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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Rek Seven
Probe Patrol Ixtab.
1696
|
Posted - 2014.08.07 17:13:00 -
[601] - Quote
Qalix wrote:Rek Seven wrote:With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.
For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.
The biggest danger will be in rolling an old hole. You're behind the times. Check that thread; they're adding a timer.
The last thing i heard was that they were considering adding a timer... Even if they do, it makes no difference to what i said. +1 |
Serendipity Lost
Repo Industries
382
|
Posted - 2014.08.07 17:17:00 -
[602] - Quote
Rek Seven wrote:With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.
For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.
The biggest danger will be in rolling an old hole.
Have you flown a capital ship (esp since the changes to warp)? It is one click to warp to the nearest planet, so it is simple. Simple to initiate doesn't get you to the planet and back. Anything inside 54km makes you 'simply pointable' by a proteus. The only ship that can 'simply web' you at that range is a loki. They have the same lock time, the point is instant and the web helps,but isn't instant. So... getting 'simply pointed' is what will simply happen when you 'simply warp to the closest planet''. Anything that can't cloak/get into warp before proteus point 'simply doesn't go anywhere'.
The mwd orca is a different issue. It may actually have a chance. If I can get up to speed it might be able to just coast into the wh and jump back. Things that will prevent that - bumping it out of alignment before it gets up to speed, webs, scrams. I would bet on getting up to speed and coasting into jump range to be a slim chance. |
Bronya Boga
Isogen 5
417
|
Posted - 2014.08.07 17:19:00 -
[603] - Quote
Altirius Saldiaro wrote:Bronya Boga wrote:Rek Seven wrote:Bronya Boga wrote:Hi fozzie. So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump. Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example? I am against it completely. When is the next DTP podcast being recorded? Look forward to hearing you talk about this.
This weekend.
Host of Down The Pipe-áIngame Channel DTP Podcast www.downthepipe-wh.com GÇïIsogen 5 is recruiting. Check us out
|
Thea Nalelmir
Imperial Academy Amarr Empire
5
|
Posted - 2014.08.07 17:21:00 -
[604] - Quote
What is this particular change supposed to do again?
"This change is intended to ensure that all attempts to control the local wormhole environment are open to risk of player disruption. We are not satisfied with how easy and safe it is to close wormholes that could potentially allow other players to interact with W-space operations, as the risk of player interaction should always be the main source of tension and danger in W-space."
Uhmm, by metrics sure rolling WHs is "easy" the pros have it down to an art form, but that is after a lot of practice. Don't believe me have someone do it without any experience and see what happens. Rage-rolling only really happens with local superiority, without that it becomes really dangerous. If you want more engagement in WHs you need more people in WHs. More people and rage-rolling becomes a lot harder, there is always the chance to get dropped on and your rolling can get stomped on. The real problem is that you have to find people doing it. The extra 30 seconds maybe a minute that this will add is pointless. All you have to do is have another 'toon web you to about 180 Km away, and another stationed there to web ya back. Easy this entire code turns into a waste of time, leaving very little input.
"The basics of this proposal is for the mass of any individual ship to influence the range that they appear from the wormhole when they emerge on the other side. This should provide a more interesting tactical environment in wormhole combat and ensure a basic level of risk to rolling a wormhole without proper support."
Uhmm, what? I lived in a C6 for about a year, this rarely happens. When evicting C6 residents you quietly bring in caps, warp them to a safe spot and when you think you have the numbers you bash POSes. Also remember that C5s and C6s are the ONLY WHs that can SUPPORT CAPS. Every other WH is barely effected, only Orca's are truly affected by this change and I have already solved the problem earlier in this post.
Let's face it, the jump range is a joke at best, it will be figured out in about a week maybe 2 weeks at most, more likely 3-4 days, that's it. |
Rek Seven
Probe Patrol Ixtab.
1696
|
Posted - 2014.08.07 17:29:00 -
[605] - Quote
Serendipity Lost wrote:Rek Seven wrote:With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.
For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.
