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John Starski
Imperial Navy Lobsters U N K N O W N
1
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Posted - 2014.08.06 17:16:00 -
[31] - Quote
First impressions...
Well... Remove "Mass-based spawn distance after wormhole jumps" from this list and kick out genius who got this idea. In my opinion It'll turn wormholes in carebear heaven and destroy small scale pvp with capitals. As i see it this change will only add more time that players will have to spend dealing with routine activities.
As far as it goes i'll drop EvE when this addon comes out due to loss of interest... And i bet i'm not alone.
We discussed this changes in alliance and haven't found any good ideas how to stay in wormholes with any good Capital pvp FUN...
And yeap... You call it improvements (!!!)... -íynics. Quote:we are proposing the most significant package of improvements to wormhole space since the release of the Apocrypha expansion in 2009.
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ChaseTheLasers
Ekchuah's Shrine Comporium
73
|
Posted - 2014.08.06 18:15:00 -
[32] - Quote
I'd like to know the average number of pilots in an active WH system. I know a lot of corps are the 'smaller' guys who got sick of nullsec. I'd bet the number of average pilots is quite small in a system.
The throwing distance is going to hit some of these I think then it comes to using caps. I'm interested to see how the change pans out, but it's quite a few of them together. You need to keep in mind that rolling is done because people *want* PvP most of the time.
I'd much rather see a cap jump through, be like it is now, but have a 'destabilising' factor which means it can't jump for another minute or so if anything. Smaller ships, like frigs, should be able to jump back right away like the mechanics allow now. This encourages the 'send a scout' mentality before committing larger ships. Scale it with ship size, if needed.
Heck, there are entirely different methods you could use. What about WH jumping eating into cap? Again, scale it with ship size. A frig only gets hit for 10% cap use. A capital uses 80% (or whatever) of its cap jumping. All of a sudden the capital has to replenish cap before jumping back again. If it gets attacked it's not in a great situation and could quickly give the rollers a serious issue, even with a limited number of people attacking it. A Bhaalgorn is really going to ruin a rollers day if it landed on grid while it's charging its cap. Now the rollers need to commit a fleet to save it or it dies = PvP
Not that I'm a fan of the idea overall currently. I'll see how it plays out. |
Air Cloud
High Voltage Industries Ash Alliance
5
|
Posted - 2014.08.06 18:19:00 -
[33] - Quote
So it seems to me that You think You fixed problem?
WRONG!!!
WH space as it is now is space where small coeps can live, do somewhat PvP and do PvE in their own pace, a space where large corps wander killing everything in their path, and everything works, surely not the perfect way, but what does? As I see CCP favours Big entities (yes You goons-and-other-nul- entities, and don't You dare to say otherwise, cause You all know im right on the point here) and they do so in WH as well it seems. Give delay to k-Space local chat for arriving from WH, im asking for 15 seconds and well see how your null space is fine (i lived in null for some time and i can say ratting in 0.0 is printing ISK much more than WHs nowadays, you have local chat, you can easilly farm 200m a day while after work, and still having time to go to bar with friends, and if someone intrudes you DOCK omg so harg and insecure).
Lets go point by point (i will also add here it applies to c5 and c6 class WH where lots people live):
1. No Plan Survives Contact with the Players: LetGÇÖs Talk About Emergence Right, you favour big players anyway as I mentioned earlier, as to why i will explain later, You want us to mingle in big groups i can get it, but we just DON'T WANT TO! I don't think You hate WH, You hate small groups of people mingling by their own it seems.
