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Lord Azraiel
Minmatar
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Posted - 2006.07.27 16:20:00 -
[31]
Originally by: spurious signal
Originally by: Francesca Dell'Agio CCP are never keen on chance based mechanisms
2) Lack of proper gang targetting mechanics. It's FAR too easy to accidentally shoot a non-corp gangmate and get yourself Concordokkened. A simple "Friendly Target" toggle in gang would solve that.
Change your overview settings so it doesnt show gang members..... "I'm comin' for ya, and Hell's comin' with me!" |

Miels
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Posted - 2006.07.27 16:29:00 -
[32]
++ on more gates going into and out of 0.0... so many wasted 0.0 systems because of 0.0 bottlenecks allowing an alliance to claim a whole territory they will never fully exploit... may be that it will get more people out into 0.0
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spurious signal
Caldari
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Posted - 2006.07.27 16:38:00 -
[33]
Originally by: Lord Azraiel Change your overview settings so it doesnt show gang members.....
Yeah and how am I supposed to remote-repair or sensor-boost gang members without locking them eh? EVE is the only game I know where the "healer" is only accidental key-press away from instant death at the hands of NPC police all the time.
And a right back at ya for not thinking before posting 
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zincol
S.A.S
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Posted - 2006.07.27 16:38:00 -
[34]
Removed local from 0.0 and upgrade scanners.
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LUGAL MOP'N'GLO
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Posted - 2006.07.27 17:09:00 -
[35]
5) Gate Camps, Choke points, and the inability to 'make' or 'find' different routes into 0.0
- 0.0 needs back doors that can be found through exploration, hints in items dropped by rats in nearby systems, etc. The doors would be open for a certain amount of time, then go down. The Alliance with sovereignty over the 0.0 area would be notified that there was a rift somewhere and that enemies may be able to enter, yet they would not know where. Or a certain type of ship (exploration) could have the ability to search for these rifts (it may takes hours upon hours) and then open them using a high-slot item.
Bottom line, there has to be a new way to get into systems other than using gates. I really hope the devs are thinking about the whole Gate situation and I am hoping this will come with Kali. We shall see.
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LUGAL MOP'N'GLO
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Posted - 2006.07.27 17:12:00 -
[36]
Edited by: LUGAL MOP''N''GLO on 27/07/2006 17:15:22
Originally by: spurious signal
Originally by: Lord Azraiel Change your overview settings so it doesnt show gang members.....
Yeah and how am I supposed to remote-repair or sensor-boost gang members without locking them eh? EVE is the only game I know where the "healer" is only accidental key-press away from instant death at the hands of NPC police all the time.
And a right back at ya for not thinking before posting 
Err aren't we talking about 0.0??? I was under the impression there was no concord there... + a for sarcasm.
Goddamn I keep having ideas today, perhaps the lack of work at 'work' is driving me to work harder errrrm?
We should have the ability to SPLIT the overview into 2 different categories, friendly and hostile/neutral. That way if you are a healer, you don't have to worry about accidentally targetting a foe and repping him? Would be nice. I know for pvp I only show hostile/neutral because I don't even worry about my gangmembers really, but the real reason I do it is so that I don't accidentally shoot them and so the overview doesn't get confusing.
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Himo Amasacia
Minmatar
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Posted - 2006.07.27 17:17:00 -
[37]
Originally by: LUGAL MOP'N'GLO Bottom line, there has to be a new way to get into systems other than using gates. I really hope the devs are thinking about the whole Gate situation and I am hoping this will come with Kali. We shall see.
Yeah there called titans. and according to some peopel any small corp should be aboe to build and use one. And if they cant thir slackers... [/mild sarcasm]
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LUGAL MOP'N'GLO
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Posted - 2006.07.27 18:13:00 -
[38]
Originally by: Himo Amasacia
Originally by: LUGAL MOP'N'GLO Bottom line, there has to be a new way to get into systems other than using gates. I really hope the devs are thinking about the whole Gate situation and I am hoping this will come with Kali. We shall see.
Yeah there called titans. and according to some peopel any small corp should be aboe to build and use one. And if they cant thir slackers... [/mild sarcasm]
Exactly my point.
