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Thread Statistics | Show CCP posts - 41 post(s) |
Peter Powers
Terrorists of Dimensions Free 2 Play
244
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Posted - 2014.10.02 08:49:00 -
[2881] - Quote
...lets have a look through the crystal ball.
Lets assume in Winter there forms a new Coalition, made up by people who are fed up with the botlrd-stalemate, a problem that those large nullsec entities have created for themselves. Lets call them Hipster Kid Coalition for the course of this post. Hipster Kid Coalition is made up of a few veteran corporations/alliances as well as some people new to sov warfare, so you have vets in caps and new guys in support.
One fine day a CFC Member living in VFK forgets to pay their Sov bills. The leadership of Hipster Kid Coalition calls the coalition to arms to go for an surprise attack against the heart of the botlrd-participants - VFK-IV. Fully motivated, chanting "satan your kingdom must come down" they start charging towards their destination.
As their maximum bridge/jump range is now 5ly, they will have to take a route like:
-> Jan 1. Jump -> 4.267 ly MJI3-8 2. Jump -> 4.299 ly GIH-ZG 3. Jump -> 4.278 ly UR-E6D 4. Jump -> 4.282 ly TXME-A 5. Jump -> 3.512 ly VFK-IV
this is under an ideal-circumstances assumption, in reality they probably have to take more jumps (cyno jammers...)
with the fatigue mechanics, assuming no one ****** up, and so all start with empty fatigue this is:
1st Jump: estimated stay in MJI3-8: 1 minute + 4.27 minutes = 5.27 Minutes (5m16s) (reallity: more as the titans bridge first and then jump, so everyone has to wait for the fatigue of the last titan), after decay that leaves a fatigue of about 4.77.
2nd jump: estimated stay in GIH-7G: 4.77 * (1+4.3) = 25.281 Minutes (25m:16s), after decay 22.78.
3rd jump: estimated stay in UR-E6D: 22.78 * (1+4.28) = 120.2784 Minutes (2h:00m:16s), after decay about 118.
4th jump: estimated stay in TXME-A: 118 * (1+4.28) = 623.04 Minutes (10h23m:2s), after decay about 561.
final jump, leaving earliest jump escape to safe the fleet: 561 * (1 + 3.51) = 2530.11min (1d:17h...)
What does that mean: Defender gains Advantage 1: he can block gates on the route to prevent conventional travel, we have seen this in the past, you just bubble up the gates and camp 'em to death, defender wins. Defender gains Advantage 2: he will have a lot of time to organize if the hostile fleet uses jump travelling Defender gains Advantage 3: cyno jammers are a lot more efficient now, as there are more systems that need jumping through more jammers need to be taken down to get through Defender gains Advantage 4: capitals are now ships where timezone relevance is a lot higher through their cooldowns, and losing a fight might me a no-escape-scenario for the attacker. Defender gains Advantage 5: **** ups during the travel will have a lot more impact, as they will cause a divergence on the timers of the capitals
The only option left for the attacker is to try to move his capitals on conventional travel using the jump drive to avoid one, maximum two blocks on the route.
To me the conclusion that this changes would actually make trench warfare worse, rather than to shake up nullsec seems quite obvious if you play out the scenario, and i really don't think
Quote:We expect the impact of these changes to be emergent, and as a consequence are unpredictable and will take a while to develop on TQ makes a good excuse for not looking into the problem.
Rather than buying into the myth of the force projection problem you guys should be looking into shaking up things by incentivicing attacking large entities (for example through rewards from the empires), and creating new toys that allows asynchronous warfare (against super blobs as well as against support-swarms). 3rdPartyEve.net - your catalogue for 3rd party applications |
Mark Hadden
Sniggerdly Pandemic Legion
25
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Posted - 2014.10.02 08:49:00 -
[2882] - Quote
love all the goon posting about how the changes wont affect them :D |
Crysantos Callahan
Control-Space DARKNESS.
23
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Posted - 2014.10.02 08:49:00 -
[2883] - Quote
First of all, thanks to the CSM and all involved parties. I'm really looking forward to these changes and I hope they will get all of us to fight meaningful wars again, with lots of smallscale warfare without the usual "drop on" by some blob or third party.
