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Rexthor Hammerfists
Black Nova Corp Band of Brothers
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Posted - 2006.07.27 07:34:00 -
[1]
Post your 4 most annoying things bout eve, that ud like o get changed.
well to start things of here are mine:
1. : - Pos`s, the problem with them is that u can calculate the strontium so that they come out of reinforcement at your prefered time, and on top of that u can recharge the shield rather easily.
making it impossible to calculate it with the amount of strontium, some random timer would do it, and making it impossible to recharge the shields would solve the issue - and making alot ppl happy.
2.: logintraps.
we all know what those unholy things do, and how powerful they are..
just give us an option on the map to check logged of players in the last 24h, not entirely sure, but itll help somewhat.
3.: logging of.
im flying often an interdictor, and i hate it haviong ppl logging off in my bubble, jsut to see em warping off.. also annyoing when u probed some1 and he disappears after ur shooting him for a minute.
make it so that ppl get agressed, also after theyve logged of, and whena gressed the timer reactivates.
4.: War Core Stabilizers.
oh wait, theyll get fixed alrdy, **** yeah! - Purple Conquered The World, We the Universe.
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Baldour Ngarr
Artemis Rising
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Posted - 2006.07.27 08:08:00 -
[2]
You think (1) is a *problem*?
Gonna have to explain that one, bud. Unless you think people should be required to play 23/7 in order to defend their POS whenever anyone decides to come along, there has to be some way to let the defender pick and choose when to fight. ________________________________________________
"I tried strip mining, but I lost, and it's cold flying around in space naked." |

Alliaanna Dalaii
Gallente
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Posted - 2006.07.27 08:33:00 -
[3]
1: Logging off.
Its ******* lame, fix it. Logging off in space should allmost gaurentee your death unless done from a safespot. CTD ? Unlucky !
2: Caldari
They all need to burn in flames, except maybe Jenny
3: EW
Its a pile of toss, Please make EW ships the only ones viable for using Ewar. Every single ship in a gang fitting Multispecs makes me cry.
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
Alliaanna Official Spokestard of=-= Does Not Compute =-=
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Burlock Ironfist
Shinra Lotka Volterra
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Posted - 2006.07.27 08:36:00 -
[4]
Originally by: Rexthor Hammerfists Edited by: Rexthor Hammerfists on 27/07/2006 08:02:12 title slightly changed..,
Post your 4 most annoying things bout eve, that ud like o get changed.
well to start things of here are mine:
1. : - Pos`s, the problem with them is that u can calculate the strontium so that they come out of reinforcement at your prefered time, and on top of that u can recharge the shield rather easily.
making it impossible to calculate it with the amount of strontium, some random timer would do it, and making it impossible to recharge the shields would solve the issue - and making alot ppl happy.
2.: logintraps.
we all know what those unholy things do, and how powerful they are..
just give us an option on the map to check logged of players in the last 24h, not entirely sure, but itll help somewhat.
3.: logging of.
im flying often an interdictor, and i hate it haviong ppl logging off in my bubble, jsut to see em warping off.. also annyoing when u probed some1 and he disappears after ur shooting him for a minute.
make it so that ppl get agressed, also after theyve logged of, and whena gressed the timer reactivates.
4.: War Core Stabilizers.
oh wait, theyll get fixed alrdy, **** yeah!
Carefull you just described RA 4 favorit tactics, you wont win any friends with them 
"opinions our my own thank you very much" |

