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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Gospadin
School of Applied Knowledge Caldari State
201
|
Posted - 2014.10.02 18:03:00 -
[3811] - Quote
Mr Floydy wrote:CCP Greyscale - will you be making it so that when a ship jumps a gate that they end up a proportionate distance from the gate relative to their weight like in wormhole space?
If not, it'd be cool to see 200 Nyxes jump a gate, then collision starburst once the first person drops their gate cloak. |
Ziirn
Questionable Ethics. Ministry of Inappropriate Footwork
32
|
Posted - 2014.10.02 18:03:00 -
[3812] - Quote
Awesome changes! This is what null needs. Keep it up! |
Querns
GBS Logistics and Fives Support Goonswarm Federation
848
|
Posted - 2014.10.02 18:04:00 -
[3813] - Quote
Demonfist wrote:Alliances love tech moons, right? Man your playbook is dated This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Karash Amerius
Sutoka
206
|
Posted - 2014.10.02 18:04:00 -
[3814] - Quote
Kagura Nikon wrote:Karash Amerius wrote:I think people fail to realize that less mobile fleets mean that fleets are easier to pin down by superior planning and intel. Blueballs are going to suck under the new system, this I agree, but being able to corner a fleet more effectively when all the chess pieces are in place will be more rewarding to those involved.
Looking forward to seeing how things pan out. I personally don't like capitals online, and a bitter vet of the days with battleship fleets actually mattered in Null. Not at all! The blue ball fleet will NOT be smaller. They will just wait and get later, but with the same massive superiority that will CRUSH the smaller groups EQUALY!
I highly doubt timers will be synchronized within a fleet. Lot of opportunities for a cap fleet to get spread out, cut off, etc...using gates. Karash Amerius Operative, Sutoka |
Mostlyharmlesss
GoonWaffe Goonswarm Federation
126
|
Posted - 2014.10.02 18:04:00 -
[3815] - Quote
CCP Greyscale wrote:Vyktor Abyss wrote: 4. Lowsec cyno-jammers should be made system wide or grid wide at least. **As presumably you will get no exhaustion cynoing within the same system - lowsec will have more cap fleets cynoing within system much more regularly as part of a camp or w/e. Lowsec power projection will actually increase for the current '1 system overlords' as they warp caps to gate, jump and then cyno within the system to the fight.
** Edit: added a reason why ... Mystic Meg crystal ball opinion here but I'm normally not too far off.
4 Need to have a look at in-system jumps - I can't even remember if they're possible :/
ARE YOU ******* KIDDING ME??!?!!! HOLY **** ******* QUIT YOUR ******* JOB Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!https://twitter.com/EVE_MHarmlesss-á |
Gospadin
School of Applied Knowledge Caldari State
201
|
Posted - 2014.10.02 18:04:00 -
[3816] - Quote
Manic Velocity wrote:CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Once a year seems pretty harsh. Someone suggested four times per year, and that seems very fair. I'd even go so far as to add a 30-day cool down between pod-jumps.
4 times per year isn't to help newbies.
People asked for the change to "help them recruit newbies," CCP responded with a newbie only fix, and then those who asked for the original are upset because in reality they were asking to not nerf power projection. |
Demonfist
Inner Ring Enterprises
24
|
Posted - 2014.10.02 18:05:00 -
[3817] - Quote
Jenn aSide wrote: Pigs will be flying long before someone one (other than Gevlon i guess) has the kind of isk needed to hire enough well equipped mercs to break a pantheon gate camp.
I simply don't understand unrealistic thinking. We KNOW how people exploit changes meant to restrict activity in EVE (by flipping them into something they can then bludgeon CCP and the EVE community with), we've got 11 years of experience. You'd think CCP would have learned by now.
That is a good point, but I think you underestimate the power of greed. Awesome self-quote in 3... 2... 1... Ok, GO!