2. Wormhole Effect Rebalance Here i can say Well done CCP and really well done tinkering there, also 1 but: Wolf-Rayers is totally now armour version of Pulsar, but i can live with that. Black holes inhabitable - sweet finally. That is all I can say on this part. So some NEW CONTENT HERE - GOOD STEP
3. Second Static for Class 4 Wormholes More lively non-capital connections through W-Space, and perfect occasion for extra mid scale Pew Pew - sure why not I say, so another nice change. ALSO NEW CONTENT - ANOTHER GOOD STEP
4. More and New Randomly Spawning Wormholes Ok so here we get to the point with problems. Lets say i have 20-30 ppl corpo in c5 and this pops up form big WH corps (I will not use names here) or since its null-connected then null ones, im screwed, lets add i live in Wolf-Rayert - they jump 50 Assault Frigs and **** capital fleet with them (AF will get to 1,4-1,8k DPS with extremly small sig radius and bonus armor hp), still numbers count and i cannot kill this connection. so 16h AFK for me. Oh or i move to some ****** K-Space right? I don't think i need to add anything it's killing small and mid populeted holes. great job CCP. For me here its personally 50/50 not bad idea not a great one , lets say well see how it works.
5. Mass-Based Spawn Distance after Wormhole Jumps The best of them all. For big WH corps bad idea - they will not have a chance to fight smaller people cause smaller corps will be too afraid to throw that capital there in small risky chance of closing the WH. So it is eleiminating any fight for them with smaller entities. For med sized WH corps - rolling with BS class takes too long to rageroll sso we will just wait for static to disappear in 24h and if we are connected to ****** chain with nothing there we will go play ANOTHER GAME in the mean time - guess CCP just wants us to stop playing EVE no matter what. Small WH corporations - look above... if a mid sized one is at bad spot small will just move out of WH and probably leave EVE or as i think is intended by CCP (all my friends think simillar now) move to K-Space to join bigger groups.
6. Changes to K162 Signature Appearance Big corporations - will rage roll, scan new WH move fleet there, and finally scout enters, sfter whole 50 ppl fleet is ready to **** those 10 people ratting. Another great idea CCP. there is almost no problem with spawning as is now, cause capitals have 5 min Triage and Siege anyway... Mid sized corporations - ok so our static finally closed after 24h waiting so until we jump through new one we are pretty much saver than before so we can finally farm... (to be ganged) small corps - self explanatory Similar situation as before with corp sizes. change local apperance in null while at it! No You cannot? Too much whiny null-bears compared to WH people? Oh I'm sorry I will just get in corner and die cause there is only so much people in WH and we will not be listened enough by CCP as well as those big null-coalitions (cause alliance is not enough).
So I belive i've proven my point, anyway Most of WH people are oopsed to this and only people commenting it is positive is goonswarm o0 when did You guys move back to WH? Cause from what i know last time issue were numbers You did not move high enough numbers in...
So in conclusion CCP: ADD NEW CONTENT, DON'T JUST BREAK WORKING THINGS CAUSE YOU DIDN'T INTEND FOR THEM TO WORK AS WE MADE THEM TO. (as you said in point 1. You guys just contradict Yourselves) |
Dersen Lowery
Narwhals Ate My Duck. Narwhals Ate My Duck
1181
|
Posted - 2014.08.06 18:38:00 -
[34] - Quote
Mike Azariah, you got ninja'd by Lebowski.
CCP Lebowski wrote:Dersen Lowery wrote:MWDs also increase mass considerably, which is something that wormhole closing fleets take advantage of all the time. I assume that the mass-weighting algorithm will throw a "hot" (MWD active) ship farther away on average than a "cold" ship? In this changes current form active modules do not affect the distance that you will land from the wormhole. This is due to technical issues surrounding the mass calculations for your ship, which we are planning to fix, but may not make it into the Hyperion release. Just wanted to make this known for the sake of full disclosure.
I appreciate that.
Otherwise, +1 to the changes, generally. The K162 solution is the best one I've seen, and I like the attempt to make frigates more of a thing, beyond the ever-present covert ops ships.
