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Author |
Thread Statistics | Show CCP posts - 38 post(s) |

Rowells
Unknown Soldiers Fidelas Constans
1488
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Posted - 2014.10.09 18:15:00 -
[1] - Quote
CCP Greyscale wrote:We're not overly concerned about the battle rorqual; if it starts being used in a widespread fashion, we will nerf it, but we're not expecting this to happen. hands off mah rorq |

Rowells
Unknown Soldiers Fidelas Constans
1490
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Posted - 2014.10.10 03:35:00 -
[2] - Quote
I'm kinda disappointed that JF are getting back the range (sorry JF pilots). However I am glad to hear that this isn't the desired end state and will be looked at along with the things they carry (building materials) and their local acquisition Are going to be revisited. Is there a desired timeline for this? My hope is that it will come along with the sov changes and a rorqual rebalance. |

Rowells
Unknown Soldiers Fidelas Constans
1493
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Posted - 2014.10.10 05:58:00 -
[3] - Quote
Christopher Mabata wrote:Tears of joy that my Sins are not worthless now \o/ to get round numbers. |

Rowells
Unknown Soldiers Fidelas Constans
1494
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Posted - 2014.10.10 07:09:00 -
[4] - Quote
Kalissis wrote:Querns wrote:Kalissis wrote:[quote=Querns]
The only complicated thing here is that you are complete ignorant of FACTS. I'm not biased or have any hatred towards you or your group, your playstyle is not affecting me at all. But facts are facts and you are not even trying to argument them because you dont have any, because there are none against. Your facts are equally applicable to T1 industrials. Interceptors take 10d to train (racial frigate: 3d, evasive maneuvering 5: 7d) -- low training time, check. Smartbombing kills T1 industrials, check. Well timed bombing runs kill T1 industrials, check. Wrong T1 industrial fit = caught, check. Bad skills -> caught? T1 industrial, checkaroonie. Pilot error -> caught? You better believe T1 industrials get a check here. Bigger footprint? Logging on 16 titan pilots to bridge industrials around ISN'T a big footprint? Contact lists exist. T1 industrial footprint? Check. You can't selectively apply your "facts" to interceptors and not allow them to touch T1 industrials too. All the risks do not apply if you are using titans, and even when you are using JBs they dont! Because a fleet cant camp JB as effective as gates (GUNS ON POSES!)!!! So now argument again that it apply, it does not! its not hard. cloaks. on bombers and on BS. just wait for the right time. Scout says they're jumping you blap. You may lose a few BS (shouldnt lose too many bombers) but you have just stopped a fleet from showing up in time and sent them back to square one. If you brought bombers you now force them to move their bridge line or bomb them again. I
and quick question, what are these super-low skilled pilots flying at the end of their destination? Battlebadgers? |

Rowells
Unknown Soldiers Fidelas Constans
1494
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Posted - 2014.10.10 07:27:00 -
[5] - Quote
JimmieTwoTimes wrote:So what is going to be the standard convoluted CCP explanation as to why JF's can go further distances with less fatigue than all the other capitals?
Or are you just giving up on even trying to make any sense at all these days? lore wise or balance wise? |

Rowells
Unknown Soldiers Fidelas Constans
1498
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Posted - 2014.10.10 19:05:00 -
[6] - Quote
ISD Ezwal wrote:CCP Greyscale wrote:... I read 4000 freaking posts by myself. ... With that number you may apply for an entry level position in CCL. I other words: Hah! n00b.....  All kidding aside, thanks for the effort involved. Fantastic work! I personally like these adjustments and the JF's on my playing account thank you and the team involved as well...  Zing! |

Rowells
Unknown Soldiers Fidelas Constans
1499
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Posted - 2014.10.10 21:08:00 -
[7] - Quote
Robert Muse wrote:I might have missed this in earlier posts/questions? But what is happening to system jammers ? Are they rendered obsolete now? is it not possilble to stop capitals entering a system with an active jammer? Or will the an active jammer stop (only caps) jump the gate to a jammed system? Seems a bit lame to me if jammers are now useless.  It can still be useful at forcing them through a choke point, but CCP has said they will take a look at them in the future. |

Rowells
Unknown Soldiers Fidelas Constans
1499
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Posted - 2014.10.11 16:33:00 -
[8] - Quote
baltec1 wrote:I have a request for the SiSi server.
Can we all get temporary all V skills so that we can all test capital ship changes? Did you run out of titans already? |

Rowells
Unknown Soldiers Fidelas Constans
1507
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Posted - 2014.10.13 15:34:00 -
[9] - Quote
Polo Marco wrote:What I think would eventually happen, if the null population is allowed to grow, and sovereignity rules used concord fees to penalize idle space, and excessively large titleholders as per: https://forums.eveonline.com/default.aspx?g=posts&m=5078735#post5078735is that the current PAX MEGACORPUS (hey I just coined that :P ) will dissolve under its own weight. No need to use burdensome, indfividual player punishing rule changes to try to beat the game into some dev's personal vision. So, basically your proposal encourages an existing system such as PL/N3 where they let players use the space in exchange for payments that ensure the renter doesnt get roflstomped out of their systems and replaced with the next eager tenant. And a simple change to breaking up NA/BoT into smaller alliances (most likely based of regions and still ultimately answering to the landlord) would circumvent any extra costs. It doesnt change any active factors. And if the landlords notice certain space not being worth the cost due to underuse, they let the sov drop and simply smack down any attempts to take it from them without proper compensation. This is all easily done with current mechanics. These changes don't completely render that impossible. It is one step in a process. And i dont expect renting to ever disappear so long as one person wants the benefits of the space without taking the major risks and is willing to pay for it.
The current situation allows massive blob of large ships to have relative agility much higher than even the fastest small ships, in the form of jump drives. The changes will curb that movement. |

