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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Rowells
Unknown Soldiers Fidelas Constans
1383
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Posted - 2014.10.01 18:38:00 -
[1] - Quote
will dread/carrier/super roams be a thing now?
And are supers included in the gate to gate travel? |
Rowells
Unknown Soldiers Fidelas Constans
1385
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Posted - 2014.10.01 19:13:00 -
[2] - Quote
some questions:
Is there expected to be a noticeable impact on isotope usage as some players opt to use gates? Is it correct to assume that in some circumstances(for instance using regional gate from tenal to cobalt edge) the projection has increased (not overall)? < terribly worded question Will you consider allowing us to condense the timers in the top right corner slightly? That thjing is going to be very full for a lowsec pirate with jump fatigue/cooldown/NPC aggro/Player Aggro/Weapons timer etc. Do you expect there to be a increase in capital uasage as cyno alts are no longer required? On that note how many cyno alt accounts do you expect to be unsubbed/repurposed? Will there be a follow up capital ships/module tune up or rebalance soon or is that undetermined yet?
Player related questions: Who else is going to run dread roams after patch? How many killmails do you expect to see with inertia stabs in the lows? Anyone can think of really out-of-the box things you can or will do with a capital after patch? |
Rowells
Unknown Soldiers Fidelas Constans
1386
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Posted - 2014.10.01 19:17:00 -
[3] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: It's going to have a significant impact, to be sure, and that's something we need to keep an eye on. At the same time, though, people built T2 ships and modules before jump freighters existed, so we're somewhat skeptical of the argument that that T2 construction is impossible without JFs.
They used carriers, which were longer range than current JFs. JFs were introduced with the carrier nerf (before then, you'd load up iterons in your carrier and it effectively held ~200km3) T2 production has never existed in any serious amount without long-range jump capability, as you'll find in the short period between Castor and Cold War there was very little t2 manufacturing (no invention, t2 expensive as all ******* hell and everyones poor). I would expect the cost of T2 materials to go up but i believe allowing some regions of space to use gates (those really long regional gates) and then hop-skotching over the smaller gates may become a thing.
I bet DOTLAN is going to have a really hard time programming a way to determine new ways to plan routes.
Guess I need to use my brain now. |
Rowells
Unknown Soldiers Fidelas Constans
1386
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Posted - 2014.10.01 19:18:00 -
[4] - Quote
Eigenvalue wrote:Grath Telkin wrote: I expect a lot more roaming coming into our Eve.
Only extremely wealthy players would consider moving capital ships through gates, and even they wouldn't do it because they will be ritually mocked every time they welp because they jumped into a T2 bubble and had to slow boat for 45 minutes. *sees large T2 bubble cluster on gate* *enters seige* *cleans up mess* *exits siege and warps to next gate* *gets ganked by arriving gang*
So yeah it could go either way |
Rowells
Unknown Soldiers Fidelas Constans
1386
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Posted - 2014.10.01 19:20:00 -
[5] - Quote
Ok, so I'm still not understanding how the fatigue works in correlation with the cooldown timer. Anyone have middle-school education way of explaining it? |
Rowells
Unknown Soldiers Fidelas Constans
1387
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Posted - 2014.10.01 19:53:00 -
[6] - Quote
is there any concern for seiged dreads hugging gates and then jumping at all or is this moot? Not that I don't like it but I'm curious. Also, any quitting pilots please donate your dreads to me I will ensure they die in glorious gunfire.
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Rowells
Unknown Soldiers Fidelas Constans
1387
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Posted - 2014.10.01 20:04:00 -
[7] - Quote
The jb timer thing reminded me, will caps be able to use jbs as well as gates? |
Rowells
Unknown Soldiers Fidelas Constans
1389
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Posted - 2014.10.01 21:16:00 -
[8] - Quote
Moloney wrote:Of course wh pos are going to be raped due to pos hp nerf hinted at in the same blog. POS =/= sovereignty structure. |
Rowells
Unknown Soldiers Fidelas Constans
1389
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Posted - 2014.10.01 21:17:00 -
[9] - Quote
baltec1 wrote:They say in space nobody can hear you scream, however the sound we all just heard from PL as they were bent over and royally screwed was deafening. I think my in-pod synthesizer just popped |
Rowells
Unknown Soldiers Fidelas Constans
1389
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Posted - 2014.10.01 21:23:00 -
[10] - Quote
Lyn Fel wrote:baltec1 wrote:They say in space nobody can hear you scream, however the sound we all just heard from PL as they were bent over and royally screwed was deafening. Actually, that was me. I'm so sorry |
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Rowells
Unknown Soldiers Fidelas Constans
1390
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Posted - 2014.10.01 21:27:00 -
[11] - Quote
Rutger Centemus wrote:CCP Greyscale wrote:Kat Ayclism wrote: But now there is an increased susceptibility of them to subcaps- being permabumped when attempting to align to the next gate as an example. If supers traveling via gates should be possible if not preferred, then should they not also now have means to defend themselves?
As I mentioned earlier, there are solutions to this already, and I'm sure people will figure them out. Lemme guess - you expect people to web supers into warp...? People argued that method with a passion int all the freighter ganging threads so yeah |
Rowells
Unknown Soldiers Fidelas Constans
1394
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Posted - 2014.10.01 23:29:00 -
[12] - Quote
I feel sorry for whoever has to rework the travel algorithms at DOTLAN. Much sympathy. |
Rowells
Unknown Soldiers Fidelas Constans
1401
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Posted - 2014.10.01 23:54:00 -
[13] - Quote
Kagura Nikon wrote:The problem of FOrce CONCENTRATIOn (not force projection) is not touched. THe major groups will still be impossible to challenge. Because to challenge them you still need to brign ALL your capitals and they will just brign theirs.. the changes hurt BOTH sides. well capital balancing aside, if they bring all their capitals to one place, they will not be somewhere else for quite a while. I imagine the closest problem that might occur along those lines is if CFC spilt its forces between areas. Some in the north, some in the middle, and some in the south. Either way you are either dealing with a smaller force or leaving a flank exposed for a decent period of time (I'll be lining up netflix shows for those long treks across space in gates). The jump drive in this new form is now limited to a tactical use rather than strategic.
And on an odd side note, some areas of space that were basically separated from each other capital-wise are now much closer together. Areas like Tenal and Cobalt edge were unreachable to each other are now only a jump away. So more areas are open to vulnerability as some areas are more closed (for example my home region of branch is now much harder to reach from anywhere that isnt the edge of venal NPC).
And the goal of the changes wasn't to make impossible for groups to swing their weight (or just be there first and lock down system by your proposal) it was to limit its instant use and over-use. These changes do that. Though, as a carrier pilot, I'm not to happy about the math behind fatigue. As a rorqual pilot, I'll drop that baby on anything in range now. BATTLE RORQUAL BEST RORQUAL. |
Rowells
Unknown Soldiers Fidelas Constans
1401
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Posted - 2014.10.01 23:55:00 -
[14] - Quote
Edgarr Friendly wrote:I do love the idea of a capital ship jumping into a gate camp. Especially when that gatecamp is a dreadcamp.
E: or should I say bootcamp? |
Rowells
Unknown Soldiers Fidelas Constans
1401
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Posted - 2014.10.02 00:17:00 -
[15] - Quote
Anyone remember that guy in the Warp speed rig changes who had Warp rigs on his ragnarok? He must have known... |
Rowells
Unknown Soldiers Fidelas Constans
1401
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Posted - 2014.10.02 00:20:00 -
[16] - Quote
BTW any details on when this hits sisi? |
Rowells
Unknown Soldiers Fidelas Constans
1401
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Posted - 2014.10.02 00:28:00 -
[17] - Quote
Kruull Death wrote:Just a couple of questions:
1) What will happen to the SPs for the pilots that trained JDC to level 5? Will these be reimbursed to be used somewhere else? As this was a total waste with this changes. They'll still affect Jump drives to get the max 5LY, however the blog did mention looking at them later after affects setteled.
Quote:2) Will certain LY distances be reduced? Example: From Etherium Reach to Forge, 5 LY will change a route from a 1 or 2 jumps to a 8 jumps minimum as the Capiltal Ships will now have to go around through Great Wildlands. Not only the additional jumps will be required but a lot more fuel will be used. An additional impact is that while for the big Alliances/Coalitions this won't matter as much for smaller entities (corps and small alliances) it creates the need to have a lot more cyno alts, while nowdays a well trained capital pilot needs 2 maybe 3 cyno alts. The new shortest distance now is actually to use the regional gate to forge in any capital. It may be harder if you want to avoid camps but its faster and cheaper if you do it properly. |
Rowells
Unknown Soldiers Fidelas Constans
1402
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Posted - 2014.10.02 00:44:00 -
[18] - Quote
Davionia Vanshel wrote:Question is what are the jump ranges for Rorquals and Jump Freighters going to be?
Blog says "Almost all jump-capable ships will have their range reduced to 5 LY after skills" and "Jump Freighters and Rorquals will gain a role bonus: 90% reduction to effective range jumped for the purposes of all these calculations, but will otherwise get all the described changes. This means that, for all the math weGÇÖre doing on this feature, whenever we use the range jumped as a variable we first multiply it by 0.1"
Thing is when I first use the range jumped as a variable I check to see if I can make the jump. If the jump is 10 LY then effective jump range is 0.1 x 10LY = 1LY so that means if the JF has a jump range of 1LY it can make the 10LY jump right? It does say "all the math" which includes checking to see if the jump is in range? your doing it wrong.
