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Author |
Thread Statistics | Show CCP posts - 38 post(s) |
Marlona Sky
D00M. Northern Coalition.
5474
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Posted - 2014.10.09 18:32:00 -
[1] - Quote
/facepalm The Paradox |
Marlona Sky
D00M. Northern Coalition.
5476
|
Posted - 2014.10.09 18:50:00 -
[2] - Quote
Maybe these changes will accomplish something to break up the stagnation of null. With this watered down version it is hard to tell. The Paradox |
Marlona Sky
D00M. Northern Coalition.
5480
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Posted - 2014.10.09 19:40:00 -
[3] - Quote
Going to wait till tonight to mull these changes over. Dentist drugs are unwise for posting. The Paradox |
Marlona Sky
D00M. Northern Coalition.
5490
|
Posted - 2014.10.11 07:52:00 -
[4] - Quote
Mike Azariah wrote:Over all I would say the tone, the mood, of this thread is far far different from the last. Maybe because it is coming into focus? Maybe because everybody burned out on the last one. Perhaps both?
As far as the exploit that is going to happen in reguards to abusing the 90-95% reduction in Jump Fatigue - everyone is making plans to do it. Ship fits are being finalized, routes, the works. So it really is not a matter of if players will abuse it, but more of a matter of how long after Phoebe hits will CCP decide to fix the loophole. So hopefully Phoebe 1.1 will include this and CCP will not wait too long to do the update.
I don't like the loophole, but if CCP insists on shipping Phoebe with it, there is not much else one can do but wait till they patch it out later. Other than that, it looks like a hopeful expansion to maybe cause some breakup of the super coalitions. It really feels like a coin toss to be honest.
The other features coming with the expansion are real nice. Lots of good stuff that everyone will enjoy, no matter what flag they are flying. There is still tons and tons of room for improvement all over the game, but as long as CCP keeps at it the game can be turned around and become highly enjoyable for current and (hopefully) future players.
Now, about that local chat window... The Paradox |
Marlona Sky
D00M. Northern Coalition.
5490
|
Posted - 2014.10.11 08:09:00 -
[5] - Quote
Polo Marco wrote:Just say NO!!! to timers.
Timers are an interesting mechanic. They always seem to suck to no end when a group is on the offensive and they hit the timer brick wall and have to wrap up the fleet and reform at a later date. For defenders they are a blessing. Offering them time to form a defensive fleet, call in help, anything to try and repel the attackers. Well, unless of course you forgot to stront the tower?
Love them or hate them timers are needed. Just imagine your group just assembled this fancy new tower in a system to call home. You group doesn't have crazy good numbers in all time zones and you all slowly call it a night. As you all log back into the game the next day, you notice your POS is now in reinforce mode. Because of the timer now you have a chance to form some form a defense for when they come back. Basically a chance to fight for the moon.
Now imagine if there was no timer.
Your buddies and you would log back in and find the POS completely destroyed and most likely staring down the angry barrels of an enemy POS weapon system. All without even having a chance to defend your precious POS. Imagine if it was a station? You go to work with a decent amount of assets in a player built station, flip some burgers all day, come home and now the station belongs to someone else and all your internet spaceship stuff is trapped inside.
Why bother living and investing in a system, moon, POS, whatever if it can be snatched away from you in silly time zone wars without even having a chance to have some input into the game to keep it?
Players need to feel it is worth the risk of losing these things. This is done via rewards for investing in living out in null or holding a moon or what have you. No reward is worth the risk of losing everything because you decided to sleep, work, go to school, step out to the bar, go to Fanfest or basically have a normal life. Everyone would just dwell in NPC stations and never venture into the deep dark depths of the unknown*.
So while what we know as a timer might be changed, the principal will most likely be intact. A way to offer the defender a chance to actually defend without get an IV of Redbull and slip into some zombie, insomnia mode losing more weight than Christian Bale in the 'Machinist'.
Or, perhaps there is another reason for the timers, but this was always the one that made the most sense to me. I hope this drawn out version helps. If not, I'm sure there is legions of people typing furiously away to loudly tell me I am wrong in every possible way. The Paradox |
Marlona Sky
D00M. Northern Coalition.
5492
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Posted - 2014.10.14 18:19:00 -
[6] - Quote
Jessica Danikov wrote:As per http://themittani.com/features/breaking-fatigue-ducking-new-speed-limit I feel the changes are insufficient and need more work to more robustly prevent loopholes exploiting and bypassing the fatigue mechanic. TL;DR, the example in the devblog makes it appear like a massive nerf, but there are ways around it that the largest coalitions have the resources to exploit fully due to the fact fatigue applies to characters only. Fatigue needs to apply to both the hull and the character to prevent such exploits. Hulls with fatigue should not be packagable or reprocessable, avoiding issues with packaging etc. (insurance fraud is a bit wasteful to avoid fatigue). There is nothing new in that blog that has not already been brought up since day one of the revision. The Paradox |
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