Rowells
Unknown Soldiers Fidelas Constans
1507
|
Posted - 2014.10.13 16:36:00 -
[10] - Quote
Polo Marco wrote:Rowells wrote:Polo Marco wrote:What I think would eventually happen, if the null population is allowed to grow, and sovereignity rules used concord fees to penalize idle space, and excessively large titleholders as per: https://forums.eveonline.com/default.aspx?g=posts&m=5078735#post5078735is that the current PAX MEGACORPUS (hey I just coined that :P ) will dissolve under its own weight. No need to use burdensome, indfividual player punishing rule changes to try to beat the game into some dev's personal vision. So, basically your proposal encourages an existing system such as PL/N3 where they let players use the space in exchange for payments that ensure the renter doesnt get roflstomped out of their systems and replaced with the next eager tenant. And a simple change to breaking up NA/BoT into smaller alliances (most likely based of regions and still ultimately answering to the landlord) would circumvent any extra costs. It doesnt change any active factors. And if the landlords notice certain space not being worth the cost due to underuse, they let the sov drop and simply smack down any attempts to take it from them without proper compensation. This is all easily done with current mechanics. These changes don't completely render that impossible. It is one step in a process. And i dont expect renting to ever disappear so long as one person wants the benefits of the space without taking the major risks and is willing to pay for it. The current situation allows massive blob of large ships to have relative agility much higher than even the fastest small ships, in the form of jump drives. The changes will curb that movement. My proposal would also leave a lot of FREE SPACE. With no sov. The fragmenting of the blocs themselves can be worked around in a general way with alt alliances and the like, but it places just that much more game grind burden -alliance fees office billing structure maintenance etc - on the relatively limited circle of players at the top management of a megacorp, not the average player. And we have seen over and over that burnout is the biggest giant killer of all in this game. Punishing all the players hoping to curb the behavior of a few will not likely solve the problem and will probably put more strain on a business model that is already facing declining player population. Don't blame the rules of the game here. Historically speaking, what we have here is DETENTE. 2 or 3 massive power blocs shying away from a major war which would probably destroy everybody involved. The RL cold war was eased off through diplomacy and the natural power erosion that comes to all powerful political entities at some point. There was no divine intervention. Zeus's hammer didn't come flying out of the heavens and strike the nuclear arsenals of the world down. And whether he wants it to or not, Greyscale's hammer isn't going to do that either. No matter how hard he swings it. you seem to completely ignored the part where a system with no sov is not free. You still have to take it from the neighbors who dont want you there, who in this case, can show up within minutes to crush your hopes and dreams and still be home in a small period of time. And when they get more renters, open up new alliance and claim sov. And as a group grows you get a larger group of talent to tap into (and pay) to do things for you. And since the landlord has authority over these renters they can
And the real life cold war had quite a few more factors involved than eve does. Most importantly the fact that people could actually die and preferred not too. Also considering the fact that most blocs are avoiding massive wars because 4000+ player 10% tidi fights are cool events, but not very fun for the average person.
And like it's been said multiple times, this is not a single swing of the hammer in hopes the nail goes in, it is a tap that will drive it farther. Don't fool yourself into thinking this is the final or most important step in the process. And in that logic, don't thin any single 'silver bullet' change will solve all the problems. Thats bad thinking. |
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Rowells
Unknown Soldiers Fidelas Constans
1507
|
Posted - 2014.10.13 18:13:00 -
[11] - Quote
Polo Marco wrote:I never said anyone could waltz in and set up shop . But with empty systems you avoid the preliminaries of having to SBU..RF..yada yada. Maybe you know one of your neighbors. Maybe you just don't feel like F'ing asking that day. The initial steps could be done from a wormhole. A HUGE range of possibilities open up. It's not as easy to stop as just jumping in when the timer runs out and blapping everything in sight.
And whether this is a single swing of the hammer or not is immaterial. Long before I got into MMOs I gamemastered many a D&D campaign. One of the prime tenets of any GOOD DM is to not make or let your players suffer because of your mistakes. Taking actions which limits the play choices of a majority of your players, to address the the actions of a few is one of the worst mistakes you can make.
The clumsy methodology and disregard for the average player here trumps all other issues. The only thing saying there is no other way to do this tells me is that no one is looking. I never said you couldn't 'waltz in and set up shop'. That doesn't change the fact that you wont be keeping it, which is supposed to be the goal of sov, hold the best you can get for as long as possible.
I can't speak for running a D&D round, but I can imagine its not totally possible to meet everyones expectations and never make mistakes, so this isn't something new.
Also, don't make the mistake of trying to speak for people who aren't here. "the majority" "Most people" "all of us" are not true. Notice how the original thread had supporters and opposers. And a pretty decent split too. Even amongst groups like CFC and N3/PL there is division. Each person has their own attitude toward the changes and can either designate a mouthpiece (supposedly the CSM in a fashion) or by doing it themselves. You may call it disregard to your concerns, but it is in regard to some others concerns. You will never get full agreement from an entire community so don't use it as a standard of crowd-pleasing changes.
And its not that theres no other solution, but a little logic helps us to deduce the best approach. Multiple issues and problems across various spectrums? Highly unlikely for a single aspect to fix everything. CCP thought changing how sov worked with dominion would fix the issues that were present. Yet here we sit. You shouldn't quit your job because it is possible one of your lottery tickets will win. |

Rowells
Unknown Soldiers Fidelas Constans
1507
|
Posted - 2014.10.13 18:39:00 -
[12] - Quote
GeeBee wrote:Just had a thought that is entirely relevant to force projection.
The proposed changes will make it exceptionally difficult for any super / titan / dread / carrier to catch up to a group if they miss the deployment convoy. This means that being online and active is even more important. It also means that account sharing for supers / titans which is already rampant will be more important. Account sharing is against EULA, but it is a widespread epidemic that should be stopped. So if you're really this adamant about force projection please, crack down on account sharing at the same time.
Account sharing of supers and titans alone itself is a major force projection, and should have been dealt with a long time ago. all i've heard is rumors about this. Is there any evidence about this (other than the single point example from that CSM dude)? |

Rowells
Unknown Soldiers Fidelas Constans
1507
|
Posted - 2014.10.13 20:12:00 -
[13] - Quote
Polo Marco wrote:Just think it through......FC could pay some hisec wannabes , or get some of their own volunteers to go to ANY open system in a target's space...... I can see where a little bit of effort at the right time could cause the other guy to work a LOT harder getting rid of it. Whack-a-mole anyone? under current mechanics, not really. the alliances and coalitions that used to hold the space would simply light cynos and drop supers for a few minutes on each one and come back for the timers (assuming they missed them . In lieu of that they would let the TCU go up and then make it exceptionally difficult to do anything productive in the system and then the costs come in with no new revenue and sov drops. And continuously trying to plant TCUs as they are interdicted or destroyed would be costly for all but the similar sized groups. it would be annoying at first, but it would be a serious drain on the aggressor with very little to show for it.Polo Marco wrote:Some people who trained pilots for the better part of a year to ride a HORSE might not be happy getting stuck with a TURTLE.
Ya think?
I'm surprised there's not a petition or thread around about being able to untrain cap skills for an SP refund. Thats perfectly fine imo. If we simply say we can't change things because it might make some people angry or remove some capability then we would not have much room for negaotiation on any changes. Crius would not have been possible, Supercapital nerfs, Heavy missile nerfs (arguable on how far the nerf went), nano-MWD battleships, hurricane nerf, and various others. Capitals are still very capable in their own right, especially carriers. Some have even been concerned that the power of roaming gangs of nano-warpspeed-rigged carriers is going to be a bad thing (I'll hold my final opinion until I see it in action). I have 3 characters with JDC 5 and one just started training for a super. The only alt I even considered retiring was the cyno alt, but I decided to repurpose it instead (mining might become important aspect of null in the coming months).
I'm kind of glad the gates aspect is open now since it helps people who do not like the idea of having to make alts for cynos. I hope that this is going to start a trend of CCP treating capitals and supers as personal assets, rather than corp or alliance property. Thats just my opinion on that matter.
And don't worry, some people have tried to demand refunds, but the threads either died or got locked.....so far.
Polo Marco wrote:No doubt. Depending on which dev you listen to they've as much as said they are trolling the forums for good ideas. They've let these threads run on and on - trolls, R/Qs and all. But I also see dodging negative criticism and being secretive about the 'big plan' and that worries me. So here I sit. I can't speak for CCPs plans for the future other than the vague goals theyve given us in the dev blogs, so I won't really speak on any specifics of their plan until I have heard them myself. However, the suggestion that sov will become less binary does spark some imagination and optimism.
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Rowells
Unknown Soldiers Fidelas Constans
1509
|
Posted - 2014.10.13 20:38:00 -
[14] - Quote
Andy Landen wrote:If the capital is expected to travel through gates, it should have special abilities to make it so that gate travel was not extremely risky and thus suicide. Large ships are always vulnerable to smaller ones. Capitals, Battleships, etc. Size and cost is not a guarantee of safety. This leads to rich players having exceedingly huge advantages for simply having expensive things. That is why some people have argued to take away the ewar immunity.
Andy Landen wrote:1) Warp bubble immunity is a "must" otherwise the cap will be slow boating at around 50m/s through a bubble with extreme vulnerabilities to being bumped. +2-4 to warp core strength is also a really good idea and makes sense because it is such a big ship, otherwise it will be insta-locked by the first interceptor to land on grid before the 30-60s cap align time for warping out. Solo [spaceship] being caught solo? Perfectly acceptable. And all carriers, dreads, and supers have the tools to destroy these bubbles if they cause problems, and leaving them affected would allow for actual delay tactics and add more strategy to the game. And while they have been nerfed, your jump drive still works if you deem it necessary.
Andy Landen wrote:2) After getting tackled by a cheap interceptor, the capital ship would then have to spend 30-60s just to lock the little ship up. The carrier would require another 30-60s more to get the drones on it. 1-2 min of being tackled is plenty of time for an enemy fleet to come in from beyond scout range and take over the tackle. Non-carrier capitals won't even be able to track the interceptor. Then they shouldn't be caught alone. These are personal assets, but not solo ships.
Andy Landen wrote:3) Capitals should be made immune to bumping. It is absurd that a little ship could possibly get enough momentum to even remotely affect the momentum of a capital (if we completely abandoned physics, then nothing would make any sense at all). Should we also include freighter into these changes as well? Again, size and cost do not guarantee safety of any kind. |