The biggest danger will be in rolling an old hole. Have you flown a capital ship (esp since the changes to warp)? It is one click to warp to the nearest planet, so it is simple. Simple to initiate doesn't get you to the planet and back. Anything inside 54km makes you 'simply pointable' by a proteus. The only ship that can 'simply web' you at that range is a loki. They have the same lock time, the point is instant and the web helps,but isn't instant. So... getting 'simply pointed' is what will simply happen when you 'simply warp to the closest planet''. Anything that can't cloak/get into warp before proteus point 'simply doesn't go anywhere'. The mwd orca is a different issue. It may actually have a chance. If I can get up to speed it might be able to just coast into the wh and jump back. Things that will prevent that - bumping it out of alignment before it gets up to speed, webs, scrams. I would bet on getting up to speed and coasting into jump range to be a slim chance.
What are the chances of a new wormhole spawning on grind with a hostile proteus?
If it's a new hole, you will have plenty of time to get into warp and unless the hostiles are really quick in scanning the new wormhole and putting a HIC on it, you will easily be able to jump home. +1 |
Severn VonKarr
Manoop Material Acquisitions Cartel
1
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Posted - 2014.08.07 17:30:00 -
[606] - Quote
Not to be derogatory, but for anyone involved in wormhole pvp, jumping back through a hole is understood to not make you invulnerable. A small gang of even remotely competent pvpers will place cloaked dictors/hictors on either side and just follow someone through with their main force if they try to disengage by jumping through. This is no different than the games played on gate camps. A quick look at a corp's setup, and you can get a pretty good idea of whether or not they will try to close your connection with them and you can lay a trap. This change just complicates in space refitting for caps and adds a minor irritation for anyone rolling a hole for content. It also does not meaningfully increase risk. |
Alabugin
DEEP-SPACE CO-OP LTD Exit Strategy..
10
|
Posted - 2014.08.07 17:36:00 -
[607] - Quote
Rivka wrote:Rek Seven wrote:Bronya Boga wrote:Hi fozzie. So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump. Are you against the idea completely or would it help if caps only appeared 5km out of jump range, for example? I agree that there should be a distinction in these mechanics based on ship roles. I especially believe that frigates and recons should get the most distance. The safety of battleships and dreads/carriers quite beside the point, and changes should not be made to them. (Maybe a little for battleships). Incursions into wormhole space should be possible. Starting with small ships and working upwards... This can only happen if recons and frigates have some advantages.
Actually, this creates another problem - which is an invincible scout. The current system is the best, as it leaves room for catching the cloaky t3's/reconds/coverts that come through the holes to spy on you. If frigates and recons spawned at 20 then they can essentially ALWAYS survive unless you are really lucky with a decloak.
Please...just remove this change - it creates more problems then it attempts to solve. |
Ray Kyonhe
Ray's Relentless Research
122
|
Posted - 2014.08.07 17:44:00 -
[608] - Quote
Jack Marshal wrote:
Well Sir you definitely haven't , done anything with a small group of guys in a wormhole or you must be used to flying in a large blob. Must be nice. With 5 or 6 guys online at a time It really makes it hard to do anything. if you cant "secure' your static. Its extremely risky to do when you have to do it under duress, racing, no holes, Hard knocks or any other **** fleet to you Static or connector to close it before they get enough people to burn down your cap and battleship your attempting to roll the hole, so you don't have to spin in your POS for the day. Even with locking people out anytime of a Day there could be a **** fleet **** rolling waiting to jump in on you. FYI when this happens we don't have a cyno to call in supers and welp an attacker, we also don't have a week of TIMERS to Amass Titains Suppers and 900 people. we have 1 timer and that is a POS timer. Challenges? seriously? Try adding content not retardation, how bout fixing up more POS management, or maybe the bookmarks
And why actually group of 5-6 people have to be allowed the same level of comfort while accessing the highest level content in the game, as huge entities have? Or should we ask while one multiboxer with 5-6 accounts should (which is not so uncommon in wh)? Well, if he can overcome all difficulties and manage it somehow - I bow to him again. But why should game mechanic help him in any way? This is mmo, and it has to favor bigger players' communities, like it is happen IRL actually. It is bad when smaller entities banned from some content or space entirely. But to allow them the same unrestricted access to the top of the notch content as greater entities have - is another extreme, imo. They should be given their niche, this is more reasanoble approach. There are a lot of low level holes around there, if you hard-boiled solo player or prefer to stay in your small friend corp - you should go try do them, and visit higest ones occasionally, when you just happen to find one with safe statics (so you don't need to roll over). Or adapt. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
Aiyshimin
Imperial Collective Unsettled.
