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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Rowells
Unknown Soldiers Fidelas Constans
1422
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Posted - 2014.10.03 07:54:00 -
[5071] - 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. |
SubStandard Rin
School of Applied Knowledge Caldari State
10
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Posted - 2014.10.03 07:55:00 -
[5072] - Quote
First off I don't like this change and i think its "stupid" Yes you have to do something about the problem but pulling out a chair under someone isn't fixing the room.
There is a need to take one big total redraft off nullsec. Fiddling with this will hurt subscriptions that im pretty sure of.
So back to the draft board here is a few key points i would love you to concider.
#A Cap on the Jump fatigue my suggestion is max 20min, we want a fluid game and 20min downtime is ALOT. instead of having a stupid timer do the following 0min, 5min, 10min,15min,20min with the shorter jump range your going to slow down the game anyway.
#B Capitals & gates: If this is going to be a reality I want a 1000mn MWD serious a single drag bubble on each gate and your in for a "NOT SO FUN" night on the town.....
#C This is still hurting Alliance logistic more, I don't wana burn out the guys doing all the hard work. From my perspective Freigters, Industry ship, Orcas, Rorquals, JF should have the bonus we are all using them I know your going to look in to the Logistics in Nullsec later but Im saying don't wait this have to be done at the same time... ITS IMPERATIVE. You already messed with the fueling of POS:ES since you can't put a cyno at 0 anymore. yes its a minor thing with an anchord box as a warp to target but its more work. The alliance logistic wing doesn't need it from my standpoint. This is also a key factor to WHY i think we got fewer newer entities in nullsec they don't have the means to do the logistic chain, thus have to work overtime doing it. I would like to see the Loggy ships haveing a Jumpfatigue value that very low even lower then your calculations. There is POSES to fuel, stuff to move out, stuff to move in, posses to put up posses to take down.. angry letters to write ... the list can go on.
#D JB network, this is the big hurt factor for me .... Your cutting down all the trees and realy punishing a character that using JD on a ship. since he will never be able to use the JB network even if he reshipped to another ship.
#E Mediclone, This change is also insane. How about a 8day CD with a skill that can reduce it by 5 days down to 3 days, not only do you get to use with a 8/3day cooldown this isn't an issue anymore is it?
-- Its ok to hurt Force projection -- It's NOT OK to hurt Alliance logistics -- It's NOT OK to mess with the JB network.
a JB network is actualy a way to get more fights as you can ambush a enemy fleet and seriously i jumped 35+ jumps trough highsec/lowsec/nullsec in a interceptor in less then 20min
This will result in a stagnat Nullsec even more some parts of Null will be wastelands (no way to have logistic reaches out from) the defender get another notch on his belt as he alone can drop caps on the enemy pretty safe. the changes will hurt WH corps looking for WH to attack as moving there fleet to the new entereance hole will be harder. the changes to JB network will reduce the smallscale fights imho you can't catch the roamers that easily.
please reconsider and do ALL the changes to SOV null in one go .... ONE GO this changes could very much be ok when combined with other change but as a standalone feature its not.
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Tyby
Little Willies Out of Sight.
4
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Posted - 2014.10.03 07:56:00 -
[5073] - Quote
Duffyman wrote:baltec1 wrote:Eric Prinz wrote:I love this Dev Blog. I hope you will not allow JF to jump (in the future) more than 5 a.u. It gives meaning to develop local production in null-sec (instead of delivery of the entire market from Jita) I hope you like paying a high price for t2 gear I don't think he knows where the stuff to make t2 mods/ships come from. If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. yea, that's a good point; is 0.0 become selfsustained , what will happen with high sec? if most of the moon minerals remain in the area they are mined(0.0) it won't be hard to guess what's going to happen with prices in empire...
it's the same as with ppl thinking the new system will help smaller corps to get into 0.0; the only way they will manage to keep their stuff will be to join the larger coalition that holds the gates to empire; otherwise even if, let's say they somehow manage to get a foothold in some remote 0.0 corner of space, they will just loose everything in the moment the big coalition deceide their members need some sport; in fact, that's much better: let them get a foothold, invest some money in infrastructure then burn it all to the ground, take their station and lock it; with the new jfs mechanics you won't be abble to evac more than one load, so most of the stuff will become locked; if they come back, let them, then repeat; with some planning the big coalitions will have several nice farming points for their members to keep them happy |
Eric Prinz
IDO Research Center
24
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Posted - 2014.10.03 07:58:00 -
[5074] - Quote
Duffyman wrote:If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. Low sec space have ~30-50% of global moon materials in eve. So it's no difference for hi-sec t2 production. |
bringrainfire
Krannon of Sherwood Carthage Empires
12
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Posted - 2014.10.03 07:59:00 -
[5075] - Quote
In my opinion the 5 light years nerf is way to short. 10 light years is probably better. other wise theres no real point in getting that jump cal 5 anymore.