Rowells
Unknown Soldiers Fidelas Constans
1509
|
Posted - 2014.10.13 21:24:00 -
[15] - Quote
Btw, has CCP addressed the mechanics involved with gate travel (warping fleet to 0, appearance on other side of gate) with specifics yet? Last I checked on sisi, two titans could easily occupy the same space on the other side of the gate after jumping through. |

Rowells
Unknown Soldiers Fidelas Constans
1509
|
Posted - 2014.10.14 00:36:00 -
[16] - Quote
Sgt Ocker wrote:Gotta luv spending time writing a reply for it to disappear when you hit "post" You have my condolences for your loss. RIP wall o' text. |

Rowells
Unknown Soldiers Fidelas Constans
1513
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Posted - 2014.10.15 02:37:00 -
[17] - Quote
smokeydapot wrote:So I ran this idea past some non eve players using the analogy of cars the story goes as such:
Me: so you hear of a brand new BMW that is capable of doing 1000 miles per gallon, It costs you a years wage and an extensive driving licence that takes more than a year to complete.
them: WhatGÇÖs it called ?
Me: The BMW 540 W.I.S, Anyway this car has the ability to carry other cars, all of your furniture and go 400 MPH.
Them: 400 MPH ???
Me: yes itGÇÖs an awesome machine, ItGÇÖs the ultimate car.
Them: Ok I'm sold, Sign me up i want it.
Me: now the dealership drops the bombshell.
Them: thereGÇÖs always a catch.
Me: as usual, the car never does the 1000 miles, after 48.5 miles it overheats before you can travel again leaving you at the side of the road for 5 minutes and 51 seconds.
Them: well that sucks.
Me: thatGÇÖs not the extent of it, once you start driving again because the engine retains heat you travel 35.7 miles before stopping expecting it to overheat again, Your expectation is correct but this time you are stranded at the side of the road for 25 minutes.
Them: screw it I would rather take the train.
Me: but what about all the cool features this car has to offer ??
Them: ItGÇÖs not worth the time investment or money to sit at the side of the road.
Me: But itGÇÖs such a cool car if you want you can get a tow to cover extra distance while it cools down.
Them: nope not interested, I buy a car to get around despite all the cool features itGÇÖs not worth the trouble.
So even them that have never played eve or have any idea of these changes ( before this conversation ) agree that this "patch" is a pile of crap.
Go try this with people that don't play eve yourself and see what the reaction is. So I removed all context and people agreed with me. |

Rowells
Unknown Soldiers Fidelas Constans
1514
|
Posted - 2014.10.15 16:30:00 -
[18] - Quote
Alp Khan wrote:CCP Greyscale wrote: Part of the goal with logistics is to reduce the amount you need to live in null, which we think changes the playing field fairly substantially.
Explain to us how introducing an arbitrary, artifical timer over jump mechanics was going to help with the goal of reducing the amount of logistics you need to live in null, since even a two month old newbie involved in null logistics and production knows very well that null production at a very basic level is dependent on the empire for essential production materials. Your cluelessness and sheer lack of insight on the very game you are employed as a developer of is absolutely, breathtakingly stunning. He kinda did:
CCP Greyscale wrote:As we improve the status quo for industry in nullsec, we will want to reevaluate this balance, along with the impact potential changes would have on logistical work for other areas of the game. So there you go.
1) Make nullsec logistics less dependent 2) Reduce logistics |

Rowells
Unknown Soldiers Fidelas Constans
1514
|
Posted - 2014.10.15 19:02:00 -
[19] - Quote
Masao Kurata wrote:Excuse me for not reading the full 64 pages to see whether this has been mentioned (surely it has, right? People do actually log onto sisi and test changes, right?), but at least there doesn't seem to be any developer acknowledgement so...
The system described in the dev blog and later updates is NOT what is implemented on sisi. There is a severe bug in the sisi implementation causing you to get the jump activation timer for your next jump instead of your current jump. Let me quote the dev blog:
"After a jump is complete but before your fatigue is increased, you gain a jump cooldown timer. The length of this timer is a number of minutes equal to your jump fatigue (before being increased by that jump!),"
The expected result of jumping with zero current fatigue (no timer displayed) is no jump activation timer (that's the in game name, same thing as the "jump cooldown timer" mentioned in the blog). The actual result is that you get the expected amount of fatigue but also get a jump activation timer equal to 1/10 of that fatigue, which you should not get according to the blog and later updates unless you jump again immediately after.
This is filed as EBR-25104 and I'm rather concerned that it hasn't been addressed since you just have two lines of code in the wrong order. as i understand from test server forums posts, the changes are not completely in their final state. Not sure why or when they will be set in place properly, but as of now the sisi mechanics are not reflective of the final product. |

Rowells
Unknown Soldiers Fidelas Constans
1517
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Posted - 2014.10.17 14:38:00 -
[20] - Quote
I'm assuming greyscale is still perusing this thread, any plans to introduce modules/rigs affecting the various stats? With drawbacks to match the benefits of course. |
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Rowells
Unknown Soldiers Fidelas Constans
1519
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Posted - 2014.10.18 16:27:00 -
[21] - Quote
Wrong quote |