Some things in general that I'd like to address that might be worth thinking about:
1. racial ice/fuel: With the upcoming changes it will be much harder to supply the right kind of fuel. It'd be a good idea to either create a more general isotope version that can be farmed anywhere in low/nullsec (which would be less effective than the racial isotopes) oooor distribute all ice variations in the regions at the same time.
2. production/moons: new distribution of moons for a more localized T2 invention and production, it will also avoid OTECs and so on. It might be worth taking a look at T2 bpc costs in general and maybe scale them down to make it easier to work with on a smaller level and might be a good chance to get rid of T2 bpos.
3. supercaps/caps on gates: bumpy bumpy bump? might be worth taking a look at bumping in general, too.
Just some things that came to mind. Love it, finally excited again about Eve ;-) |
domino 8
GoonWaffe Goonswarm Federation
21
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Posted - 2014.10.02 08:50:00 -
[2884] - Quote
Selexid wrote: Fair enough; then you can haul 16 megas just as easy as 1 mega and its still better for the guy who has to haul less.
So in a way it is nerfing the blob, unless the blob will employ more logistics, which they should since they have the manpower. And the other blob wont be able to jump them with caps all the time:)
Overall, EvE wins.
Also gives the home town blob a lovely advantage.
|
Vailen Sere
The Oasis Group TOG - The Older Gamers Alliance
0
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Posted - 2014.10.02 08:50:00 -
[2885] - Quote
CCP Greyscale wrote:Can supers use gates after this change? Yes.
Does this make it too difficult for new pilots to get out into 0.0? Yes, it probably does. We are going to look at this tomorrow to try and make this easier.
Is the balance for Black Ops final? No. Please give feedback!
The math about the minimum jump timer is inconsistent in the blog, right? Yes, it is, I'll fix it as soon as I have time, thread's moving too fast atm!
Very large fatigue values will take a loooong time to decay, is this too much? Possibly yes, we'll have a look at this.
All this does is make the big blok's have to increase the amount of cap's they have to keep ready all over the place " It will take too long to move now, so we need them here, here.." etc This changes nothing except the markets.
Limiting JF movement limits trade from 0.0.. effecting the market again.
What about Jump portal generator's on Titan's? Will all ships jump be effected by the fatigue? If not, why not just move more Titan's to increase strike range?
Who has Titan's and mom's again?
This only hurts the little guys (Like the fuel change last time). Big Alliances already have worked logistics around these changes. |
Dalia Rensini
State War Academy Caldari State
0
|
Posted - 2014.10.02 08:51:00 -
[2886] - Quote
QUOTE: Appendix A GÇô Examples
Little Bobby Tables is sitting in his Archon in UJY-HE in at the top of Deklein, just after the Oceanus release. He wants to travel to Atioth, at the bottom of Geminate, which is around 50 LY as the space-crow flies. He consults a popular jump planning service, which gives him a route of four jumps and 53 LY. HeGÇÖs travel fit and has max skills, so his jump range is 14.625 LY and heGÇÖs expecting to be limited primarily by the session change timer. The journey takes him around two minutes.
A month or so later, heGÇÖs back in UJY-HE, and Phoebe has just shipped. His ArchonGÇÖs jump range is now 5 LY. He consults his jump planner, and finds that his route is now 12 jumps and 54 LY. He hasnGÇÖt jumped anywhere since the release, so he has no jump fatigue.
His first jump, of 4.85 LY, takes him to U-TJ7Y. Because he has no fatigue before the jump, he gains a minimum-length jump cooldown timer: 1 minute, plus 4.85 minutes for the distance travelled, for a total of 5.85 minutes, or 5 minutes 51 seconds. He also gains a jump fatigue value of 5.85.
He waits for just under six minutes. In this time his jump fatigue decays down to 5.27. He then makes his next jump GÇô 3.57 LY to LEK-N5. He gets a 5 minute 16 second jump cooldown timer, because his fatigue was 5.27 when he jumped, and his minimum timer would be 4 minutes 34 seconds based on range travelled. He then gets a fatigue increase after the jump. Because he travelled 3.57 LY, his fatigue is multiplied by 4.57, taking it up to 24.06.