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Malachon Draco
eXceed Inc. Ascendant Frontier
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Posted - 2006.07.27 18:27:00 -
[39]
Originally by: Ilmonstre
Originally by: Ozmodan All these 0.0 lockdown whines, can you not step back and look at the other side of the coin?
0.0 should never ever be locked down by anyone. You want to defend it, get your fleets out, automated defenses besides the pos defenses are just because you want to be lazy. 0.0 is constantly in flux, it is not intended to be owned by anyone.
it has nothing to do with being lazy
you simply can not be at a gate 23/7 apart from it being utterly boring and will make you stop playing if that is the only way to do it according to you.
Exactly, people who have regions to defend can't be expected to sit there 23/7 at a gate.
And note it doesn't have to be cheap. Make a gate defense cost the same as a medium-large POS to maintain in fuel, that's fine. And it shouldn't keep out serious forces of course, just small gankfleets.
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Phrixus Zephyr
Omega Corp
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Posted - 2006.07.27 18:38:00 -
[40]
I really don't know why you're all complaining about bottlenecks. I go in and out of 0.0 regions at will with little or no problem at all.
Originally by: El Berto ...aparently being European makes me the spawn of Cthulhu.
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c0rn1
Seraphin Technologies Veritas Immortalis
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Posted - 2006.07.27 18:48:00 -
[41]
point 1: the POS. As another idea of changing the variable reinforced time, just give every weapon at the POS 1 cpu, so it goes offline in reinforced mode. that would give nice fights at the defender's time of choice at the POS when the BS fleet wants to finish it. It's quite unlogical that a weapon doesn't need any cpu for tracking calculations. further it's unlogical that the POS can keep the grid alive but the CPU goes offline while reinforced.
that'd speef up the POS wars x x x x x x x x x x x x x x
-V- Diplomat
Life's a waste of time ...
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LUGAL MOP'N'GLO
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Posted - 2006.07.27 18:56:00 -
[42]
Originally by: Phrixus Zephyr I really don't know why you're all complaining about bottlenecks. I go in and out of 0.0 regions at will with little or no problem at all.
Why not give the option though to bypass that with some effort? People would have to spend time looking for alternative ways in and then when they found it they would have their way in. I know alot of guys that go in and out of 0.0 but the fact of the matter is that the only way you are going to get some new players in there is to offer alternative methods to "getting lucky" with the local gate camp.
I don't understand why you want to limit EVE to gates and warping, why not some more interaction with the universe? Things should be a little more dynamic and not so static. Its a changing universe, lets make it feel that way.
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Tribunal
Darkblade Technologies Interstellar Alcohol Conglomerate
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Posted - 2006.07.27 19:04:00 -
[43]
Quote: 4: 0.0 Infrastructure.
Theres never going to be any.... Untill you give alliances the ability to lock down their space with the use of system defences / locking gates and more actual incentives for them to be there. Oh and remove NPC stations from 0.0
/SIGNED
NPC stations simply need to be removed from 0.0.
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |

Sentinel Eeex
Two Brothers Mining Corp. Ascendant Frontier
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Posted - 2006.07.27 19:13:00 -
[44]
I'm only talking about 0.0 space, so...
1. Logoff in hostile space
Hostiles (negative standings, for example) should stay on scanner even after they logoff, in *alliance controlled* 0.0 space. Right now, you get some alt to fly into your space, they safespot and logoff. So, you have a hostile in a system, and he might be coming back online in 2 minutes or in 2 days. People say it would screw up gamers, but 99.9% of logoff cases I've seen in my (0.0) space were hostiles trying to get through, by using this logon/jump/logoff tactics, sometimes even during 2-3 day period. Silly.
Or CCP should, at least, make them visible on scanner for 15 minutes, no matter if they've (been) aggressed or not.
Logoffs in empire should probably remain as they are.
2. NPC stations in 0.0
They (pirates/etc who live in NPC stations in 0.0) come and bug you every day, yet you can not take the fight to them, since they simply dock in NPC stations, and that's it. You can not bring the fight into their area, since they don't own any area, and there is nothing to destroy. Yeah, you could camp the system for days, but then you could watch paint dry as well.
