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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Kirasten
No Vacancies
109
|
Posted - 2014.10.06 22:04:00 -
[7351] - Quote
@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. |
Alavaria Fera
GoonWaffe
6419
|
Posted - 2014.10.06 22:06:00 -
[7352] - Quote
Kirasten wrote:@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. Oh yeah, so if the increase in jump costs was needed to stabilize isotopes, better increase them again because people will presumably be jumping less... ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Alavaria Fera
GoonWaffe
6419
|
Posted - 2014.10.06 22:08:00 -
[7353] - Quote
Panther X wrote:If we are getting hit with the major nerf bat, and yeah it looks like we are, it would be good to at least have a balancing or mitigating factor in it. Getting two penalties at one time for cyno travel seems a bit heavy handed. I'm not crying, or whining, just asking for them to slow down, let us get used to one mechanic at a time. But we have a bonus to gate travel (for ships that couldn't take gate travel).
Panther X wrote: I'm not crying, or whining, just asking for them to slow down I see... ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
BerSerKer 13
Unholy Knights of Cthulhu Test Alliance Please Ignore
6
|
Posted - 2014.10.06 22:13:00 -
[7354] - Quote
I think this is going to work out nicely so you can no longer have 3rd party nuking you will super cap over kill form 60 jumps away and going back the same day |
Sigras
Conglomo
924
|
Posted - 2014.10.06 22:14:00 -
[7355] - Quote
You could look at this like a massive buff because now your freaking super carrier can use gates!...
Everyone is thinking about this change wrong. This is not a nerf to jump drives, it is the complete removal of jump drives as a travel mechanic and the addition of a "in very specific and strategic situations break glass to teleport" mechanic.
IMHO this is a fantastic change which makes "deployment" to an area actually mean something. |
Sgt Ocker
Caldari Provisions Caldari State
250
|
Posted - 2014.10.06 22:16:00 -
[7356] - Quote
Marlona Sky wrote:Tikitina wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? Yea, They are going to take their toys and go elsewheres because they can't get it their way. Some people can't or refuse to adapt I guess. This game has always been more than about the mechanics. Won't be the first time that this has happened in Eve though. Let's be honest here. Most of them are not going anywhere. Won't take "most of them" to have an impact. I have 4 paid with $ subs which will expire between now and Xmas plus 4 more due in the early new year. I have up until now been happy to pay for my subs so pve activities for plex don't interfere with the little online time I have and that time can be spent doing what I login for - PVP.
I don't particularly like large scale warfare, preferring small gang fighting (with my capitals when the opportunity arises) over blob fleets.
I'll probably keep a subcap toon subbed but if these changes have the effect I believe they will, 7 toons will unsub. That is $100 a month CCP will not get. My $100 isn't much on its own but if just 100 paid subs are lost, that amount suddenly becomes much more.
I have spent years training for the ships I fly, I don't want to have to sit down and add up how many days my capitals will be stuck at point X while i wait out fatigue. I don't want to join a blob alliance so I can in relative safety move my capitals through gates, to get to a fight.
There are better ways to reduce capital force projection than removing the ability of smaller groups to use them. We aren't the problem but will suffer the effects the most.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
Sigras
Conglomo
925
|
Posted - 2014.10.06 22:17:00 -
[7357] - Quote
Kirasten wrote:@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. Isotope usage has always been about Isotopes per lightyear... making shorter jumps shouldnt have any effect on that (other than the increase in distance jumped because you cant take as straight a line as you used to.
IIRC jumps do not get more efficient the longer the distance you jump |
Panther X
High Flyers The Kadeshi
11
|
Posted - 2014.10.06 22:18:00 -
[7358] - Quote
Alavaria Fera wrote:Panther X wrote:If we are getting hit with the major nerf bat, and yeah it looks like we are, it would be good to at least have a balancing or mitigating factor in it. Getting two penalties at one time for cyno travel seems a bit heavy handed. I'm not crying, or whining, just asking for them to slow down, let us get used to one mechanic at a time. But we have a bonus to gate travel (for ships that couldn't take gate travel). LOL like taking 3 and a half minutes (an exaggeration I know) to align to the next gate is a bonus? Panther X wrote: I'm not crying, or whining, just asking for them to slow down I see...
grrr goonz
|
Kirasten
No Vacancies
109
|
Posted - 2014.10.06 22:19:00 -
[7359] - Quote
Alavaria Fera wrote:Kirasten wrote:@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. Oh yeah, so if the increase in jump costs was needed to stabilize isotopes, better increase them again because people will presumably be jumping less...