He waits out his timer, which also reduces his fatigue to 23.53. After his cooldown timer expires, he makes his third jump, to RO0-AF, a distance of 4.19 LY. He gains a jump cooldown timer of 23 minutes 32 seconds, and his fatigue is multiplied by 5.19, up to 122.14.
After waiting for 23.5 minutes at the convenient local station, his fatigue is down to 119.79. He jumps again, to 2R-CRW GÇô 4.9 LY. At this point his cooldown timer is 2 hours 2 minutes 8 seconds, and his fatigue is 706.74. At this point his total distance travelled is 17.51 LY, leaving him with 37.04 LY to go. He looks at his map, and finds a 40-route jump through nullsec to get to the same destination, and figuring two minutes per system, his warp travel time for the whole journey is a bit over half the cooldown for his next jump. He decides to fly there directly rather than trying to jump any further.
RESULT: His Archon dies on the next date to a small gate camp. Well done CCP. And what the hell is with the medical clone nerf. So to travel to the other side of galaxy you are supposed to take gates, like 40 - 50 jumps takes absolutely forever especially in larger ships. Might as well just unsub all cap alt accounts now. GL with subsriptions revenue CCP. |
Janus Nanzikambe
Questionable Ethics. Ministry of Inappropriate Footwork
72
|
Posted - 2014.10.02 08:51:00 -
[2887] - Quote
Words can not express how much I love this change & the brave devs prepared to weather the backlash and rage this will inevitably cause.
TY! |
knobber Jobbler
Bat Country Goonswarm Federation
441
|
Posted - 2014.10.02 08:52:00 -
[2888] - Quote
Danny John-Peter wrote:knobber Jobbler wrote:So the summary so far:
Highsec scrubs who've never been to nullsec and never will: "This is amazing, even though I don't understand what is happening, I'm just saying it because it's annoying the people in nullsec. I'm never going to move there myself anyway but that isn't the point"
Nullsec people: "Wait, what? So the future vision is gate camps online? Do you even play your game CCP?"
CSM: "We're really ******* important, even though practically no one gives a **** about us any more and we've not done our jobs. But we're still really important and we'll keep telling you this. We've not done anything important for a very long time but we're very important".
CCP: "Go away, we're busy writing applications to join Riot Games. We've left the dregs to sort out something which is above their pay grade.tia".
I don't think I live in High sec. Unless they changed something while I was sleeping.
Didn't they tell you? All of Low Sec is being made into highsec. CSM Leak. |
Ivana Twinkle
GoonWaffe Goonswarm Federation
476
|
Posted - 2014.10.02 08:52:00 -
[2889] - Quote
Haha this trainwreck will be fun. |
Shonion
FREE GATES Nulli Secunda
56
|
Posted - 2014.10.02 08:54:00 -
[2890] - Quote
Didn't checked and probably unable anyway if its already mentioned or not but i must write it down as a notice.
So CCP try to force ppl if they live in nullsec more if they live some place witch is far away from empire or any npc stations, they be forced by ccp to make local economy.
Here is my comments:
For building any T2 stuffs, because of the distribution of moon materials you unable to produce T2 properly. Every region has something missing, so you need to "import" it from other regions. Even if you try it, you will need to run a lot of reaction towers to have every type of materials you need for building T2. That means you will running a lot 10-30 towers.
Problem 1: Reactions only can run effectively ony caldari towers mostly except a few witch required the gallente towers.
So probably ppl didn't do T2 build on their own in deep 0.0 not because they wouldn't seed market with that locally, but because the logistics horror with that idea (moving moon minerals and tower fuels), already a nightmare. So now with this upcomming changes this is reduce the wole possibility to zero.
Solution idea (if ccp really want to do this and keep their local economy idea too): - moon distribution should be change to make this whole (deep 0.0 industry) idea possible. - either change icebelts to spawn every type of ice or change the tower stats to be able to build up the reaction chain not just on caldari and gallente towers.