65
|
Posted - 2014.08.07 18:30:00 -
[609] - Quote
Von Keigai wrote:I'll reiterate the criticism I already posted in the other thread.
Currently, a significant part of the danger in moving many kinds of ships in wspace is that when you jump, you may not be able to immediately cloak. 2000m is the "decloak distance", the distance at which an object prevents cloaking. Wormholes are objects. Usually you land further from the wormhole than 2000m, but often (~20%?), you land closer. If you land closer, there is the opportunity for an enemy to lock you before you can get far enough to cloak.
The risk of not being able to cloak is particularly significant for ships with covert ops cloaks, because once cloaked they can warp. It is nearly impossible to stop one of them without a bubble. Even with a bubble, because they can move at full speed they will usually escape. (And of course T3 scouts will be interdiction nullified.)
Assuming I am correctly understanding the numbers in the dev blog, after Hyperion no ship that jumps a wormhole will ever land closer than 2000m from the wormhole. In fact, even the lightest ships always land at least 3500m from it. Thus, all covert ships will be essentially uncatchable by anything but a bubble. Indeed, all ships will be far enough from the wormhole that they no longer need to worry about the geometry when they warp, because their align cannot take them within decloak distance.
This will affect my play, because currently I do try to catch scouts on wormholes in a Manticore from time to time. I know the chance is not large; in fact I have not actually caught one yet who was paying attention. Still, the chance is there. And I did catch a blockade runner once who got screwed by the RNG. If I knew there was zero chance that covert ships would ever be within the decloak distance, I would not bother to hunt them.
This change would make hunting in a cloaky ship less risky, but I don't agree with that either. Every time I come out 1600m from the wormhole is a tiny scare, and each time I survive it is a tiny victory.
This is the only valid concern about this change, rest is just whining by people unable to think outside their comfort zones or face actual risks.
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Nightingale Actault
Big Richard Club
37
|
Posted - 2014.08.07 18:42:00 -
[610] - Quote
The attempt to create more variation is admirable, though I believe the consensus is that the proposed change is handling the problem incorrectly. Rather than increasing the spawn distance, what about changing the physical size of high end WHs. For instance a C5-C5 could have a radius of 15k. Without changing spawn distance it would still mean that a capital could spawn just outside of refit range but would also still be within range to jump back. |
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KIller Wabbit
The Scope Gallente Federation
685
|
Posted - 2014.08.07 18:46:00 -
[611] - Quote
Hey CCP - sorry this wasn't brought up sooner, but I just remembered something from a time long ago. Recently I've seen you say in various places that you need to "just shake up the ant farm" to see what happens. Well I remembered just now that I actually had an ant farm and did just that. You know what? Sometimes you ******* crush the ants.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Protoburger
The Red Circle Inc. Ministry of Inappropriate Footwork
11
|
Posted - 2014.08.07 18:49:00 -
[612] - Quote
Make the spawn thingy and remove the polarization. |
Serendipity Lost
Repo Industries
383
|
Posted - 2014.08.07 18:58:00 -
[613] - Quote
Rek Seven wrote:Serendipity Lost wrote:Rek Seven wrote:With the new wormhole spawning mechanic (not showing up until you jump) i think rage rolling will still be very easy and the risks will still be minimal.
For capitals you will simply need to warp to the closest planet and back. The orca can just be fitted with a MWD and other propulsion upgrades to burn back to the hole.