Francesca Dell'Agio
eXceed Inc. Ascendant Frontier
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Posted - 2006.07.27 08:38:00 -
[5]
Originally by: Rexthor Hammerfists
1. : - Pos`s, the problem with them is that u can calculate the strontium so that they come out of reinforcement at your prefered time, and on top of that u can recharge the shield rather easily.
making it impossible to calculate it with the amount of strontium, some random timer would do it, and making it impossible to recharge the shields would solve the issue - and making alot ppl happy.
Would be interesting, but CCP are never keen on chance based mechanisms .. see the debate on EW. So a chance based solution is doubtful. But yes, POS killing is insane these days. So it POS spamming. It's out of proportion, not sure if it is out of balance.
Originally by: Rexthor Hammerfists
2.: logintraps.
we all know what those unholy things do, and how powerful they are..
just give us an option on the map to check logged of players in the last 24h, not entirely sure, but itll help somewhat.
Yup. Just the two map options: - show players logged off in system in last hour - show players logged off in system in last day It gives folks the available means to protect themselves to a good degree from such traps if they are careful to plan and check.
Originally by: Rexthor Hammerfists
3.: logging of.
im flying often an interdictor, and i hate it haviong ppl logging off in my bubble, jsut to see em warping off.. also annyoing when u probed some1 and he disappears after ur shooting him for a minute.
make it so that ppl get agressed, also after theyve logged of, and whena gressed the timer reactivates.
Are you saying that being inside a warp disruption bubble area of effect does not give a pvp timer automatically? That is wrong.
Originally by: Rexthor Hammerfists
4.: War Core Stabilizers. oh wait, theyll get fixed alrdy, **** yeah!
You hope :P CCP may forget it was ever mentioned :P Besides, I thought there was no clear cut path of changes to WCS consequences yet? I heard stuff ranging from locking time penalties and such to negative bonuses on damage factors. WTB: In Game Map Setting: Players logged off in system last 24 hours. Guess why ^^
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Baldour Ngarr
Artemis Rising
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Posted - 2006.07.27 08:40:00 -
[6]
Originally by: Francesca Dell'Agio Are you saying that being inside a warp disruption bubble area of effect does not give a pvp timer automatically? That is wrong.
Wrong, meaning it doesn't happen and he is incorrect? Or wrong, as in it shouldn't happen? ________________________________________________
"I tried strip mining, but I lost, and it's cold flying around in space naked." |

Zyper
Minmatar
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Posted - 2006.07.27 08:58:00 -
[7]
Edited by: Zyper on 27/07/2006 09:01:35 3-4 hostiles hideing at a safespot afk with a cloak on, making it impossible to rat or mine at anytime in small OPs because you never know when they are afk or not and jump in on you, running off again with 1-2 kills before any backup can make it in.
Should either boot off people who are afk (no key action) for more than 15mins or do something about cloaked people (like making them probeable which i heard the yare doing, but can hardly wait) :P
I never actually lost a ship to one of these tard's (very few did), but they do annoy most ppl because they are there 23/7 (guess it's a pvp alt).
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Jenny Spitfire
Caldari
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Posted - 2006.07.27 09:08:00 -
[8]
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. ---------------- RecruitMe@NOINT!
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Caleb Paine
Itchy Trigger Finger Brothers
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Posted - 2006.07.27 09:10:00 -
[9]
Got a BPO jenny? 
----------------- Death smiles at us all, all a man can do is smile back.
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Jenny Spitfire
Caldari
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Posted - 2006.07.27 09:13:00 -
[10]
Originally by: Caleb Paine Got a BPO jenny? 
 ---------------- RecruitMe@NOINT!
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Tentacles Out
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Posted - 2006.07.27 09:20:00 -
[11]
Originally by: Zyper Edited by: Zyper on 27/07/2006 09:01:35
Should either boot off people who are afk (no key action) for more than 15mins or do something about cloaked people (like making them probeable which i heard the yare doing, but can hardly wait) :P
You've obviously never mined with an industrial ship. It takes 2hrs for my bestower to load. You want me to buy an egg timer so I know when to move my mouse? :) nah
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Dinique
Caldari
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Posted - 2006.07.27 09:27:00 -
[12]
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.
last time i checked the counter was coming near them. happens often at gate camps with interceptors. _____
There's so many different worlds So many different suns And we have just one world But we live in different ones
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Dethis
Caldari
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Posted - 2006.07.27 09:35:00 -
[13]
Originally by: Zyper Edited by: Zyper on 27/07/2006 09:01:35 3-4 hostiles hideing at a safespot afk with a cloak on, making it impossible to rat or mine at anytime in small OPs because you never know when they are afk or not and jump in on you, running off again with 1-2 kills before any backup can make it in.
Should either boot off people who are afk (no key action) for more than 15mins or do something about cloaked people (like making them probeable which i heard the yare doing, but can hardly wait) :P
I never actually lost a ship to one of these tard's (very few did), but they do annoy most ppl because they are there 23/7 (guess it's a pvp alt).
QFT this is the most retarded thing ever.
Also being able to mount destructable gate guns etc to actually secure a system -------- Kill em all and let god sort em out
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Deja Thoris
Contraband Inc.
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Posted - 2006.07.27 09:37:00 -
[14]
Originally by: Tentacles Out
Originally by: Zyper Edited by: Zyper on 27/07/2006 09:01:35
Should either boot off people who are afk (no key action) for more than 15mins or do something about cloaked people (like making them probeable which i heard the yare doing, but can hardly wait) :P
You've obviously never mined with an industrial ship. It takes 2hrs for my bestower to load. You want me to buy an egg timer so I know when to move my mouse? :) nah
Well dont mine in a hauler.
It has one turret slot (1 miner)
Just about any frigate will mine faster.
Anyway, pretty much agree with the OP (except for no1)
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Wrayeth
PAX Interstellar Services Veritas Immortalis
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Posted - 2006.07.27 09:41:00 -
[15]
Originally by: Rexthor Hammerfists Edited by: Rexthor Hammerfists on 27/07/2006 08:02:12 title slightly changed..,
Post your 4 most annoying things bout eve, that ud like o get changed.
well to start things of here are mine:
1. : - Pos`s, the problem with them is that u can calculate the strontium so that they come out of reinforcement at your prefered time, and on top of that u can recharge the shield rather easily.
making it impossible to calculate it with the amount of strontium, some random timer would do it, and making it impossible to recharge the shields would solve the issue - and making alot ppl happy.
/signed
Something has to be done about this. I'm tired of shooting as POS and wasting strontium only to have the POS come out of reinforced at a time when I (and most of our other dread pilots) can't be online to take it down.
Quote: 4.: War Core Stabilizers.
oh wait, theyll get fixed alrdy, **** yeah!
Hells yeah!
As for my own beef, I'd like to see the Gallente-Matari balance issues addressed, especially since it will be freaking impossible for the AC tempest to maintain range even without factoring in Null L once the hyperion hits TQ. 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 -Wrayeth
"Look, pa! I just contributed absolutely nothing to this thread!"
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Xthril Ranger
hirr Morsus Mihi
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Posted - 2006.07.27 09:57:00 -
[16]
Originally by: Zyper
Should either boot off people who are afk (no key action) for more than 15mins
That would just invite people to use small macros to keep them in game. Make them probable is the better option.
you'll never jump alone |