Jump range = 5LY
90% reduction to jump range when calculated for fatigue |
Rowells
Unknown Soldiers Fidelas Constans
1402
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Posted - 2014.10.02 00:53:00 -
[19] - Quote
Davionia Vanshel wrote:The word fatigue does not appear in this section:
Quote:90% reduction to effective range jumped for the purposes of all these calculations....This means that, for all the math weGÇÖre doing on this feature, whenever we use the range jumped as a variable we first multiply it by 0.1. |
Rowells
Unknown Soldiers Fidelas Constans
1403
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Posted - 2014.10.02 03:07:00 -
[20] - Quote
not even 24 hours and we are on track to break the marauder threadnaught. |
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Rowells
Unknown Soldiers Fidelas Constans
1403
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Posted - 2014.10.02 04:57:00 -
[21] - Quote
Detria wrote:2014.10.01 16:43 -> 2014.10.02 04:43 - 125 pages and 2500 replies.... This a record yet? First impression? Horrible ideas... Marauder thread got about 200 pages i beleieve |
Rowells
Unknown Soldiers Fidelas Constans
1407
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Posted - 2014.10.02 17:15:00 -
[22] - Quote
Volmyr wrote:baltec1 wrote:Volmyr wrote:Jenn aSide wrote:X Gallentius wrote:Why pilot specific (multiple pilots can move one dread across the universe pony express style), instead of hull specific (removes ability to move dread across universe)?
Because hulls can be repackaged. unless say there was a mechanic that wont let you re-package unless your jump drive is cooled off... Which will be a lot more work than just having it on the pilot. since i in part pay CCP's checks, as do many others here, that is no excuse. They can work for the money being shoveled on them. at the cost of time spent on things everyone else wants fixed or improved? |
Rowells
Unknown Soldiers Fidelas Constans
1407
|
Posted - 2014.10.02 17:16:00 -
[23] - Quote
Charlotte Ginger wrote:So, nothing changes, Big blob still wins. Little Blob stays in low-sec this just in, numbers give an advantage! more at 11 |
Rowells
Unknown Soldiers Fidelas Constans
1410
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Posted - 2014.10.02 18:29:00 -
[24] - Quote
Eigenvalue wrote:flakeys wrote:Pic'n dor wrote:CCP Greyscale wrote:Coreemo wrote:Also, the whole "fix" to deathcloning is a really bad idea. We need SOME way to quickly deploy to a hot area that requires it. Why? (Serious question.) Because where it's hot, it's content. When it's content, it's fun. When it's fun, it is worth playing. When it is worth playing, we, player, pay and have fun. Remove from casual player the ability of quickly catch up is incentive... to play something else... Remember this http://community.eveonline.com/news/dev-blogs/eve-online-development-in-2013-and-beyond/Don't let the enablers ant the instigators alone with followers that can't catch up. No everyone is playing 24/7... Take a ship , undock , fly there .... o// problem solved. OW wait you're affraid you're gonna be too late to enjoy that content , wich will mean there is another side who VERRY much enjoyed their content as the reinforcements came way too late.Those guys also paid to have fun remember ... You're convincing me even more that CCP is on the right track here ... Because spending hours gate jumping to play the game is really really boring? Every single proposed change here is about making eve slower and more boring. The predicate for doing so is that more boring will create more fights. I don't believe it. on one hand yes but on the other it means the red zone where smaller content is interrupted or avoided due to the instant strike capabilities of capitals and bridges is smaller. So, assuming that the tales of people re-subbing and all the mini-blobs waiting in nullsec/NPC space were true. You should see more action close to home.
And if it's another B-R, You have all day to get there. Put some nanos on that dread. |
Rowells
Unknown Soldiers Fidelas Constans
1413
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Posted - 2014.10.02 18:48:00 -
[25] - Quote
When are these changes hitting sisi? |
Rowells
Unknown Soldiers Fidelas Constans
1413
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Posted - 2014.10.02 18:51:00 -
[26] - Quote
baltec1 wrote:Rowells wrote:When are these changes hitting sisi? November sometime. Possibly just enough time for me to train into a dread. I thought november wa when they hit TQ? or is it going to be pretty close to release? |
Rowells
Unknown Soldiers Fidelas Constans
1413
|
Posted - 2014.10.02 19:04:00 -
[27] - Quote
for those of you worried about groups in deep null think of this:
Before changes null was simply null. very few differences in location, terrain, and residents (blob or not blob). There was very little difference in the risk or effort involved in living farther away from empire, or right on the border. Now that the nearest lowsec is no longer within 2-3 jumps, but 5-6 for some areas they will become more difficult to live in, adding actual challenge to certain areas of space.
Preferably somewhere down along the line chanhges to rewards for living farther away from empire will increase in tandem. But areas near empire will become more active as the smaller, less logistically or industrially inclined groups will need to stay within reach of resources produced and procured by others.
It should add some diversity to 0.0 and also sort of scale as to how difficult and what kind of playstyles froups use as distance expands. |
Rowells
Unknown Soldiers Fidelas Constans
1414
|
Posted - 2014.10.02 19:58:00 -
[28] - Quote
Jenn aSide wrote:Arrendis wrote:Jenn aSide wrote:BTW, 204 pages is not a Threadnaught. It's a Thread Titan, but "Thritan" sounds silly. Leviathread Winner! nobody said outpost yet? |
Rowells
Unknown Soldiers Fidelas Constans
1415
|
Posted - 2014.10.03 02:17:00 -
[29] - Quote
Grath Telkin wrote:http://i.imgur.com/VRVvbFl.png
[Rorqual, Dont let this be a thing] Damage Control II Drone Damage Amplifier II Drone Damage Amplifier II
Omnidirectional Tracking Link II, Optimal Range Script Omnidirectional Tracking Link II, Optimal Range Script Sensor Booster II, Targeting Range Script Domination Warp Disruptor Gist A-Type EM Ward Field Caldari Navy Adaptive Invulnerability Field Caldari Navy Adaptive Invulnerability Field
Capital Murky Remote Shield Booster Capital Murky Remote Capacitor Transmitter Capital Murky Remote Capacitor Transmitter Ammatar Navy Heavy Energy Neutralizer Ammatar Navy Large EMP Smartbomb Ammatar Navy Large EMP Smartbomb
Capital Core Defense Field Extender II Capital Core Defense Field Extender II Capital Core Defense Field Extender II
Ogre II x5
Hi, as somebody who really wants the full effects of these changes to hit EVE, i'd like to bring this to your attention. If you leave the Rorqual untouched by these changes you will eventually see some variation of this surface, bringing hot drops right back to where they currently are with a different ship.
For this reason alone, it MUST suffer the same changes as the rest of the ships.
You can laugh if you want, but this will be a thing thats done in some form or another, and what i've posted right there in groups of 10 or more (easily viable) they start to get pretty scary.
If you really want to fix the game, dont forget this monster in the closet. Hands off mah rorq you scoundrel |
Rowells
Unknown Soldiers Fidelas Constans
1415
|
Posted - 2014.10.03 03:35:00 -
[30] - Quote
does this mean that people got their 'escort carriers' now? |
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Rowells
Unknown Soldiers Fidelas Constans
1415
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Posted - 2014.10.03 05:42:00 -
[31] - Quote
ergherhdfgh wrote:A couple of notes to all the people saying adapt or die:
First off people will adapt or die that's not really a choice it's more of a state of affairs. I think what you are completely forgetting is that adapting could mean very few people living much further than 5 LY from a system with a station and a high sec connection.
I haven't read every single post but I've scanned over more than half of this so far and my subjective opinion is as far as cap ship pilots it seems that more of the big alliances are applauding this and more of the small guys are saying it's not so good. Also combat pilots seem to be more happy with this than logistics pilots.
Sure some people will start moving stuff around with escorted industrials that will happen but most likely not at a rate to make up for all of the lost JF trips. I see no way you can increase the difficulty of moving freight around null by this much and not have it affect supply and therefore pricing. For those of you saying "yay high prices I get to make ass tons of isk" The prices will be high because the volume won't be there.
I see no way that you can have vibrant local economies without the ability to transport goods to other regions for trade. This tendency to move stuff to market hubs and then back out to the boondocks is not unique to eve nor is it new. Look at your history books. Also the Jita model is how Fed Ex and UPS operate today. They move everything to central hubs and then back out to the destinations from there.
I went to Spain a few years ago shortly after they had built this huge expressway system across the country. Towns near exits to the new express way were blowing up and booming. Then I went off those expressways and traveled the old 2 lane highways and saw towns shriveling and dying. Restaurants and gas stations boarding up and closing.
We had the same thing happen here in the states in the 50's when the Eisenhower highway system made old route 66 obsolete and it eventually just shut down.
CCP isnt' building an Eisenhower expressway system. They are tearing up route 66
And to the people saying that local economies will start supplying local pilots I am just going to predict that it does not happen that way. I'm saying for the record that barring some other unannounced changes that I am not privy to this will turn anything much more than 5 LY from a system with a high sec connection into more of a ghost town than it already is.
Destructible outposts I think will only make all of this worse.
You just can't have a lot of small gang PvP going on without supplying them ships to loose. These jump mechanics nerf hauling which will effectively nerf PvP.
There is only one real commodity in this game and that is time. I think if you want to predict how things are going to shake out in this game you need to break it down to time spent earning or building ships to time spent loosing them that ratio will tell you everything. These changes are going to mean more time spent hauling, waiting out timers and building all your own stuff and less time spent PvPing. Two things:
A healthy local economy will most like provide the materials it can produce to its pilots (plenty of T1 ships) while the materials that cannot be procured there will either be found in highsec or in agreements with local groups. Keep in mind not every need will be met and this will create shortages on certain supplies and possible surpluses for others. Those are what should be traded. Because logistics just became harder, not impossible.
Secondly, this change definitely adds some landscape to null. right now null is just null. Only difference being the kinds of resources available and rat anoms. Not much diversity. With the changes it will also add an aspect of distance from empire. Deep null will truly be deep null. You will likely see smaller groups (not small, just smaller) residing in space near empire to satisfy needs they cannot fulfill themselves. And the generally increased traffic as power projection is reduced. Then you will have deep null with bigger more established alliances that dont have heavy dependence on empire trading. Now this obviously happen overnight, and with the current changes alone you wont see as hard of a drive to attract people out to deeper space, but the framework and possibility is there.
Aslo, this is more like ripping up the highway, not route 66 |
Rowells
Unknown Soldiers Fidelas Constans
1415
|
Posted - 2014.10.03 05:44:00 -
[32] - Quote
Primary This Rifter wrote:I think these proposed changes favor the defending force too much. Their enemy is probably having to make longer jumps than they do, which means that their capitals don't gain as much jump fatigue. In the event of a brawl that doesn't go their way, the defending force will be able to evac their caps via cyno more quickly than the attacking force can.