3. WCS
Vagabond/Stabber in 0.0. They are fit to hit AND they are fit to run. WCS should be made in such a way to configure ship EITHER to fight or escape fights. Not both.
4. Cloak
Cloaking in hostile space is valid tactics, I guess, but we should be able to detect cloaked ships. Again, like with logon/logoff, you have no idea when he'll uncloak or make a move, so you can only sit whole day and wait. Useless.
There should be a way to detect cloaked ships.
One way would be to detect 'cloaking signature', which could drop you anywhere in range of 150-300km from cloaked ship. Then, you do your best to uncloak/find him if you can, but at least you will be close to him, and he won't be able to stay afk for hours, as it is the case now.
Another way would be to have probes which can detect cloaked ships, but scanning/analysis could take 10 minutes and drop you 1,000m from the cloaked ship. This way, they won't be able to afk for hours anymore, and will need to actually do something in order to survive.
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Darkstarr
Miners With Attitude
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Posted - 2006.07.27 19:29:00 -
[45]
I agree with most of the OP's post. I'm not sure about #1 though.
Gate Defences in 0.0 with sovereignty rights::: Add a few options for gate defence. Like a weak shield or gate guns. Something that is just strong enough to stop or deter the solo or duo intruders. I also agree with others mentioning that 0.0 should never be secure or safe. Though, I believe the defences are much needed for better game play but should only be a deterrent and not a block wall to seal off a gate.
Give Carriers the ability to assign "Guard Duty" to Fighters. Example::: A carrier can assign Fighters to guard a gate or station/POS. Anyone not friendly that uses the gate gets agro from the Fighters. Allow up to 5 Fighters per Gate, Station or POS.
Cloaks::: Simply make them burn fuel while active. Once one unit of fuel has been used up, the Cloak must be shut off and allowed to cool down before reactivating. If the Cloak isn't shut off in time your ship begins to take serious damage. Allow skills to effect the speed of fuel use and cool down. This will make game play more exciting.
Log off/on tactics::: I agree with many others in this thread and like the mentioned ideas. Such as, add filters to the Map to look for "Players logged off in the past 1 hour" and one for 24 hours. Prevent players from warping out of Interdictor Spheres, (should be look at as an exploit), if they try to log out.
---FAST FACT--- Exxon Mobil, the U.S.'s largest oil firm, reported annual earnings last year of $36.1 Billion, or $1146 a second, a record for any U.S. corp. |

Locke DieDrake
Port Royal Independent Kontractors Imperial Republic Of the North
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Posted - 2006.07.27 20:13:00 -
[46]
Log in traps can be fixed easily.
Just make it so when you log back in, it takes you to a random spot in the solar system. Not less than 1au for any stellar object. Doing that would make login traps impossible. Your entire fleet would be scattered for at least 30 seconds. More than enough time for someone to get away.
___________________________________________ The deeper you stick it in your vein, the deeper the thoughts there's no more pain. ___________________________________________ |

Tribunal
Darkblade Technologies Interstellar Alcohol Conglomerate
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Posted - 2006.07.27 20:33:00 -
[47]
Originally by: Darkstarr
Cloaks::: Simply make them burn fuel while active. Once one unit of fuel has been used up, the Cloak must be shut off and allowed to cool down before reactivating. If the Cloak isn't shut off in time your ship begins to take serious damage. Allow skills to effect the speed of fuel use and cool down. This will make game play more exciting.
This is a great idea!
"We can't all be heroes, because somebody has to sit on the curb and applaud when they go by." - Will Rogers |

Arkanor
Gallente
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Posted - 2006.07.27 21:07:00 -
[48]
Originally by: Jenny Spitfire Edited by: Jenny Spitfire on 27/07/2006 09:08:55
Originally by: Zyper 3-4 hostiles hiding at a safespot afk with a cloak on, ...
The problem is cloak. Cloak is like WCS, a very imbalanced module. Once activated, no way to counter. TBH, at this rate, cloak mod would be 100M, 150M and 200M for basic, prototype and cov ops.
/me thinks cloak mods should start around 200M, 300M and 400M. They are way too cheap.
/me starts buying more cloak modules.