and for a question, since you will be enabling doomsdays in low sec will you also allow supercarrier sup weapons? or even adding 3 others and making them race specific? I'm talking about adding other modules to go with the remote ecm burst that can only be fitted to that race of super carrier |
Innominate
GoonWaffe Goonswarm Federation
599
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Posted - 2014.10.03 08:01:00 -
[5076] - Quote
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.
But he said jump length distance has almost no impact on travel time! |
marVLs
643
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Posted - 2014.10.03 08:03:00 -
[5077] - Quote
Just imagine how fun will be EVE in next few months and later on after those changes :D
Eve is dying?
EVE IS REBORNING !!!
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Chi Ana
Paxton Industries Tactical Narcotics Team
52
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Posted - 2014.10.03 08:05:00 -
[5078] - Quote
SubStandard Rin wrote:First off I don't like this change and i think its "stupid"
please reconsider and do ALL the changes to SOV null in one go .... ONE GO
No please don't, because that probably will result in days of not logging in, boot.ini's lost and other typical ccp stuff.
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Tyby
Little Willies Out of Sight.
4
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Posted - 2014.10.03 08:06:00 -
[5079] - Quote
marVLs wrote:Just imagine how fun will be EVE in next few months and later on after those changes :D
Eve is dying?
EVE IS REBORNING !!!
yea, i guess the ppl holding the entry points to 0.0 will have allot of fun |
Elsa Hayes
Science and Trade Institute Caldari State
24
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Posted - 2014.10.03 08:07:00 -
[5080] - Quote
Why not in exchange for fatigue with a cooldown timer call it jump drive attrition, wear and tear like RL machinery suffers when you use it too often without maintenance.
Each jump adds attrition the more often you jump in a short amount of time the higher the attrition gets, you can still travel around quickly but after a long round trip you better get your ship some maintenance parked at a pos near an X-L maintenance array for some maintenance. The more time passes between jumps the less attrition is added. It will not wear off by itself though.
Accumulated attrition increases the chances of a jump drive failure, which could manifest in different things happening like you arrive at your target system but in a damaged ship, you arrive with a severely damaged JD with severely reduced range. You arrive with a jump fuel leak which means that you will need a lot more fuel for any further jumps. Depending on the attrition level and the maintenance neglect it could also result in a catastrophic failure wrecking the ship.
Of course maintenance would take time and cost isks , maintaining a huge fleet of caps and supers in pristine condition would cost huge amounts of isks, or you could neglect on the maintenance and lose a couple of caps due to catastrophic JD failures every now and then.
Couple this with a staggered reduction in jump distance for each ship class.
This would prevent people from hotdropping everyone and their mom for the lulz.
This would make hoarding huge fleets of caps/supers expensive to maintain. Docked up caps in stations would receive no maintenance of course.
If you limit the amount of ships an X-L array can handle (I used an X-L array as an example, you could also use a capital assembly array or whatever you fancy more), it would also make maintaining a huge cap fleet more logistically challenging since you-¦d need more posses and arrays.
Players would have more control as to when they are going to sit out the timer to reduce attrition AND how much isks they are willing to spend on maintenance.
This is just a different angle to make jumping around the map more worthy of thought and foresight. Do you risk putting half your super fleet into maintenance just for a couple of hotdrops on 10 man cruiser gangs and risk getting attacked by your enemy who just waited for an opportunity like this?
It would also generate a much needed isk sink for alliances who are getting stupidly rich at the moment.
Just a different approach to the whole long distance travel affair. |
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Polo Marco
Four Winds
9
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Posted - 2014.10.03 08:08:00 -
[5081] - Quote
Kassasis Dakkstromri wrote:Shivaja wrote:OK massive massive discussion don't know if any one else did not point out this already but anyway here are my two cents. IMHO the intended effect that CCP hopes for will not come to be, instead what will happen is that the power blocks will sit over the galaxy map draw projection circles on the map and then theirs pilots put jump clones and stash of capital ships in the middle of each circle ! and tadaaaa we are in the same **** as before only with insane number of capital ships laying around and collecting dust Yep! A variable Sykes Picot agreement among the major Coalitions. The sophistication of the EVE player/Null Sec Diplomat should never be underestimated - and if B0ttLord Accords can be executed, then the Coalitions carving up Null sec is easy - and will totally frustrate Yar! Captain Neckbeard will save yer game! approach. Man I can't wait to see if that actually plays out! I will so lol @ CCP Greyscale and Co.