The mass-based ejection radius is discomforting, but that doesn't mean it's a bad change. The worst outcome I can think of is that gives an advantage to corps that are large enough to blob and flash-crash a hole with subcaps, while smaller corps are going to be putting themselves on the line. Proud founder and member of the Belligerent Desirables. |
Knug LiDi
Quafe Commandos The Obsidian Front
73
|
Posted - 2014.08.06 18:47:00 -
[35] - Quote
1) was hoping for new deployables
2) was glad to see idiocy regarding moludes/ships for screwing with wh opening/closing were not added
3) was hoping to see new/different/changes to sleepers
4) was hoping to see comet mining (object in space moving, so grid constantly updatings, hard for slower ships to stay with comet while mining - bookmarks not quite so useful as comet constantly in motion)
5) Is it just me, does everyone hear Fozzie's voice in their heads when reading his dev blogs ?
If only we could fall into a woman's arms
without falling into her hands |
Teoshen
Transcendent Innovations Incorporated The.Spanish.Inquisition
6
|
Posted - 2014.08.06 19:10:00 -
[36] - Quote
As the CEO of a small corp, I have very mixed feelings about these changes.
Some of the changes I see don't look to me to be content friendly. Rolling WHs will be more risky, require more people, and take more time than it currently does, and none of that is good in my opinion.
Sadly, eve is largely a numbers game. Most fleets of 5 are met with at least double that when a fight is actually found. I like WHs because they are an environment where a small corp like mine can be somewhat relevant and effective with the right choices and tactics. Numbers still win, but we at least we don't have to worry about the kind of fleet escalations that are often found in low/null.
Taking away our ability to be effective content creators for our members (and those we engage, btw) is a death sentence for both sides. Not every corp wants to be hundreds or thousands of people. I accept this limits our options as size is the main barrier to entry in Null sec. Please don't make that barrier also apply to WH space. |
ArmEagle Kusoni
Knights of Nii The 20 Minuters
36
|
Posted - 2014.08.06 19:33:00 -
[37] - Quote
At least make 'D' a hotkey for jumping wormholes just like jumping a stargate.
(For some reason many a month ago, after a patch, I had muscle memory that made me want to use the D key for that. But it might never have been a thing and has to be sought in brain damage.) |
Bonny Crapshooter
Aliastra Gallente Federation
1
|
Posted - 2014.08.06 19:38:00 -
[38] - Quote
Teoshen wrote:As the CEO of a small corp, I have very mixed feelings about these changes.
Some of the changes I see don't look to me to be content friendly. Rolling WHs will be more risky, require more people, and take more time than it currently does, and none of that is good in my opinion.
Sadly, eve is largely a numbers game. Most fleets of 5 are met with at least double that when a fight is actually found. I like WHs because they are an environment where a small corp like mine can be somewhat relevant and effective with the right choices and tactics. Numbers still win, but we at least we don't have to worry about the kind of fleet escalations that are often found in low/null.
Taking away our ability to be effective content creators for our members (and those we engage, btw) is a death sentence for both sides. Not every corp wants to be hundreds or thousands of people. I accept this limits our options as size is the main barrier to entry in Null sec. Please don't make that barrier also apply to WH space.
This seems to reflect our situation exactly. We make some money from small-fleet PvE content, found in neighboring wormholes. Regularly there's no/hardly any content in the statics. Only solution is to roll, which is already potentially risky enough. And now that will take more time and much more risk.
Something has to come back for that in fun or isk rewards, or we're better off running level 4 missions. |
Dinsdale Pirannha
Pirannha Corp
3374
|
Posted - 2014.08.06 20:23:00 -
[39] - Quote
Enthropic wrote:ChromeStriker wrote:So.... you added more connections, made it harder to roll them AND added little frigate back doors to anywhere in Wh space...
yup, thats what they did. The consequence will be significantly less PVE fleets in W-space, as it gets more dangerous to run sleeper sites with those changes, and at the same time takes a hell of a lot more time to set up a PVE op (as well as roll your static to find PVP targets). This will result in less PvP and less activity in WHs, well done CCP
It is pretty simple.
The null sec cartels have very little control over ISK generation in wormholes, so got CCP to nerf PvE in them. Once CCP makes further changes so the cartels can control and rent out wormhole systems, then potential ISK generation in wormhole systems will suddenly be improved. |
admiral root
Red Galaxy
1511
|
Posted - 2014.08.06 21:17:00 -
[40] - Quote
sweikewa wrote:0% new content.