Originally by: Ghosthowl WoW = hardcore paladins smashin dat face.
Originally by: HippoKing I just cried, you know that?
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thatguyinpc
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Posted - 2006.07.27 21:34:00 -
[49]
Hi Gang,
Kind of off topic from the rest of you, but if I could change one thing....
Make the game joystick compatable with the Saitek X52 Flight Control System
I hate pointing and clicking over and over again to get where I want to go.
Guy
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Phant Zon
Minmatar
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Posted - 2006.07.27 21:40:00 -
[50]
Originally by: BozZy Tar
Originally by: spurious signal
3) Abstract combat. Combat in EVE is far too abstract and distant. Most combat is spent watching flashing red squares and shield/armour/hull bars, not the actual ships and weapons. It needs to be far more immersive and less meta-gamey. Don't have any good suggestions for achieving that, sorry 
they should make it like this:
<click> Look At (target) <click> you go in combat mode <click> your guns startup Point with the mouse For each gun you have you have a small + as aim, which keeps flying near your mouse, and is as fast as Tracking lets it. You manually shoot using F(1-8) every shot
Passive modules / EW should be activated without aiming nd stuff
makes combat ALOT more difficult, which also increases your actual 'SKILL' with the game. It requires tactics, speed and continuous attention to both the guns and the screen IMO
I can tell somebody doesnt use autocannon. >grin<
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Radioactive Babe
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Posted - 2006.07.27 23:42:00 -
[51]
Originally by: Wrayeth
...In addition, 1400's are still underpowered, coming up last in every category (range, tracking, damage per second) but burst damage, and the burst damage isn't as effective as it used to be since they inreased ship hitpoints.
My fourth issue involves the general usefulness of dreadnoughts. I feel they're not, generally, useful enough to justify the massive skillpoint layout. All you ever get to do is shoot at POS; what fun! :P
I LOL'ed at 1400's being underpowered ... I think you will find that it is the sniper of choice for several groups (RA for instance) .. it can pop almost anything at up to 230km .. a volley of 1400's from a single Tempest will pop a T1 cruiser if he heads in the wrong direction .. I have regularly been hit for >1500hps by a tempest at >200km, megas and apoc/geddons usually do 20% - 25% of that amount (rarely up to 40% at long range) ...
As for Dread's, yes they need too many SP's for something you take out of the hanger once in a blue moon ... only to get popped by a fleet of T2 gun using BS's at 200km and when your support jumps in they get pwned by the guns on the POS you were trying to put into reinforced mode .. also, there should be a limit on quantity of POS's that can put up in a system in one day
ECM needs to have a nerf, multi specs need a lot higher fitting requirements ...
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Auron Shadowbane
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Posted - 2006.07.28 00:19:00 -
[52]
I'd like to see forum whiners nerved 
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Nebuli
Caldari
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Posted - 2006.07.28 00:34:00 -
[53]
Originally by: Locke DieDrake Log in traps can be fixed easily.
Just make it so when you log back in, it takes you to a random spot in the solar system. Not less than 1au for any stellar object. Doing that would make login traps impossible. Your entire fleet would be scattered for at least 30 seconds. More than enough time for someone to get away.
Wrong.
Dread in siege mode? freighter warping across a large system? a gang of BS's that just had a bubble dropped on its ass?
Might help cut the amount its used down a little, but it would be far from the perfect solution you make out.
CEO - Art of War
Best idea ever |

Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.07.28 00:49:00 -
[54]
The biggest problem of 0.0 is that there are no markts and trade hubs.
The reason for this are the dangerous environment for carebears and the limited supply of ressources/goods found at the trade hubs.
This relates to the non-existant/un-safe infrastructure, and the thereby generated lack of customers.
We do want to get ppl out of empire and into 0.0.
As it stands right now, only PvPers and people with at least a little urge for danger are going out there, not the hardcore implant grinders or CNR runners and such.
The alliances must be able to claim space in such a way that it is safe enough for carebears to live there, even it it costs a fortune.
In the last weeks, good measures were taken to improve the situation by depleting empire ice-fields and reducing agent running returns. Also, COSMOS missions and complexes as a form of 0.0 agents were introduced, yet, the risk to reward relation is still in favour of the empire dwellers IF the only thing you want is grind.