Speaking of jump fatigue and jump cooldown, are you planning on making this information available via API? I hope you are, because otherwise it would be extremely difficult for capital fleet commanders to even plan routes for their fleet because they won't know if their pilots can use their jump drives.
I'd also suggest that limiting jump fatigue so it doesn't lead to cooldowns of longer than a day would be a good idea. I believe it is somewhat part of the intention that people attacking each other are relatively close, and suffer less from the distance drawback
I do like the idea of API for fatigue timer.
I think the current plan is to cap the fatigue at 30 and the cooldown at 3 days. If i understood it correctly. |
Rowells
Unknown Soldiers Fidelas Constans
1415
|
Posted - 2014.10.03 05:47:00 -
[33] - Quote
ergherhdfgh wrote:CCP Greyscale wrote:
Jump length distance has almost no impact on travel time, number of midpoints is largely irrelevant to travel time when fatigue is a factor.
this makes no sense to me. How can number of mid points be largely irrelevant when every time you make a jump you add one plus the distance and the multiply? It would seem number of midpoints would exponentially increase travel time. Also for the small guys with limited cyno alts jump lenght or more specifically number of jumps does significantly increase travel time as you have to reposition cyno alts. It's only the large alliances which are not affected by this. Hes saying under current mechanics extra midpoints is almost useless. basically a couple session change timers. Fatigue would be a limiting factor on its own. |
Rowells
Unknown Soldiers Fidelas Constans
1419
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Posted - 2014.10.03 06:08:00 -
[34] - Quote
ergherhdfgh wrote:Rowells wrote:
A healthy local economy will most like provide the materials it can produce to its pilots (plenty of T1 ships) while the materials that cannot be procured there will either be found in highsec or in agreements with local groups. Keep in mind not every need will be met and this will create shortages on certain supplies and possible surpluses for others. Those are what should be traded. Because logistics just became harder, not impossible.
I've lived in null under several different situations some deep some close to high sec some with start up renters and once with a big well established Alliance in a -1.0 station. I've never seen a local economy in null that was healthy enough to not need regular trips to high sec. I've seen nothing in the industrial patch that will change that to any large degree. I think both you and Greyscale are missing some basic concepts of how the human brain works as well as some social concepts that you are ignoring. Yes to some degree what you said here will need to happen and will happen no doubt about that. What I am saying here is that the net affect of these changes barring some other huge bombshell game changer that they drop on us will be less active null and null activity being exponentially inverse to it's distance beyond 5 LY from a HS gate system. Those examples were under the current system. Things being spuer-mass produced in highsec+relatively cheap movement of materials made it extremely easy for industrialists to do everything themselves. Some people would even ship their materials to highsec to get quicker deals. As logistic costs go up, youll see an oppurtunity grow for local production to pick up on those profits. Will there likely be an overall increase in everything dealing with nullsec? very likely. And i think that the aspect of materials and rewards in null needs to be looked at again after the changes. |
Rowells
Unknown Soldiers Fidelas Constans
1419
|
Posted - 2014.10.03 06:13:00 -
[35] - Quote
Alizabeth Vea wrote:It reminds me of a desperate flail of a person being choked, just before they pass out.
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Rowells
Unknown Soldiers Fidelas Constans
1419
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Posted - 2014.10.03 06:21:00 -
[36] - Quote
5000th post! |
Rowells
Unknown Soldiers Fidelas Constans
1422
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Posted - 2014.10.03 07:01:00 -
[37] - Quote
Obsidian Hawk wrote:@ CCP Greyscale
I have another arguement of why 5 ly max is bad especially for dreads. When people move out to a new area or want to take space, the jump range will favor the defender.
Sure you can slow boat it by using gates but....... You will see the dread fleet incoming hours before hand and can prep a defense long before. And those deep 0.0 places that will become incredibly hard to reach will be so entrenched you will not be able to remove them ever.
So please again consider scaling jump ranges based on the size of the ship. Keep super caps at 5 ly and the smaller caps have the longer range it doesnt need to be much hell at this point 8 LY would be enough. or try not attacking people that are very far away. |
Rowells
Unknown Soldiers Fidelas Constans
1422
|
Posted - 2014.10.03 07:36:00 -
[38] - Quote
so anyone worried about the inevitable wrecking ball of carrier roams that are bound to happen? |
Rowells
Unknown Soldiers Fidelas Constans
1422
|
Posted - 2014.10.03 07:50:00 -
[39] - Quote
Armagast Sin Truth wrote:Given that the only limit on the ship is the 5 lightyear jump range -- why not just have the fatigued pilot swap out with a fresh pilot and continue jumping immediatly?
That way you still get there much faster than someone trying to get to the fight all by themselves.
Or does the fatigue get transferred to the new pilot - even tho he is not the one who made the previous jumps? supposedly having multiple back-up pilots is much more difficult and restrictive (not to mention profitable to CCP) than to simply wait or slow-boat |
Rowells
Unknown Soldiers Fidelas Constans
1422
|
Posted - 2014.10.03 07:54:00 -
[40] - Quote
Innominate wrote:CCP Greyscale wrote: Jump length distance has almost no impact on travel time, number of midpoints is largely irrelevant to travel time when fatigue is a factor.
Then why are you nerfing jump ranges so viciously? travel range. no loner jumping over regions to regions far away. so the route you take now is different as well, by a healthy margin. |
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Rowells
Unknown Soldiers Fidelas Constans
1422
|
Posted - 2014.10.03 08:13:00 -
[41] - Quote
Innominate wrote:Rowells wrote:Innominate wrote:CCP Greyscale wrote: Jump length distance has almost no impact on travel time, number of midpoints is largely irrelevant to travel time when fatigue is a factor.
Then why are you nerfing jump ranges so viciously? travel range. no loner jumping over regions to regions far away. so the route you take now is different as well, by a healthy margin. Which is to say that it has a huge impact on travel time. It's obviously a false statement by greyscale. sure |
Rowells
Unknown Soldiers Fidelas Constans
1428
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Posted - 2014.10.03 17:56:00 -
[42] - Quote
has anyone seen dinsdale? I figured he would be eating this **** up |
Rowells
Unknown Soldiers Fidelas Constans
1429
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Posted - 2014.10.04 03:04:00 -
[43] - Quote
What are lodi |
Rowells
Unknown Soldiers Fidelas Constans
1430
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Posted - 2014.10.04 04:57:00 -
[44] - Quote
Some things I would like to see considered to be added to the proposal:
Rearrangement of jump drive related skills.
- Jump Drive Calibration
Option 1: If 5LY is the new max with skills, then the base range of those ships will be in the area of ~2.25 LY. I feel this would place too much emphasis on the importance of the skill being used in anythin aside from jumping next door. I feel it should be given the treatment that the drone interfacing skill recieved and lessen the bonus while improving the base range of all jump capable ships to ~3.33LY and decrease the bonus to 10% range per level. Option 2: instead of increasing range, set the base Range for capitals at 5LY and change the skill to modify the fatigue decay by 5% per level. This would at best increase the fatigue decay to 0.125 per minute. Assuming a jump at max range 5LY, this adds a decay of 6 takinf 60 minutes to fully decay. With the skill at V it would reduce that time to 48 minutes. Not entirely a workaround, but still give a healthy bonus which could be found useful to some degree.
- Jump Drive Efficiency (new proposal)
Reduces capacitor demand of activating jump drive by 5% per level. Seeing as the projection of capitals quickly is no longer tied to capacitor amount, I feel it would be acceptable to allow capitals to come into fights with more capacitor should the pilot elect to jump in directly.
Racial Ice and Isotopes
- Change ice anomalies to allow at max 15% of non regional isotopes. This will be based on RNG so you could end up with a spawn having little to no isotopes outside of the local ice or a full 15%. The math will basically decide how much of of the 15% will be which ice. It could be any percentage of clear icicle, glacial mass, blue ice, or white glaze. The intent is to not make every region (especially ones very far from other sources) entirel dependent on the local ice, but not to allow perfect independence from it. It will also add a sort of locally valuable ice for groups to procure themselves. This will not add extra ice to each belt but use up existing slots used for ice that is normally spawned. This will apply to highsec as well as low and null.
- Rearrangment and addition of Ice harvesting skills
Option 1: Add specific ice harvesting skills at 2% per level similar to ore reprocessing skills. This will be an increase in total isotopes harvested from ice and allows specialization. The training time multiplier will be 3 or 4 depending on perceived value of the skill. Option 2: spilt Ice harvesting skill into separate groups and remove original skill completely. The bonus from each skill will be 4% and have a multipler of 2 or 3. Similar aspect as above option, but more focused on specialization.
Thats all I have for now. |
Rowells
Unknown Soldiers Fidelas Constans
1430
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Posted - 2014.10.04 05:06:00 -
[45] - Quote
is there a way to remove certain words? I deel "wrote" and "inbound" can be misleading |
Rowells
Unknown Soldiers Fidelas Constans
1430
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Posted - 2014.10.04 07:42:00 -
[46] - Quote
Obsidian Hawk wrote:Here is what has been brought up already. 13. Your mom. [Insert your mom is fat joke here] |
Rowells
Unknown Soldiers Fidelas Constans
1430
|
Posted - 2014.10.04 07:44:00 -
[47] - Quote
Kun'ii Zenya wrote:It is something CCP should consider though...we play this game to have fun. Here, you do the math...you are your alliances Logistics GuyGäó. You have to move 10,000,000 m3 out to your space. You have a JF. You have two JF alts, you can swap the JF at a mid point and you have two cyno alts and each jump is 4 LY. How much extra time will fatigue impose on you assuming you wait for fatigue to go down to 0 after each jump?
Give me a ball park number on how many extra hours it would take to get that job done...then tell me what you think the fun factor would be?
