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Thread Statistics | Show CCP posts - 41 post(s) |
Lady Cuno
Pandora Developments Boese Onkels
1
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Posted - 2014.10.01 19:04:00 -
[691] - Quote
Dear CCP
plz remove Capitals from the so called "sandbox". This is better than this changes !
If this comes to eve - i quit.
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Lyris Nairn
GoonWaffe Goonswarm Federation
12337
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Posted - 2014.10.01 19:04:00 -
[692] - Quote
Samahiel Sotken wrote:Lyris Nairn wrote: Just deploy ships to each of the CFC FOBs like you were supposed to be doing all along. Every pilot in the CFC should have CFC doctrine ships and jump clones already in FOB North (previously VFK, now YA0), FOB West (F2OY), and FOB South (4-EP). In the event of a deployment, you jump clone to your cache of ships. If you don't already have your clones and ships in order then take the time leading up to the patch to get them staged.
Thanks to our forever wars I have jump clones, interceptors, and battleships in a arc from Curse all the way around to Geminate. I don't think people have realized CCP just handed the CFC New Eden on a silver platter.
Judging by all the "SWEET NULL BEAR TEARS :twisted: :twisted: :twisted:"-style comments in this thread I am guessing that people are completely unaware of it despite me going out of my way to post to the contrary. Sky Captain of Your Heart
Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn |
Bamboozlement
Caldari Provisions Caldari State
57
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Posted - 2014.10.01 19:05:00 -
[693] - Quote
Andski wrote:With these changes, the west is practically guaranteed to be held by us until either our organizational structure collapses or the servers die. But apparently it's ~goon tears top kek~
Enjoy your nocontent go rat in you're ishtar goonie.
I have a Ph.D |
Kant Boards
GoonWaffe Goonswarm Federation
1
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Posted - 2014.10.01 19:05:00 -
[694] - Quote
Taram Caldar wrote:And the hit to deep 0.0 entities is just crazy... Folks living in places like Omist, Feythabolis, Paragon Soul, Drone Regions, etc are going to have 10+ jumps just to get to empire for logistics. Jump Freighters and Rorquals should be exempt from the range changes. This will severely hurt logistics, especially for folks living in deep 0.0, otherwise. Citizens of the drones regions and deep south should join the Greater Western Co-Prosperity Sphere today before Vale of the SIlent fills up, which just so happens to be one jump from Jita |
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CCP Greyscale
C C P C C P Alliance
2670
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Posted - 2014.10.01 19:06:00 -
[695] - Quote
Ranamar wrote:Nobody seems to have commented on this, so... When you say 5LY range, is that JDC V range? Training JDC V sucks. Can I convince you to reduce the multiplier on the JDC skill and increase the base jump range on capitals to compensate?
Also, am I reading things correctly that the orange (no jump activation) timer gets set to whatever the blue (jump fatigue) timer says when you jump? (with it bottoming out at 1 minute) That seems like a nice, easy explanation that doesn't require any math beyond "Your jump fatigue gets multiplied after your jump." If it's not that, it really needs a better explanation.
5 LY at max skills. Skill balance is a thing we need to look at at some point, for sure.
Orange timer gets set to essentially 10% of the blue timer on jump, otherwise fatigue is always 0 when you jump. We're trying to make sure that it's clearly explained in the tooltips.
Makari Aeron wrote:As it stands, I believe this plan, while interesting is going to kill off T2 production in EVE, especially nullsec. There is no possible way to move large quantities of moongoo easily anymore.
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.
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Lyris Nairn
GoonWaffe Goonswarm Federation
12343
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Posted - 2014.10.01 19:06:00 -
[696] - Quote
Most of our leadership does not rat. I know I haven't in years. Herding cats is a full time job. Sky Captain of Your Heart
Reddit: lyris_nairn Skype: lyris.nairn Twitter: @lyris_nairn |
Ripard Teg
Stimulus Rote Kapelle
942
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Posted - 2014.10.01 19:06:00 -
[697] - Quote
Haven't had time to read all 34 pages to see if anyone has already brought this up:
If this change goes in, please make jump-cloning incur jump fatigue at some (likely greatly reduced) level.
The goal: to prevent super-large, super-rich alliances from just building caches of capitals/supers at various NPC 0.0 or low-sec staging points around the galaxy, and just getting to them by jump-cloning (and in so doing, avoiding jump fatigue). aka Jester, who apparently was once entrusted to Wield The Banhammer to good effect. |
phalanx III
Sniggerdly Pandemic Legion
39
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Posted - 2014.10.01 19:06:00 -
[698] - Quote
I weep for those that think this is a bad thing.