Uther Doull
Shinra Lotka Volterra
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Posted - 2006.07.27 10:01:00 -
[17]
pretty much signed for the whole post
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Trev Kachanov
Sha Kharn Corp Ascendant Frontier
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Posted - 2006.07.27 10:30:00 -
[18]
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.
Most any ship that can't use a covert ops cloak, is easily decloaked in a fast ship. But i'd like to see the basic cloaks have higher fitting requirements. ie 100 cpu, and 200 cpu
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Dave White
Beagle Corp
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Posted - 2006.07.27 10:32:00 -
[19]
What about the gaterats interfering when your trying to have a fight 
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spurious signal
Caldari
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Posted - 2006.07.27 10:42:00 -
[20]
Originally by: Francesca Dell'Agio CCP are never keen on chance based mechanisms
What? CCP don't like chance-based mechanisms? That's so untrue I nearly fell off my chair! One example, Tech 2 lottery. The most extreme luck-based system in any MMORPG *ever*. Pure random chance making a tiny minority fabulously wealthy? Pfffffft I say.
Anyway, my 4 things I'd like changed are:
1) Logging off tactics. Just implement a 30 second logout timer unless you're in a station.
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.
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 
4) CCP pandering to forum whiners/warriors. SVE scam reimbursement, Nuff said.
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Ephemeron
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Posted - 2006.07.27 11:44:00 -
[21]
I think the log off trick in interdictor sphere is a serious exploit. I'm surprised devs didn't hotfix it yet. Anyone caught logging off in interdictor bubble should recieve a warning, multiple warnings should lead to temporary bans. Unless the interdictor pilot confirms that the log off wasn't done to avoid the warp sphere.
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BozZy Tar
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Posted - 2006.07.27 11:52:00 -
[22]
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
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Moghydin
Beyond Divinity Inc
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Posted - 2006.07.27 12:02:00 -
[23]
My 4 problems, i'd like CCP to address are:
1) WCS - totally agree this should be solved. you have to fit your ship either to fight or to run, but not both.
2)Agree about log off traps, logging off in combat and semi-afk cloacked PvP alts - lame tactics without any possibility to counter.
3) Drones - plz make something about it. it gives a HUGE boost to drone ships. Atm, drone ships are not any much worse than other similar class ships even without their drones. drones make them totally unbalanced, virtually giving them a free additional high slot or even a pair.
4) 0.0 bottlnecks. I think that gates that lead straight to some deep 0.0 regions would be great. right now, if you jump into 0.0, you will mosty likely meet a nice gate camp of ppl who defend "their" territory. If you look a bit deeper and check how much this territory is actually used, you'll see those ppl mostly in camps in entrance systems, at station systems and it's pretty much all. And the idea of locking the gates in 0.0 is just plain terrible. May be you want an NPC police that will shoot non-allied pilots too?
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Malachon Draco
eXceed Inc. Ascendant Frontier
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Posted - 2006.07.27 12:14:00 -
[24]
Ok, mine:
1. The whole warp core stabs/interdictor/bubble system. - Stabs should be removed (even though I use them) - Interdictors should be sturdier (cruiser/BC size), but instead of firing a probe, they should activate a module centered on them that runs for 10 mins per cycle and acts like a medium/large warp bubble. (I.e. they can't warp either).
2. Cloaked ships: cloaks should use fuel or something. Not be the invincible sitting in a system tool. And scanning needs to be improved as well, but thats on the way I guess.
3. NOS/E-war/Dampeners restricted to specific ships.
4. Lack of 0.0 infrastructure options. - We need gate guns, gate shields (i.e. a weak POS bubble around a gate unless you know the PW or are from the alliance in question). - Scan modules on POSses that can relay information across systems to their owners (i.e. act as a sentry in a pipe).
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.07.27 12:35:00 -
[25]
Originally by: Malachon Draco
- Interdictors should be sturdier (cruiser/BC size), but instead of firing a probe, they should activate a module centered on them that runs for 10 mins per cycle and acts like a medium/large warp bubble. (I.e. they can't warp either).
You donŠt mean that serious, do you? 
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Dr Felonius
Caldari
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Posted - 2006.07.27 14:23:00 -
[26]
Why not make the strontium burn rate for a POS in reinforced mode depend somewhat on the amount of damage that comes in?
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Wild Rho
Amarr
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Posted - 2006.07.27 14:38:00 -
[27]
Local Login traps/Log off escapes Alts Warp Core stabs
Could go on and on about why I hate them but I'd just be repeating what's in dozens of posts already.
WE ARE DYSLEXIC OF BORG. Refutance is systile. Your ass will be laminated. - Jennie Marlboro
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Ozmodan
Minmatar
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Posted - 2006.07.27 15:28:00 -
[28]
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. Learners permit still current |