If fuel usage isn't changed, a long distance route could be even more difficult, as we will have to plan out logisitcs for our carriers small fuel bays, be it finding fuel along the way or dragging haulers with us.
If they want us using more isotopes, they could alternatively do something crazy like ... increase the size of our fuel bays. |
Tairon Usaro
ZERO T0LERANCE RAZOR Alliance
24
|
Posted - 2014.10.06 22:24:00 -
[7360] - Quote
Quote:From the beginning we wanted to ensure the new design would be able to incorporate new content or changes with minimal disruption to the day to day goings on of alliances in EVE. The choices above indicate only the beginning of what we can do with this new system. Once the dust settles and we see how the new system performs, we will begin to look at adding additional elements for both the attacker and defender to use. from Dev Blog Nov 2009 about Sov-Warefare changes which where supposed to end the stagnation ....
So please allow me to be at least skeptic. I don't see how the new changes will solve the stagnation problem.
While I do acknowledge that the jump drive nerfs will make battles like B-R, Asakai, etc. near to impossible to happen, I dont see how these changes shall keep alliances from building coalitions. Force projection is a symptom not the root cause. To my eyes the root cause is the still existing massive incentive to blobb in sov-warefare. I would assume that the opposite of the intended purpose will happen with these changes: Caps and SCaps will be used in defense, making it more difficult for the poor aggressor to be victorious. Rich ones just have 2 sets of Caps ....
I dont understand why logistics & sov perks need to be nerfed. Range limitation and cool down nerf JFs to uselessness. An alliance will rather do classic freighter/webber runs than using these crippled JFs. Keep the ranges otherwise they are useless. No Cooldown !
Black ops: Fatigue and cool down concept on black ops squads is just beyond me.
Jump bridges: If you want to limit their force projection capacity, then restrict their use to the sov keeping alliance.
Sov warefare: How about deadspace shielded size limited skirmishes ? Think of two sets of "the maze" type accecel gates allowing size and number limited access to battle fields, where capture the flag games determine the outcome of a sov conflict for a system. lets say 5 battle fields with fleets sizes of 2x20 (max cuiser), 2x50 (max BS) 1x150 (all sizes) => 290 pilots each side max. Quality instead of quantity ..... => no need to blobb, no need to form coalitions.
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Kirasten
No Vacancies
109
|
Posted - 2014.10.06 22:24:00 -
[7361] - Quote
Sigras wrote:Kirasten wrote:@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. Isotope usage has always been about Isotopes per lightyear... making shorter jumps shouldnt have any effect on that (other than the increase in distance jumped because you cant take as straight a line as you used to. IIRC jumps do not get more efficient the longer the distance you jump
Oh ok, then.
Full steam ahead. Bring on the pain! |
Julian Aldurald
Just 4 Fun E.B.O.L.A.
15
|
Posted - 2014.10.06 22:25:00 -
[7362] - Quote
Sonds like an interesting change... I generaly realy agree with an anti blob mechanic like this one.
Gona re read it again and make to verify my thoughts but here are my first ones... But to avoid that I never give you my thoughts I'll give em to you right now :D
I think you all know that this will make the logistic backbones work almost impossible. Especealy in deep 0.0. Maybe you should make an exception for Jump Freighters.