Make your own content. No, your rights end in optimal+2*falloff |
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Dersen Lowery
Narwhals Ate My Duck. Narwhals Ate My Duck
1181
|
Posted - 2014.08.06 21:23:00 -
[41] - Quote
Dinsdale Pirannha wrote:It is pretty simple.
The null sec cartels have very little control over ISK generation in wormholes, so got CCP to nerf PvE in them. Once CCP makes further changes so the cartels can control and rent out wormhole systems, then potential ISK generation in wormhole systems will suddenly be improved.
There is a point in here, which is that arrangements like my previous corp's, where we lived in a C2 and ran sites off our C5 static, will become more difficult to sustain. C2s are PVP generators out of proportion to their class, mostly because their residents tend to send fleets into high end holes and into lowsec and nullsec, so this could be a double nerf. We already had plenty of excitement when we had to rage-roll a static opening into a hole with a giant, hungry corp in it whose online fleet was double the size of our corp. And if we failed, well, that was pretty much it for the next few hours at least.
I don't see that getting easier.
What would be much funnier is a mass / time since last jump calculation. If you send one ship through, it won't end up too far from the hole, though large ships will be somewhat farther away. If you send two large ships through in quick succession, the second ends up significantly further away then if just one had gone through. If you pile a large number of subcaps through a hole at once, they get scattered all around the hole. Small fleets of 1-3 ships can carry on as before (except that Orcas, freighters and capitals still end up farther away than they currently do), while large fleets have a choice to make. Newbies in frigates and hunters in T3s are largely unaffected. Proud founder and member of the Belligerent Desirables. |
Meta2
Meta Holdings Corporation
0
|
Posted - 2014.08.06 21:46:00 -
[42] - Quote
Let me guess....these changes will only make it more difficult for the experienced who have already lived in wormholes for years to continue to live there. Yes we must die more often so more ISK churn can be obtained...
Meanwhile...no actual improvements to the game like Alliance bookmarks... or asset tracking from ship arrays/hangars... or who jumped in your ship when... or locks on starships will be done. I always leave my Lexus unlocked... after all who would steal it and in the future everyone is trustworthy!
Yes ... it figures.... |
Thegasp Cupcakes
CareBears Gone Dark Pina Colada Armada
8
|
Posted - 2014.08.06 22:27:00 -
[43] - Quote
As a major part of a small wormhole corporation (which recently increased in size). It has been very hard to catch people rolling holes connected to us. There's always been too big of a fleet on the other side to grab the orca or even attempt at attacking them. Adding distance to the jumping will make it more interesting, a long burn back to the hole, throw enough burst dps at the orca, and they could lose it if they remain on the other side. Yes, this will make locking holes harder. That is the point, and its well needed.
As for the little frigate holes... They sound very fun. Sure, mining and pve are going to be more of a ***** IF YOU HAVE ONE. But the solution is simple, can't close it, watch it. Oh god there's going to be a connection i can't close, where little pop-tarts can come through? ..Make them leave in their pods then.
Theres a lot of new content packed into here for wormhole dwellers and roamers. Anyone who says otherwise is naive.
- The major driver of content in eve is other players. If you're forever alone in wormholes, what fun is your HIC or other shinny pvp ships? Changing up the rules in wormholes is adding new content. If you can't agree with that, try this. The frigate holes, that's NEW. The mass jump distance, that's new, and hell: Black holes are basically new now. (who used them?)
Take a step back and look at what CCP is doing, there is plunty more content in wormholes. "Oh god oh god! they didn't give me a new ship to shoot people with? or a new module to better control my hole? RAGE!" Content isn't always about more ****. With these new changes, and added wormholes, its going to give you something new. Frigate roams are going to become more popular, and a better chance to waste them with rapid lights or small weapons, fast tracking, drones, etc. Is that not something new to do?
Come on everyone, chill the hell down. Look at all the angles, even ones you may not like. No, CCP did not do these changes for you. They did it to make the game more enjoyable and connect more players.