"The only launchers i'm interested in having as part of +PV+P are the ones that fire ze missilez!" -- Demonfist |
Ginger Barbarella
2023
|
Posted - 2014.10.02 18:06:00 -
[3818] - Quote
Personally, I see this as POSSIBLY opening up deep space for new comers, even tho you nullies think nobody is supposed to be out here without being part of a larger machine. But I also think that'll lock down the border systems (high to null corridors) even tighter, PREVENTING those newcomers from getting there in the first place.
But ignore that negativity. It's all good for null, because none of this will come to pass, or it'll be so watered down as to be the laughing-stock of the null watercooler (see: null "truce" article on the disgraced lawyer's website).
Kraizer793 wrote:So, after giving this more thought, I retract my previous statements. I'm probably among the masses who had a very negative knee-jerk reaction to the changes. I think there are positives and negatives to this.
The main negatives I see are:
1. Logistical strain for everyone, be it importing supplies to 0.0 or running a nomadic pirate force. 2. Ice prices 3. Carriers and Dreads should either have a reduction in manufacturing requirements or a little bit of a buff. Their overall potency is decreased by the jump changes, so I think that a little adjustment in their stats is in order. Supers recently got a buff with the DDA changes, and Titans... I don't have enough experience with to really say whether they'll be worth their price after. 4. This does actually hurt mercenary and pirate corps/alliances that use mobility as one of their main strengths. Imagine Noir and Suddenly trying to do contracts post-change. This type of playstyle will be very, very difficult to pull off, moreso than it already is.
Overall, I'm just going to wait and see how things pan out. I see benefits, I see drawbacks, and i see how some players can maneuver around the system. Fingers crossed.
"Blow it all on Quafe and strippers." --- Sorlac |
Parsan Achamaenid
Breaking.Bad Circle-Of-Two
3
|
Posted - 2014.10.02 18:07:00 -
[3819] - Quote
I LOVE THE CHANGES
More small alliances? <------awesome Impossible for the senseless huge coalitions to defend their SOV ? <----awesome More sub Caps again? <-----awesome
One Fleet reachs every ******* WARfront instantly? And everyone liked it? no way.
NOW there will be real regional Powers. Now u can destroy someone by blocking his jumpgroutes. Disrupting Logistics of ur foe becomes a whole new meaning.
T2 will become more expensive.. Real regional Tradehubs..
0.0 Sec will become alive again and wont be just a playground for huge coalitoins which are capable of staging their CAPS at any location at any time on the eve map in less than a ******* hour ( 0.0 and low ).
CCP i love it. Keep going, Destroy the big coalitions. Let them cry ...they wont quit. to which game?
If it bleeds we can kill it... |
Querns
GBS Logistics and Fives Support Goonswarm Federation
849
|
Posted - 2014.10.02 18:07:00 -
[3820] - Quote
Gospadin wrote:Manic Velocity wrote:CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Once a year seems pretty harsh. Someone suggested four times per year, and that seems very fair. I'd even go so far as to add a 30-day cool down between pod-jumps. 4 times per year isn't to help newbies. People asked for the change to "help them recruit newbies," CCP responded with a newbie only fix, and then those who asked for the original are upset because in reality they were asking to not nerf power projection. Four times per year is hardly power projection.
It's also a totally optional thing. If it doesn't make it in, big deal. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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MC'SAKE
Bat Country Goonswarm Federation
4
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Posted - 2014.10.02 18:07:00 -
[3821] - Quote
Just tell me one thing:
Who benefits from making nullsec logistics and industry more boring than it already is?
Welcome back freighter escorts. I will not be participating. And god forbid you forgot two modules for your new fit. Back you go through 27 jumps to pick it up.