Rowells
Unknown Soldiers Fidelas Constans
1524
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Posted - 2014.10.19 04:34:00 -
[22] - Quote
Vincent Athena wrote: Cost vs benefit. Making an alt for flying a cap is a long, expensive process. There has to be a big reason to do it. The need for cap alts with the current system is low. With the new system there are two new reasons. 1) Cap ferry alts. Train the alt just enough to sit in the ship. Use the alt to get the ship 10 LY closer to the destination (presumably those 10 LY are in secured space, making the use of a low skill alt viable.) 2) With time that alt will get skilled enough to fight with the ship. Then just position the alt as needed.
That still begets thew benefit. What purpose does an alliance of that power need more alts for? a simple division of labor and its a less hassling task. It's not like they have to compensate for anything that their enemies are doing. The only real purpose this would have is to move a single capital ship across vast areas of space. Why even go through all that trouble when the simpler, cheaper, and simplest method is to stage things?
This entire premise is based off the idea that someone REALLY wants to move a single ship across the cluster. Unless you plan on forking cash for more than a years worth of subs (or plexes) times how ever many alts are necessary, only to move a ship, which can be built multiple times over and stashed where necessary for a much cheaper cost and in a much shorter period of time.
Then multiply that amount of money/effort/time by each person in an alliance who has to do it. How much longer do you think anyones coffers are going to last (regardless of how deep you dream those coffers go) when you suddenly have to plexes hundreds if not thousands of alts for over a year?
And even if you use 'low-skilled alts' what are they going to even do? Your ship has just arrived at its destination while the compbat pilot is still trying to reach the same location in an interceptor.
The cost vs. benefit is still there, in the same fashion and almost virtually unchanged in that regard.
Are 'taxi alts' possible? yes. Do they serve the function most people think they will? depends on how you see it. Will every cap-super-cap capable person in the major alliances be able to accomplish something like this and maintain it for power superiority? highly unlikely.
We are not going to see taxi alts in mass proliferation. The benefits don't match up with other options available. |

Rowells
Unknown Soldiers Fidelas Constans
1529
|
Posted - 2014.10.19 19:05:00 -
[23] - Quote
Byson1 wrote:Dwissi wrote:Whatever the changes are going to change in the future - much more interesting is to see what already changes. A -250 delta change for Brothers of Tanga is quite a number. That reads in my book: the changes are good as something is happening The change that is happening is opposite of what they state their goals to be. If you want to increase small and different types of fights in null the best way to do that is to increase the various population throughout null sec. The changes are encouraging people to leave.. It's going to come down to large power blocks in compact areas. Huge sub cap fights. Small guys will take the areas no one wants and will become fodder for roaming fleets for the big guys. I don't know maybe CCP is talking out both sides of their mouth saying they want to help get more null sec by helping the small allinances/ increasing population of null. All I see is helping noobs take space that no one wants for the blops to attack. Sound like fun?  You're seeing renters leave. Big surprise and who cares. Highsec is still there for them.
And what about small groups being gun fodder for bigger ones is wrong? Who ever said that the numbers advantage was being taken away or even reduced?
And how big are these "small alliances" people keep talking about? At some point you have to get your head out of the clouds and use some sense. |

Rowells
Unknown Soldiers Fidelas Constans
1544
|
Posted - 2014.10.22 13:09:43 -
[24] - Quote
I would prefer that we take the Indy core out back and shoot it, then go from there. |

Rowells
Unknown Soldiers Fidelas Constans
1544
|
Posted - 2014.10.22 16:54:49 -
[25] - Quote
afkboss wrote:30 Days for the upper limit still seems very extreme. Hell a week seems Extreme. I think the Devs might have to think of it from more of a players perspective because if I get a 30 day timer i will just unsub for a month until its gone. Its not a 30 day cooldown timer its 30 days of fatigue which is supposed to result in an approximate 3 day cooldown timer |

Rowells
Unknown Soldiers Fidelas Constans
1547
|
Posted - 2014.10.24 00:04:53 -
[26] - Quote
Andy Landen wrote:Only if subcaps have the same disadvantages and ship build and fit costs, and have to call for subcap fleets to protect them every time that they have to take a stargate. Change all subcap ships: price tag to 2 bill ISK, align time to 40s, max speed to 80m/s, no prop mods, no micro jumps, no warp bubble immunity, no tracking, etc Then we'll see if you go ahead and tell cap pilots to /just/ "bring a subcap support fleet, scrub." What? |

Rowells
Unknown Soldiers Fidelas Constans
1553
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Posted - 2014.10.25 22:03:41 -
[27] - Quote
Primary This Rifter wrote:Little guys don't have things we're interested in breaking. Except their spirit |

Rowells
Unknown Soldiers Fidelas Constans
1560
|
Posted - 2014.10.27 14:54:58 -
[28] - Quote
TrouserDeagle wrote:funny hearing people talk about mwding/webbing big ships into warp instantly like it's an actual legit game mechanic aside from supers, this is the same thing people have always been telling freighter pilots in other threads. No surprise we're gonna see it here. |

Rowells
Unknown Soldiers Fidelas Constans
1560
|
Posted - 2014.10.27 15:07:47 -
[29] - Quote
Dustpuppy wrote:Adrie Atticus wrote: You're creating a highly pocketed nullsec, don't turn it into space which can be handled with a single JF running continuously. You're creating challenges with the current changes, keep it that way.
Yep, I support this. Make it harder to keep large areas under control, add mechanisms which scale up the required time to spend (not only ISK) to guard and protect the space you have claimed. Just like my idea with the drop of the notification about a POS in your SOV: force the corps to control their area in an more active way and limit this self sustaining game play where they only need a fleet and enough renters to pay for the SOV claim units. They have enough isk but not enough people to fly around manually and control their systems all the time. Such an approach will sooner or later break the neck of the big ones and give the smaller ones a chance to move to null. I would much prefer this info come in a delayed time frame rather than moved completely. Even a decent-sized alliance isn't going to find any fun in checking every single POS every 24hrs to see if its not RFed. Even with the changes there will still be some empty systems with POSes running just because the system value is terribly placed. Basically still ends up with the same time delay if you had to check it yourself, but without the wrist cutting job of flying to every moon in your constellation (or larger if you are bigger). |

