max warp velocity and slowing down from max both take 15 seconds. I assume this was to allow people to finish out their session timer before reaching star gates while traveling. There are many very fast ships who see no benefit from a hyperspatial velocity optimizer since 98-99% of their time in warp is spent on the combined 30 second "start up" and "cooldown" phases, even in large systems. Consequently the listed 20%-25% "bonus" to warpspeed amounts to less than 1% change in warping time. Same goes for the skill Hardwiring - Eifyr and Co. 'Rogue' HY-# series. This change in the server handling of session timers gives a nice opportunity to make the "warp speed bonus" really mean something across all ship platforms.
I know I'm bit late to the game to post on this, but if CCP Atlas could comment, I'd appreciate it.
this would be nice on implants too. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
81
|
Posted - 2011.12.05 12:29:00 -
[140] - Quote
Change is effective as of today. I updated the Session_change_timer and Combat_Timers Evelopedia page accordingly. FIRE FRIENDSHIP TORPEDOES ! |
|
|

CCP Atlas
C C P C C P Alliance
66

|
Posted - 2011.12.05 12:40:00 -
[141] - Quote
Louis deGuerre wrote:Change is effective as of today. I updated the Session_change_timer and Combat_Timers Evelopedia page accordingly. Great, thank you!  |
|

leich
Sad Panda'z Ninja Unicorns with Huge Horns
5
|
Posted - 2011.12.05 14:51:00 -
[142] - Quote
Eve is broken again please fix.
When you undock you are now safe for 30 seconds but can redock after 20 This means JF are now invunerable and station games are even worse.
This is massive oversite and effects many other things.
Im all in favour of shorter session changes but the invul timer should match.
i shouldnt be able to sit outside for 10 seconds without being able to be shot thats crazy.
|

Ekil Ix
Burning Napalm Northern Coalition.
1
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Posted - 2011.12.05 15:18:00 -
[143] - Quote
This was intended. |

Maxwell Albritten
Dark Vanguard Moon Warriors
1
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Posted - 2011.12.05 15:57:00 -
[144] - Quote
leich wrote:Eve is broken again please fix.
When you undock you are now safe for 30 seconds but can redock after 20 This means JF are now invunerable and station games are even worse.
This is massive oversite and effects many other things.
Im all in favour of shorter session changes but the invul timer should match.
i shouldnt be able to sit outside for 10 seconds without being able to be shot thats crazy.
So....you're upset that the invuln time is the same as it's always been? The only docking game change is for the few stations where an extra 10 seconds means they might have gotten out of docking range, but the crying you're doing is completely out of sync with the actual change.
Wipe up your tears son. |

el alasar
The Scope Gallente Federation
89
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Posted - 2011.12.05 17:21:00 -
[145] - Quote
great job! nice, when work hidden deep in the framework finally pays out. please continue! check the moderated little ideas/10000 papercuts/low hanging fruit article! comment, bump(!) and like what you like: http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts |

Ospie
Ransom and Kill Core.Impulse
1
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Posted - 2011.12.08 01:58:00 -
[146] - Quote
Good to see another stealth nerf to piracy. Watched 3 caps in last few days undock from a kickout (near kickout sorry, it isn't if you ctrl+space - thanks again for that change too ccp) and jump well within that 10 seconds of immunity.
People taking stupid risks by using a kickout should suffer the consequences of said stupid risks instead of being given yet another get out of stupid mistake card.
Granted, there are still retards out there so the cap kills do keep on coming. |

Jack Dant
The Gentlemen of Low Moral Fibre
241
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Posted - 2011.12.12 10:13:00 -
[147] - Quote
Since other threads are not getting dev replies, may as well try here. When jumping out of systems shortly after jumping in, a modal dialog sometimes shows up about "instability in the space-time continuum".
See this thread for more details.
It seems to be related to the reduced session timer. Can a dev please confirm whether it's a bug or intended? What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Raneru
Euphoria Released 0ccupational Hazzard
30
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Posted - 2012.02.24 16:52:00 -
[148] - Quote
CCP can you implement a change where the more times that you undock and redock, the longer your session timer to redock becomes. I hate station games. |
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