These changes are ok'ish for combat capitals, they are way too much for JF/Rorq. Even with the 90% reduction
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Lord TGR
Bat Country Goonswarm Federation
28
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Posted - 2014.10.02 18:07:00 -
[3822] - Quote
Gospadin wrote:People asked for the change to "help them recruit newbies," CCP responded with a newbie only fix, and then those who asked for the original are upset because in reality they were asking to not nerf power projection. I'm not sure that phrase means what you think it means. |
Ice Dealer
Science and Trade Institute Caldari State
37
|
Posted - 2014.10.02 18:08:00 -
[3823] - Quote
Degalo wrote:CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.
This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper. What about those that get kicked/leave corp will in a sov station? How will they get out without just hoping they don't get podded? e.g. Jeff gets kicked from corp. He tries to leave to empire in a ceptor. Gets caught and podded before he gets out of sov 0.0. He is now back in the sov station, but unable to upgrade his clone (standings). He used his yearly move 8 months ago. It seems he's presented with the choice of trying again in an alpha clone or waiting there until he gets into a new player corp. He can't just make his own corp (as the hq system would be the same system he's already in).
Getting kicked out of a corp, is actually joining an NPC corp. So you should get a free move upon getting booted. Then use your move to exit to your med station for the NPC corp. |
BrundleMeth
Caldari Provisions Caldari State
233
|
Posted - 2014.10.02 18:08:00 -
[3824] - Quote
After this is implemented, I'd lke to see every Captains Quarters get equipped with a working Toilet and Urinal...Bidet optional... |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
146
|
Posted - 2014.10.02 18:08:00 -
[3825] - Quote
Master Dumi wrote:YOU are Killing EvE again.
Looks like the best reason to QUIT now :
1. Life will get impossible in deep 0.0 and Capitals will become giant old ships that nobody want them. 2. Without any benefits from Capitals players will stop learning and building them and loosing goals = loosing players 3. Sure you hate 0.0 because of the stress on your servers due to 3000 pilot fights but that is the reason ppl join EVE, that is the reason EVE is so great. 4. This will not balance the 0.0 - it will take out the pleasure of 0.0 ppl to play EvE and a lot of them will QUIT.
My advice : You have the CSM, use those ppl to come up with ideas to improve EvE. Stop letting employes that did not play the game for a long time to change this game. EvE is a great great game - stop changing the game.
Can I have your stuff? |
Sulzer Wartzilla
Zebra Corp The Bastion
25
|
Posted - 2014.10.02 18:09:00 -
[3826] - Quote
Mostlyharmlesss wrote:CCP Greyscale wrote:Vyktor Abyss wrote: 4. Lowsec cyno-jammers should be made system wide or grid wide at least. **As presumably you will get no exhaustion cynoing within the same system - lowsec will have more cap fleets cynoing within system much more regularly as part of a camp or w/e. Lowsec power projection will actually increase for the current '1 system overlords' as they warp caps to gate, jump and then cyno within the system to the fight.
** Edit: added a reason why ... Mystic Meg crystal ball opinion here but I'm normally not too far off.
4 Need to have a look at in-system jumps - I can't even remember if they're possible :/ ARE YOU ******* KIDDING ME??!?!!! HOLY **** ******* QUIT YOUR ******* JOB This is the man in charge of kneecapping capital ships, folks. We can only wonder - has Greyscale ever actually logged in to Eve? |
Demonfist
Inner Ring Enterprises
25
|
Posted - 2014.10.02 18:10:00 -
[3827] - Quote
Querns wrote:Demonfist wrote:Alliances love tech moons, right? Man your playbook is dated Thanks for your input. Next time if you could suggest alternate options that would stimulate conflict more efficiently that would be swell. Awesome self-quote in 3... 2... 1... Ok, GO!
"The only launchers i'm interested in having as part of +PV+P are the ones that fire ze missilez!" -- Demonfist |
Pic'n dor
Epsilon Lyr Nulli Secunda
30
|
Posted - 2014.10.02 18:10:00 -
[3828] - Quote
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...