Ilmonstre
Minmatar
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Posted - 2006.07.27 15:43:00 -
[29]
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.
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BozZy Tar
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Posted - 2006.07.27 15:53:00 -
[30]
Originally by: Moghydin 4) 0.0 bottlnecks. I think that gates that lead straight to some deep 0.0 regions would be great. right now, if you jump into 0.0, you will mosty likely meet a nice gate camp of ppl who defend "their" territory. If you look a bit deeper and check how much this territory is actually used, you'll see those ppl mostly in camps in entrance systems, at station systems and it's pretty much all. And the idea of locking the gates in 0.0 is just plain terrible. May be you want an NPC police that will shoot non-allied pilots too?
in fact, NPC Police isn't a very bad idea... since you have hidden security levels of -0.1 to -1.0, you should be able to get NPC Police for a HUGE isk fee / week in any system below -0.7, that protects alliancemembers from people that shoot them/do criminal actions against them
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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.
|

Tribunal
Darkblade Technologies Interstellar Alcohol Conglomerate
|
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
|
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
|
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
|
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
|
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
|
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?
|

thatguyinpc
|
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
|
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
|
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
|
Posted - 2006.07.28 00:19:00 -
[52]
I'd like to see forum whiners nerved 
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Nebuli
Caldari
|
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
|
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
|
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
|
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
|
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
|
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.
|

Infinity Ziona
Sebiestor tribe
|
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.
|

Ecnav
Gallente
|
Posted - 2006.07.28 03:53:00 -
[60]
None of the conquerable stations have station containers  __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ I don't have a sig |