I think the 'fun' factor is not "how do imove 10mil/m3" but rather "where can we find that 10mil/m3 already here" |
Rowells
Unknown Soldiers Fidelas Constans
1431
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Posted - 2014.10.04 07:57:00 -
[48] - Quote
Kun'ii Zenya wrote:Rowells wrote:Kun'ii Zenya wrote:It is something CCP should consider though...we play this game to have fun. Here, you do the math...you are your alliances Logistics GuyGäó. You have to move 10,000,000 m3 out to your space. You have a JF. You have two JF alts, you can swap the JF at a mid point and you have two cyno alts and each jump is 4 LY. How much extra time will fatigue impose on you assuming you wait for fatigue to go down to 0 after each jump?
Give me a ball park number on how many extra hours it would take to get that job done...then tell me what you think the fun factor would be?
I think the 'fun' factor is not "how do imove 10mil/m3" but rather "where can we find that 10mil/m3 already here" Dude you live in Null, you know you can't find every thing you need in null....as such it has to be imported. Does Fountain have all the different R64s and R32s? If you are going to build your own T2 items...where are you going to get the moon goo you don't produce? yes, I know, but that surely reduces the 10mil down quite a bit. The way it is now is pretty much buy in jita (either in material form or final product) and ship to null. Now it will be more reasonable to find it locally and import what is needed. Imports and exports won't go away for sure, but they will be drastically reduced based on imperative need for it. Its going to take 5 hours and 4 alts to move a few BS worth of materials to null? we could just mine it in a simliar amount of time with less fuel cost. JF and transports will move into a role of moving only the essentials. High end and scarcer goods required for advanced industry. Which means higher collaterals and payments due to extra time. Avoiding unnecessary moves and wasted space. It'll still suck tryin to move the items but it offers more forethought and gameplay for others as well.
E: also to take into consideration is what to build. Maybe the group will consider switching into locally friendly doctrines in order to encourage volume. |
Rowells
Unknown Soldiers Fidelas Constans
1432
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Posted - 2014.10.04 08:07:00 -
[49] - Quote
P0RT4R0 wrote:CCP Greyscale wrote: OK, I've read every post up to page 200, and we're getting to a point in this thread where there's not a lot of new concerns or suggestions being brought up. There will be future threads (and future blogs) as we tune details, but for now I want to thank you for all of your constructive input, and wish you a good weekend :)
Translation: I got tired of reading this stuff changes will be coming through anyways 'cause I don't care, bye Translation, Ive basically read a small novel in 2 days and responded with another small novel in the same time. I'm going to get drunk on Brenniv+¡n this weekend and hopefully cure this headache with an even bigger one. |
Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 08:29:00 -
[50] - Quote
Kun'ii Zenya wrote:Rowells wrote:Kun'ii Zenya wrote:Rowells wrote:Kun'ii Zenya wrote:It is something CCP should consider though...we play this game to have fun. Here, you do the math...you are your alliances Logistics GuyGäó. You have to move 10,000,000 m3 out to your space. You have a JF. You have two JF alts, you can swap the JF at a mid point and you have two cyno alts and each jump is 4 LY. How much extra time will fatigue impose on you assuming you wait for fatigue to go down to 0 after each jump?
Give me a ball park number on how many extra hours it would take to get that job done...then tell me what you think the fun factor would be?
I think the 'fun' factor is not "how do imove 10mil/m3" but rather "where can we find that 10mil/m3 already here" Dude you live in Null, you know you can't find every thing you need in null....as such it has to be imported. Does Fountain have all the different R64s and R32s? If you are going to build your own T2 items...where are you going to get the moon goo you don't produce? yes, I know, but that surely reduces the 10mil down quite a bit. The way it is now is pretty much buy in jita (either in material form or final product) and ship to null. Now it will be more reasonable to find it locally and import what is needed. Imports and exports won't go away for sure, but they will be drastically reduced based on imperative need for it. Its going to take 5 hours and 4 alts to move a few BS worth of materials to null? we could just mine it in a simliar amount of time with less fuel cost. JF and transports will move into a role of moving only the essentials. High end and scarcer goods required for advanced industry. Which means higher collaterals and payments due to extra time. Avoiding unnecessary moves and wasted space. It'll still suck tryin to move the items but it offers more forethought and gameplay for others as well. E: also to take into consideration is what to build. Maybe the group will consider switching into locally friendly doctrines in order to encourage volume. Serious question have you done logistics work for your alliance? I have not myself, but I have talked to guys who have, and I do other work for our corp...I know that there is lots of stuff we just can't source locally no matter how hard we try. Even if you could cut the load in half...do the math how long to move 5,000,000 m3? I've done logistics for my own corp for a short period and I do it for my own indy operations. Albeit not in quantities as large as that. I know not all things can be sourced locally, and if you compare what can be local and all possibilities to be made from non-wormhole its small. But thats a change to consider. It now comes down to other options instead of just shipping everything from jita. There will be shortages of certain items and surplus of others (especially things others are having a hard time acquiring). if anything this will encourage trade and make regional materials more profitable to ship out. Under the current status this isnt a perfect system. However there are other changes planned ahead and this isnt the last of them. when Pheobe hits many people will have massive stockpiles of things they need to cushion te loss of logistics power. After they dry up theyll either switch production, much like people did in crius, or pay extra for imported materials. This will affect everyone, even large alliances, since the logistics power and demand for goods tends to scale semi-linearly with growth. I'm not saying everything is going to be the same or just as easy afterwards. It will require many changes in operations and goals. |
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Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 08:32:00 -
[51] - Quote
Dea Doughmaker wrote:You want supers to have escort... ok! I tell you how to do it without ruining the game. But read in full and not the first two lines. Titan can be only used in the FC slot. Super Carrier can be used only in wing slot. Carrier can be used only in a squad leader slot. Carrier deals full damage only if he has full squad filled with people. If there is 4 people out of 10 in a squad it would deal only 40% damage. This then scales to the super carrier - each full squad gives the super carrier 25% damage. If you have 3 full squads and 1 with 4 people - you will deal 25%x3+10%=85% damage. Then it scales same way to the titan so if you have a titan with only 1 full wing of people it will deal only 25% damage. What does it do - interesting fights - it's better to kill subcaps first to kill caps later. 2. No more titan blobs. On a sunny day goons could probably be able to drop 5-6 titans max at the same time.
Other changes could include: Damage nerf would apply only to players not to rats so people can still rat in their supers in the belts if they want (at the same time if they are caught they would be easier to kill).
There is a, let's say, 15 mins timer for the diminishing damage effect described above to kick once the fleet members start dying and % goes down. This is so that the caps have time to defend themselves for a little while. 15 mins is a balance between giving the caps a slight chance of escape and not allowing people to exploit the system.
I would still nerf super caps so they can kill subcaps better. Maybe not as well as when these ships were introduced but better than it is now - for example doomsday could hit batttleships a bit more than it does now. Bombers could kill stuff down to cruiser hull stuff - remember there will be not so many of supercaps on the battle field anymore.
To make things even more interesting and varied we could build squad (and that is for all fleets, not only for super fleets) around roles and ship sizes so that each squad could have 2 slots for ships with max size of a frigate, 3 slots with max size of a cruiser, 4 slots with max size of a battleship, 1 with max size of a carrier. This would make it harder to build blobs of 250 megathrons and would force people to vary fleets and use logi, ewar etc. At the same time you could still take a small fun fleets out. but why? |
Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 09:14:00 -
[52] - Quote
Dea Doughmaker wrote:Rowells wrote:Dea Doughmaker wrote:You want supers to have escort... ok! I tell you how to do it without ruining the game. But read in full and not the first two lines. Titan can be only used in the FC slot. Super Carrier can be used only in wing slot. Carrier can be used only in a squad leader slot. Carrier deals full damage only if he has full squad filled with people. If there is 4 people out of 10 in a squad it would deal only 40% damage. This then scales to the super carrier - each full squad gives the super carrier 25% damage. If you have 3 full squads and 1 with 4 people - you will deal 25%x3+10%=85% damage. Then it scales same way to the titan so if you have a titan with only 1 full wing of people it will deal only 25% damage. What does it do - interesting fights - it's better to kill subcaps first to kill caps later. 2. No more titan blobs. On a sunny day goons could probably be able to drop 5-6 titans max at the same time.
Other changes could include: Damage nerf would apply only to players not to rats so people can still rat in their supers in the belts if they want (at the same time if they are caught they would be easier to kill).
There is a, let's say, 15 mins timer for the diminishing damage effect described above to kick once the fleet members start dying and % goes down. This is so that the caps have time to defend themselves for a little while. 15 mins is a balance between giving the caps a slight chance of escape and not allowing people to exploit the system.
I would still nerf super caps so they can kill subcaps better. Maybe not as well as when these ships were introduced but better than it is now - for example doomsday could hit batttleships a bit more than it does now. Bombers could kill stuff down to cruiser hull stuff - remember there will be not so many of supercaps on the battle field anymore.
To make things even more interesting and varied we could build squad (and that is for all fleets, not only for super fleets) around roles and ship sizes so that each squad could have 2 slots for ships with max size of a frigate, 3 slots with max size of a cruiser, 4 slots with max size of a battleship, 1 with max size of a carrier. This would make it harder to build blobs of 250 megathrons and would force people to vary fleets and use logi, ewar etc. At the same time you could still take a small fun fleets out. but why? to limit the force projection without limiting the opportunity for quick engagements. not everyone has 6 hours to wait in the fleet before it comes to the engagement and thats what these changes will lead to. ability to move around the map facilitates quick engagements and limits the idle time. this game is already heavy on idle time. more idle time more boredom more players moving on to other games. you lost me. So we have less capitals moving around because of changes. But we want to further reduce their capabilities unless they have a full fleet of 250 backing them up in order to reduce their projection? Doomsdays against battleships?Force people to use logi and ewar? I dont see how this does anything but nerf supers even further than necessary. The main problem with supers is they could be dropped anywhere and rescued from almost anywhere because of projection. The problem with carriers is they rep insanely well and tank entire fleets of dps without issue, which also spreads to supers when they receive these reps. A smaller but still important issue is the carriers perfect ability to punch down on subcaps with drones, mostly sentries.