Problem 2.: T2 manufacturing is working only big numbers if you want to cover everything. So its not like Little Joe buy 10k m3 stuff in jita and move itto build his interceptors in 0.0 think. If you have a whole infrastructure and building lot ships using lot of materials.
So at all, CCP need to watch all parameters when doing changes like this. You force ppl to not do far logistics or do it as a nightmare and with this you want local economy when there is no necessary conditions to do it.
I really has the impression that someone doing this change who don't have sight on the whole complexity of eve. |
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Selexid
Imperial Shipment Amarr Empire
21
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Posted - 2014.10.02 08:54:00 -
[2891] - Quote
domino 8 wrote:Selexid wrote: Fair enough; then you can haul 16 megas just as easy as 1 mega and its still better for the guy who has to haul less.
So in a way it is nerfing the blob, unless the blob will employ more logistics, which they should since they have the manpower. And the other blob wont be able to jump them with caps all the time:)
Overall, EvE wins.
Also gives the home town blob a lovely advantage.
Correct, but the home town blob of carriers cant be all over the map in 5 minutes. So lets say Provi and Hero can have their war peacefully. You can alway join the fray with subcaps, but then the home town blob....
|
Llawa
Exiled Kings The Fearless Empire
11
|
Posted - 2014.10.02 08:55:00 -
[2892] - Quote
Low Sec approves (I think) |
Rockstede
30plus Greater Western Co-Prosperity Sphere
6
|
Posted - 2014.10.02 08:56:00 -
[2893] - Quote
ceilicafast wrote:I cant help but feel that this will village-ize eve, making logistics so much harder, and making deep null-sec extremely difficult to service logistically. Leave jump ranges as they are, introduce the fatigue system first, monitor that, THEN reassess the impact. Too much, too fast.
^ this |
TheFairyClinkerBell
The Fork Clever Use of Neutral Toons
1
|
Posted - 2014.10.02 08:56:00 -
[2894] - Quote
I run regularly from NPC Null to Jita not just for myself but for friends/corp/alliance.
I have a total of three cyno characters, two for NPC Null to High Sec at which point I move to Jita via gates and one character to return to NPC Null. I'm fortunate with the latter that I need only one jump to get back but it does mean I need a total of 3 characters for these duties.
I don't have a large logistics network to support me, I have what cyno toons I have nor can I call upon jump bridges or networks of any kind. Even Black Frog is looking less like an option as they would have the same problems with needing cyno toons to cover any routes.
I've read the devblog and I am in positive about them but this evening I've spent time reviewing my personal logistics and I would appreciate anyone correcting me if I'm wrong on these early calculations.
At the moment when I need to get stuff to high sec I have two jumps, one from base system to a mid-point and then mid-point to a system next to a high sec entry. Two jumps is all I need but with the changes (ignoring jump timers) my two jumps now turns into at least 11 jumps to leave NPC Null and 5 jumps to return.
Racial Isotopes and Liquid Ozone requirements aside this means I now need not 3 characters for jump duties but at least 11 (some of the in/out are shared) and even if I used Jump Clones (as they are) I would not be able to make the runs in anything less than 3 days.
At least thats how I'm seeing it.
I used DOTLAN to setup the jump plans using an Ark and JDC 0, JFC V and JF V (which reflects pilot skills). JDC 0 limits the ship to 5ly per jump which I believe is accurate with what the devblog shows. It appears to match what I've seen on some comments on Reddit and it makes sense to me, but have I made a mistake in the setup of my jump plan?
N.B. I could use roving cyno toons but I foresee a logistics issue with that in itself as I'd have to stock at least 11 systems with spare modules, ships and fuel. Sure it could be done but it seems that at least one run a month I'd need to use just to restock all my mid-points and that seems excessive to me.
Not to mention that I'm lucky if a cyno survives a cycle without being killed and podded by either locals or people who just want to kill things. |
Troll Bridgington
GoonWaffe Goonswarm Federation
61
|
Posted - 2014.10.02 08:57:00 -
[2895] - Quote
Ivana Twinkle wrote:Haha this trainwreck will be fun.