Phrixus Zephyr
Omega Corp
|
Posted - 2006.07.28 04:18:00 -
[61]
Originally by: LUGAL MOP'N'GLO
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.
It's all well and good to say that but i've yet to hear an idea that would really work.
All that more entry point's does is reduce the chance you'll have to interact with anyone as you go into 0.0. I would like more "Interaction with the universe" but not by sacrificing gameplay.
It's not luck getting past a gatecamp, they're reletively easy to get through. The only problem is taking in larger ships, and to be perfectly honest you should always take enough support to protect them anyway.
If not gates and warping, how else do you move through space while still forcing players to interact with each other? If 0.0 was one big open arena where everything is connected it would be possible to completely avoid each other, and the majority of Eve would.
The ability to destroy gates, while it 'should be possible' isn't a very good idea game wise. Whats stopping any major alliance just cutting off their entire region? The only way in is jumpdrives? There is absolutly no possibility that any alliance could grab a foothold in enemy territory unless they have a substantially bigger capships fleet to defend against a home Battleship fleet.
Originally by: El Berto ...aparently being European makes me the spawn of Cthulhu.
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Rexthor Hammerfists
Black Nova Corp Band of Brothers
|
Posted - 2006.07.28 11:14:00 -
[62]
ah ya, before i forget:
ecm dominates alot of the 0.0 fights, could need a change too.
but the pos problem is the urgent one. - Purple Conquered The World, We the Universe.
|

Martin Mckenna
Euphoria Released Euphoria Unleashed
|
Posted - 2006.07.28 12:32:00 -
[63]
1 aint a problem. its a tatical advantage that makes it more of a challange for the attackers and tests the defenders logistic power
 |

Martin Mckenna
Euphoria Released Euphoria Unleashed
|
Posted - 2006.07.28 12:33:00 -
[64]
Originally by: Rexthor Hammerfists
ecm dominates alot of the 0.0 fights, could need a change too.
yea..your right there...needs nerfed....ive seen a griffin jam a carrier o.0
 |

Shiraz Merlot
Octavian Vanguard
|
Posted - 2006.07.28 12:46:00 -
[65]
no station containers :(
|

Stella Centauri
Spontaneous Defenestration Coalition of Carebear Killers
|
Posted - 2006.07.28 13:07:00 -
[66]
1) Warp core stabs 2) Blobs 3) People that doesnt dare to fight without a blob to back them up (Spare npc'ers and miners, ofcourse they dont want to fight unless they are stupid (or fitted for it)) 4) Warp core stabs
As for people wanting sentryguns... what the hell?! Do you have any idea on how much this would kill 0.0? Sure you may be able to mine in peace and all... but how fun would a game be without an adrenaline-rush now and then? As for people that like to go to 0.0 to hunt npc's, that would remove all the fun for them in 0.0 and probably make alot of people (me included) stop playing. That is just stupid. --------------------------------------- Stella - If your boss gets to choose. |

Dungheap
Caldari
|
Posted - 2006.07.28 16:31:00 -
[67]
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 
you can lock someone without them on your overview. anyone in empire, "healer" or otherwise, is only an accidental key-stroke from instant death at npc hands. when remote boosting/repping, don't press the button with bullets in it ummkay ? |

Gaia's Wrath
|
Posted - 2006.07.28 16:58:00 -
[68]
Here's my 5 cents, keep the change.
1)WCS are annoying but should come a fitting cost. If your gonna run then ran and keep running.
2)Limited areas of combat in 0.0, lets face it combat is based at gates or stations.
3)Log-on/Lag traps. Truly sad...
4)POS Spamming. The hit anchor and forget planting of POSs. This is just getting stupid.
      