This is amazing. |
Harvey James
The Sengoku Legacy
910
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Posted - 2014.10.01 19:07:00 -
[699] - Quote
much needed nerf .. however i'm very concerned about the capitals in high sec comment... that would be a very bad idea Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... Make the blaster eagle worth using please |
Bobmon
Habitual Euthanasia Pandemic Legion
81
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Posted - 2014.10.01 19:07:00 -
[700] - Quote
So it takes 7 months to travel from 6vdt to VFK, GG
Sorry but this change is soo weird to me, The cool fact of capitals where that you could jump around and use it as a tool to deploy to places, Which is now impossible. You are faster to move your ships by gates then to jump it around. this removes a big strategy of the game and TBH with these changes a titan pilot in drones will never ever meet a titan in fountain.
yes it was easy too easy to travel around but common a timer REALLY! a Nerf to range would have been sufficient. This is just bullying capital pilots. Chief Editor of Evenews24.com GÖ¢GÖ¢ #Third Party And #Loan Service GÖ¢GÖ¢ @BobmonEve |
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Jenn aSide
Smokin Aces.
8397
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Posted - 2014.10.01 19:07:00 -
[701] - Quote
Lyris Nairn wrote:Samahiel Sotken wrote:Lyris Nairn wrote: Just deploy ships to each of the CFC FOBs like you were supposed to be doing all along. Every pilot in the CFC should have CFC doctrine ships and jump clones already in FOB North (previously VFK, now YA0), FOB West (F2OY), and FOB South (4-EP). In the event of a deployment, you jump clone to your cache of ships. If you don't already have your clones and ships in order then take the time leading up to the patch to get them staged.
Thanks to our forever wars I have jump clones, interceptors, and battleships in a arc from Curse all the way around to Geminate. I don't think people have realized CCP just handed the CFC New Eden on a silver platter. Judging by all the "SWEET NULL BEAR TEARS :twisted: :twisted: :twisted:"-style comments in this thread I am guessing that people are completely unaware of it despite me going out of my way to post to the contrary.
People are shortsighted in that way, they think they won something when CCP makes a change without them understanding that the reality is they just got shafted lol.
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Wivabel
Don't Look Like That
144
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Posted - 2014.10.01 19:07:00 -
[702] - Quote
Can we add something like a mini jump freighter with the carrying capacity of a carrier so us average pilots can move our stuff around. I am not sure if I am going to log in anymore....... |
Uriel Paradisi Anteovnuecci
Jovian Labs Jovian Enterprises
2875
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Posted - 2014.10.01 19:08:00 -
[703] - Quote
Harvey James wrote:much needed nerf .. however i'm very concerned about the capitals in high sec comment... that would be a very bad idea Honestly curious, why do you say would it be bad?
"A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams...is built in heaven." GÖâ-áJovian Proverb-áGÖâ |
Jean Leaner
Common Sense Ltd Nulli Secunda
92
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Posted - 2014.10.01 19:08:00 -
[704] - Quote
CCP Greyscale wrote:Ranamar wrote:Nobody seems to have commented on this, so... When you say 5LY range, is that JDC V range? Training JDC V sucks. Can I convince you to reduce the multiplier on the JDC skill and increase the base jump range on capitals to compensate?
Also, am I reading things correctly that the orange (no jump activation) timer gets set to whatever the blue (jump fatigue) timer says when you jump? (with it bottoming out at 1 minute) That seems like a nice, easy explanation that doesn't require any math beyond "Your jump fatigue gets multiplied after your jump." If it's not that, it really needs a better explanation. 5 LY at max skills. Skill balance is a thing we need to look at at some point, for sure. Orange timer gets set to essentially 10% of the blue timer on jump, otherwise fatigue is always 0 when you jump. We're trying to make sure that it's clearly explained in the tooltips. Makari Aeron wrote:As it stands, I believe this plan, while interesting is going to kill off T2 production in EVE, especially nullsec. There is no possible way to move large quantities of moongoo easily anymore. 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.