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Scud Maximillion
Senex Legio
94
|
Posted - 2014.08.06 22:30:00 -
[44] - Quote
CCP, ignore most of these guys. They are the ones that want cheap ganks with the lowest possible effort. The ones that want to roll caps....let's call them station games in a wormhole. The ones that want to gank sig runners, they are essentially gate campers. This is NOT the game you want and we need. We need fleet fights, not pandering to scrubs. Hold the line on this one for the good of the game. Good job on this one. |
Yeine
Conglomerated Subsidiary
0
|
Posted - 2014.08.06 23:36:00 -
[45] - Quote
While I'm excited by some of these changes to WH space, even as someone who's only been living in w-space for the last year or so (and in a higher-class WH only for a couple months)GǪ I do have to admit to some substantial trepidation over the mass/distance proposal. On the one hand, I can definitely see how it can promote fights (we ourselves have experienced the frustration of watching carriers blink away and collapse a hole just as we land on grid), and even how it can switch things up for habitual cap-killers (since cap trios will almost never end up in formation upon jumping through). On the other hand, I feel like it may disproportionately affect smaller/less established corps, who may genuinely want to play the game in the way it's meant to be played, but whose mere existence depends to a large extent on being able to control the terms of their engagements.
I could see it working, since while that change would increase risk, it could also substantially mitigate it by increasing the distance between yourself and an incoming hostile fleet (in the same way that jump gates do now). Also, rage-rolled connections may become less common, and many of our random connections are empty anyway (or in nullsec), so maybe it will average out to be about as safe in the long run but with bursts of increased dangerGǪ You can never really predict how people will adapt to a new feature!
Basically, what it boils down to is, I worry that it could force some smaller corps to back completely out of this part of the game if it's not handled just right, but I'm also not entirely opposed? I wonder if, maybe, it could instead start with a smaller distance, get feedback, then increase it to the proposed distances here if everything seems to be going wellGǪ? |
BeanBagKing
Aperture Harmonics No Holes Barred
292
|
Posted - 2014.08.06 23:45:00 -
[46] - Quote
I'll cut straight to the obvious change, tldr; here's my suggestion that would allow for rage rolling to continue, yet make it hard to control holes rolling into your system.
If I jump through the static type W237 in my home wormhole, I appear at current range (between 0 and 5km). If a new sig appears in my WH, a K162, and I jump through it, then I appear at ~mass range~, so I have to either warp off and back or burn back to my hole.
Here's my reasoning: You want us to face more risk and less hole control. We want to be able to roll out hole to find pvp. You have a point in some ways, but you are ignoring the glaring obvious point we are all trying to make. If make it an unsafe pain the the ass to roll holes, we're going to stop doing it at worst. At best it takes us twice/three times as long to roll holes, we roll less holes and find less pvp.
Changing it like this makes it so we can still roll holes just as quickly as we do now, we can still find pvp, and we can still control our static. However:
We face more danger from incoming k162's, we can't slam them closed in the face of someone rolling into us.
We can't easily extract, if we jump back because we are losing, our caps come back scattered and outside of jump range (assuming they aren't polarized to begin with).
Traps can be set. If we are out on a roam and hostiles get between us they can cloak and wait till we come back, jumping back into our home system will put us outside jump range.
I'm sure there's other scenarios more creative people can think of. My point is that it retains the status quo that we want in terms of being able to seek out pvp. Yet increases the danger we face if other people come into us or we are jumping back into our own system. In fact, this would stack the odds in favor of someone jumping into our system from their own static, they would land at 0 whereas if we took the fight to them we would be jumping a k162 and landing at range. TBH someone jumping into another persons home needs the odds stacked in their favor.
Rage rolling, and the forming up, logistics, scouts, etc that are needed is already a HUGE pain in the ass requiring hours of preparation. Do not make that process take twice as long (if it happens at all).