Rowells
Unknown Soldiers Fidelas Constans
1560
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Posted - 2014.10.27 16:05:54 -
[30] - Quote
Philip Ogtaulmolfi wrote:Rowells wrote: I would much prefer this info come in a delayed time frame rather than moved completely. Even a decent-sized alliance isn't going to find any fun in checking every single POS every 24hrs to see if its not RFed. Even with the changes there will still be some empty systems with POSes running just because the system value is terribly placed. Basically still ends up with the same time delay if you had to check it yourself, but without the wrist cutting job of flying to every moon in your constellation (or larger if you are bigger).
While I agree with you that people shoud receive information from their own infrastructure, I can't agree with the rest of the argument. People keep saying that what they are doing now is going to be a chore under the new system. If you find it tiresome to check your number of POSes, drop some until you are comfortable with the required work. If resuplying your BS fleets is going to be difficult, then downgrade to frigates, and so on, applied to everything to which we are used now. Perhaps then we will begin to see some variety. The bottom level of logistics is where everybody can have with ease a frigate (cruiser, battlecruiser, any arbitrary level). Anything above that shoud be for the dedicated. My only argument against that, is under the current system most groups will have A: A lot (too many most likely) POSes to keep track of B: an automated system for reporting which reduces checking on a large amount to a biweekly/monthly basis, both of which I could agree are not the best gameplay. While we reduce the number of POSes through the jump changes and coalition consolidation, if we completely remove the warning system, it has a major negative impact on the number of POSes an alliance can manage sanely even theough they are easily capable of managing the sov space. Its much easier to check 10-20 systems and their structures, and extremely painful to check all of the moons (assuming more moons are used since less space).
Under the jump changes, possible future sov changes, and a removal of structure notifications the workload becomes intense. So rather than having to spend hours if not a day or two checking to see if a POS is still there, the notification would not be immediate and around a similar time-frame to if you had to manually fly yourself. The intent is to keep the time-frame the same, but the menial workload down. I suspect making the updates from 1-2 days delayed would be sufficient. With how POS timers work this would basically give you anywhere from <12 hours to prepare a defense. Removing notifications from sov structures would not be as harmful since it is more visible to see which ones are RFed and their are multiple timers to prepare for. POS (iirc) only has one timer, and the effect could be very painful and annoying if you missed one of 100+ POSes on your checklist.
Ideally the only affect this would have compared to a complete removal is the improved sanity of the POS teams. |
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Rowells
Unknown Soldiers Fidelas Constans
1566
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Posted - 2014.10.27 17:25:38 -
[31] - Quote
Serendipity Lost wrote:Rowells wrote:Philip Ogtaulmolfi wrote:Rowells wrote: I would much prefer this info come in a delayed time frame rather than moved completely. Even a decent-sized alliance isn't going to find any fun in checking every single POS every 24hrs to see if its not RFed. Even with the changes there will still be some empty systems with POSes running just because the system value is terribly placed. Basically still ends up with the same time delay if you had to check it yourself, but without the wrist cutting job of flying to every moon in your constellation (or larger if you are bigger).
While I agree with you that people shoud receive information from their own infrastructure, I can't agree with the rest of the argument. People keep saying that what they are doing now is going to be a chore under the new system. If you find it tiresome to check your number of POSes, drop some until you are comfortable with the required work. If resuplying your BS fleets is going to be difficult, then downgrade to frigates, and so on, applied to everything to which we are used now. Perhaps then we will begin to see some variety. The bottom level of logistics is where everybody can have with ease a frigate (cruiser, battlecruiser, any arbitrary level). Anything above that shoud be for the dedicated. My only argument against that, is under the current system most groups will have A: A lot (too many most likely) POSes to keep track of B: an automated system for reporting which reduces checking on a large amount to a biweekly/monthly basis, both of which I could agree are not the best gameplay. While we reduce the number of POSes through the jump changes and coalition consolidation, if we completely remove the warning system, it has a major negative impact on the number of POSes an alliance can manage sanely even theough they are easily capable of managing the sov space. Its much easier to check 10-20 systems and their structures, and extremely painful to check all of the moons (assuming more moons are used since less space). Under the jump changes, possible future sov changes, and a removal of structure notifications the workload becomes intense. So rather than having to spend hours if not a day or two checking to see if a POS is still there, the notification would not be immediate and around a similar time-frame to if you had to manually fly yourself. The intent is to keep the time-frame the same, but the menial workload down. I suspect making the updates from 1-2 days delayed would be sufficient. With how POS timers work this would basically give you anywhere from <12 hours to prepare a defense. Removing notifications from sov structures would not be as harmful since it is more visible to see which ones are RFed and their are multiple timers to prepare for. POS (iirc) only has one timer, and the effect could be very painful and annoying if you missed one of 100+ POSes on your checklist. Ideally the only affect this would have compared to a complete removal is the improved sanity of the POS teams. How about the owner of the POS gets notified when it comes under attack. The fuel running low is something that is predictable and manageable. If you want to mange a 50 POS production line then I think it's more than reasonable to expect you to keep track of your own fuel usage. I'll help you - a large POS takes 28 days to depelete a full fuel bay. If you need more information, mail me in game. The notifications I'm referring to are attack notifications. Fuel, supply, and manufacturing already have forms you can check on. If CCP expects anyone to use their systems to the fullest they can't expect any group to find any value in tedious tasks as one like this. And if future changes are meant to reduce JF and dependence on highsec, then scraping every resource possible from every location will not be uncommon. |

Rowells
Unknown Soldiers Fidelas Constans
1568
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Posted - 2014.10.28 18:31:08 -
[32] - Quote
Dustpuppy wrote:(about POS placement auto info): But it is exactly my intention to to force groups to do this wrist cutting job. A small corp with 10-20 members owning 3-5 systems is able to quickly scan them to see if unwanted POSses are there and for 10-20 members 5 systems should offer enough playground for mining, rat hunting, production and PI. this idea of a 10-20 man corp owning that many systems and using that many POSes. These are the small froups I have been referring to to in my previous posts, as to not having a reasonable chance of owning or taking sov, and rightly so. Its extremely unrealistic. even in wh a corp that big will get rolled out if someone doesnt want them there. Its highly unrealistic to believe that few people can own and hold those systems for any reasonable amount of time.
Dustpuppy wrote:But if you own more (just like all these "Holdings") you are and you should be in trouble. To outline this, here are some example:
Unthinkables "Holding": 10 members, 55 systems NCDot "holdings": 16 members, 671 systems Greater Western Co-Prosperity Sphere - 28 members, 110 systems
As soon as these groups cannot longer rely on the ISK coming from renters to keep the SOV signs in the other systems running the whole thing will implode.
Do you believe someone is willing to pay 2-6 billion/month renting fee for a system if there are 16 people "controling" the area and being forced to fly around and check 670 systems for intruders? You seem to be mistaken, I'm not referring to enemy POSes, just your own structures.
Dustpuppy wrote:I don't believe this. I believe such a change would first break this whole renter system into pieces, cut the isk faucet of the big groups and finally hit them hard. Without the renter income they wouldn't be able to build supers with a speed others build/buy frigs and as soon as the amount of supers shrink smaller groups could rise and conquer the big fat ones.
Time delays don't change anything - the owner gets a notification with 100% chance. It doesn't matter if the sys owner appears 1 day or 4 days later, the point is that he will do it and he can because he knows everything.
So what I would like to see is the possibility to sneak in, take over "ownership" of a little corner in null which currently belongs to the fat ones, use it in my own way but don't pay for the rent. If they come and catch me, well, that would be the risk. And after travelling through 0.0 I must say: the risk is not too high. Looking at the group size of these holdings also tells me: no chance they will catch me. Again I'm not talking about enemy structures. |

Rowells
Unknown Soldiers Fidelas Constans
1589
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Posted - 2014.11.02 16:49:35 -
[33] - Quote
Andy Landen wrote:-Conspiracy theory- You are delusional |

Rowells
Unknown Soldiers Fidelas Constans
1592
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Posted - 2014.11.03 02:25:59 -
[34] - Quote
And the award for most false assumptions per post in this thread goes to... |

Rowells
Unknown Soldiers Fidelas Constans
1599
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Posted - 2014.11.04 04:07:02 -
[35] - Quote
Cain Silver wrote:How does log off affect the Jump fatigue and cool down timers? last i heard no effect. It will stil count down even if you unsub |

Rowells
Unknown Soldiers Fidelas Constans
1599
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Posted - 2014.11.04 07:29:20 -
[36] - Quote
Celly S wrote:Just an FYI... around, 8 hours till Phoebe :) and in the morning there will be glorious tears of the unprepared and uninformed |

Rowells
Unknown Soldiers Fidelas Constans
1600
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Posted - 2014.11.04 15:10:18 -
[37] - Quote
Sexy Cakes wrote:So 4.33 light years of a jump bridge got me over 50 minutes of fatigue?
Why were jump bridges nerfed just as much as combat vessels?
Edit: Why not set up jump bridges to give less fatigue when you are jumping in your own alliance's region and more fatigue when you aren't? ump bridges got the ax as well in order to prevent any easy workarounds |

Rowells
Unknown Soldiers Fidelas Constans
1601
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Posted - 2014.11.04 15:40:16 -
[38] - Quote
Sweet Times wrote: time to try something else now using gates would be a good start |