You were skeptical that nerfing anomolies would cause nullsec to become even emptier, looks like you were wrong about that. Congratulations on proving once again that *you* specifically have no idea what you're doing. |
Sven Viko VIkolander
Friends and Feminists
281
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Posted - 2014.10.01 19:08:00 -
[705] - Quote
The people in this thread who have legitimate complaints are those who do logistics--and this includes logistics for FW, for null sec industry, etc etc. Nerfing JFs is a huge blow to the viability of just living in low and null. Please consider making JFs exempt from the fatigue, or extending their range, or giving them a fleet hangar so that we can move fitted ships in them (moving fitted ships for deployment is going to be hugely difficult after these changes!). |
Leyline777
Risk Breakers Forged of Fire
0
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Posted - 2014.10.01 19:08:00 -
[706] - Quote
This is the most assinine set of changes I have seen from eve... and that says a lot.
When I first heard about jump changes, I expected maybe five or ten minutes max of cooldown, not 30 mins to an hour. People want to play your game for fun, even if some of us treat it like a job. You are absolutely killing engagement, and might want to remove capitals from the game.
My major sticking point though, is the jump range limitation to 5 ly. This is so small as to not cover some regions, let alone get a pilot anywhere useful. This is not an enjoyable change for either the small or large 0.0 entities, and makes for incredibly painful logistical challenges.
It is great that caps can take gates, but not at the current speed which they warp and align. If you are bent on that, please buff them (and freighters, while you are at it). There is a reason many freighters autopilot in hisec: because flying them is boring, and lacks engagement or meaningful content.
I would ask you to please reduce the penalty for jumping as well as keep the range the same as we have now (that way jumps would still be the same number, but take longer)(or increase the rate at which it decays as noone wants to log in a few days later and not be able to do stuff just because they took a trip elsewhere). Planning for 12 cynos instead of the 4 currently in your example flat out sucks to play and will not add any entertainment value to the game. Please reconsider these aweful changes.
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Kevin Towlyn
Imperial Guardians Skeleton Crew.
6
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Posted - 2014.10.01 19:08:00 -
[707] - Quote
i have been playing eve now for almost 8 years and this is the stupidest thing i have ever read! you should be worrying about making this game better not worse. you r going to loose alot of subsribers if you do this. whoever came up with this idea should be fired publiclly. CCp should be doing stuff to bring in more subscribers. t3 weapons or more t3 ships another tier dread. keep us intrested not dis intrested. You can do better. if u dont want to worry about caps ships moving great distances add 5000 more systems so it takes longer to move it. |
Cr Turist
Burning Napalm Northern Coalition.
8
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Posted - 2014.10.01 19:09:00 -
[708] - Quote
CCP Greyscale wrote:Ranamar wrote:Nobody seems to have commented on this, so... When you say 5LY range, is that JDC V range? Training JDC V sucks. Can I convince you to reduce the multiplier on the JDC skill and increase the base jump range on capitals to compensate?
Also, am I reading things correctly that the orange (no jump activation) timer gets set to whatever the blue (jump fatigue) timer says when you jump? (with it bottoming out at 1 minute) That seems like a nice, easy explanation that doesn't require any math beyond "Your jump fatigue gets multiplied after your jump." If it's not that, it really needs a better explanation. 5 LY at max skills. Skill balance is a thing we need to look at at some point, for sure. Orange timer gets set to essentially 10% of the blue timer on jump, otherwise fatigue is always 0 when you jump. We're trying to make sure that it's clearly explained in the tooltips. Makari Aeron wrote:As it stands, I believe this plan, while interesting is going to kill off T2 production in EVE, especially nullsec. There is no possible way to move large quantities of moongoo easily anymore. 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.
so one can assume your intention is indeed to make JF no longer usable? |
ic35t0rm
The Scope Gallente Federation
2
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Posted - 2014.10.01 19:09:00 -
[709] - Quote
Nalha Saldana wrote:Guess its time for nullsec to start building their own stuff and have smaller empires, I welcome these changes with open arms.
How? where will you get most T2 mats? how is t2 product going to get to jita?
15 cyno jumps to get T2 mats to jita with this change.
high sec pvpers will kill anything not jumping
market prices will go way up....
if you don't buy plex's you soon will to buy anything
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Lady Isabell
S.A.S Pandemic Legion
4
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Posted - 2014.10.01 19:09:00 -
[710] - Quote
David Magnus wrote:I feel bad for the first new capital pilot that doesn't have a PHD in math to understand the fatigue mechanics, and ruins his pilot forever after just 10 jumps.