Rejoignez-nous : http://www.epsilon-lyr.com |
Tribalist
FinFleet Northern Coalition.
7
|
Posted - 2014.10.02 18:11:00 -
[3829] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote: the outer reaches of null will be all but abandoned. Suppose that's a step up from the current all reaches of null being all but deserted. Which isnt exactly fixing null.
Yup.
CCP is not trying to fix Null sec they are trying to change the way the game is played.
CCP Greyscale has stated as much, and I paraphrase - we don't want you to deploy, we want you to decide where you want to live. The problem with this is that EVE players are creative. We want to play the game our way. So we are going to look for ways to do that and CCP Greyscale is going to look at ways to punish that behavior.
In my opinion Jump Drive Fatigue is designed to punish Jump Travel, what other purpose is there?
CCP Greyscale you want us to play a certain way.Can you please share that vision so we can help you determine the least painful way to achieve that.
Some Suggestions based upon your responses to questions and comments
1. Distinguish a difference between combat capitals and logistical capitals. - Combat capitals (Titans, Dreads, Carriers, Supers) have a limited Jump range as you propose - 5LY. (for role players or anyone who needs a reason - it's because of the weapons and defensive systems requiring all the ships power not leaving enough for extended jump range)
2. Non Combat capitals (Rorquals, Jump Freighters) have a reduced range maxing out at 10LY - This encourages industrial expansion
3. Farms and Fields - These changes will encourage local industry for Null sec. The range limitations and a limited Jump Fatigue will force alliances and blocs to local mfg. at the same time we don;t want to kill high sec industry so it needs to be balanced. The average industrial corp has no desire to relocate to null sec, forcing them to will produce as many tears as the current batch.
4. Limited Jump fatigue. CCP Greyscale wants us to use gates and he feels that the fixed length timer would need to be 51 minutes per jump to effectively force this. This is not practical, and its not fun. Neither is incurring a weeks worth of Jump Fatigue, It's probably the biggest problem I personally have with the proposed changes. It makes whole classes of ships useless and liabilities. You indicated that Jump clones were working as intended and no foreseeable timers would be enacted, I propose a similar jump drive limit. Each jump incurs a 1 minute per LY traveled delay plus a multiplier which reduces by 1 every 6 hours and resets to 1 at downtime
Example: Jump 1 a 5 LY jump - 10 minute Fatigue timer and sets your jump counter to 2 ( 5 min = 5 min (jumped distance) + (5 (jumped distance) x 1 (current Counter)) Jump 2 a 5 LY Jump and 15 minute Fatigue and sets your jump counter to 3 (15 min = 5 min + (5 x 2 (jump counter when doing second jump)) Jump 3 a 5 LY Jump = 20 minute Fatigue and adds 1 to jump counter now 4 (20 min = 5 min +(5 min x 3) Jump 4 a 5 LY Jump = 25 minute Fatigue and adds 1 to jump counter now 5 (5 min + (5 min x 4)
Result - 20 LY traveled in 4 jumps taking 70 minutes
When presented with this I believe FC's will choose to do a combination of Jumps and Gates to move a fleet saving the ability to jump as they get closer to the Target system. This still allows Caps to be USEFUL. The numbers can always be tweaked.
However I would beg you to reconsider any change that would result in a ship class being limited in such a way that it becomes a liability for periods greater than 24 hours.
When getting people to change their behavior it is usually better to make it as painless as possible. Almost like quitting smoking, gradual steps until desired results are achieved. If the change is too aggressive the cure may kill the patient. |
Terraniel Aurelius
High Flyers The Kadeshi
8
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Posted - 2014.10.02 18:11:00 -
[3830] - Quote
CCP Greyscale wrote:
- Yes, persists after podding - Yes, gate camps are hard. If they end up being too strong we'll likely add tools to redress the balance, but don't forget that jump drives allow you to switch entry gate very quickly. - This is a thing we're considering - Ditto
With the maximum jump range being 5 Lightyears, this will no longer be the case for several regions. With the proposed jump fatigue mechanic "very quickly" turns to painfully slowly. Gate camps will become the new standard for "Sov PvP".