Burn it all to the ground! Hail Satan! |
Shade Millith
Jebediah Kerman's Junkyard and Spaceship Parts Co. Brave Collective
138
|
Posted - 2014.10.02 08:57:00 -
[2896] - Quote
Supercapital blobs have been a problem for a long time.
They've enabled the power blocks to crush anything smaller than them with near impunity, and do so from anywhere in EVE Online. They can move the most powerful force EVE Online has ever seen from one side of the galaxy to the other, within the hour.
Nobody could use capital ships without asking the question "Is PL going to hotdrop us with 20 supercapitals?" Even on the other side of New Eden.
If you are quitting because you cannot use broken ships to totally dominate others at will? I say, good riddance to you. Both your ship and your character. You've been a cancer on the game for too long, and it's time for chemo.
I'll even use your own words against you, ones that I've seen you use when people have called out the ridiculous nature of your supercap blobs.
"lolol cry more!" "Just learn to adapt" "Your tears fuel my jump drive"
Considering 90% of the complaints and "I'm leaving!!" are from NC. and PL super pilots, this is the correct way forward. Let me reiterate the point. You will not be missed.
There are issues that need to be addressed, like logistics and BLOPS do NOT need a nerf like this (Jump Freighters being effected by only 10% of Jump Fatigue should fix that). And the nerf to jump range might be too much.
But removing the ability of 50 pilots to be a totally dominate force almost without peer is a damn good thing.
Perhaps with these changes, and the upcoming changes, nullsec will no longer be dominated by who has the larger supercap fleet, and they might actually need to put forth some effort to protect their space. |
Selexid
Imperial Shipment Amarr Empire
23
|
Posted - 2014.10.02 08:57:00 -
[2897] - Quote
Llawa wrote:Low Sec approves (I think)
Whole EvE approves. Except the logistics directors(which can always hire more haulers) and the "lets drop a random carrier 10 regions away" crowd. |
Fourassa
Exclusion Cartel The Kadeshi
2
|
Posted - 2014.10.02 08:58:00 -
[2898] - Quote
Oh no CFC can't attack N3 because PL super fleet.
Ok go Nerf capitals ! |
KanashiiKami
116
|
Posted - 2014.10.02 08:58:00 -
[2899] - Quote
Lion DaGion wrote:It amuses me to see people in 0.0 will finally be vulnerable. You have had it safe for your logistics far too long.
I remember the days way back when there were no jump bridges, jump drives, hell eve freighters. Logistics was an actual part of everyday 0.0 life.
By all means scream and cry your tears, finally the game might be what it was meant to be instead of the this blue mess of "super coalitions"
I think you should just quit ya whining, adapt to the situation, or leave. Either way just stfu you whining, self absorbed, bunch of entitled, little p***ks.
"Whaaa whaaa they changed jump mechanics and it makes me have to do something in game, whaaaaaa mommy tell the bad man to stop"
i have a strange feeling they can adapt to it, and make the smaller groups suffer more.
the restricted range also mean these large groupies having more accumulated caps in a single radius could be more prepared to defend than smaller groups. in the end, it is still an operable situation for them. but for those who run JF, small ops, etc ... it is another time sink hole ... which is bad WUT ??? |
Glasgow Dunlop
The Dark Space Initiative Scary Wormhole People
214
|
Posted - 2014.10.02 08:59:00 -
[2900] - Quote
Janus Nanzikambe wrote:Words can not express how much I love this change & the brave devs prepared to weather the backlash and rage this will inevitably cause.
TY!
What abouy a dance?
Message to null sec :
OBEY YOUR DEVS twitter: @glasgowdunlop-á TDSIN Recruitment Director : Join 'TDSIN pub' Glasgow Meet Organiser
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Anthar Thebess
729
|
Posted - 2014.10.02 09:00:00 -
[2901] - Quote
Dam this will be HOT winter!
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
Xsus 1336
CBC Interstellar Fidelas Constans
0
|
Posted - 2014.10.02 09:00:00 -
[2902] - Quote
Tyby wrote:Marc Durant wrote:baltec1 wrote:Marc Durant wrote:
Why not, because it won't be able to keep the status quo? That's the point!