A possiple workaround/ exploid I could think of is having fleet setups ready or transported by using multiple Capitals and move the goods between them while they got to wait for timers and letting the pilots get to the battle in interceptors and crap you got a blob... |
Linkxsc162534
Traps 'R' Us
101
|
Posted - 2014.10.06 22:25:00 -
[7363] - Quote
ugly inside wrote:friend: what you playing? me: eve online.. its a space game in another galaxy friend: oh sounds fun.. can you go anywhere you want? me: yeah basically you can do basic engin travel anywhere but thats slow so you can warp drive or even stargate jump.. the bigger ships can jump drive as well. friend: jump drives sound cool.. like star wars you can jump anywhere in the galaxy? me: no.. only 5 lightyears.. basically stuck in the same star region.. and theres a cooldown on it so you cant do it much.. and the cooldown stacks so eventually you might as well go outside and play ball with your dad.
........
friend: oh.. was it always like that? me: no.. the devs was like.. we move too fast gotta slow down friend: oh.. so technology in the game went backwards? me: mmhm.. friend: sounds like the devs undid what they got paid to do before they did it.. me: yup.. friend: you still playing it? me: no.. that screen you saw me at was me un-subscribing.
if it were like starwars, there would be no stargates. All intersystem travel would be at warp speed.
1ly =63240 au = 21080 seconds at 3au/s = 351minutes = 5.8 hours
See how your logistics pilots like it when making a run to hs takes a literal week of travel time.
|
Demon-of-Razgriz
Warlock Brigade Fortis Et Certus
3
|
Posted - 2014.10.06 22:29:00 -
[7364] - Quote
Although I do not agree fully I do believe this is way too drastic of a change for the first go around. If this is an idea that CCP wants to try how about start at half values and go from there. If this is a miracle fix and works good at half values try the tweak then. Don't just go Oh now your carrier can only do this, this, and this then stuck in this spot. Start small and tweak from there. I would like CCP to take consideration of this seriously I believe this will harm 0.0 greatly more than help. I for one and contemplating weather capital ships are worth it anymore. They used to be a dream and now they are like do i even want them. Now I do understand what the goal of this is but I can see a great part of the community are in a disagreement with this change.
Please revisit the plan and consider at least starting with less nerf than your current.
Thank you for the time to read this. |
Sigras
Conglomo
926
|
Posted - 2014.10.06 22:30:00 -
[7365] - Quote
Sgt Ocker wrote:Marlona Sky wrote:Tikitina wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? Yea, They are going to take their toys and go elsewheres because they can't get it their way. Some people can't or refuse to adapt I guess. This game has always been more than about the mechanics. Won't be the first time that this has happened in Eve though. Let's be honest here. Most of them are not going anywhere. Won't take "most of them" to have an impact. I have 4 paid with $ subs which will expire between now and Xmas plus 4 more due in the early new year. I have up until now been happy to pay for my subs so pve activities for plex don't interfere with the little online time I have and that time can be spent doing what I login for - PVP. I don't particularly like large scale warfare, preferring small gang fighting (with my capitals when the opportunity arises) over blob fleets. I'll probably keep a subcap toon subbed but if these changes have the effect I believe they will, 7 toons will unsub. That is $100 a month CCP will not get. My $100 isn't much on its own but if just 100 paid subs are lost, that amount suddenly becomes much more. I have spent years training for the ships I fly, I don't want to have to sit down and add up how many days my capitals will be stuck at point X while i wait out fatigue. I don't want to join a blob alliance so I can in relative safety move my capitals through gates, to get to a fight. There are better ways to reduce capital force projection than removing the ability of smaller groups to use them. We aren't the problem but will suffer the effects the most. how is it that you dont see this change as a buff? for any small fleet operating in a limited area, this change is fantastic news. Now you can deploy your caps in combat without it being hot drop o'clock 23.5/7
Sure your jump range may be a bit more limited, but did you miss the part where you can use gates?
im not sure what possible small gang low sec application you could possibly be using your caps for that would be worse after the change. |
Julian Aldurald
Just 4 Fun E.B.O.L.A.
15
|
Posted - 2014.10.06 22:33:00 -
[7366] - Quote
ugly inside wrote:friend: what you playing? me: eve online.. its a space game in another galaxy friend: oh sounds fun.. can you go anywhere you want? me: yeah basically you can do basic engin travel anywhere but thats slow so you can warp drive or even stargate jump.. the bigger ships can jump drive as well. friend: jump drives sound cool.. like star wars you can jump anywhere in the galaxy? me: no.. only 5 lightyears.. basically stuck in the same star region.. and theres a cooldown on it so you cant do it much.. and the cooldown stacks so eventually you might as well go outside and play ball with your dad.