Rowells
Unknown Soldiers Fidelas Constans
1619
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Posted - 2014.11.06 19:27:42 -
[39] - Quote
Sbrodor wrote:nerfing supers is awesome and make a interesting future but the fatigue on Jump Bridge is a headshot for many many small gang warfare in defensive position.
this force offensive roam and static defense on staging system. Defensive interception (af, cruiser or bc) gang with JB fatigue are dramatically nerfed with no reason.
why not allow defensive fleet to intercept hostiles roaming in our land?
you can. You just cant go back and forth in the JB willy nilly |

Rowells
Unknown Soldiers Fidelas Constans
1621
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Posted - 2014.11.07 03:58:14 -
[40] - Quote
Andy Landen wrote:Niskin wrote:The jump fatigue mechanics were designed to limit the travel speed of jumping whether by ship or bridge. So they don't need to go. People just need to understand that this wasn't a cap ship nerf, it was a travel speed nerf. And it appears to be working. Not a travel speed nerf. That was one of my proposals. Travel time is instant. Sometimes getting rid of something by greatly reducing its usage just means that there was something broken about it but no one could be bothered to figure out what or to face fixing it. Instant travel brings big problems but if you make it happen less so that the problem is seen less, maybe you can convince everyone that you fixed the problem. I always advocate looking to the root of the problem though: instant jump travel time. yes a travel speed nerf. going from point A to point B anywhere outside of 5LY has just increased in time. They specifically mentioned how they didnt want to curb short distance and tactical use as much as they wanted to kill obscene distance travel. Its the repeated use over long ranges that was the target. not instant teleportation to the system next door, or else long regional gate gate jumps would have been nerfed too. |
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Rowells
Unknown Soldiers Fidelas Constans
1627
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Posted - 2014.11.08 04:12:10 -
[41] - Quote
Andy Landen wrote:I totally don't understand what a sandbox really means. Confirming. |

Rowells
Unknown Soldiers Fidelas Constans
1629
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Posted - 2014.11.08 23:51:16 -
[42] - Quote
I believe the caveat applies to players under 30 days old, you can move your clone to corp HQ more than normal. |

Rowells
Unknown Soldiers Fidelas Constans
1638
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Posted - 2014.11.10 16:58:57 -
[43] - Quote
Easthir Ravin wrote:Avalloc wrote:Alavaria Fera wrote:His mutterings stopped at some point Ahem. As one that "mutters" I have a question. Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited. Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV gonna be hard to fix sov if capitals werent changed. |

Rowells
Unknown Soldiers Fidelas Constans
1661
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Posted - 2014.11.11 18:13:53 -
[44] - Quote
Easthir Ravin wrote:Josef Djugashvilis wrote:Easthir Ravin wrote:Avalloc wrote:Alavaria Fera wrote:His mutterings stopped at some point Ahem. As one that "mutters" I have a question. Has anyone proposed having characters designate a "home region" where jump fatigue isn't generated? This could have at least a multiple month reset timer so changing couldn't be exploited. Not bad, but this still goes back to the fact that the nerf idea was crap to begin with if we have to start looking for ways to make it less crappy. We should stop trying to mitigate CCP's bad behavior and just unite in an all out assault to try and get it repealed so that they can fix the stuff that is truly broken. SOV The Jita monument awaits your attention. The Jita monument can go **** itself for all I care. You chuckleheads still refrain from seeing the fact that hundreds of thousands of players trained into a ship class over years only to have it emasculated by a bunch of socialist neophytes that brought you captains quarters. You tell me that its all good. cuz everyone else had to live with the people who flew capital ships showing up from half-way across the cluster just to ***** on your mails. Capitals should have never been that powerful to begin with.
I trained for capitals for a long time too, and I'm happy with the changes. |

Rowells
Unknown Soldiers Fidelas Constans
1668
|
Posted - 2014.11.12 13:00:46 -
[45] - Quote
Andy Landen wrote:The power of instant travel. The change which allows instant travel across 5 ly still and really screws with travel in a really complicated manner after that. Oh really? Why dont you go ahead and show me how you have managed to move your carrier anything greater than 5 LY in less than 5 minutes ofter the change. And before you say anything, I didnt care about a neighbor dropping me or the locals swinging by. I specifically mentioned half-way across the cluster.
Quote:The definition of micromanagement. When you setup a sandbox with general rules, the open play allows for some very interesting stories. When try to micromanage and control players, you end up with a dictatorship, and really pretty boring stories. Is it still a sandbox when a parent shows up and controls when any of the kids can breathe or wiggle or move their ship? Seems more like detention on a sand floor to me. Down with the dictatorship and the strict behavior watching and control! I'll say it again, you're delusional. What kind of sandbox is it when only 2 kids get to have shovels and fling sand at anyone and everyone who even pokes their head to close? Your analogies are based on the assumption that any rules at all inside make it un-sandbox. So apprrently a 14LY jumpdrive to begin with wasn't a sandbox even then.
Quote:It does suck to have all that instant capital dropping. This changes still allows that over 5 ly. Travel time is a good idea. This change does not use travel time. But yes, we do need travel time instead of this change. I'll ask you to show me how you have managed to get to a distance greater than 5 LY in the same time as before.
Like I said, no one cares that the local residents are dropping by to say hello. Thats perfectly fine. their talking about how easy it was to move around great distances. |

Rowells
Unknown Soldiers Fidelas Constans
1669
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Posted - 2014.11.12 17:13:50 -
[46] - Quote
Anthar Thebess wrote:Currently the issues are in the outskirt regional connections allowing fast moving of capitals on the edge of map.
I don't think that this is good, as it still makes eve small for unstoppable capital bloobs. Those connections should be restricted to subcapitals only , also excluding the JF.
if that were the case, it would just be long regional gates overall. some routes are faster along edge and some faster straight through the center. If we remove those gates some regions would become effective citadels with very few ways in.
Examples: Paragon Soul/Esoteria Branch/Tenal Fountain (sort of)
If you don't include being within jump range then there is a whole lot more to the list. When the made eve smaller under the jump drive nerf they also managed to get 'neighboring' areas closer to each other. These gates still add tactical advantage, but don't make a huge difference in travel time really. We wanted caps moving as fast as sub caps (again, kind of) and we got that. |

Rowells
Unknown Soldiers Fidelas Constans
1673
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Posted - 2014.11.15 19:34:21 -
[47] - Quote
Saali Demonis wrote:This update was meant to nerf CAPITALS hotdrop, so why does this apply the same maner to conventionnal ships which jump through jump bridges ? Even SHUTTLES are affected......
This update was meant to nerf CAPITALS hotdrop, so why does it apply to jump bridge, which were designed to travel through a region an alliance or a corp settle ?
I'm not a winner, but this update is really a pain for CONVENTIONNAL SHIPS using jump bridges.
CCP apply jump fatigue to CAPITAL SHIPS using JUMP DRIVE ONLY.
Otherwise it's nonsense. It was not a capitals only nerf. It was a power projection nerf.
And players are what project power, not ships. That's why phoebe had death clone nerds as well. |

Rowells
Unknown Soldiers Fidelas Constans
1688
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Posted - 2014.11.16 18:55:12 -
[48] - Quote
Neramis wrote:I still cant believe CCP would limit our gameplay with such a bad idea. With jump fatigue, I can't go to my alliance ops, because of fatigue while bridged, cant use jump bridges, can't get into the move ops and move my caps like im supposed to.. anyways, why in earth am I still paying for this game, If Im not gonna be able to go fight with my alliance mates with my 30d timer.
It shouldn't be any relation while using subcaps, it has no logic at all! Why do we get fatigue while using bridges and not gates? I think you should have realized how bad it was getting before you even reached 1 day of fatigue. Literally saw it was getting worse and decided,"I'm gonna keep doing it anyway". Succession of bad decisions resulting in compounding consequences.
E: also, is your alliance using jump drives for their move ops as well instead of taking gates? You might want to warn them about this. |