I'm tellin ya dude, this is just gonna lead to a new BoB... :D
The folks who own the choke points between empire and null will own the GAME. The CEO's and FCs of the megacorps will not be able to resist the temptation...
There will be a HUGE war - till one of them owns just about all of them.
ALL HAIL THE NEW BoB !!!!
The losers will be crying foul and blaming Grayscale for the whole mess.
Then they will have to fix it all over again.
History repeats itself.
Funny how games can mirror life isn't it?
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Lord TGR
Bat Country Goonswarm Federation
61
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Posted - 2014.10.03 08:09:00 -
[5082] - Quote
Veskrashen wrote:Polo Marco wrote:Nothing will matter but the choke points. Whoever controls them will be able to control the game. The megas are well represented in the CSM. They all seem to be on board with this plan.
The megas are screaming bloody murder, in case you haven't noticed. Not really, we seem well set to adapt to these changes. |
Jethro Winchester
Collapsed Out Overload Everything
13
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Posted - 2014.10.03 08:11:00 -
[5083] - 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.
Does this magic button also move all of my assets? Or am I going to be forced to either spent a month sitting in station trying to sell everything, spend a month trying to pull off the solo logistics, or abandon a few billion in assets and start over?
I don't think you understand just how much stagnation this entire clusterfuck of an expansion is going to cause.
My vote for the expansion name is EVE:Hourglass.
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Alp Khan
GoonWaffe Goonswarm Federation
192
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Posted - 2014.10.03 08:11:00 -
[5084] - Quote
Eric Prinz wrote:Duffyman wrote:If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. Low sec space have ~30-50% of global moon materials in eve. So it's no difference for hi-sec t2 production.
Uh, by your estimation which I did not check yet, null sec space has ~50-70% of global moon materials in EVE. How is killing null logistics NOT going to affect T2 material prices? Are you serious? |
Anthar Thebess
733
|
Posted - 2014.10.03 08:11:00 -
[5085] - Quote
Those changes are very nice This is good direction.
Think about it : - jump bridges will have totally new function. - gate by gate travel in most of the situation , as you will have to manage your fatigue in order to be ready for some fleet. - no more constant titan hot drops , that where running game to the point , people usually did not engage "obvious baits" even when they where not baits. - no more hot dropping supers on lone cruiser 2 regions away. - no more "i am everywhere" - limiting range makes new staging points for big blobs - unable to hold multiple regions without possibility to do any thing.
Best compare , this is current range for NC slowcat fleet : http://evemaps.dotlan.net/range/Archon,5/FAT-6P
Remember that this is 1 jump , after making this jump, they can simply re dock on some station and jump again withing less than minute.
Now after this changes the same fleet will be able to jump so far as : http://evemaps.dotlan.net/range/Aeon,0/FAT-6P
So the range of single jump dropped from 309 to 28
Think how much fun you will get from escorting your freighters , jump freighters on transport op or even few capitals you are going to take to some timer or how much fun you will get to from hitting this kind of operation.
"Fun" will be shifting from few that where abusing mechanic to wide eve population. Those are very good changes, changes that can really save this game from new competition products.
For those NC and PL players that states - im dropping my subscription, or im not subbing my super any more. Remember that most of those players where playing different games while waiting for pings.
Most of the pure super accounts are not subbed usually, as there is no reason to do it.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
Destination SkillQueue
Are We There Yet
6634
|
Posted - 2014.10.03 08:12:00 -
[5086] - Quote
For some time now I've seen CCP be satisfied with just tinkering with mechanics and problems. They've been talking about fixing things in blogs, but the solutions landing on TQ have been bland and focused only on alleviating some of the problems. Frankly it had led me to think you lacked the balls to actually alter things from what they are today to properly address the issues and try to fix them. This change has done more to restore my faith in the future of this game then years worth of tweaks, balance passes or marketing talk have. I haven't been this excited about the future of EVE in a long time and I'm eagerly looking forward to what else you have in store for us.
Kudos to the dev team on this one. |
Draahk Chimera
0ne Percent. Odin's Call
29
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Posted - 2014.10.03 08:12:00 -
[5087] - Quote
1. Logistics. If you want to bring stuff too and from empire market hubs assemble an escort. Make "Empire runs" a weekly thing, instant content for a portion of your alliance as well as for the gankers in potentia.