Possible Fixes.
1)WCS gives you a sig radius, cap amount, cap recharge rate, armour, shield, structure and ship mass penalties. Penalties should be stackable at a very high percentage. With bounses to warp cap cost, warp drive operation and other warp related attributes. If you are gonna run then keep running.
2) Limited areas of combat (yes you can fight anywhere in the system but due to navigation mechs 99% of combat occurs at gates or stations). Scan Probes do work but the time to find a SS'd ship makes it next to pointless, Faster scanning probes would help alot. Lets increase the use of specialty ships like the interdictor. I.E. for interdictors how about a new probe type "The Irradiate Sphere" it fires the same as an warp distruption probe, but irradiates any ships that pass through it and allows gang member to warp to the irradiated ship. So if you get irradiated you better keep running. Cloaking is what it is and there really should not be a direct uncloaking counter. However having a depolyable like Mobile Warp Disruptors that acts like a proximity warning sphere would br nice and tactical. Give it a range of 500 km or so, once anchored and active if a cloaked ship entered its sphere of effect it would set off a warning to the gang/corp that placed it. This would not uncloak the cloaked ship or give away its exact position but you would know its around.
3)After logging off in space you log back into the system 0.1 AU in a randon direction off a randomly selected object in the system (Planet, Moon, asteroid belt, station, gate, etc). Does not apply if logging off in the shields of a POS. Should solve that problem.
4)POSs while anchoring and onlining should be HIGHLY vulnerable ie a cuple of BSs should be able to pop it.
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Ion Flux
|
Posted - 2006.07.28 18:06:00 -
[69]
Greets all
i only played 4 months so i dont know all and havent been to 00 yet
that is changing in the next 2 weeks :))
you say there is no way to counter cloaks......shouldnt probes properly setup ...find cloaked ships
just a thought....
Ion Flux
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Drakus Felborne
Di-Tron Heavy Industries Knights Of the Southerncross
|
Posted - 2006.07.28 18:12:00 -
[70]
Originally by: Gaia's Wrath Here's my 5 cents, keep the change.
1)WCS are annoying but should come a fitting cost. If your gonna run then ran and keep running.
2)Limited areas of combat in 0.0, lets face it combat is based at gates or stations.
3)Log-on/Lag traps. Truly sad...
4)POS Spamming. The hit anchor and forget planting of POSs. This is just getting stupid.
      
Possible Fixes.
1)WCS gives you a sig radius, cap amount, cap recharge rate, armour, shield, structure and ship mass penalties. Penalties should be stackable at a very high percentage. With bounses to warp cap cost, warp drive operation and other warp related attributes. If you are gonna run then keep running.
1. no, no and more no. WCS is a "get out of gank" module. Not an "I stopped them from jamming me, but the penalties make every ship a one-shot kill" module. Anything done to WCS that makes the ship using it easier to kill is never going to be a viable option. Less able to fight, but not less able to live would be the goal behind any reasonable change to it's function.
|

Dethis
Caldari
|
Posted - 2006.07.28 18:35:00 -
[71]
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 
You create multiple overview settings.
I have honestly like 15 overview settings that i constantly change depending on the situation -------- Kill em all and let god sort em out
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LUGAL MOP'N'GLO
|
Posted - 2006.07.28 18:37:00 -
[72]
Originally by: Phrixus Zephyr
Originally by: LUGAL MOP'N'GLO
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.
It's all well and good to say that but i've yet to hear an idea that would really work.
All that more entry point's does is reduce the chance you'll have to interact with anyone as you go into 0.0. I would like more "Interaction with the universe" but not by sacrificing gameplay.
It's not luck getting past a gatecamp, they're reletively easy to get through. The only problem is taking in larger ships, and to be perfectly honest you should always take enough support to protect them anyway.
If not gates and warping, how else do you move through space while still forcing players to interact with each other? If 0.0 was one big open arena where everything is connected it would be possible to completely avoid each other, and the majority of Eve would.
The ability to destroy gates, while it 'should be possible' isn't a very good idea game wise. Whats stopping any major alliance just cutting off their entire region? The only way in is jumpdrives? There is absolutly no possibility that any alliance could grab a foothold in enemy territory unless they have a substantially bigger capships fleet to defend against a home Battleship fleet.
I understand not wanting to cut out player interaction, I just think that space shouldn't be so straight forward and clear cut. Why wouldn't my idea "really work" though? I'll give a scenario.
-You, in highsec or lowsec close (geographically) to 0.0 -Them in 0.0 -You are in an exploration ship that is made for finding deepspace rifts (gates to 0.0 that lead to an unknown area) When you find the rift or the documentation that tells you how to get there it tells you 2 things. Where it starts and where it leads (perhaps a constellation) so you don't really know where its going to put you. -So you gather the troops and bring them to the location -You open the rift Then a couple things happen: -People (if any) in the local channel of the system that the rift has opened are notified that there has been a (disturbance in the matrix ) -Likewise, people in the constellation are notified as well. -On the same hand, Whoever has sov over the system that the rift has opened in is notified. -In other words alot of people are going to know about your presence.
This makes it interesting because both parties involved have to decide... -How may people might have come in through the rift? (vs) How many people saw the notification and are coming after us? -Is this an invading fleet (something we should be worried about?) (vs) Is this a couple new guys in shuttles and frigs just looking for some 0.0 jollies? -How do we allocate our resources?
I think you combine this with this and you have a pretty good setup for some interesting things to happen. Of course other changes would have to be made so that this didn't get out of hand, but with any major gameplay change you have to thing about how it will affect other aspects of the game as well. Doing that would take 10 pages or a month of brainstorming and THAT is why we have CCP.
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j0rt
Minmatar
|
Posted - 2006.07.28 18:42:00 -
[73]
You all post too damn much, go play.
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LUGAL MOP'N'GLO
|
Posted - 2006.07.28 19:22:00 -
[74]
When you're at work, you can post... but not play. 
|