I feel as though you have forgotten that we do not play this game in a vacuum. This will reduce the maneuverability of fleets and make them much more predictable. Spies will now eliminate any surprise factors that could have been had. If you think that spies are not a factor, then you have not played this game enough to understand how it works. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
842
|
Posted - 2014.10.02 18:11:00 -
[3831] - Quote
CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.
This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.
they need special consideration because they're such incompetent/lazy groups that they can't run a frigate/shuttle op through a null entrance? there's no point to this. I would've thought that journey would expose new players to dying and sandbox stuff. null is supposed to be dangerous. |
Phoenix Jones
Isogen 5
707
|
Posted - 2014.10.02 18:12:00 -
[3832] - Quote
Lord TGR wrote:Gospadin wrote:People asked for the change to "help them recruit newbies," CCP responded with a newbie only fix, and then those who asked for the original are upset because in reality they were asking to not nerf power projection. I'm not sure that phrase means what you think it means.
Basically someone brought up the concept of recruiting noobs and bringing them into nullsec, and that by changing current medical clone mechanics, would make it exceedingly difficult to get them in there, diminishing the new player experience.
CCP makes their following change, which provides all non-new characters no reprieve from the change, but still keeps a viable new player experience going for actual new characters and players.
It was an attempt to undo the suggested change for everybody new and old, by putting it all under the veil of "it'll diminish the new player experience".
It was a political play. It did not work. Yaay!!!! |
Jenn aSide
Smokin Aces.
8448
|
Posted - 2014.10.02 18:12:00 -
[3833] - Quote
Ginger Barbarella wrote:Personally, I see this as POSSIBLY opening up deep space for new comers, even tho you nullies think nobody is supposed to be out here without being part of a larger machine.
Of course 'they' do. Do you play games with the intention of letting your opposition score points?
If so I'd like to invite you to a friendly soccer match because I haven't won one of those in a while.
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Letrange
Aideron Robotics
61
|
Posted - 2014.10.02 18:12:00 -
[3834] - Quote
@greyscale @anyFC
Sudden though, could FC's chime in on this?
Would it be possible to add some form of jump fatigue indicator of a fleet and not just the individual pilots? I think that FC's would like to know what the max jump timer and max fatigue (and possible average jump timer and average fatigue with a x/y indicator indicating how many pilots are still part of the average) for a fleet without having to manually ask the pilots in the fleet to yell out how much jump cooldown they have left.
New tab on the fleet panel, some other indicator. Since there's now a cool-down after a jump and it's influenced by fatigue, it may be different for various members of a fleet. Also knowing if anyone still has fatigue going INTO a fleet since this means that parts of the fleet may take longer before they're able to jump than the rest of the fleet.
Also good for normal fleets using bridges since fc's may want to keep "sudden movement" capability of using jump bridges in reserve and knowing how much fatigue is in the fleet as a whole and how much that'll hang up their ability to use the next jump bridge may need to factor into their decision making. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
849
|
Posted - 2014.10.02 18:14:00 -
[3835] - Quote
Phoenix Jones wrote:Lord TGR wrote:Gospadin wrote:People asked for the change to "help them recruit newbies," CCP responded with a newbie only fix, and then those who asked for the original are upset because in reality they were asking to not nerf power projection. I'm not sure that phrase means what you think it means. Basically someone brought up the concept of recruiting noobs and bringing them into nullsec, and that by changing current medical clone mechanics, would make it exceedingly difficult to get them in there, diminishing the new player experience. CCP makes their following change, which provides all non-new characters no reprieve from the change, but still keeps a viable new player experience going for actual new characters and players. It was an attempt to undo the suggested change for everybody new and old, by putting it all under the veil of "it'll diminish the new player experience". It was a political play. It did not work. Actually, it worked just fine -- Goonswarm Federation unironically and legitimately encourages new players, primarily by recruiting them from the Something Awful forums. The proposed mechanic does everything we wanted it to do. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Kalissis
68
|
Posted - 2014.10.02 18:14:00 -
[3836] - Quote
CCP Greyscale wrote:Planned new feature to address new player movement:
For players less than thirty days old, once per player corporation joined, and For all players, once a year
You may push a button in your corp interface (while a member of a player corp and docked) that: - Moves your medical clone to a station designated by your corporation, and - Automatically moves you to your medical clone
Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.