My only concern with these changes is roving gangs of carriers repping each other and killing everything else. Which should be touched on once they rebalance capitals. But supers being abused for small engagements doesn't seem like an issue anymore now that they are more vulnerable without their numbers behind them 23/7. |
Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 09:29:00 -
[53] - Quote
Dea Doughmaker wrote:Rowells wrote:Dea Doughmaker wrote:Rowells wrote:Dea Doughmaker wrote:You want supers to have escort... ok! I tell you how to do it without ruining the game. But read in full and not the first two lines. Titan can be only used in the FC slot. Super Carrier can be used only in wing slot. Carrier can be used only in a squad leader slot. Carrier deals full damage only if he has full squad filled with people. If there is 4 people out of 10 in a squad it would deal only 40% damage. This then scales to the super carrier - each full squad gives the super carrier 25% damage. If you have 3 full squads and 1 with 4 people - you will deal 25%x3+10%=85% damage. Then it scales same way to the titan so if you have a titan with only 1 full wing of people it will deal only 25% damage. What does it do - interesting fights - it's better to kill subcaps first to kill caps later. 2. No more titan blobs. On a sunny day goons could probably be able to drop 5-6 titans max at the same time.
Other changes could include: Damage nerf would apply only to players not to rats so people can still rat in their supers in the belts if they want (at the same time if they are caught they would be easier to kill).
There is a, let's say, 15 mins timer for the diminishing damage effect described above to kick once the fleet members start dying and % goes down. This is so that the caps have time to defend themselves for a little while. 15 mins is a balance between giving the caps a slight chance of escape and not allowing people to exploit the system.
I would still nerf super caps so they can kill subcaps better. Maybe not as well as when these ships were introduced but better than it is now - for example doomsday could hit batttleships a bit more than it does now. Bombers could kill stuff down to cruiser hull stuff - remember there will be not so many of supercaps on the battle field anymore.
To make things even more interesting and varied we could build squad (and that is for all fleets, not only for super fleets) around roles and ship sizes so that each squad could have 2 slots for ships with max size of a frigate, 3 slots with max size of a cruiser, 4 slots with max size of a battleship, 1 with max size of a carrier. This would make it harder to build blobs of 250 megathrons and would force people to vary fleets and use logi, ewar etc. At the same time you could still take a small fun fleets out. but why? to limit the force projection without limiting the opportunity for quick engagements. not everyone has 6 hours to wait in the fleet before it comes to the engagement and thats what these changes will lead to. ability to move around the map facilitates quick engagements and limits the idle time. this game is already heavy on idle time. more idle time more boredom more players moving on to other games. you lost me. So we have less capitals moving around because of changes. But we want to further reduce their capabilities unless they have a full fleet of 250 backing them up in order to reduce their projection? Doomsdays against battleships?Force people to use logi and ewar? I dont see how this does anything but nerf supers even further than necessary. The main problem with supers is they could be dropped anywhere and rescued from almost anywhere because of projection. The problem with carriers is they rep insanely well and tank entire fleets of dps without issue, which also spreads to supers when they receive these reps. A smaller but still important issue is the carriers perfect ability to punch down on subcaps with drones, mostly sentries. My only concern with these changes is roving gangs of carriers repping each other and killing everything else. Which should be touched on once they rebalance capitals. But supers being abused for small engagements doesn't seem like an issue anymore now that they are more vulnerable without their numbers behind them 23/7. yes, less supers ansd titans, they were not meant to be blobbed. well, the existing changes help with that immensely. having all supers in place is now risky to anywhere they are not so i say let them. if a group wants to leave the backdoor open and put all of its cards down on the table, let them. Unless you want to make 250 fleet members another requirement to owning a titan (a personal asset btw). it seems very restricting to player choice rather than beneficial to anyone in particular.
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Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 09:33:00 -
[54] - Quote
Iam Widdershins wrote:Kiryen O'Bannon wrote: What if you, you know, actually fly where you need to go in a ship? How novel!
Kagura Nikon wrote: NEed that explanation? Then lets go. Jump cloen go to another station where you are in safe place. Set medical clone there. Now jump cloen back.. killyourself
EASY
Veskrashen wrote:There's these things called Interceptors. I hear that you can get from one end of the universe to the other in under an hour using them. In an age where it takes an hour for your jump fatigue to wear off from a single max range jump, they'd probably be pretty handy. Of course, that would mean taking some level of risk and not being able to respond instantly to events on the other side of New Eden at a moment's notice. Which might, of course, make it difficult to defend large sprawling empires. My goodness - that can't be what CCP is going for with these changes, could it?!?!?!?! You jackoffs -- yes, all three of you -- are terrible and should feel terrible. The topic is: someone without jump clones gets hellcamped into their clone station. When you are hellcamped, you cannot leave. As it's been demonstrated in the past, this type of round-the-clock interdiction can last for weeks. Thanks for playing. I've been on a hellcamp before. People leave, all the time. Just not in their shiny toys. |
Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 09:35:00 -
[55] - Quote
Dea Doughmaker wrote:well, the existing changes help with that immensely. having all supers in place is now risky to anywhere they are not so i say let them. if a group wants to leave the backdoor open and put all of its cards down on the table, let them. Unless you want to make 250 fleet members another requirement to owning a titan (a personal asset btw). it seems very restricting to player choice rather than beneficial to anyone in particular.
current changes are stupid cos they increase idle time. this game has too much idle time. I wont be waiting 3 hours to get into engagement.[/quote] then dont. fly a different ship. use a gate. no one is forcing you to stay in whatever ship youre in (unless you are in a super then I have a little sympathy, but not too much since 99% chance you have alts to use). |
Rowells
Unknown Soldiers Fidelas Constans
1434
|
Posted - 2014.10.04 09:38:00 -
[56] - Quote
Rivr Luzade wrote:uziel99 wrote:Rivr Luzade wrote:Suzuka A1 wrote: B) But what about moving all the cyno alts? Or the need for twice as many cyno alts?
If you live deep down in 00 (ie. after Phoebe more than 2 mids away from Low sec), you then must depend on others and cannot do your logistics alone anymore. Yay for more forced encouraged cooperation and risk when you chose (allowed yourself the laps to trust/depend on) the wrong cyno person and have a Suddenly Spaceships experience on your carrier/JF in midspace. But more cooperation and less lone-warriors is definitely a more pronounced and overt requirement to live in deeper Sov 00 or many NPC 00. So, it's your game to play however you want, until you choose to exclude others. Because screw self reliance, moving multi-billion isk defenseless ships in a game full of sociopaths and thieves should be a community activity. So take gates, because we, the developers, want you loosing things through no fault of your own. /sarcasm In the hopes you will buy plex to replace what was no longer worth 7 bill in the first place. You get what you ask for (asking here meant literally (daily sov revamp threads in F&ID, anyone) as well as figuratively (player behavior ingame that made the game a boring place). those parentheses.....grrr |
Rowells
Unknown Soldiers Fidelas Constans
1443
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Posted - 2014.10.04 18:29:00 -
[57] - Quote
what does anyone think about allowing JF to jump to covert cyno? |
Rowells
Unknown Soldiers Fidelas Constans
1443
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Posted - 2014.10.04 18:44:00 -
[58] - Quote
twit brent wrote:So if i take a jump bridge inside my own SOV while ratting or i move a jump freighter around a bit I wont be able to join any capital ops because i will have fatigue and wont be able to keep up? two options: Fly a ceptor and avoid jb route
Dont rat so far from your HQ that you are required to take jb to make it to the op on time. Remember, things are moving slower now so sayin "I have to be there naow" isnt as pertinent anymore. and remember if you move a jf the the fatigue is much smaller. 15 minutes for a max LY jump.
Yes you no longer have easy options to be close to home without actually being close. thats ok. there are ways to make it less painful. |
Rowells
Unknown Soldiers Fidelas Constans
1444
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Posted - 2014.10.04 19:19:00 -
[59] - Quote
Jenn aSide wrote:gascanu wrote:Jenn aSide wrote:Oh, btw, can any of the people who think EVE is about to go back to the 'golden days' of convoys link me the videos from back then showing Convoys protected by Nano Triage Carriers that can take gates and warp as fast as battleships? I'll wait but.. but.. thats no fair dude! p.s. i don't think they need to be nanoed, they will go too fast compared to the freighters True, but I expect such convoys to have Rapiers with them. *Me buys up every Web in site* daredevils everywhere |
Rowells
Unknown Soldiers Fidelas Constans
1444
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Posted - 2014.10.04 19:25:00 -
[60] - Quote
gascanu wrote:Syri Taneka wrote:There are several aspects of this plan I like, most of them from the standpoint of someone who has been on the heavy end of the nullsec power blocs' hammer(s). The most notable positives in this plan are a reduction in force projection capabilities, and the subsequent reduction in fear of being hotdropped outside of a given entity's "nominal territory". Obviously, if you know a hostile Titan pilot is online, anything within X LY of it is a danger zone, but at least now that Titan can't reposition itself and its fleet and then hotdrop immediately afterward.
The two of these points combined should also serve to shrink the volume of territory groups of players can effectively hold by limiting players' ability to cover large expanses of space in a very short time (ie Jump Bridge hopping across an entire region or two in a matter of minutes).
The one and only real NEGATIVE I see in this is also fairly simple: The aforementioned positives, along with a couple other minor ones, finally pull carriers back out of their hole of being useful only as glorified ship transports (because of the ease with which the modern Supercap armada can reposition itself and drop overwhelming firepower on lesser capital fleets (carriers and dreads, aka things which are easy to one-shot with a Titan)). However, reducing their jump range to a mere 5 LY makes moving them an onerous task once again. They are still fairly squishy and easy to kill, so making them have to go through more jumps (often, in nullsec, through systems that do not contain stations/outposts to jump to safely) jacks the risk factor back up again. This simultaneously pulls strength away from their utility factor as ship transports (something no other ship in the game can manage with the same finesse) while also reducing their viability as logistic/offensive support in fleets because of the small radius they can cover (which is mitigated somewhat by the fact that nothing else can drop in any larger of a radius). So these changes actually push carriers farther out of the realm of "useful ships" as a trade off for finally bringing some much needed force projection reductions to the Supercap legions. no, the carriers will become the new "heavy horse" of the new meta since they'll be able to use the gates now; they can easy reach the mobility of a battleship, better dps and hp, and as a bonus they have some "burst"(jump drive) movement speed just in case they need it I have a feeling that during the capital rebalance we'll here this arguement a lot, considering how well carriers punch down. I think relegating them, to fighters only might be best in that aspect.