The biggest danger will be in rolling an old hole. Have you flown a capital ship (esp since the changes to warp)? It is one click to warp to the nearest planet, so it is simple. Simple to initiate doesn't get you to the planet and back. Anything inside 54km makes you 'simply pointable' by a proteus. The only ship that can 'simply web' you at that range is a loki. They have the same lock time, the point is instant and the web helps,but isn't instant. So... getting 'simply pointed' is what will simply happen when you 'simply warp to the closest planet''. Anything that can't cloak/get into warp before proteus point 'simply doesn't go anywhere'. The mwd orca is a different issue. It may actually have a chance. If I can get up to speed it might be able to just coast into the wh and jump back. Things that will prevent that - bumping it out of alignment before it gets up to speed, webs, scrams. I would bet on getting up to speed and coasting into jump range to be a slim chance. What are the chances of a new wormhole spawning on grind with a hostile proteus? If it's a new hole, you will have plenty of time to get into warp and unless the hostiles are really quick in scanning the new wormhole and putting a HIC on it, you will easily be able to jump home.
With combats already out, I'll probably nail the cap ship before it warps to a planet. I'll surely get it before it leaves the planet. I suppose there is room for the cloaked carrier to find a role. My main issue is with 'simply warp a capital to the nearest planet. But now that you put it that way - I'm anchoring small bubbles and corpses at all my planets and moons.
(back to the drawing board) |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
73
|
Posted - 2014.08.07 19:00:00 -
[614] - Quote
Mass, speed and inertia entering a wormhole should reflect on exiting the wormhole. |
Serendipity Lost
Repo Industries
383
|
Posted - 2014.08.07 19:02:00 -
[615] - Quote
Severn VonKarr wrote:Not to be derogatory, but for anyone involved in wormhole pvp, jumping back through a hole is understood to not make you invulnerable. A small gang of even remotely competent pvpers will place cloaked dictors/hictors on either side and just follow someone through with their main force if they try to disengage by jumping through. This is no different than the games played on gate camps. A quick look at a corp's setup, and you can get a pretty good idea of whether or not they will try to close your connection with them and you can lay a trap. This change just complicates in space refitting for caps and adds a minor irritation for anyone rolling a hole for content. It also does not meaningfully increase risk.
So you're saying it's already risky as long as the guys not rolling have the balls to go all in and scan a way home later? Kind of like risk/reward in lieu of a 20km duck shoot?
So maybe this isn't about adding risk to rollers, maybe it is currently too risky for guys hunting rollers? Who would have thunk it? |
Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
698
|
Posted - 2014.08.07 19:38:00 -
[616] - Quote
Altirius Saldiaro wrote:Mass, speed and inertia entering a wormhole should reflect on exiting the wormhole.
While a fun mechanic the problem would be its too unreliable and not always practical, i.e. you could end up at 0 on a wh with it too risky to burn off to get the run up so as to pull the extra range you need on the other side. Some way of flagging your desired outcome when jumping i.e. having prop mod on when jumping would be more reliable. |
Rei Moon
Murderous Inc
13
|
Posted - 2014.08.07 19:41:00 -
[617] - Quote
Still against it. |
Rei Moon
Murderous Inc
13
|
Posted - 2014.08.07 19:44:00 -
[618] - Quote
Bronya Boga wrote:Hi fozzie. I think with this recent dev blog you got 5/6 feature that are amazing (at least imho).
So lets talk about that 1/6, the disturbing feature that makes orcas spawn 11k and caps spawn up to 20k away from the wormhole after they jump.
I am CEO of a corp that isnt large (by wormhole standards) so I often find myself and my corpmates outnumbered which means we often have to use mass to our advantage to limit how much the enemy can bring against us. One of the prominent ways many corporations do that is by using caps and other heavy mass ships and jumping them both ways in quick succession. This is a common strategy that can decide the course of a fight.
Now before I continue I want to first address your statement of why you made such a change. You claim it is to make rage rolling more difficult and dangerous, however larger corporations such as Hard Knocks, Lazerhawks, SSC, ect. Have no issue placing caps in danger because they have the membership base to back up those capitals if they are cought.
Smaller groups such as mine (while we havent had the chance to use this tactic yet) relish in the prospect of throwing dreds at larger entities ON THE CHANCE that we can limit the assets they bring using combat rolling capital. With this change such an action would be suicide for the cap and force us to choose to engage in an unfortunate one sided slaughter to supirior numbers or request an arranged fight where many of their members will lose on content or they will all together decide we would be worth their time. If non of those options are available we are left with no choice but to stay in our pos which we hate doing.