........
friend: oh.. was it always like that? me: no.. the devs was like.. we move too fast gotta slow down friend: oh.. so technology in the game went backwards? me: mmhm.. friend: sounds like the devs undid what they got paid to do before they did it.. me: yup.. friend: you still playing it? me: no.. that screen you saw me at was me un-subscribing.
I think this mechanic has its warrant because what do most ppl in EVE Online like most? PVP! And if its gona help get the broken part out of the games pvp away that grow to a high percentage of all pvp, then its gona mean more fun for the most ppl. And also smaller/ new alliances might get into 0.0 again in addition to that. Isn't that worth it. Because 0.0 is kinda freezing into just big parts of a few big alliances. |
Sigras
Conglomo
926
|
Posted - 2014.10.06 22:35:00 -
[7367] - Quote
Linkxsc162534 wrote:ugly inside wrote:friend: what you playing? me: eve online.. its a space game in another galaxy friend: oh sounds fun.. can you go anywhere you want? me: yeah basically you can do basic engin travel anywhere but thats slow so you can warp drive or even stargate jump.. the bigger ships can jump drive as well. friend: jump drives sound cool.. like star wars you can jump anywhere in the galaxy? me: no.. only 5 lightyears.. basically stuck in the same star region.. and theres a cooldown on it so you cant do it much.. and the cooldown stacks so eventually you might as well go outside and play ball with your dad.
........
friend: oh.. was it always like that? me: no.. the devs was like.. we move too fast gotta slow down friend: oh.. so technology in the game went backwards? me: mmhm.. friend: sounds like the devs undid what they got paid to do before they did it.. me: yup.. friend: you still playing it? me: no.. that screen you saw me at was me un-subscribing. if it were like starwars, there would be no stargates. All intersystem travel would be at warp speed. 1ly =63240 au = 21080 seconds at 3au/s = 351minutes = 5.8 hours See how your logistics pilots like it when making a run to hs takes a literal week of travel time. try 2x that because freighters warp at 1.5 au/s
Additionally if it were star wars, you would have to be paying attention the whole time because at any time you could get caught by an interdictor class star destroyer and get pulled out of hyperspace. |
Christopher Mabata
Dominion Tenebrarum Reverberation Project
248
|
Posted - 2014.10.06 22:39:00 -
[7368] - Quote
Sigras wrote:Linkxsc162534 wrote:ugly inside wrote:friend: what you playing? me: eve online.. its a space game in another galaxy friend: oh sounds fun.. can you go anywhere you want? me: yeah basically you can do basic engin travel anywhere but thats slow so you can warp drive or even stargate jump.. the bigger ships can jump drive as well. friend: jump drives sound cool.. like star wars you can jump anywhere in the galaxy? me: no.. only 5 lightyears.. basically stuck in the same star region.. and theres a cooldown on it so you cant do it much.. and the cooldown stacks so eventually you might as well go outside and play ball with your dad.
........
friend: oh.. was it always like that? me: no.. the devs was like.. we move too fast gotta slow down friend: oh.. so technology in the game went backwards? me: mmhm.. friend: sounds like the devs undid what they got paid to do before they did it.. me: yup.. friend: you still playing it? me: no.. that screen you saw me at was me un-subscribing. if it were like starwars, there would be no stargates. All intersystem travel would be at warp speed. 1ly =63240 au = 21080 seconds at 3au/s = 351minutes = 5.8 hours See how your logistics pilots like it when making a run to hs takes a literal week of travel time. try 2x that because freighters warp at 1.5 au/s Additionally if it were star wars, you would have to be paying attention the whole time because at any time you could get caught by an interdictor class star destroyer and get pulled out of hyperspace.
