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Thread Statistics | Show CCP posts - 1 post(s) |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
914
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Posted - 2014.07.05 13:21:00 -
[1] - Quote
Rahelis wrote:Changes are exellent ... Truth. Metrics do not lie.
Look at this forum now and compare to before changes: Now - Threads about killing people and/or fits, progress/fight reports and old-school chest beating. Then - Threads about which militia was best for making ISK and threads complaining about stabs/cloaks/farmers-in-general.
Now that plex farming has been all but removed the next step should be to ensure that pew'ers can sustain a decent living (read: trying-and-dying) without too much grinding and without having to resort to gimmick fits.
Looking forward to getting back in as soon RL lets up. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
915
|
Posted - 2014.07.05 20:02:00 -
[2] - Quote
Master Sergeant MacRobert wrote:So far I have come up with what follows:... It is untenable to tear down everything and start from scratch, you'll never be able to sell such a concept. Build on and with what is available, then tweak until target (PvP'er self-sufficiency) is met.
Example (pure brain farting): 1. Keep PvP payouts and its underlying value calculation with some light changes. 1a. Make empty and/or T1 fitted hulls worth zero. Actual loss beyond hull must be incurred (to minimize obvious mech. abuses). 2. Remove rank system as it exists today (ie. utterly meaningless) and instead base Rank on aforementioned value calculation. 3. Add a fairly harsh attrition modifier if a pilot for whatever reason goes hippie pacifist, say two ranks a month if no kills/assists are made. For extra evil incentive to kill, make it a semi-logarithmic scale so that every day (downtime needs something to chew on!) of inactivity in the blood bowl reduces the modifier and getting to that golden peak requires ever more blood in a fast'ish pace*. 4. Use rank as a modifier to payouts in a similar way and of equal value as tier system (but in addition to), that is all payouts - kills, plexes and missions (maybe even a LP store % discount). 5. Tweak numbers to get whatever value is deemed "enough".
* Such a change would even allow the modifier for killing high ranking enemies to be increased dramatically thus helping to feed their kill ratio (and rank) by attracting gold-diggers 
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
915
|
Posted - 2014.07.12 10:56:00 -
[3] - Quote
Ashlar Vellum wrote:Sara Tosa wrote:so, basically stabs are the FW version of afk cloak? I can see where you draw similarities, but no it is not. Quote: why? how the game would be better for that?
Right now the most "productive" way to de-plex if you don't care for internet spaceship violence or your e-honor is to:
- buy a x4 low slot t1 frig
- fit it with 4 stabs and 1 MSE (~600k Isk hull included)
- find a system to de-plex and profit
- turn up sound to max
- go bake a cake, do your laundry, watch a movie etc.
- come back when you hear annoying low-shield sound to warp away or to change plex when it's done
- cash out your semi-afk LP
If you don't think that this is a problem or a flawed game mechanics then no amount of explaining will change your mind. All that indicates is that CCP should have a look at stabs again, how warp works or maybe even a combination of the two. **Defensive plexing has always been as easy and annoying as scratching an itch, that is the reason for the lower pay .. it is war, the attacking party should be the one required to commit/act (first) and get the higher rewards.
If for example fitting a stab were to double the amount of cap needed to warp, the "tactic" described would be DoA as any ship hit with a cap x 16 (the four stabs) warp requirement would effectively be anchored in space if any sort of neuting was taking place and generally be a hassle to move around in. PS: Before random guy #17 complains that it would impact all ships and reduce viability of so and so .. there is nothing preventing devs from tweaking other numbers, such as maximum warp distance or base warp-core strength for relevant hulls (think interceptors/transports) . One should pay dearly for the privilege of self-mutilation .. 
Problem is that it makes sense that something like warp cap consumption increases when one adds a slew of safeguards to stabilize the damn core .. so a simple 'fix' like that would never make it past CCP's "must be irrational" design philosophy. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
915
|
Posted - 2014.07.14 08:10:00 -
[4] - Quote
Baron' Soontir Fel wrote:FW rats do NOT attack neutrals or pirates. They will only attack the opposing militia and its ally. Confirm it and bug report it .. doubtful that is the intention. If it is then CCP are doing the hard stuff again  |
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