I ask that you reconsider this feature completely. No iteration of a change that reduces the value of tactics and quick responces while rewarding higher membership count is beneficial to the life style wormholers have enjoyed in the past years.
I hope I have made an appealing case and that you would think on this heavily.
Otherwise this expansion is fantastic.
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Joktan
Future Corps Sleeper Social Club
2
|
Posted - 2014.08.07 19:50:00 -
[619] - Quote
Rivka wrote: EXCEPT: I believe the luxury of spawning 100km away from a wormhole/gate should be reserved for specific ROLES, like recon, cloaky haulers, etc, who have heavily invested SP and ISK into those roles, (specifically navigation, astrometrics, recon, cloaking, etc).
This is way better than being nullified... and in no way would be good design.
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Shaklu
Mass Effect Enterprises Dark Knights of Eden
6
|
Posted - 2014.08.07 20:10:00 -
[620] - Quote
Reading through the different sticky threads' comments, I just find it amusing the reactions they all get (except bookmarks) Large / PVP cops are indifferent / like them Small / PVE hate them The ones that both groups disagree with, the fix is to do the exact opposite of the proposed changes (like this one)
More large corp stuff More pvp stuff No plan to balance risk and reward / help out pve (seems pretty typical)
I wonder if someone could simply guess what the next expansion would be just via topic (like WH) by simply following the above recipe.
I have to agree that bigger/heavier/slower ships should be closer to the WH, and smaller/lighter/faster ships further away - it makes sense via math + science, and it just seems like a better policy overall. Imagine you find a wormhole (like in real life) you shoot a probe/satellite through it, immediately followed by your ship. Which one is going to be where on the other side of it? Well, your big ship will just be leaving the WH while the smaller faster whatever is flying away at high speeds. |
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Reve Uhad
Outer Ring Sleeper Collective Illusion of Solitude
26
|
Posted - 2014.08.07 20:25:00 -
[621] - Quote
Shaklu wrote: Large / PVP cops are indifferent / like them
That's not accurate. Several members from several large PVP groups have come out on this thread saying they don't like the distance changes. |
pierre arthos
Aperture Harmonics No Holes Barred
23
|
Posted - 2014.08.07 20:44:00 -
[622] - Quote
If these changes go ahead, then rage rolling for smaller groups will die because of the double whammy of rolling being more dangerous and tedious, plus the massive disadvantage of the invading party compared to the defender when deploying caps, because of the issue of spawning out of refit and capacitor feeding range.
It's not so bad for large alliances like NoHo, we'll probably change tactics, with a specialised rolling cap and defensive fit BS for rage rolling, and for the fight itself go with a 50+ T3 and Guardian blob to counter the inevitable cap escalation by the defenders. I think it'll pan out like this - because only large alliances will be able to field a viable offensive T3 blob, farming will get safer overall, so the number of bears will go up. We'll actually benefit, as the K162 not spawning until jumping in will give an edge to the attacker with a 50 man blob formed up.
For people not able to field a 50 man blob, that leaves opportunistic kills of rolling crews (now easier, but the caps will be ****-fit) and the good old log in trap. In summary, great for big groups, and a massive kick in the spuds for those C5/C6 PVPers who can field 15-30 pilots.
Please CCP, take our concerns on board - whilst well intentioned, the mass-based spawn is going to hurt the up and coming and intermediate sized groups the most, and for the bigger groups make life more boring and less varied. The big dogs will just get bigger, smaller entities be forced to congeal together (I use this term deliberately) and we'll end up becoming mini-Goons in our little wormhole ghetto.
I'm not against change, but I can't see how this will improve anything? |
Alabugin
DEEP-SPACE CO-OP LTD Exit Strategy..
13
|
Posted - 2014.08.07 20:59:00 -
[623] - Quote
pierre arthos wrote:If these changes go ahead, then rage rolling for smaller groups will die because of the double whammy of rolling being more dangerous and tedious, plus the massive disadvantage of the invading party compared to the defender when deploying caps, because of the issue of spawning out of refit and capacitor feeding range.