I wish our bubbles did that, just bubble in a deadspace safespot between gates and tear people out of warp when they least expect it. Would be even better if you landed in the center of the bubble every time, but that would cause too many tears If you don't keep up to date on the upcoming changes, you may as well be living under a rokh.I would even Venture to say that was a good pun on my partStay beautiful o7 |
Alavaria Fera
GoonWaffe
6419
|
Posted - 2014.10.06 22:45:00 -
[7369] - Quote
Kirasten wrote:Alavaria Fera wrote:Kirasten wrote:@CCP
I think your changes sound interesting, and I am fine with taking the extra work to move around. However, with the reduced max jumpable distance, is the isotope usage also reduced proportionately? If it's not, my Archon pilot will have to plan jump routes by fueling stations for any lengthy travel. Oh yeah, so if the increase in jump costs was needed to stabilize isotopes, better increase them again because people will presumably be jumping less... If fuel usage isn't changed, a long distance route could be even more difficult, as we will have to plan out logisitcs for our carriers small fuel bays, be it finding fuel along the way or dragging haulers with us. If they want us using more isotopes, they could alternatively do something crazy like ... increase the size of our fuel bays. No, they made the isotopes smaller the last time
Just halve the size of fuel and double the costs ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
Sigras
Conglomo
927
|
Posted - 2014.10.06 22:52:00 -
[7370] - Quote
Tairon Usaro wrote:So please allow me to be at least skeptic. I don't see how the new changes will solve the stagnation problem.
While I do acknowledge that the jump drive nerfs will make battles like B-R, Asakai, etc. near to impossible to happen, I dont see how these changes shall keep alliances from building coalitions. Force projection is a symptom not the root cause. To my eyes the root cause is the still existing massive incentive to blobb in sov-warefare. I would assume that the opposite of the intended purpose will happen with these changes: Caps and SCaps will be used in defense, making it more difficult for the poor aggressor to be victorious. Rich ones just have 2 sets of Caps .... For the CFC to defend its space in any reasonable amount of time they will need 6-7 caches of cap ships not 2
Tairon Usaro wrote:Sov warefare: How about deadspace shielded size limited skirmishes ? Think of two sets of "the maze" type accecel gates allowing size and number limited access to battle fields, where capture the flag games determine the outcome of a sov conflict for a system. lets say 5 battle fields with fleets sizes of 2x20 (max cuiser), 2x50 (max BS) 1x150 (all sizes) => 290 pilots each side max. Quality instead of quantity ..... => no need to blobb, no need to form coalitions. Even if this were a good idea which it isnt, this would be so easily gamed as to be laughable...
Consider this, I get in system with 600 ships from two different alliances which are both under my control. I fill up all the "battle fields" half with one alliance and half with another. then I have the alliance I want to have the system cap the flags while the other alliance does nothing. if the actual owner of the space shows up with 600 people it doesnt matter because the game wont let them into their own complexes because of the max player limit.
Unless you mean to say that the defenders MUST be from the alliance that owns the space which is equally moronic because it takes emergent gameplay out of the equation IE forming coalitions
Lastly it doesnt even solve your problem because I would still just blob the system and have a small portion of my fleet cap the flags while the blob prevents anyone else from getting into system to stop me |
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Obsidian Hawk
RONA Corporation RONA Directorate
1174
|
Posted - 2014.10.06 23:01:00 -
[7371] - Quote
CCP Greyscale.
We have reached maximum rage fatigue. You need to release a revised dev blog now with proposed revisions. Thats the only way to get more input |
Gwailar
School of Applied Knowledge Caldari State
29
|
Posted - 2014.10.06 23:01:00 -
[7372] - Quote
Tairon Usaro wrote:Sov warefare: How about deadspace shielded size limited skirmishes ? Think of two sets of "the maze" type accecel gates allowing size and number limited access to battle fields, where capture the flag games determine the outcome of a sov conflict for a system. lets say 5 battle fields with fleets sizes of 2x20 (max cuiser), 2x50 (max BS) 1x150 (all sizes) => 290 pilots each side max. Quality instead of quantity ..... => no need to blobb, no need to form coalitions.
Holy cow that's a beautiful idea!
Heck, you could even make point buys like, you know, the Alliance Tournament.