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Rowells
Unknown Soldiers Fidelas Constans
1448
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Posted - 2014.10.05 00:16:00 -
[61] - Quote
Obsidian Hawk wrote:Remember coming up next week will be some refinements to everything. Shhhhhh...that's a secret |
Rowells
Unknown Soldiers Fidelas Constans
1448
|
Posted - 2014.10.05 01:17:00 -
[62] - Quote
Jenna Aside wrote: Incursion runners in empire will feel it when those faction BSprices go WAY up because getting out of Venal or curse with BPC is a ***** lol. Wait what? |
Rowells
Unknown Soldiers Fidelas Constans
1449
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Posted - 2014.10.05 02:16:00 -
[63] - Quote
Christopher Mabata wrote:Sgt Ocker wrote:This really bites - Fatigue, unlike everything else in eve which is real time based, only reduces while you are logged in. If you have 4 hours fatigue when you log out, you will still have 4 hours fatigue when you next log in - Nice work CCP, completely change the real time aspect of eve to suit your nerfs. Whats next, skill training only counts down while you are logged in?
EG; I moved my JF and accrued 4 hours of fatigue, then had to go to bed because i have work the next day. Next night I log in for the few hours of online time I have but am unable to move my JF due to still having 4 hours fatigue, 24 hours after I got it.
Yes I can use gates but why bother owning a JF if more than half your time and distance traveled is to be spent using gates? "Jump Freighter", to me the name implies it should be able to use its jump drive, after all, that is why I spent all those months training and 6 bil isk on the JF for. I don't remember reading where they said this was the case but if that really is the case then I agree Jump fatigue should decrease when a player is NOT logged in, even if only at 1/2 the rate it would if you were logged in. That way if you have a 6 hour jump fatigue timer and the servers crash or get attacked when your finally able to log back in you can actually play the game you couldnt in the previous few days. Same goes for just general day to day play there is no reason for it not to decrease. Jump fatigue will decay when you are not online, during downtime, even if you unsubscribe. |
Rowells
Unknown Soldiers Fidelas Constans
1450
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Posted - 2014.10.05 02:57:00 -
[64] - Quote
Jenn aSide wrote:Christopher Mabata wrote:Rowells wrote:Jenna Aside wrote: Incursion runners in empire will feel it when those faction BSprices go WAY up because getting out of Venal or curse with BPC is a ***** lol. Wait what? apparently this one has never heard of travel fit interceptors this concerns me greatly i've heard of them. i've also heard of smart bombs. Yep. Nothing's perfect. But between T3s, inties, and blockade runners the options for extremely small stuff is definitely there. |
Rowells
Unknown Soldiers Fidelas Constans
1450
|
Posted - 2014.10.05 04:39:00 -
[65] - Quote
Kun'ii Zenya wrote:Christopher Mabata wrote:Kun'ii Zenya wrote:And I'm going to go there, Greyscale is a freaking moron.
If I had 1 wish, it would be that he would be summarily fired from CCP. If I had 2, he'd be fired and then neutered so his stupidity would be prevented from continuing on.
Give me 3 wishes, and his entire genetic history would be removed from all of history. Yep because insulting and directly attacking a CCP Employee is certainly a mature way to let the adults have a conversation. For someone who blew up when someone said U-Mad you certainly seem to be hypocritical about it. I haven't seen that many tears since the Fault in our stars came to the local theater Greyscale has: 1. Checked out of this discussion. 2. Made these claims before and not only did they fail spectacularly, they have contributed to the current problems. 3. Why not just see if we can get his lazy ass to get back into this discussion. and maybe if you could read just a little further:
Quote:There will be future threads (and future blogs) as we tune details, but for now I want to thank you for all of your constructive input, and wish you a good weekend :) There is a certain point where discussion becomes action, yes? He could be on here all weekend discussing and nothing changing and we end up with nothing to show for it.
Relax. Its only day 4 ( day 2 still if you consider the weekend as time when the office is closed) |
Rowells
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Posted - 2014.10.05 07:58:00 -
[66] - Quote
Altrue wrote:Maybe that's just me, but I just realized that (if I'm not wrong) even subcaps will get fatigue from using a titan, black ops, and jump bridge.
Correct ? yes, to prevent from daisy chaining titans and to keep bridges from being the new defacto travel method |
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Posted - 2014.10.05 17:47:00 -
[67] - Quote
Obsidian Hawk wrote:Who will be post 7000? I though 5000 was me until someone got post removed |
Rowells
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Posted - 2014.10.05 18:16:00 -
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maybe we could refocus the role of black ops now. I know most people have been against a Covert Ops cloak in the past but with its mobility being cut severely it could be justifiable. It goes gate to gate using that, gets as close to target as possible without alerting it (in order to procure a shorter timer) and hot drops.
Of course along with a general rebalance of the ships themselves. |
Rowells
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Posted - 2014.10.05 22:00:00 -
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Sgt Ocker wrote:Arsine Mayhem wrote:Obsidian Hawk wrote:Can we make it to page 400 by the time CCP gets into work tomorrow?
Do we have enough tears to provide water to small nations?
Find out in 12 hours. Cry babies are out in force. Oh no, this won't do what's it intended to do. Umm, no, you'll still be able to drop anywhere. Idiots. I'm not sure what you mean my "intended" but you are wrong, you won't be able to "drop anywhere" and personally I think the idiots are those who think this will be good for nulsec. CCP hasn't reduced "capital force projection" they have removed it. If that is intended, then nulsec is doomed to become isolated little pockets of ratters and miners. They haven't removed it at all. Reduced it drastically, but not removed it. This isn't as binary as you make it out to be. |
Rowells
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Posted - 2014.10.05 23:09:00 -
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Sgt Ocker wrote:Rowells wrote:Sgt Ocker wrote:Arsine Mayhem wrote:Obsidian Hawk wrote:Can we make it to page 400 by the time CCP gets into work tomorrow?
Do we have enough tears to provide water to small nations?
Find out in 12 hours. Cry babies are out in force. Oh no, this won't do what's it intended to do. Umm, no, you'll still be able to drop anywhere. Idiots. I'm not sure what you mean my "intended" but you are wrong, you won't be able to "drop anywhere" and personally I think the idiots are those who think this will be good for nulsec. CCP hasn't reduced "capital force projection" they have removed it. If that is intended, then nulsec is doomed to become isolated little pockets of ratters and miners. They haven't removed it at all. Reduced it drastically, but not removed it. This isn't as binary as you make it out to be. Ok thats good.. one of your allies in Dek needs help defending.. How long will it take you to get a capital fleet there to assist? Can you help with logistics - all their logistics pilots are burnt due to fatigue and can't move for the next 3 or 4 days. Hmm Branch to Dek, in a carrier - currently a few hours once you have cynos in place. Post patch, 3 maybe 4 days (remembering you will now have to make 4X the amount of jumps). Same will go for Branch - You need help your only option is your blue neighbors and if Branch is being invaded then your neighbors already have problems of their own and won't be able to assist you. Forget the "CFC" coming to your aide, your too far away. Ok I agree, force projection wasn't removed but in fact reduced - Reduced to the point where the only entity you as an alliance can rely on is yourselves. The CFC will survive for the sole purpose of -- Who wants red neighbors.. PS; Branch is already made up of lots of small group of miners, ratters and manufacturers.. This will only encourage them to shrink further into their little corner of space. Currently 4 hours? Try 10 minutes. And even slow-boating there it will only take about an hour or two. Same goes for the enemy. They won't just suddenly show up from halfway across the cluster with every super cap and capital in tow. And that's what makes some systems even closer to each other now. Assuming the goon plan of caching ships doesn't work out there is still a network that can reasonably follow up against escalation. If you can't handle it call your neighbors. If they can't they'll call their neighbors. It will keep going until either one side declares a win or other forces come into play elsewhere. Our allies down in vale (or renters) may call on us if they get overwhelmed and we have options on how to assist, instead of just showing up at a single focal point. The thing this patch will do most is increase importance of terrain strategically.
And branch just went from isolated to isolated. Only thing we really have to be concerned about on a regular basis is wormholes and ceptor gangs. |
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Rowells
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Posted - 2014.10.06 01:01:00 -
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Komi Toran wrote:Gwailar wrote:3) A primary goal for these changes is to get caps using gates instead of jumps for travel farther than ~20 LY. Hence the decision to nerf jump range and frequency and open up the gates. And this goal is, frankly, insane. You are taking ships that have more DPS and more tank than a BS, the ability to select weapon systems that best target whatever is thrown against them, and the capability to refit modules on the fly, and putting them on the same plane as every subcap ship in the game. The only reason that some believe capitals ships have been rendered useless is because they are stuck in the mind-set that capital ships are different than subcaps. But, asside from having a GTFO button they can press on occasion, they're now the same thing, only better. B-R already showed that subcaps were irrelevent for the massive, news-breaking battles. Now, they're going to be irrelevent for all battles outside of highsec. This is why in believe carriers going to thwacked by the nerf bat. The ability to punch down with almost perfect effectiveness and ability to make an unbreakable wall of reps are the main criminals here. |
Rowells
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Posted - 2014.10.06 04:53:00 -
[72] - Quote
C'Nedra Rain wrote:Logistics and trade between hi sec - low sec and vice versa will heavily compromised. To jump a Rorq or a JF to a distance of 33 LY it took 3-4 jumps with JDC 5 to get to a low sec system close to Empire. Now with 5 LY limitation even with less jump fatigue you might need more than 12 cynos most of them located in areas you wanted to avoid and in some cases low/null systems that can be easily predictable by the pirates or enemy fleets. May some of these systems won't have any stations at all even to to dock up. Logistics will be a nightmare and time consuming and lost of rorq's and JF's will be increased. That will have a great impact in the game and maybe many players will prefer to quit. Because what is the meaning lets say to mining/manufacturing in null sec if you are not able to transfer the end product to hi sec for selling it? Hi sec needs products from null sec and null sec needs products from hi sec. If this kind of trade flow becomes somehow incredibly risky or rare then the consequences for the game will be difficult to predict. Ofc someone can say that new trade hubs will be established in null sec. We all know that Jita became the #1 trade hub in empire because people from all over EVE had access to Jita. To establish and maintain big trade hubs in null sec is almost impossible, risky because of the sov changes and wars and access to them will be extremely limited. On the other hand some of the products/items coming exclusively from null sec will be very expensive in hi sec because of the impaired trade between low/hi sec. Logistics also support wars in null sec. Before, during and after a war. You cannot fight w/o proper and on time logistics. !!