It's not so bad for large alliances like NoHo, we'll probably change tactics, with a specialised rolling cap and defensive fit BS for rage rolling, and for the fight itself go with a 50+ T3 and Guardian blob to counter the inevitable cap escalation by the defenders. I think it'll pan out like this - because only large alliances will be able to field a viable offensive T3 blob, farming will get safer overall, so the number of bears will go up. We'll actually benefit, as the K162 not spawning until jumping in will give an edge to the attacker with a 50 man blob formed up.
For people not able to field a 50 man blob, that leaves opportunistic kills of rolling crews (now easier, but the caps will be ****-fit) and the good old log in trap. In summary, great for big groups, and a massive kick in the spuds for those C5/C6 PVPers who can field 15-30 pilots.
Please CCP, take our concerns on board - whilst well intentioned, the mass-based spawn is going to hurt the up and coming and intermediate sized groups the most, and for the bigger groups make life more boring and less varied. The big dogs will just get bigger, smaller entities be forced to congeal together (I use this term deliberately) and we'll end up becoming mini-Goons in our little wormhole ghetto.
I'm not against change, but I can't see how this will improve anything?
Someone please give this man a beer! Couldn't have said it better. Even at our prime time, we are lucky to field 20 pilots. Our US TZ is absolute garbage, and this change will make it damn near impossible to roll holes unless we can recruit 20 US pilots in the next coming weeks (cough not gonna fuckin happen).
I would like to see a poll created on this issue, so we can truly see some statistics on how many people feel this is a bad idea. |
Rei Moon
Murderous Inc
14
|
Posted - 2014.08.07 21:08:00 -
[624] - Quote
[/quote] I would like to see a poll created on this issue, so we can truly see some statistics on how many people feel this is a bad idea.[/quote]
If only non-wormholers were prohibited to vote lol |
umnikar
Fishbone Industries
27
|
Posted - 2014.08.07 22:13:00 -
[625] - Quote
Protoburger wrote:Make the spawn thingy and remove the polarization.
Or modify the polarization time by mass. Bigger ships need to stablelize and cooldown before they can jump back. |
Bronya Boga
Isogen 5
422
|
Posted - 2014.08.07 22:30:00 -
[626] - Quote
I appreciate the brainstorm but why break something that isn't broken? leave the wormhole jumping mechanic alone. Its unique. Its challenging. It works great now(with the occasional unintentional bug ;)) Host of Down The Pipe-áIngame Channel DTP Podcast www.downthepipe-wh.com GÇïIsogen 5 is recruiting. Check us out
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Lugia3
Intentionally Dense Easily Excited
1088
|
Posted - 2014.08.07 22:39:00 -
[627] - Quote
Bad idea, will kill wormholes for small corps and promote blob warfare. "CCP Dolan is full of ****." - CCP Bettik
Remove Sov! |
Tivika
Deadspace Knights
0
|
Posted - 2014.08.07 22:43:00 -
[628] - Quote
This change is Terrible for reasons already posted a hundred times over in this post. I almost never post but this bull S%%% got me here FAST!! |
Sith1s Spectre
Hard Knocks Inc.
1133
|
Posted - 2014.08.07 23:01:00 -
[629] - Quote
Orange Aideron wrote:+1
Shake the Ant Farm!
I think we'll adapt. Here's why:
WH's are hard. That's why we conquered them. They challenged us, so we made them work for us.
Do these changes have an effect on WH life? of course they do. Will there be a mass exodus from WHs because of the changes? I doubt it. Just as before, we will figure out new ways to roll, and will probably figure out new ways to counter roll.
In fact the only thing I see most effected is solo expo and small cap expo fleets. And that has been an op ISK making venture in the game for a long time (we'd all admit that).
I say bring it on the changes. We will adapt. QFT
I'm going to go against what most people are saying and say these changes are good.
All it will do is add more risk to closing connections (and an extra minute tops to closing holes) and affect all the small farming holes that we all have (come on, own up to it. Almost every big group many people with alt farming holes)
Also, the people in the lower down holes should be pushing for these changes to go through because if it reduces the amount of farming holes - it can only be a good thing for your nanoribbon prices and gas prices. AU tz best tz
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Lajos Perseus
Conquering Darkness
59
|
Posted - 2014.08.07 23:17:00 -
[630] - Quote
+1 what Sithe said |
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