I would love to see this implemented. Maybe not in every region, but in key regions scattered throughout null. |
Sigras
Conglomo
927
|
Posted - 2014.10.06 23:06:00 -
[7373] - Quote
Gwailar wrote:Tairon Usaro wrote:Sov warefare: How about deadspace shielded size limited skirmishes ? Think of two sets of "the maze" type accecel gates allowing size and number limited access to battle fields, where capture the flag games determine the outcome of a sov conflict for a system. lets say 5 battle fields with fleets sizes of 2x20 (max cuiser), 2x50 (max BS) 1x150 (all sizes) => 290 pilots each side max. Quality instead of quantity ..... => no need to blobb, no need to form coalitions. Holy cow that's a beautiful idea! Heck, you could even make point buys like, you know, the Alliance Tournament. I would love to see this implemented. Maybe not in every region, but in key regions scattered throughout null. I sincerely hope that you're being sarcastic.
Just a simple explanation on why this is a terrible idea.
Im a small 1000 man alliance and I want to defend 1 system from goonswarm.
I get 290 of my people to sit in my complexes, and I get 290 people from a different alliance to play the "attackers" who all sit in my complexes and do nothing while my guys cap the flags. I have effectively made my system invulnerable to an attack force of unlimited size. |
Sgt Ocker
Caldari Provisions Caldari State
250
|
Posted - 2014.10.06 23:07:00 -
[7374] - Quote
Sigras wrote:Sgt Ocker wrote:Marlona Sky wrote:Tikitina wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? Yea, They are going to take their toys and go elsewheres because they can't get it their way. Some people can't or refuse to adapt I guess. This game has always been more than about the mechanics. Won't be the first time that this has happened in Eve though. Let's be honest here. Most of them are not going anywhere. Won't take "most of them" to have an impact. I have 4 paid with $ subs which will expire between now and Xmas plus 4 more due in the early new year. I have up until now been happy to pay for my subs so pve activities for plex don't interfere with the little online time I have and that time can be spent doing what I login for - PVP. I don't particularly like large scale warfare, preferring small gang fighting (with my capitals when the opportunity arises) over blob fleets. I'll probably keep a subcap toon subbed but if these changes have the effect I believe they will, 7 toons will unsub. That is $100 a month CCP will not get. My $100 isn't much on its own but if just 100 paid subs are lost, that amount suddenly becomes much more. I have spent years training for the ships I fly, I don't want to have to sit down and add up how many days my capitals will be stuck at point X while i wait out fatigue. I don't want to join a blob alliance so I can in relative safety move my capitals through gates, to get to a fight. There are better ways to reduce capital force projection than removing the ability of smaller groups to use them. We aren't the problem but will suffer the effects the most. how is it that you dont see this change as a buff? for any small fleet operating in a limited area, this change is fantastic news. Now you can deploy your caps in combat without it being hot drop o'clock 23.5/7 Sure your jump range may be a bit more limited, but did you miss the part where you can use gates? im not sure what possible small gang low sec application you could possibly be using your caps for that would be worse after the change. Never said I lived in lowsec and if that is the option left to me, the result is the same.. Unsub capital toons.
I did mention jumping capitals through gates and as i said, I don't want to have to travel with a lot of other carriers plus a support fleet to be able to go through gates.
Small gang, where there may be 15 or 20 of us. 2 or 3 scouts, with cynos go out find us a target which we then jump on. Much of our time is spent doing Blops but when we can we like to use our caps. Jump fatigue is all but removing our style of play, it is by no means a buff. Our chances of being dropped by a larger group will increase with these changes as we would be FORCED to use gates in hostile territory.
Sorry but I'm not seeing any positives here for small gangs.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
Sienna Toth
Pulsar Phisics Shipyards
7
|
Posted - 2014.10.06 23:12:00 -
[7375] - Quote
Okay let me try this again. This time I'll leave out my comment about some people being incompetent.
If you read CCP Grayscales post their (CCP) objective is to encourage the caps to use Gate travel to encourage skirmishes. They theorize that the Jump cool down will cause jumping ships to choose the gates over jumping.