This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.
Thoughts? Pasting this into the FAQ and also trying to get it into the blog proper.
Great, one time deal, nothing fancy. Also mentioned before by some players you commented on, that it will become hard to move "new" players to NULL. This is not true, it creates more interactive ways to be created (like wait for WH, or wait for a "newb" move fleet), thus making EVE richer and not dull as it is right now. |
Jita Pricer007
Lord Mike007 LCC Tactical Research Lab
1
|
Posted - 2014.10.02 18:14:00 -
[3837] - Quote
I need new shoes my are very wet. I read this thread for awhile but got bored
https://i.groupme.com/76x101.gif.d50301f93b714c75bfac21def53a7228.preview
for all you leaving contract your stuff to me.
For all the black ops crying about time to jump out... Find a better site to link stuff
https://i.groupme.com/500x281.gif.4b19f89c4d6544dcbf57a1c084f602ae.preview |
Shatoya
Black Anvil Industries SpaceMonkey's Alliance
1
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Posted - 2014.10.02 18:15:00 -
[3838] - Quote
Sulzer Wartzilla wrote:Mostlyharmlesss wrote:CCP Greyscale wrote:Vyktor Abyss wrote: 4. Lowsec cyno-jammers should be made system wide or grid wide at least. **As presumably you will get no exhaustion cynoing within the same system - lowsec will have more cap fleets cynoing within system much more regularly as part of a camp or w/e. Lowsec power projection will actually increase for the current '1 system overlords' as they warp caps to gate, jump and then cyno within the system to the fight.
** Edit: added a reason why ... Mystic Meg crystal ball opinion here but I'm normally not too far off.
4 Need to have a look at in-system jumps - I can't even remember if they're possible :/ ARE YOU ******* KIDDING ME??!?!!! HOLY **** ******* QUIT YOUR ******* JOB This is the man in charge of kneecapping capital ships, folks. We can only wonder - has Greyscale ever actually logged in to Eve?
I think it's pretty obvious he's never even played the tutorials.
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Myfanwy Heimdal
Heimdal Freight and Manufacture Inc
371
|
Posted - 2014.10.02 18:16:00 -
[3839] - Quote
Whilst this change won't effect me in any way I have to say that this really feels like it's a string and sealing wax bodge-fix.
These proposals present the impression that theve' been created to sort out a larger fundamental problem.
If CCP wish to make travel a little more difficult in order to make the different areas of space have different markets then why not look at the Security Levels of the systems.
What makes, for example, a 0.6 system a 0.6 system? What happens if it has a revolution or something? I would rather that CCP looks at the mechanics of a system's security level being able to change for whatever reason.
Look at other ways to change what you want to acheive but this Fatigue Factor is wrong. We're supposed to be demigods and not some frail creature.
This new idea feels like a badly designed fix:, please do reconsider. Pam:-á I wonder what my name means in Welsh?Nessa: Why? |
Wrecktum Yourday
The Congregation Cult of War
5
|
Posted - 2014.10.02 18:16:00 -
[3840] - Quote
CCP givith. ...CCP taketh away.... I for one love the new changes. I also think blops need to be left alone or touched lightly since they will be perfect for smaller groups to inflict guerrilla warfare and harass larger groups. |
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