Malachon Draco
eXceed Inc. Ascendant Frontier
|
Posted - 2006.07.28 19:37:00 -
[75]
Originally by: Stella Centauri
As for people wanting sentryguns... what the hell?! Do you have any idea on how much this would kill 0.0? Sure you may be able to mine in peace and all... but how fun would a game be without an adrenaline-rush now and then? As for people that like to go to 0.0 to hunt npc's, that would remove all the fun for them in 0.0 and probably make alot of people (me included) stop playing. That is just stupid.
You don't get it I think. The last thing I want is for 0.0 to become all safe and cuddly.
However, what I am sick and tired of is a stabbabond racing through and and all defenses, or a group of 3-5 interceptors, getting a few cheap ganks in and racing out (or logging out) before there is even a chance to get caught.
If you bring a gang of a few battleships, some cruisers/HACs, a few tacklers, that's fine. Something we can deal with, except logging off.
But a few guns and some kind of locking to take care of the really lame ganksquads, yes please.
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Locke DieDrake
Port Royal Independent Kontractors Imperial Republic Of the North
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Posted - 2006.07.28 19:41:00 -
[76]
Originally by: Infinity Ziona 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.
Think of it more like a random truck full of stuff rolls into a military base and just expects to be able to stock the shelvs in the pantry. Of course you are going to get blown out of the sky.
And in EVE, those of us that live in 0.0 supply ourselfs. We don't need, or want random industrials coming up and clogging up the market just because they think they can charge more up here.
0.0 space is OWNED space. Unless the owner allows entry SPECIFICLY then you are tresspassing and are therefore KOS.
It's not a complicated concept. And it's not going to change anytime soon.
That being said, it's not hard to sneak past the local patrols and get yourself set up in 0.0 as an independant party. As long as you realise you are kill on sight to anyone that lives around you. ___________________________________________ The deeper you stick it in your vein, the deeper the thoughts there's no more pain. ___________________________________________ |

Verone
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Posted - 2006.07.28 21:03:00 -
[77]
The 4 Problems in 0.0 :
1. Blobs. 2. Alliance blob mentality ("OMG A SOLO PILOT KILLED ONE OF US, DEPLOY TEH 50 MAN BLOB FLEET!11ONE!! SPAM TEH WARP BUBBLES!1!111") 3. Blobs. 4. People who think safety in numbers is the paramount method of survival in Eve.
VETO RECRUITMENT |

Infinity Ziona
ISK LLC
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Posted - 2006.07.29 01:16:00 -
[78]
Edited by: Infinity Ziona on 29/07/2006 01:16:52
Originally by: Locke DieDrake
Originally by: Infinity Ziona 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.
Think of it more like a random truck full of stuff rolls into a military base and just expects to be able to stock the shelvs in the pantry. Of course you are going to get blown out of the sky.
And in EVE, those of us that live in 0.0 supply ourselfs. We don't need, or want random industrials coming up and clogging up the market just because they think they can charge more up here.
0.0 space is OWNED space. Unless the owner allows entry SPECIFICLY then you are tresspassing and are therefore KOS.
It's not a complicated concept. And it's not going to change anytime soon.
That being said, it's not hard to sneak past the local patrols and get yourself set up in 0.0 as an independant party. As long as you realise you are kill on sight to anyone that lives around you.
Thats exactly what I said. Its an unrealistic system with no logical basis but CCP likes it so you dont get to have 'stuff' in your supermarkets.
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