My contention is that their theory is flawed ! The players don't use jumps for speed of travel. We use the gates for 2 core reasons:
1) Safety: Jump past gate camps into secure locations 2) Tactical Surprise
If this goes into the build players will just plan their jumps and factor for the Jump Timer and it will not encourage gate travel.
All that said what could CCP do to encourage Gate Travel over Jump Travel? They could allow a Gate to jump a player multiple gates and charge isk related to ship mass per additional gate hop. This could allow faster travel actually but it would be more serial and travelers more open to attack. |
Hagika
Hipsters In Space
268
|
Posted - 2014.10.06 23:12:00 -
[7376] - Quote
SFM Hobb3s wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? And Glorious tears. Being an optimist I always prefer to see it as the cup being half full. But no. Its damned full and overflowing. It's gonna be soo much fun...
It doesnt matter if your glass is half full or empty when it is filled with ****.
Sincerely,
A Realist.... |
Ice Dealer
Science and Trade Institute Caldari State
38
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Posted - 2014.10.06 23:15:00 -
[7377] - Quote
CCP Terminus wrote:Eigenvalue wrote: CCP already said they stopped reading this thread at page 200 because apparently 2 days is long enough for players to think through the changes, discuss, and give feedback. Better than the CSM though!
We are still popping in and reading the thread, but I think what they meant was that we aren't going to be going page by page and responding to every post. People are not going unheard though.
Greyscale stopped responding on page 275. Almost 100 pages ago. It makes the users feel neglected. Even if he responds to 1 comment a day, it would feel like we're heard.
Also, as an aside: I believe ccp could have more positive release information if the material was released like: "Here is our solution we would like to release on x date, in y expantion, we would like feedback." Vs the current: "These are the changes we are going to make"
People panic and this simple action could perhaps decrease panic.
Also, to those who say "if you don't like it, leave": Sure, I will plan on it if that's what needs to happen. Or those that say, this is their game: Oddly, we are customers for a software development company. If I don't like what I'm getting, I'll go with a different company that can deliver. That's long term though, as the cause and effect of changes are not always forseen by everyone. I'm sure CCP hasn't forgotten this. |
Christopher Mabata
Dominion Tenebrarum Reverberation Project
248
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Posted - 2014.10.06 23:16:00 -
[7378] - Quote
Hagika wrote:SFM Hobb3s wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? And Glorious tears. Being an optimist I always prefer to see it as the cup being half full. But no. Its damned full and overflowing. It's gonna be soo much fun... It doesnt matter if your glass is half full or empty when it is filled with ****. Sincerely, A Realist....
Depending on how much fiber is in your diet you actually could have an issue getting it in the cup, So it leaves the is it half full or full open to interpretation especially if theres air pockets
Sincerely A former Nutritionist If you don't keep up to date on the upcoming changes, you may as well be living under a rokh.I would even Venture to say that was a good pun on my partStay beautiful o7 |
Hagika
Hipsters In Space
268
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Posted - 2014.10.06 23:22:00 -
[7379] - Quote
Christopher Mabata wrote:Hagika wrote:SFM Hobb3s wrote:Marlona Sky wrote:This thread still full of fear mongering and deception? And Glorious tears. Being an optimist I always prefer to see it as the cup being half full. But no. Its damned full and overflowing. It's gonna be soo much fun... It doesnt matter if your glass is half full or empty when it is filled with ****. Sincerely, A Realist.... Depending on how much fiber is in your diet you actually could have an issue getting it in the cup, So it leaves the is it half full or full open to interpretation especially if theres air pockets Sincerely A former Nutritionist
The word was p i s s =) No issue getting that into a cup. For the other substance, i just need 2 girls |
Toriessian
Helion Production Labs Independent Operators Consortium
323
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Posted - 2014.10.06 23:25:00 -
[7380] - Quote
Obsidian Hawk wrote:CCP Greyscale.
We have reached maximum rage fatigue. You need to release a revised dev blog now with proposed revisions. Thats the only way to get more input
BLOPS rage rage rage blah blah Its all been said :)
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