Let me reiterate what EVERYONE ELSE has been saying. This change, as it stands, is a terrible terrible idea. 90% of the time when we roll a hole it's to find pvp. If you make this more difficult, you reduce the pvp that occurs in wormhole space, not increase it. Look at the player feedback here, if you make this change we're going to be saying "I told you so" in 3 months.
If you want a lore reason, then knowing the WH type allows us to calibrate our jump drive engines and stabilize our mass inertia nullifiers. Whereas jumping through an unknown k162 doesn't allow us to calibrate our doohickies. >_>
I'll put replies to other changes (if I have any) in a separate post. |
Koda Thule
Havok Squad
0
|
Posted - 2014.08.06 23:51:00 -
[47] - Quote
Way to **** with Wormholers fozzy. sooo glad you came up some arbitrary distance to come out of a wormhole and for what? 'Cause rolling wormholes is too easy' aka 'to **** on wormholers'. Outfucking standing. fixing **** that isnt broken. you guys should just call yourselves ccp blizzard. maybe you should spend your time adding actual NEW content instead of making its even more difficult to run a C5. |
Michael Ruckert
SECURE TRANSPORTS
172
|
Posted - 2014.08.07 00:24:00 -
[48] - Quote
From CCP Fozzie blog:
Quote:. . . we are confident that our community can provide us with calm and useful feedback nonetheless.
"No matter how well you perform there's always somebody of intelligent opinion who thinks it's lousy." - Laurence Olivier |
ergherhdfgh
Imperial Academy Amarr Empire
161
|
Posted - 2014.08.07 01:04:00 -
[49] - Quote
So CCP supporting emergent behavior is kind of a lie. They only support certain kinds of emergent behavior and if you pick and choose what kind of behavior you allow and that which you take corrective action for I don't see how you can claim to support emergent gameplay. I'm not saying it's a problem I'm just saying it's a lie.
Your emergent behavior prejudice seems to be tilted towards the pro-destruction side of things. You seem more than happy to support any type of behavior that increases carnage and seem to correct many activities that players create to reduce their own risk of loss or in some other way provide a more safe environment.
So you start off the Dev blog claiming to support emergent behavior regardless of if intended or not and I'm not even at the end of this blog yet and already I see where you guys are creating a new class of wormhole that only lets frigs through and regenerates to make it so that players can't make entrance to their systems extremely difficult and then go on to claim that change is to support emergent behavior when what it is doing is nerfing emergent behavior.
Again I don't have any problem with the change it's self I'm only speaking here to the Orwelian double speak. |
ergherhdfgh
Imperial Academy Amarr Empire
161
|
Posted - 2014.08.07 01:09:00 -
[50] - Quote
Koda Thule wrote:Way to **** with Wormholers fozzy. sooo glad you came up some arbitrary distance to come out of a wormhole and for what? 'Cause rolling wormholes is too easy' aka 'to **** on wormholers'. Outfucking standing. fixing **** that isnt broken. you guys should just call yourselves ccp blizzard. maybe you should spend your time adding actual NEW content instead of making its even more difficult to run a C5.
Hey you had better watch what you say here. Don't you know that CCP supports emergent behavior? Oh and Henry Ford would sell you a Ford in any color you wanted as long as the color that you wanted was black.
So like Henry Ford CCP will allow you to come up with what ever kind of game play that you want as long as the type of game play that you want is causing chaos and carnage. Find some way to protect your ass through your own effort and hard work and be rest assured that your emergent behavior will be nerfed. |
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LazyDeer
Strategic Industries INC. Unknown Destination
10
|
Posted - 2014.08.07 01:13:00 -
[51] - Quote
I cannot support this update, as one who lives in WH space currently and explores WH space. I like the changes to system bonuses, Changes in random warp in alright. Adding these small WHs within WHs for small ships to fly and battle in cool neat somewhat, probably won't be to huge but I can see it being useful. However you want to add more WH entrances, then make them harder to crash and make life riskier without adding any content or improving gain from living there? This will end in more players moving away from WH space and the activity in both PVE and PVP going down. Reason who are you going to kill if the residents are gone or sitting afk in there POS, If there is no one to kill or pvp with then what's the purpose of you pvpers coming there again? Because if you start taking away there false security without increase to gain then people will play safer which ends in less activity or most likely become inactive or leave.