I understand your concern about logistics, but all assumptions made after that are based off current mechanics.
Here are some things that are now possible and reasonble to do with logistics not being a once-a-day couple of hours a week and still able to feed a massive alliance thing: - ability to interdict any groups logistics and actually have an effect on supply, Which leads to -> - manufacturing in null (especially deep null) is now even more imperative since jita price isn't the main driving factor - wars will have possibility to be smaller and possibly more frequent (less interference from massive fleets). obviously not day 1 after patch, but farther down the line - encouragement for local production and procurement - things produced locally will not need to be hauled from highsec (less logistical load) - anything not made locally will have very high demand and much lower supply meaning anyone who decides hauling is still worth the risk is going to make some extra bucks - trade hubs are already established in null. Sure theyre not as big as jita but they are still there - things from null being more expensive? good. actually add some value to those items rather than who got the lowest 0.1isk in jita - cutting the bloodlines of eve will make it more diverse rather than every null region and highsec being almost identical - more community gameplay in deep null since there are actual scarcities and threats other than blobs of capitals dropping on you (still technically there but much less so)
All these things that are seen as 'essential' is most of whats causing those at the top of the dogpile to stay there and kick anyone else who tries to climb up. I'll say it again: these changes wont happen overnight. It will take time after the patch and many other needed patches as well. This isnt the final step, but it sure is an important one when you consider the changes coming down the road. Overcoming these new challenges will become as much a part of the game as anything else, and we'll be back here on the forums a year or so from now when someone asks to be rid of fatigue and cooldown to HTFU because thats part of the challenge.
It will definitely hurt at first as we learn to adapt and change our ways, but like the devs say, we tend to outsmart them and we'll figure out many ways to work the system to our own advantage. Contrary to popular belief this isnt a game killer. If anything this change will bring about the most emergent content we've seen in a long time. |
Rowells
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Posted - 2014.10.06 05:18:00 -
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Sgt Ocker wrote:Yeah my bad.. The reference was meant to be Delve - Not Deklein. (3hrs 20 mins to form up, 45 mins travel time)
The goon plan for caching capitals is a great idea - as long as they are paying for them and don't expect allied alliances to do the same.. I don't have isk to throw at spare capital ships I may or may not get to use.
My dreads are already on contract, JF will soon be on the market. I'll keep a couple of carriers for ratting and certainly won't be buying multiple carriers to have spread around nul, just in case.
The new Nulsec - A game of home defense. Choose it carefully, you are likely to be there a long time.
NB; before you start thinking about how safe sov in Branch is, you might want to think about upcoming changes to how sov will be gained and lost. Soooo many empty systems with nothing other than the odd neut gang traveling through, won't bode well for you if sov becomes occupancy based; will it? We probably won't ever see any assistance from alliances down in delve, I'll give you that.
I agree, regardless if I wanted to or not, I couldn't even afford or manage that many caps personally. You won't me in the south unless the fights been in 10% tidi for two days. Or a lucky wormhole.
My view on the new nullsec, If someone is defending there must be an offender.
Now I can't speak for any changes or how they affect us, but With the numbers we and our neighbors in tenal have, I doubt any new reds will be settling in permanently. But that doesnt mean we'll actually own the systems ourselves, mind you. That being said those regional gates in tenal and venal (why did they name them so close?) might bring some 'content' our way. |
Rowells
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Posted - 2014.10.06 05:58:00 -
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Before we get started lets make it clear that my assumptions are based on the fact that your alliance is at least 1/3 the size of your opponent. So this means no 200 man alliances ROFLstomping their way through Deklein. We gotta be at least somewhat realistic. Understand that their will always be groups that are way out of your league (I have no illusions my alliance will suddenly turn on goons and emerge victorious.)
t'raq mardon wrote:Slowing down logistics doesn't make more conflict and player interaction. It makes it so the only players that can afford to have conflict are the ones that are part of massive and well organized alliances. alliances capable of setting up ops to move their jump freighters back and forth from high often enough to provide the enormous number of industrialists among their ranks with the materials necessary to build things. Providing you with ample oppurtunity to cost them money should you they elect to do so. Take a page from highsec gankers and use some of their methods. There should be even more oppurtunity to so in nullsec without concord breathing down on you. Will it always be successful? No. Will the enemy sometimes make mistakes? Yes. Will they sometimes do everything with precision and perfect planning? yes. There is no mechanic in place gaurunteeing they will come out unscathed, especially when the gaol is to protect a fragile egg. And keep in mind, every freighter killed is ships they can't build. So consider the isk trade-offs if you can.
t'raq mardon wrote: with these changes it ABSOLUTELY WILL NOT BE POSSIBLE for a small group to even accomplish the tasks necessary to survive in null sec more than ~4AU from a high sec system, and any medium sized group will be easily steamrolled by alliances big enough to move their capitals via gates with support fleets. And this is bad? Why should we take away the advantage of friends? Why should we cave in and make it easy for any three stooges to do something? Doesnt that just mean it will be even more trivial for everyone else? You may not like to hear it but sometimes you may have to adapt to a change in order to make it work. If no small group (does anyone even have a hard definiionn for this? Seems like 'small ranges from 10-20 people some some cases) can work it out in deep null, where will they congregate?Move to Null closer to empire. Since That will be the easiest place for them to be, which means much more congestion of non-allied groups doing whatever it is they do. Will big alliance still throw their weight around as they see fit? Yes. And no game mechanic will ever change that.
t'raq mardon wrote:This move doesn't create more game play, it funnels power to the large alliances and makes them drastically harder to unseat. As apposed to now, where they can be anywhere on the map within 30mins? and should they leave the back door open by dedicating the entire force to one location, whats to stop you from going in and having fun with their space? Surely not the big alliance that is currently unable to drop you from the other side of their space. They split their forces? thats ok. They played it smart. You're enemy is smaller, but if you still can't take them when around 1/2 isnt present did you ever really have a dream of forcefully taking their space? Lets try to be realistic rather than dreamers. t'raq mardon wrote:Imagine trying to go to war with a large alliance once you are incapable of even getting your caps in place to die gloriously to their titan blobs. Holding space already REQUIRES cap fleets, now it's going to require you to move them there through hostile territory either by gate or over several days (ever try to get a bunch of players to all be online at the same time?), or hold the territory long enough to build a fleet in place. Both of which would require a sizable group of people to even remotely have a chance. I'm getting the feeling your scenario is something along the lines of "I live 5 regions away from my target, why is it so hard for me to win this?". And again keep in mind the reality of numbers. Unless you specifically want to design mechanics around arbitrary numbers, the enemies numbers will always be a important factor in deciding your targets. And on the topic of picking your targets, how about picking ones closer to home, where the benefits of your forces will be more immediate. And keep in mind they may have friends. You don't think the allies would have won the second world war without their numbers do you? And like the second world war, they won't always have their strategic assets within minutes of your location waiting to strike. You might argue that the goon plan of caches will work perfectly, but it will still have its limits and drawbacks.
So after reading and responding to this I have come to the conclusion that your groups was: A. much too small to have any long-term major impact (vastly smaller than the opponent chasen) B. elected against recruiting more members or forming relationships with others in order to temporarily overcome this adversity C. made many decisions based on wishful thinking based in a reality that will sadly never exist
You may not like to hear that you have nothing in your hangar or anything on market you can buy that will make you a david to the goliath. Numbers will always be factor and don't pretend they ever shouldn't be.
Also, please stop with the binary situations. They are supposed to go away with the future patches.
E: I know I'm terrible with punctuation today, I'll try to correct myself if I see it. |
Rowells
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Posted - 2014.10.06 06:39:00 -
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Alavaria Fera wrote:Rowells wrote:We gotta be at least somewhat realistic. Understand that their will always be groups that are way out of your league (I have no illusions my alliance will suddenly turn on goons and emerge victorious.) Already smarter than certain warmongers in Test, I see. Though to be honest it wouldn't be an alliance-on-alliance fight, you know the whole coalition would get in on that thing. thats why its called the CFC |
Rowells
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Posted - 2014.10.06 06:57:00 -
[76] - Quote
Alavaria Fera wrote:Rowells wrote:Alavaria Fera wrote:Rowells wrote:We gotta be at least somewhat realistic. Understand that their will always be groups that are way out of your league (I have no illusions my alliance will suddenly turn on goons and emerge victorious.) Already smarter than certain warmongers in Test, I see. Though to be honest it wouldn't be an alliance-on-alliance fight, you know the whole coalition would get in on that thing. thats why its called the CFC But if you had N3 PLBL Moa Pasta and so on third-partying... Then victory would be nigh inevitable. B-R MkII anyone? |
Rowells
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Posted - 2014.10.06 13:36:00 -
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Summer Isle wrote:It seems this thread has slowed down by quite a bit. No matters, I suppose, since it's already the largest thread ever created within EVE.