The ultimate solution would be to shift this relation around in favour of 0.0, and give alliances more practical tools to secure their carebears along the way.
It seems that CCP is going to walk this way, and they are just introducing this step by step to not step on any fluffy carebear toes.
The next step towards this will be the boosters, and i cant wait for it to happen. ________________________________________________
Just a quick reminder that "Local" and "Instas" will always be what they are. |

Sovy Kurosei
Amarr
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Posted - 2006.07.28 01:04:00 -
[55]
Edited by: Sovy Kurosei on 28/07/2006 01:04:03 Maybe you big boy alliances shouldn't be claiming so much space if you are having troubles defending yourselves from ganksquads.  ___________________
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Minuteman
Shadow Company Alektorophobia
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Posted - 2006.07.28 01:18:00 -
[56]
EVE is great for the amount of rules in 0.0 combat. It is almost as strategic as chess, I find, in a good way. For instance: If you agress a hauler playing bait, you won't be able to use a gate while a larger fleet owns you. Hence, you need to move your pieces accordingly or... checkmate.
Covert ops and other ships are all just pieces on the chessboard which have to be utilised effectively together, which makes this a great game. Or we could just have a free for all and make it crap like WoW. ----------------------------------------------- |n00b + idea + half arsed picture editing| _ _ _ _ _ _ _ _ _ _ _ _ _ |

Infinity Ziona
Sebiestor tribe
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Posted - 2006.07.28 02:13:00 -
[57]
1. Remove Instas 2. Remove Local from ALL SYSTEMS and change it to a Region Chat 3. Larger areas of interaction for combat to occur 4. Target restrictions (locking time penalty x number of targets locked on a ship)
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Iianko
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Posted - 2006.07.28 02:31:00 -
[58]
Originally by: Andreask14 The biggest problem of 0.0 is that there are no markts and trade hubs.
The reason for this are the dangerous environment for carebears and the limited supply of ressources/goods found at the trade hubs.
This relates to the non-existant/un-safe infrastructure, and the thereby generated lack of customers.
QFT.
The #1 reason why the 0.0 market is dead, is because Billy Bob and Jenny Jane unaffiliated industrialist will get blown up before making it past the chokepoints, and they know it. The only way to survive and be even remotely as productive as empire industrialists, is to have scads of bookmarks and near constant friendly battleship cover.
0.0 is kind of like living in the Wild West. Except that everyone, including the friendly bartender, is packing a shotgun and trying to kill you.
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Infinity Ziona
Sebiestor tribe
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Posted - 2006.07.28 03:21:00 -
[59]
Edited by: Infinity Ziona on 28/07/2006 03:22:24
Originally by: Iianko
Originally by: Andreask14 The biggest problem of 0.0 is that there are no markts and trade hubs.
The reason for this are the dangerous environment for carebears and the limited supply of ressources/goods found at the trade hubs.
This relates to the non-existant/un-safe infrastructure, and the thereby generated lack of customers.
QFT.
The #1 reason why the 0.0 market is dead, is because Billy Bob and Jenny Jane unaffiliated industrialist will get blown up before making it past the chokepoints, and they know it. The only way to survive and be even remotely as productive as empire industrialists, is to have scads of bookmarks and near constant friendly battleship cover.
0.0 is kind of like living in the Wild West. Except that everyone, including the friendly bartender, is packing a shotgun and trying to kill you.
This is because CCP refuses to model any sort of real world consequences for mass murder in 0.0 space and because living and producing in 0.0 as well as keepiing starbases, outposts and POS are entirely independant of anything empire has to offer.
In any civilized society mass murdering people coming out to supply you with stuff that you would normally have to have would not be a good idea. The states whose citizens you killed and the lack of resources from the civilized world would quickly lead to your extinction.
Unfortunately CCPs vision seems to be on par with the above not happening and so 0.0 will remain pretty damn boring Quake style pvp and not much else.
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Ecnav
Gallente
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Posted - 2006.07.28 03:53:00 -
[60]
None of the conquerable stations have station containers  __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ I don't have a sig |
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