He could sell it to a poor sap who cant check for fatigue
Have are you going to take fatigue into account when selling characters, or are you? |
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Ocih
Space Mermaids Somethin Awfull Forums
779
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Posted - 2014.10.01 19:09:00 -
[711] - Quote
Hendrick Tallardar wrote:CCP, You state that Quote:Black Ops ships will have their range unchanged, but will otherwise get all the described changes. This also keeps the range of their jump portals unchanged. We donGÇÖt feel that Black Ops range needs adjustment right now. Which in turn implies that a Black Ops ship will have the same factor for the cool down timer for a capital ship. While I agree with the sentiment that a cool down timer for all jump capable ships is acceptable (since you plan to implement it), the ratio is problemeatic. Without getting too ~lore~ heavy (because seriously **** that ****), a Blops are more or less battleship class ships but with the neat jump portal feature. As a result, Blops ships are the size of a battleship, which is a fraction of the site of the capital. Why does the same length of cool down apply to the Black Ops ship that is applied to the Capital ship? Shouldn't the Black Ops ship receive a, slightly, shorter cool down time & factor (I don't know the right ~math word~)? Let's use something simple because, frankly, I'm dumb when it comes to math. For the sake of this example let's use the currently proposed system and look at the cool down. Capitals and Blops ships share the same "1 + LY" fatigue. So for example, a Blops & Capital moving 4.85 LY (post change implementation) both have a cool down of 1 + 4.85, or 5 minutes 51 seconds. They're two different sizes, two different masses and so forth. Why can't the BLOPs have a factor of say "0.75 + LY" as opposed to "1 + LY" that the capital ships receive? In the provided example the jump that takes 4.85 LY would take the BLOPs ship 5 minutes 36 seconds to be able to jump out of system. This allows for the BLOPs ship to do it's typical "get in, get out" strategy that has become a staple of the intended use for the class, while also applying the proposed cool down timer changes. Now, I'm not a math wiz and openly admit I'm probably missing something but figured I would ask.
I don't think they thought this through yet.
I'm thinking of my own assets here and I have 4 Black Ops Pilots and a fleet of Black Ops hulls that in cases, several can fly. So does Redeemer A get a timer or the pilot? Does the fatigue carry over so I crank it up on a Black Ops, it stays there for a Carrier? Or if I use a redeemer today and a Panther tomorrow does it accumulate?
This is a dev blog now, it's going to change but they have a lot on their plate here.
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Axhind
Eternity INC. Goonswarm Federation
65
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Posted - 2014.10.01 19:10:00 -
[712] - Quote
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.
That would be during the days you could fill the Carrier with full industrials? |
Jenn aSide
Smokin Aces.
8397
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Posted - 2014.10.01 19:10:00 -
[713] - Quote
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.
No one is saying "impossible", but the game was different back then, lots of tings exist now that didn't back then, there are more people and more people with alts to choke things off.
Y'all might as well change the nomenclature of the game. Instead of "Tech1, named and Tech2" you can go ahead and say "Tech1, named and GoonTech"
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Kun'ii Zenya
The Executives Executive Outcomes
20
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Posted - 2014.10.01 19:10:00 -
[714] - Quote
CCP Logibro wrote:Changes are coming to how long distance travel works in EVE Online. If use jump drives, then this is an important dev blog for you. Find all the details from CCP Greyscale and the Nullsec working group here.
Horrible. Just horrible.
Will this help promote the "big blue donut" or break it apart?
By trying to use a dual prong approach I think that in some cases it will probably promote less conflict.
Consider the case of Stain. Already doing logistics down into Stain is a difficult proposition. Making the jump from low sec down to Stain in a JF is restricted to Saminer to T-NN or NRT. After these changes that jump will no longer be possible. The idea of independent corporations and alliances living in Stain is no longer an option. To really survive in Stain for a prolonged basis will require that the Denizens bend their knee to whomever holds Catch. Whomever owns Catch is also the de facto owner of Stain.
Lets consider another region that has NPC space: Fountain. Fountain has long had a history of having independent corporations and alliances living in Serpentis space constantly being a PITA for whichever alliance owns Fountain. After this change however, getting supplies into Fountain is going to be a much harder problem. Jumping from Hophib into Serpentis Space is outside the 5 LY range.
I haven't checked Venal, but I'm betting that Tribute is more than 5 LY wide and jumping there is going to be an issue once these changes are in place.
The only work around I can see is to place towers. But after having towers getting blown up by the sov holders some of these alliances and corps might work out....NAPs.
In short, the dual pronged approach may very well lead to the very opposite of what is intended.