Rowells
Unknown Soldiers Fidelas Constans
1696
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Posted - 2014.11.17 18:37:01 -
[49] - Quote
Altrue wrote:BTW, Rorquals can't use jump bridges. Despite having the same max-range. Intended? yes. No capitals with jump drives (excluding JF iirc) can use jump bridges.
I'm not gonna dig for it, but i asked it in the original threadnaught on this and got an answer. |

Rowells
Unknown Soldiers Fidelas Constans
1697
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Posted - 2014.11.17 20:54:47 -
[50] - Quote
Mr Omniblivion wrote:The implementation should have given a cost:benefit choice to the player that didn't involve a literal timer that they cannot move their ship for up to 30 days (except through gates  ) 30 day fatigue =/= jump timer. And don't undervalue gate movement, that was one of the things I hated most about capitals before.
Mr Omniblivion wrote:After brainstorming for 10 minutes, we came up with a better idea- vastly increase jump fuel usage to better address projection change, while not completely destroying casual usage. Those two statements are contradictory seeing as there is no difference in casual and combative movement other than intent.Casual usage is fine since you can use gates. no more need for cyno alts or to worry about your cyno jammed systems.
Mr Omniblivion wrote:Logistical and cost restrictions would enforce the power projection that was hard coded into the game instead. Players would have the ability to choose if they wanted to spend many more isos jumping one jump or simply take gates. Jump Bridges simply couldn't handle massive fleet movement without some serious logistics at each bridge. It would cost way too much to defend space not near your staging system, because jump fuel would be exponentially more expensive than it is now. This would also save ice and make it the "oil" of eve as used to be the goal. This doesnt solve the issue. It just makes it more painful, which does not stop some people from just getting over them and spending more. It doesn't prevent the super-rich from just paying more, while barring everyone else out. Its an uneven effect across the spectrum.
There was a similar isotope use change not too long ago and its effects on strategic use were negligible. People simply sucked up the cost and continued about their business. |
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Rowells
Unknown Soldiers Fidelas Constans
1697
|
Posted - 2014.11.17 21:50:35 -
[51] - Quote
Mr Omniblivion wrote:Casual usage would be jump bridges, local logistics, perhaps moving a ratting carrier a few systems within your space. Mandatory gate travel as a means of encouraging content is dumb, because it would take a major goof up to get caught in a capital ship at a gate against a fleet that could realistically kill it. You mean to say jump bridges arent used strategically? Is there any effective difference between a ratting carrier and a combat carrier? Gate travel is in no way mandatory unless you try to overextend your reach beyond your means and rack up 3 day timers.And gate travel ewas not fully intended just to generate content, but to ensure that jump drives were no longer the only or primary form of movement for capitals going farther than 5 LY.
Mr Omniblivion wrote:If you take a deeper look at it than "people will just throw money at it", then yes, it solves the problem. By making a significant change in the cost of fuel to jump, it makes it infeasible to be able to defend vast swathes of space. I'm not talking about doubling the cost of a jump, I'm talking about increasing it by several thousand percent. It would be so costly to assemble the troops to traverse regions via jumps or jump bridges that we would spend more defending the space than the space is actually worth. So, you intend to preserve casual use with this? The problem with an isk-based solution is there is no real balance point for it. Supply and demand change, money in the coffers grows and shrinks, and it becomes a constant update to try and balance against that only to have your efforts cause the next change to happen making it an endlessly repeating cycle.
I understand that you want to have what you view as personal use preserved mostly as it was before, but there is no way to differentiate between moving a ratting carrier and hotdropping an enemy force. They are both essentially the same exact action.
The pheobe changes might need some tweaking, but so far they have had most of the original objectives. Getting across the universe and back again takes time. Which is really the most important thing to properly use in any battle. |

Rowells
Unknown Soldiers Fidelas Constans
1697
|
Posted - 2014.11.17 22:21:24 -
[52] - Quote
Mr Omniblivion wrote:Rowells wrote:You mean to say jump bridges arent used strategically? Sorry I didn't specify that clearly enough for you- Casual jump bridge use. Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too. |

Rowells
Unknown Soldiers Fidelas Constans
1697
|
Posted - 2014.11.17 22:31:01 -
[53] - Quote
EvilweaselFinance wrote:Rowells wrote:Mr Omniblivion wrote:Rowells wrote:You mean to say jump bridges arent used strategically? Sorry I didn't specify that clearly enough for you- Casual jump bridge use. Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too. When you are saying things that are about as correct as saying that fire is wet, the issue is very rarely that you didn't say it clearly enough. How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?
You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue. |

Rowells
Unknown Soldiers Fidelas Constans
1697
|
Posted - 2014.11.17 22:32:27 -
[54] - Quote
Mr Omniblivion wrote:Rowells wrote:Mr Omniblivion wrote:Rowells wrote:You mean to say jump bridges arent used strategically? Sorry I didn't specify that clearly enough for you- Casual jump bridge use. Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too. Ugh, why do I even bother. You literally just said there is no casual use of anything. And then you say "oh except there is casual industrial use" Jesus Christ. Did I say it was casual? Go ahead and find where I said casual and industrial in the same sentence. I said it was an exception to the changes for the reasons I stated.
Maybe if you bothered to begin with you might understand that. |

Rowells
Unknown Soldiers Fidelas Constans
1698
|
Posted - 2014.11.17 22:45:50 -
[55] - Quote
EvilweaselFinance wrote:Rowells wrote: How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?
You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.
There are too many dumb questions in here to really give a coherent response while addressing all of them so I'll be brief. How a pilots intentions change the effect of a jump is so obvious even a small child should be able to understand it: it changes what they will do after they complete the jump. Now, it is so obvious that it is beyond all reasonable dispute that many jump bridge uses are for casual, not strategic, reasons. That's just an obvious fact that anyone who has been in nullsec and used jump bridges knows. Your (dumb) argument is that the jump bridge itself cannot know those intentions, and from there you leap to those intentions don't exist. That's dumb, and we will ignore those arguments going forward because your babbling does not grasp what the actual conversation is about. What the casual jump bridge use argument says is that certain uses of jump bridges merely improve quality of life without conferring a strategic benefit. As those make the game better without causing balance issues, they should be preserved if possible. So what people propose are mechanics that permit casual use and penalize strategic use through in-game heuristics that are obviously effective. For example, casual use will have very small groups going through it at once, vs strategic will have a small gang at a minimum, so you can make mechanic changes that depend on people going through in a short time. Or, as has been done, you can look at the ship itself that's going through. And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?
I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.
So please, educate my ignorant self. |