Btw, I love how all the 0.0 sock puppet alts are whining like mad atm, this thread is a day old and close to 140 pages. It's hilarious.
Feel free to try to get a freighter from high sec to to outer edges of null through hostile space. It's null sec; it should take effort, be dangerous and not necessarily easily accessible. It would make different parts of null sec more desirable than others and thus fuel feuds. Insta travel is fcking dmb because it allows you to skip content and gameworld. Also, we did it back then, worked just fine. I thought you folks liked the HTFU idea? No? effort? do you even know what's the meaning of that word? for all these retards saying this will help "the little guy" becose of "freighter convoys" let me ask you something: when was the last time you did 100 AU in a freighter? do you even know that a warp speed for a freighter today it's several times slower that it was years ago? how the hell will a small gang be abble to protect a freighter moving thru a hostile alliance space when you need hours to move it? yea hours of gate to gate warping a freighter into the middle of a hostile coalition space with a small gang for support; in the time you need to pass 2 systems you will have every red and their dog from a 30 jump radius coming for your freighter; great help for the "small guys" CCP i am one of those "small guys"; for the last 10 years(with some small breaks) i've been living in venal. my alliance have 170 members, our blue list have 2-3 names in it; when this change hit, CCP will manage to do what no one ever did: cut off our supply routes to empire. how is that helping us CCP ? you leave us basically 2 choices: move out or join CFC. like a said great help for the "small guy" CCP, next time you want to help us, PLS DON'T
Cover ops transport have normal range , insted of ships you houl parts then build it in npc station and you have that ? You are small alliance live behaind cfc blob and you want transport in JF staff ? Cover ops transport is more guarrella style you playing anyway. |
samuel1
Hax. Northern Coalition.
30
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Posted - 2014.10.02 09:00:00 -
[2903] - Quote
What a joke might aswell unsub my accounts and keep my money I'm fine with reducing the ranges you can jump if you're prepared to give us back the months I spent training jump skills. I'm not paying for a game to sit around with a Timer paying yous for doing F**k all...... No thanks must have been on the crack pot when yous thought up this idea |
Valleria Darkmoon
Convicts and Savages Shadow Cartel
328
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Posted - 2014.10.02 09:00:00 -
[2904] - Quote
The only real issue I have with any of this is the nerf to jump range. 5ly (@JDC 5) is so short. The fatigue thing, I get that, I suggested a similar mechanic though one that was far less convoluted. I had initially suggested a cooldown on drives/bridges with an increase in the average distance between systems. I removed the distance increase in later posts because I came to realize that everything depends on getting it right when it comes to the speed of fleet movements and I was suggesting a distance increase on average of 15-20% not 65%.
Right now fleets move too fast. I'm very much afraid that if these changes go through as presented here the game will stagnate because it will be too slow. So keep your jump fatigue, though specific numbers may still need a tweak, but leave the range of jump bridges and drives 100% unaffected and keep capitals unable to use gates. Combining the jump fatigue with a massively decreased jump range is just a recipe for death and 15ly or so is not an unreasonable sphere of influence for an alliance that can field capital fleets.
The old days of low and null sec in 2007 are dead and gone and are not coming back. Pandora's box has been opened now that capitals are prolific instead of relegated to only a handful of high ranking alliance members. Titans are too numerous to bother keeping an up to date list of who owns and pilots them. Jump drives and bridges are a part of the game now and you can't put the lid back on. Maybe it would have been better had EVE never introduced capital ships, we'll never know but we are stuck with them now. Even though on the surface it looks like these changes will bring back the roaming low sec gangs I fought in my early days I'm not so naive. Don't believe people who say they can bring back the EVE of 2007, people want their SRPs and that takes cash and lots of it. Things are different now and they will not go the same way the second time through because it is not 2007 anymore and perspectives change as well as mechanics. Reality has an almost infinite capacity to resist oversimplification. |
Xsus 1336
CBC Interstellar Fidelas Constans
0
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Posted - 2014.10.02 09:01:00 -
[2905] - Quote
you dont need to wait for timer you can.. jump gate ? |
Ezio Dicostanzo
Gate Is Red
7
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Posted - 2014.10.02 09:03:00 -
[2906] - Quote
CCP I'm 100% with you on this one! Don't backdown, DO IT!!