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Arun Tadaruwa
State War Academy Caldari State
43
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Posted - 2014.10.01 19:10:00 -
[715] - Quote
Eigenvalue wrote:Retar Aveymone wrote:The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that? Same for brave. Our basic instructions to new players is "sell all your stuff and pod express to Catch" Now our instructions will have to be "don't bother you'll never make it"
You guys are terrible. Null navigation is cheese.
Alt posting because yes. |
BinaryData
Fatum Imperium
36
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Posted - 2014.10.01 19:10:00 -
[716] - Quote
Steve Ronuken wrote:A little of the reasoning, as far as I'm aware:
While big fights are nice and all, the ability to hot drop someone on the other side of New Eden leads to people avoiding fights, so they don't get dropped by, say, PL being bat phoned.
That's simple fix.
Capitals still have the CD timer, based upon the length of their jumps. So, let's try this out..
If a Thanatos can jump it's max range, say 15LY, then give it a cd timer of say, 1 minute for every 1.5LY moved, or even 1:1 ratio.
You're trying to promote subcap fleets, in an era where Supers/Titans exist to a far superior number than originally thought. Why not hamper the capitals?
Nerfing the range like that, is simply asinine. I spent a better part of 2 years perfecting my capital skills, only to have CCP theorize about changing them again. Honestly, if this change happens, I want my skillpoints back. That'd be roughly, 5 - 15million points given back to me.
I'd rather see cool down timers, and nerfs happen to the capitals. Reduced capacitor regeneration, damaged shields, etc.. If you jump into a fight, using capitals as logistics will make life harder. This current course of action, will deter a lot of players from getting into capitals.
Also, balancing capitals to have the same range as the Jump Bridges, is like optimizing a Beetle to run like a Porsche. It doesn't work that way. Jump Bridges make life easier for those who are defending, and makes logistics that much easier. I lose more and more respect for CCP, every time you release a blog. You're so focused on balancing, that your creative minds aren't giving new content. What new content we get, only affects a small % of the population. Burner Missions for example, dumbest idea ever. |
Tribal Trogdor
BUMP POW
0
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Posted - 2014.10.01 19:10:00 -
[717] - Quote
About caps jumping gates:
1) Carrier gate camps - If they sit 0 on gate, they have more than enough subcap killing potential along with enough RR potential to wait out 60 seconds of aggro if needed. This wouldn't be so bad in null as there are bubbles to keep them on the other side, but in low, how is this to be countered? Breaking a fair amount in under 60 seconds would take a fair amount of dreads, which have to siege and get stuck for 5 minutes, while the carriers are only stuck for 60. If the carriers jump out via the gate, they can align out, blap anything that might be sat on the other side to stop them (as most are stuck next door and the real DPS cant follow) and dock up. Even in null though, the dreads are still stuck out of the fight, unless of course they burn to the gate, jump in, and hope the archons hadn't reapproached in the time O.o
2) Cyno Jammers - Drop cyno next door, warp to gate, jump in. Kinda kills the point of it, yea? |
Twizted3
Collapsed Out Overload Everything
8
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Posted - 2014.10.01 19:10:00 -
[718] - Quote
If these changes happen, you will lose my 3 subs and most of my alliance will be right behind me. Current devs are terrible, the only people this change is good for, is people who fly small gangs and like to dip their toes into low/null and worry about getting hot dropped by bigger groups. |
Tamirr U'tath
ooailia Goonswarm Federation
0
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Posted - 2014.10.01 19:10:00 -
[719] - Quote
Eigenvalue wrote:Retar Aveymone wrote:The abolition of podjumping makes it massively difficult for our newbies to join us in Deklein. Has any thought been put into that? Same for brave. Our basic instructions to new players is "sell all your stuff and pod express to Catch" Now our instructions will have to be "don't bother you'll never make it"
What about interdiction nullified shuttles for newbies?
It lets them move around, and a buffed shuttle isn't anything a vet in an interceptor can't do better. |
Hendrick Tallardar
Habitual Euthanasia Pandemic Legion
234
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Posted - 2014.10.01 19:11:00 -
[720] - Quote
CCP Greyscale wrote:[ Black ops balance is something that's definitely still open for discussion. Thanks for this post :)
No problem.
I don't like the exponential factoring in given the problems with cool down time others expressed. However if a set system is to be put into place, there needs to be a benefit to using a Black Ops ship. As it currently stands, there is none as it is penalized the same as a Capital ship.
Please consider this when discussing with the CSM about these changes and number balances. I wouldn't go so far as to say that BLOPs should be half the Capital ship cool down factor, but it's certainly worthy of having smaller cool down than a capital. LeeSsang. Never Forget. |
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