2. Tech 2 prizes will skyrocket. Not necissarily. If a significant enough portion of the 0.0 alliances are unable to escort their freighters carrying the matierials to empire then an exactly equal portion will be unable to transport tech 2 to 0.0 and thus prizes drops due to less demand.
3. Drag bubbles will ruin my day while moving my carrier. Have your escort destroy the bubble or make a perch. You did bring an escort right?
4. I will be unable to run escalations more then 5 LY away. Use a battleship. If the dps is too high to tank in a bs bring a couple of friends in logis. 404 - Image not found |
baltec1
Bat Country Goonswarm Federation
13515
|
Posted - 2014.10.03 08:12:00 -
[5088] - Quote
Eric Prinz wrote:Duffyman wrote:If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. Low sec space have ~30-50% of global moon materials in eve. So it's no difference for hi-sec t2 production.
Best case is a 50% drop in supply and you think that wont change prices? Join Bat Country today and defend the Glorious Socialist Dictatorship |
Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
156
|
Posted - 2014.10.03 08:12:00 -
[5089] - Quote
Kassasis Dakkstromri wrote: Hmmm... maybe, potentially. But then I also might end up with Ebola too? No telling what the future holds...
But trolling, me.. nah - I've posted conscientious material mainly, with some fun posts; but my thought process simply has evolved into... unsub is the only thing CCP pays attention to - so that will ultimately be my 'focus group' contribution along with others that are/will do the same.
Anyway please feel free to continue trolling for tears, as it's always entertaining when folks like yourself can actually get a rage out of someone.
No, at the end of the day you are right. All you can do is state your opinion and click that button.
I just find the melodrama and doomsaying hilarious based off of just the Dev Blog. You haven't even seen or tried this environment. (I know, you'll say "i don't need to")
"The unending paradox is that we do learn through pain." |
Polo Marco
Four Winds
9
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Posted - 2014.10.03 08:13:00 -
[5090] - Quote
Lord TGR wrote:Veskrashen wrote:Polo Marco wrote:Nothing will matter but the choke points. Whoever controls them will be able to control the game. The megas are well represented in the CSM. They all seem to be on board with this plan.
The megas are screaming bloody murder, in case you haven't noticed. Not really, we seem well set to adapt to these changes.
At the time of that post I was not yet aware that they were claiming to have been ninja'd. |
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Rowells
Unknown Soldiers Fidelas Constans
1422
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Posted - 2014.10.03 08:13:00 -
[5091] - 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 |
Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
156
|
Posted - 2014.10.03 08:14:00 -
[5092] - Quote
baltec1 wrote:Eric Prinz wrote:Duffyman wrote:If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. Low sec space have ~30-50% of global moon materials in eve. So it's no difference for hi-sec t2 production. Best case is a 50% drop in supply and you think that wont change prices?
It's a good thing supply isn't alone in his equation.
New meta modules are coming out. "The unending paradox is that we do learn through pain." |
Josef Djugashvilis
2551
|
Posted - 2014.10.03 08:15:00 -
[5093] - Quote
Rudina wrote:PotatoOverdose wrote: Put bluntly, a lone new player has no business being in sov-nullsec. He should get with a corp. In a corp, not having a dude or two with a completed 3 month train is not an excuse.
So what you're saying is solo play is not allowed, what happened to the sandbox?
Solo play is allowed, but it has disadvantages, and so it should.
I am a solo player. This is not a signature. |
Alp Khan
GoonWaffe Goonswarm Federation
192
|
Posted - 2014.10.03 08:15:00 -
[5094] - 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.
Is anybody really surprised at this point that Greyscale seems blissfully clueless to how his ~genius ideas~ are going to affect the game negatively as a whole? Look at Greyscale's track record of making changes. |
baltec1
Bat Country Goonswarm Federation
13517
|
Posted - 2014.10.03 08:16:00 -
[5095] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:Eric Prinz wrote:Duffyman wrote:If null sec doesn't export moon goo to Jita (and uses it all for local production), there will be no T2 mods for High Sec. Low sec space have ~30-50% of global moon materials in eve. So it's no difference for hi-sec t2 production. Best case is a 50% drop in supply and you think that wont change prices? It's a good thing supply isn't alone in his equation. New meta modules are coming out.
That changes the situation with t2 ships how? Join Bat Country today and defend the Glorious Socialist Dictatorship |
gascanu
Bearing Srl.