now we clearly understand what this "null deal" was all about, and why opposing blocks were all standing behind Mittani's "listen to us cause we're the boss" bullsh*t. Dont listen to them, and dont add more NPC systems/stations !!
btw after reading the null deal and now this dev blog, isn't it obvious that certain CSM members are breaking the NDA and letting Mittani &friends know what you are planning ahead? |
Lord TGR
18
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Posted - 2014.10.02 09:03:00 -
[2907] - Quote
PotatoOverdose wrote:baltec1 wrote:PotatoOverdose wrote: Everything hurts the smaller guys more than the big ones as you have both the manpower and the isk to absorb any problems better than they do.
So how is this nerf to logistics a good thing then? Because Eve has stagnated to ridiculous levels, so much so that subs are being lost and CCP is actually doing something. I don't know what these changes, including the medium and long term changes alluded to in the dev blog, will do for Eve. Maybe they'll help, maybe they wont. But, I do know that if nothing is done, eve will continue suffer as a result of this stagnation, perhaps terminally. So I'm ready to adapt to this next set of challenges. From my POV, all that needs changing is the fact you can toss around caps/supers and butt in on fights you technically have no business being in, I don't really think subcaps fit into this as such. I can see why they're still included, but one of my fears wrt the "fatigue" is that it's exponential with no real cap, which means you can technically seriously **** yourself over if you're not careful, and a FC can definitely not depend on using things like JBs, titan bridges etc, and capital FCs can't really depend on his fleet being able to work as one, which would probably deter more fights than it would help. I'm not sure if CCP have considered this, or if they're going to have a mechanic in place to fix this, but I suppose only Greyscale will know the answer to this.
I think that limiting the "fatigue" or spooldown time to a maximum of 6 hours would be sufficiently cockstabby to stop f.ex PL, NCdot etc from derping from one side of the map to the next just to get in on a small capital fight which is completely unrelated to them, while not giving people a possible 2000 year ban from jumping/taking bridges/etc.
As for JFs, freighters etc, I strongly doubt that nullsec is still at the point where it can really support itself fully, so nerfing these wrt jumping will not have an appreciable impact on people derping around from one side of the map to the other (apart from maybe making the act of stocking a forward base more of a cockstab while making everything else about nullsec shittier at the same time). Having said that, it might very well be that the m3 transport demand is less after this hits, but I don't know, so I'm on the fence about this aspect of it. |
Porucznik Borewicz
Love Squad Pasta Syndicate
13
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Posted - 2014.10.02 09:05:00 -
[2908] - Quote
The proposed changes are generally cool. Some batphone calls will get a lot of "Hold the line please..." automated messages. Please do not nerf the Blackops tho, there is really no need to I think. They are good where they are and at what they do, which is dunking the ISK printing machines of renters. Clonejumping nerf is a bit overkill, the current pod prices are making people with big SP amounts think twice before suicide pod jumping anyway. |
Xho Jalabhar
Never Surrender.
0
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Posted - 2014.10.02 09:05:00 -
[2909] - Quote
Stay strong CCP ! Save EvE and break the blue donut powerful ! |
BlackMatrix
Irrational Tendencies SCUM.
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Posted - 2014.10.02 09:07:00 -
[2910] - Quote
samuel1 wrote:What a joke might aswell unsub my accounts and keep my money I'm fine with reducing the ranges you can jump if you're prepared to give us back the months I spent training jump skills. I'm not paying for a game to sit around with a Timer paying yous for doing F**k all...... No thanks must have been on the crack pot when yous thought up this idea
LOL ... still more tears. Just use the gates like normal people. All these big entities complaining out the proposals without even thinking about what this means for attack and defence. These changes tmakes things a little more interesting......and you can't own eve.
Also all these people trying to reason with the company that gave the world H+ªttuspil. There are still whole families in therapy over that game and people continue to but it. People are still buying it so unsub your accounts and sell your supers(cheap). There will be new players and older players alike who will adapt and pick up where you left off . |
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