All this update is, is change not content. |
BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.07 02:03:00 -
[52] - Quote
Initially is looking pretty sweet. OMG Wolf Rayett Enyo time!
Time to head to the individual threads! |
Mariner6
agony unleashed Agony Empire
198
|
Posted - 2014.08.07 03:21:00 -
[53] - Quote
Most changes look good but Mass change: -1 I can't see small corps risking closing their WH entrances off with caps after this change. Simply too risky. Large corps can certainly continue to do it as they have enough numbers to adequately defend their large ships while sending their orcas and dreads and such through.
If small corps can't close their holes efficiently, they will have to 1) stop their farming which fuels their existence 2) seek each other out and form larger corporations/alliances. That is certainly what we need in EVE. This is similar to the fuel increases for j-freighters. Who's the target? Just keep making it harder for small corps and what's the point trying to be accomplished? I really don't see this generating fights, maybe some ganks at first but not many fights. |
KIller Wabbit
The Scope Gallente Federation
683
|
Posted - 2014.08.07 03:50:00 -
[54] - Quote
Michael Ruckert wrote:From CCP Fozzie blog: Quote:. . . we are confident that our community can provide us with calm and useful feedback nonetheless.
It's okay now - they found out where he had hacked into the drug bins again.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Bessa Miros
19
|
Posted - 2014.08.07 04:10:00 -
[55] - Quote
admiral root wrote:sweikewa wrote:0% new content. Make your own content. Admiral root makes a good point. Without new content you get no new players. If they came for the legendary PVP, that's dried up and out of reach... Each expansion needs new content to bring old players back and new players in. |
Anthar Thebess
640
|
Posted - 2014.08.07 06:53:00 -
[56] - Quote
Can every thing can be scanable in WH? All anomalies included.
This should be unknown - so why i see stuff when i jump in into WH ? Can sleepers reinforce POCO or at least spawn from time to time near POCO? Someone put installation harvesting their planets!
Signatures also should from time to time yeald unexpected escalation - not typical one, but something like capital escalation, in every WH class.
Random ship/ group of ships spawn in addition to other group. Now people are doing anomalies on very balanced ships in low class WH. This will be very interesting, as they will have to be ready for something UNKNOWN.
Can in C1-C4 people have chance of getting C6 combat anomaly. Something very tempting to do. We can handle it right? Support Needed : Jump Fuel Consumption |
ChromeStriker
0ne Percent. Odin's Call
753
|
Posted - 2014.08.07 07:23:00 -
[57] - Quote
Ivana Twinkle wrote:ChromeStriker wrote:So.... you added more connections, made it harder to roll them AND added little frigate back doors to anywhere in Wh space...
Because your wormhole should really be as safe as highsec, whilst you shovel isk.
Just to clear things up, as im sure your aware, you really dont need to be in a WH to make (shovel) isk A goon complaining about other peeps making isk (*cough moons*) is quite funny tho
No Worries |
C09
0
|
Posted - 2014.08.07 08:42:00 -
[58] - Quote
You think you resolve Crius industrial bugs until you deploy a new patch?!?!?!? |
Kusum Fawn
State Protectorate Caldari State
516
|
Posted - 2014.08.07 09:46:00 -
[59] - Quote
Please dont import all the problems of sov space into wh. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Rek Seven
Probe Patrol Ixtab.
1685
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Posted - 2014.08.07 09:47:00 -
[60] - Quote
@ CCP, I don't think Fozzie likes giving feedback on our feedback could somone pop over to the wormhole feedback threads and let people know you are listening to some of the legitimate concerns?
Personally i think the new mass based jump range for capitals is too extreme and will kill cap fights in wormhole space. Also, the new small mass frigate wormholes will be pretty pointless if it only leads to existing wormhole systems.
+1 |
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