166
|
Posted - 2014.10.03 08:16:00 -
[5096] - Quote
it's funny how ccp try to nerf big coalitions but do nothing about their HUGE income; as long as they keep their trillions/month income there is no way they will just decide to break their agreements. way to miss your mark, ccp greyscale, but yea, i'm not even surprised ; wasn't you the one that put this terrible sov system in place ? all that topics about sov, hundreds of pages, and all you colud came up with is nerf jfs; you had what, years to think about a solution, and all you could answer after the first post was: " we don't know" , "maybe", we think it will work", we don't know", maybe", "we don't know", we don't know"...
p.s. one piece of advice: FOLLOW THE ******* MONEY! |
Redwyne Vyruk
DeepSpace Manufacturers Brothers of Tangra
4
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Posted - 2014.10.03 08:17:00 -
[5097] - Quote
Jake Rivers wrote:Scud Maximillion wrote:CCP, you have acted boldly and decisively. Many people want nothing more than to maintain the status quo. This game needed new life breathed into it, and that you have done. I am more excited about the future than ever. As the CEO of a corp of 80 real people, I pass along to you our collective thumbs up. Stay the course. You know what you have to do, and this is only the first of many needed changes. They will be painful to people but in the long term, essential for this game. The removal of death cloning was needed to avoid an obvious work around, as was applying the change to jump freighters (otherwise they will become a battle taxi and defeat the changes).
Be strong. You have our complete support. +1
"battle taxi" made me laugh so hard...
btw, nothing to say about capital jump nerf, maybe a bit too nerfed but i always agreed on nerfing apex force, but the nerf on JF is something too massive, a lot of section of nullsec will collapse, hsec price on nullsec mins will increase far too much.JF pilots will stop doing their work and unsubscribe accounts, this is no sense |
Davionia Vanshel
Open University of Celestial Hardship Art of War Alliance
20
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Posted - 2014.10.03 08:18:00 -
[5098] - Quote
beaconBoy SavesTheDay wrote:JF get a speed limit of 1 LY per minute
I realize most comments in this thread discuss null sec, capital ships and power projection. All of these game mechanics are going to be affected profoundly. But for a moment, let's dive deep into the topic of logistics and jump freighters.
My courier corp saves you time, and let's you play Eve without spending precious hours on logistics. On the average, I move over a dozen contracts to the far reaches of low sec every day. Most of these contracts involve 2 cyno hops to make the delivery, and often another 2 cyno hops as part of the return trip. But all of this may stop....pause for drama...
Only a couple comments in this thread go into the details of how a hauler will be affected. Today, to complete a contract, I'll spend 20 to 30 minutes, and I'll do this for 4 to 6 hours a day. But with the suggested changes, the time to complete a contract increase to a minimum of 45 minutes per contract. Probably more like an hour since suicide med clones are going away.
If I move cargo any faster, I'll quickly see fatigue build up and my cool down time increase to an hour or two per cyno hop for the next contract?!
After running several scenarios involving 5 or 10 deliveries per day over a distance of 20 LY (plus the return trip) on spreadsheets, I've come to the conclusion that if the Eve Community wants their cargo moved, one simple changes has to be made. Instead of JF's effective distance being reduced to 10%, it needs to be reduced to 5% of the actual distance.
Tell your CSM rep...."JF NEED A 95% REDUCTION IN EFFECTIVE RANGE"!!!
Otherwise, all JF pilots effectively have a 1LY per minute speed limit, and will charge accordingly. In my case, I bring in 150M and 200M per hour of hauling. So instead of a flat rate pricing, shipping rates will be closer to 10M per LY for any trip beyond a simple one cyno hop trip. Contract times will also have to accommodate just how much all the JF pilots together can collectively do given their combined "jump fatigue" if there's a surge in customer contracts at any point in time. So every contract may have to be 14 day expire and 14 day complete just to play it safe.
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baltec1
Bat Country Goonswarm Federation
13517
|
Posted - 2014.10.03 08:18:00 -
[5099] - Quote
gascanu wrote:it's funny how ccp try to nerf big coalitions but do nothing about their HUGE income; as long as they keep they trillions/month income there is no way they will just decide to break their agreements. way to miss your mark, ccp greyscale, but yea, i'm not even surprised ; i wasn't you the one that put this terrible sov system in place ? all that topics about sov, hundreds of pages, and all you colud came up with is nerf jfs;
p.s. one piece of advice: FOLLOW THE ******* MONEY!
So nerf high sec? Join Bat Country today and defend the Glorious Socialist Dictatorship |
Lord TGR
Bat Country Goonswarm Federation
61
|
Posted - 2014.10.03 08:19:00 -
[5100] - 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? Creating more chokepoints would be my immediate guess. |
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