Granted, I don't think it's the most amount of posts on a specific topic. I'm pretty sure the umpteen-million "nerf cloaking" threads take that by a rather large margin. It's Monday and the deva are back at work. Expect fresh tears in the coming days |
Rowells
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Posted - 2014.10.06 16:03:00 -
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Toriessian wrote:BTW those 300 carriers could bring 4 rorqs with them and literally dump an entire subcap fleet into system with no cynos involved. A little Jump Clone planning with those vat bays is all thats needed. 4 rorquals...whole subcap fleet? |
Rowells
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Posted - 2014.10.06 16:41:00 -
[79] - Quote
Toriessian wrote:Rowells wrote:Toriessian wrote:BTW those 300 carriers could bring 4 rorqs with them and literally dump an entire subcap fleet into system with no cynos involved. A little Jump Clone planning with those vat bays is all thats needed. 4 rorquals...whole subcap fleet? I may be wrong on the limit but I thought 75 clones was the number it could hold. Googling for that one and its not as easy as typing "EVE Clone vat bay limit" unfortunately =/ *I've removed that note as the limit was 10 :). Now as long as the documentation was correct we're all set. Said docs were from 2011 lol... you might get away with doing that on a titan though. idk depends |
Rowells
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Posted - 2014.10.06 18:33:00 -
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Vagris wrote:Josef Djugashvilis wrote:Obsidian Hawk wrote:I think people raged themselves into submission. The thread is slowing down. The quitters have done gone and quit No characters left? all biomassed? people slowly realized they were arguing with their own alts. |
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Rowells
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Posted - 2014.10.07 07:13:00 -
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Davionia Vanshel wrote:Mike Azariah wrote:
If the chuckwagon travels faster or further than the troops it serves little purpose
m
as a kid I loved watching chuckwagon races
This is rather na+»ve - because it ignores where logistics and troops move from: Logistics movements originate in factories / farms / distribution centres out of theatre. While troops originally mobilise out of theatre once mobilised, 'the troops' are typically in theatre and typically attack or manoeuvre from their last objective to their new objective. Meanwhile the logistics train must service the continual process of resupply from home to the front via the network of supply infrastructure. This means that the 'chuck wagon' must be capable of moving faster and further than troops because of the relative distances travelled. not if you are using the same method of travel. You dont see oilers zipping to and from aircraft carriers in the pacific (assuming non-nuclear). The constant flow of supplies is kept up with planning ahead and stockpiles in certain locations. Same thing happened on the ground during WW2. If you didnt have access to existing infrastructure (of which there is now no real comparison in game) you had to haul supplies in the same trucks that moved troops, through the same terrain. The only time a supply line will move faster is if it is in friendly controlled territory. and since the front lines of conflict dont tend to keep up blitz speeds, the supply lines dont have to go any faster than the forces. When germany invaded russia part of the reason that the winter was so harsh to them was that they outran their supply lines and many just surrendered due to starvation and freezing. Second to the enemies efforts, logistics has always been the thing slowing down military movement. |
Rowells
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Posted - 2014.10.07 07:45:00 -
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Josef Djugashvilis wrote:Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed my dread - waxed and ready to roam |
Rowells
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Posted - 2014.10.07 16:23:00 -
[83] - Quote
Kagura Nikon wrote:PotatoOverdose wrote:Rowells wrote:Josef Djugashvilis wrote:Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed my dread - waxed and ready to roam yeah, no. Marauders are awesome right now. Marauders are also cheaper, and far more nimble than dreads. If people don't roam in fleets of marauders, they certainly won't roam in fleets of dreads. Also, out of siege dreads do *maybe* a bit more damage than a faction battleship, and even then not by much. You'll see carrier roams - because they can actually apply their dps with the smaller drones and sentries, and without being stationary for 5 minutes at a time, but dreads? Nah. Carrier fleets have a huge advantage on the magical get out of jail card that jump drive scan be in certain situations. Specially in low sec where they can jump trough a gate cyno out and no bubble to stop them. stop crushing my dreams you two |
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Posted - 2014.10.08 02:35:00 -
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Ukiah Oregon wrote:when this go's live it will NERF the entire game unless CCP provides another mechanic to allow players to relocate quickly in a "non-force projection" manner there is no such thing as non-force projection. Pilots are the force. Having a capital in every nullsec station in the cluster is useless if you can't get someone there. Pilots being somewhere to do something is the force projection. |
Rowells
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Posted - 2014.10.08 12:04:00 -
[85] - Quote
Mannington Skank wrote:Perhaps a new game is in order and not this, CCP's Nullsec killer patch --- "the quest for more subscription money".
Make these kinds of changes and still not fix things from years ago (hello walking in stations, hello corp rights interface, hello 714 various sundry bugs, hello mostly broken at patch time Eve Launcher).
Goodbye Mannington Skank a disgruntled 10 year player.
Who wants all my stuff? I cant log in (see broken launcher during patch time above) so Ill just give you my username and password.
Cap ships, billions in isk, billions in mods, billions in ores, hundred of billions in ships. These idiots cant even be bothered to fix the same issue ALOT of us have every single patch and now they are doing this?????!?!?!?!?!?
Seriously, Free account here. Its worthless to me now. gibgibgibgibgibgib |
Rowells
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Posted - 2014.10.08 13:46:00 -
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Jenn aSide wrote:Arsine Mayhem wrote:Jenn aSide wrote:387 pages. Damn this is going to be one hell of an 'We TOLD you so" thread to link in 6 months when it's clear that not only did not of this work, but it made things worse Edit: forgot to add old " we told you so" link as an example. Quote:Expected consequences
Some alliances will immediately start wanting to look for better space In the longer run, there'll be more conflicts going on, with more localized goals Newer alliances will have an easier time getting a foothold in nullsec Coalitions will be marginally less stable Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)
hmmm, sounds familiar doesn't it? Control freak much? Say again? Recommend disengage. The enemy is driven by emotion. |
Rowells
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Posted - 2014.10.08 18:54:00 -
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Pic'n dor wrote:Sadly this change is made before CCP fix the gate travel and system change handling.
So now :
100 caps warping to a gate @ 0km : break invul : AWESOME BUMP 100 caps at gate range : jump : TiDi fest 100 caps breaking invul/cloack @10/15km from gate : massive BUMP again...
so question : 1 - capship gate jump range still 2500m ? 2- capship spawn point still 15km from gate ? 3- ETA on session change fixes ? Because "You've been cleared to jump within xxx seconds" and "traffic control" is not acceptable in a game relying on GATE to travel more than jumpdrive.
theyre working on it last i heard
E: also that jump wait isnt specific to gates it happens on jump drives and portals too when the load is heavy enough |
Rowells
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Posted - 2014.10.09 00:25:00 -
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Sanai Nobuseri wrote:I hate you ccp, rot in hell go die. Thank you for making it impossible to run logistics for my small corp. Anyone want a free jump freighter? ill give you 1 isk |
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Posted - 2014.10.09 02:52:00 -
[89] - Quote
Frango Mint wrote:Rakshasa Taisab wrote:Frango Mint wrote:Living in Outer Passage, I can't help but agree. Having been a veteran of several years of Null Sec PVP and Sov Wars, I had decided to move out to OP and rent for a while to work on some industrial goals. Now, OP will be near impossible to live in, being so far from Low Sec / High Sec. As far as building a local market, I don't see that as being possible, since the sheer variety of materials is what makes Jita a viable market, that will be impossible to recreate 30 times over all over null sec. Will I be unsubbing my 7 accounts with over 885M SP? Well, I have retreated to high sec and will see what the game looks like in January or so. That is about $1K in real life savings for me in 2015. Maybe this patch is the motivation to drop this game like a bad habit. Then don't go live in Outer Passage. When no one wants to live there, someone who wants to live there will come along and settle there. With the limited range of JF, living in null for industry will be nearly impossible. No way will I fly a multi billion isk ship through a gate just hoping that there won't be a gank party waiting for me, all because of this patch. then dont. Get your resources nearby (plenty of cyno alts just lost a job), get friends, use wh, use long route, do something that you aren't currently doing. It'll be harder than before, yes, but not impossible, and not improbable. |
Rowells
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Posted - 2014.10.09 04:06:00 -
[90] - Quote
Frango Mint wrote:Rowells wrote:Frango Mint wrote:Rakshasa Taisab wrote:Frango Mint wrote:Living in Outer Passage, I can't help but agree. Having been a veteran of several years of Null Sec PVP and Sov Wars, I had decided to move out to OP and rent for a while to work on some industrial goals. Now, OP will be near impossible to live in, being so far from Low Sec / High Sec. As far as building a local market, I don't see that as being possible, since the sheer variety of materials is what makes Jita a viable market, that will be impossible to recreate 30 times over all over null sec. Will I be unsubbing my 7 accounts with over 885M SP? Well, I have retreated to high sec and will see what the game looks like in January or so. That is about $1K in real life savings for me in 2015. Maybe this patch is the motivation to drop this game like a bad habit. Then don't go live in Outer Passage. When no one wants to live there, someone who wants to live there will come along and settle there. With the limited range of JF, living in null for industry will be nearly impossible. No way will I fly a multi billion isk ship through a gate just hoping that there won't be a gank party waiting for me, all because of this patch. then dont. Get your resources nearby (plenty of cyno alts just lost a job), get friends, use wh, use long route, do something that you aren't currently doing. It'll be harder than before, yes, but not impossible, and not improbable. It actually is much closer to impossible then you say - the number of low sec systems that are less than 5LY from a station system in null is very low - and since you can't fit a cloak on a freighter - good luck jumping into a non station system. The fatigue is a hassle - it's the range nerf that is a killer. you seem to still be stuck on the idea that if it doesn't come in a jump freighter it wont come at all. which is not the case. I understand not everything can be obtained locally. You can still use the JF. It wont be easy as before nor as safe. but still completely possible.
Someone will say that it will be impossible for small groups to live in deep null. It will be extremely difficult to keep up the exact same style of play but there are always options. The most lucrative one being to move to somewhere better suited for your operations.
If you keep trying to do things the same way as you did before the patch you will be giving yourself a disadvantage. |
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Rowells
Unknown Soldiers Fidelas Constans
1618
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Posted - 2014.11.06 05:15:01 -
[91] - Quote
Paulie Bananas wrote:Demeter Corinth wrote:I have never seen a whinier bunch of complainers (even on these forums) than on this Threadnought.
-D Well then, you missed that last threadnought on this subject which was much worse. Understandably so too... You mean this one? |
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