Rowells
Unknown Soldiers Fidelas Constans
1698
|
Posted - 2014.11.17 22:49:52 -
[56] - Quote
EvilweaselFinance wrote:Rowells wrote:It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well. basically all of your arguments come down to that you don't understand that you can answer the above questions trivially, it's just a question of which mechanics are good ones you're essentially arguing from your own ignorance, that you do not know how to do it ergo not only can it not be done but the concept of it being done cannot exist Apparently the solution is too obvious to explain to some simpleton on the forums. Give it a shot. You can't lose anything trying to explain it too me.
And don't try to roll that "they're just different" thing again. |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.17 23:28:34 -
[57] - Quote
EvilweaselFinance wrote:Rowells wrote: And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?
I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.
So please, educate my ignorant self.
you appear to believe your ignorance islimited to that you do not know the proper mechanics proposals it's not what the best solutions are is a thing we (omni, other people, apparently not you) can discuss and weigh the pros and cons of various proposals you, on the other hand, blank on a proposal and then use that to deny not only that such a proposal can exist, but also to deny even basic concepts any normal human can understand (such as intent) exist that's just moronic and means there's not anything to be gained by discussing mechanics issues with you because you've defined away the whole problem to escape having to think Thank you for outlining how discussion generally works. Was very helpful. Seriously. I'm honored.
It would be extremely helpful to yourself and Omni if you could take a moment and answer the question i had to start with. Thats where this all went downhill. I'll lay it out so its not so difficult to answer:
What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios? |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.17 23:30:08 -
[58] - Quote
Mr Omniblivion wrote:Rowells wrote:Apparently the solution is too obvious to explain to some simpleton on the forums. If you only knew It's just too obvious. There's no way i could know if i didn't know already. It's a shame really. Cursed by a cycle of perpetual ignorance. |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.18 00:57:14 -
[59] - Quote
EvilweaselFinance wrote:Here's why we are disregarding you and determining that none of your input is useful: no answer to these questions (even the answer you think is true, that there are none) does not affect in any way that causal jump bridge use exists. It merely challenges the idea that it is possible to design mechanics that differentiate between the two. I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference.
EvilweaselFinance wrote:That you have such difficulty comprehending the difference between reality as we percieve it, and our ability to program the game to recognize reality Maybe this is why we are not understanding each other. Two different realities and apparently in one of them computers can recognize things that even people would have a hard time with. I'm geussing some kind of mind reading mechanism.
EvilweaselFinance wrote:suggests that a discussion with you will not be fruitful. That said, we have already answered your question: the number of people going through the jump bridge in a short amount of time is a very useful heuristic for determining if the purpose and effect is strategic or casual. So best I could find was this:
Mr Omniblivion wrote:Fundamentally changing the isotope consumption formula to increase the costs by a significant percent (see: more than tenfold) would be a much better change overall for the game than jump fatigue. Increasing the cost of jumping means that each jump requires more isotopes, which can only be stored in a limited space on each given ship or Jump Bridge. Thus, at a certain point, it becomes basically impossible to facilitate large fleet movements over regions because of the amount of manpower or logistics to keep all the caps/bridges fueled in each direction. While also saying two posts above:Mr Omniblivion wrote:address projection change, while not completely destroying casual usage. So I can reasonably assume he sees a difference between the two. Unless he believes that a several thousand percent increase to fuel use would not harm 'casual' usage, then I have to assume he is contradicting himself. In which case I gave him the benefit of the doubt and asked him how he expected to understand the difference between the two. And mentioning moving a ratting carrier means that he is also talking about capital jump drives as well. This made it more central to the issue since it is also included in the problem.
the contradictions are the problem I'm trying to address here. |

Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.18 01:15:25 -
[60] - Quote
Mr Omniblivion wrote:The mechanic doesn't change whether or not you're jumping into rats or an enemy.
Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument.
What you should be looking at is the aggregate cost of all jumps to get to what their objective is.
If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use. The idea of the pheobe changes wasnt to entirely remove the use of the jumpdrives and JBs, but to curtail them to a reasonable degree, with an equal impact on everyone and almost every ship.
Mr Omniblivion wrote:This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game. Unlike pheobe the cost of use scales with the ship. leaving holes in the low-end and massively intruding on the high-end. You are trying to suggest a solution that will instead remove the ability to use them at any scale larger than 1-2 people a day unless your coffers are extremely deep and you can afford 10-20. The intention wasnt to nerf the drives and bridges into the ground and exclude small wallets and weaker logistics from being able to use it. It was mentioned in the dev blog, they want to make travel time a relevant factor. It's effectively a heavier nerf in some cases and a smaller in others.
Mr Omniblivion wrote:Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec". Maybe you should explain that. Context helps a lot. Especially when the concern is specific as pilot movement. |
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Rowells
Unknown Soldiers Fidelas Constans
1705
|
Posted - 2014.11.18 05:27:10 -
[61] - Quote
EvilweaselFinance wrote:Rowells wrote:I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference. you did not "explain" this, you "foolishly said this incorrect thing and have been corrected on it" you keep saying this stupid thing where you try to assert that your inability to think of mechanics that separate things means those things do not exist let me be exceedingly clear on this: anytime you try to argue that "casual" something does not exist you are being paint-eatingly stupid. this is a meaningful distinction normals are able to understand. Is that so? So, all I gotta do is throw the adjective in front of it and it completely changes? For example it's not a 'hotdrop' its a casual jump. It's not a titan driveby, It's a casual doomsday. Its not a deployment, its a casual roam. Simply slapping a label on it leaves it open to abuse. Since we are discussing mechanics, it would be careless to just assume that mechanics wont be necessary to decide how it works. Talking about the hypothetical is ok sometimes, but relying on figuring out what a person is going to do.
See how your trying to make a distinction between something and itself? Your trying to relabel the exact same action as something else, only when you want it to be. I don't see how hard it is to see what is happening. I know you like to think the purpose of the jump makes it different somehow and that there should be special treatment for that special (exceedingly broad) circumstance of not intending to kill someone at the other end.
EvilweaselFinance wrote:stop saying paint-eatingly stupid things like that and we can avoid teaching you what basic human language means, and instead get back to the useful discussion: the extent to which various mechanics would succeed or fail to succeed in restricting "strategic" use of jump bridges while not penalizing "casual" use of jump bridges, language that is clear and well-understood to everyone else here Its like your asking me to ignore the fact that unicorns dont exist, but you want to discuss how we can protect them from their natural predators. Don't fool yourself into believing that you can protect your 'casual' use (thats the proper way to describe it btw) of jump bridges for your ratting ships needs to be protected. I'm not even sure how Omni planned on using this for regular capitals. |

Rowells
Unknown Soldiers Fidelas Constans
1716
|
Posted - 2014.11.18 22:52:20 -
[62] - Quote
Sexy Damsel wrote:thats why CCp is losing customers. It will take me probly a month!! to move my carrier from deep north 0.0 to low sec!! A MONTH!!! next jump i can make is in 3 days. Try taking gates while waiting out your fatigue timers fully. Ignore the temptation to jump immediately after jump cool down is over. |

Rowells
Unknown Soldiers Fidelas Constans
1727
|
Posted - 2014.11.19 18:56:34 -
[63] - Quote
Easthir Ravin wrote:Excellent, now we have mathematical proof as to why Capital travel with the now anemic jump drive is not worth the time not mater which way you go. Capitals on gate....seems Marxist to me. If its not worth the time, then obviously it wasn't important enough. No more,"Iforgot that module back in highsec, I'll be back in 5 minutes."
Also: Marxist? explanation please |

Rowells
Unknown Soldiers Fidelas Constans
1728
|
Posted - 2014.11.19 19:34:42 -
[64] - Quote
Easthir Ravin wrote:Rowells wrote:Easthir Ravin wrote:Excellent, now we have mathematical proof as to why Capital travel with the now anemic jump drive is not worth the time not mater which way you go. Capitals on gate....seems Marxist to me. If its not worth the time, then obviously it wasn't important enough. No more,"Iforgot that module back in highsec, I'll be back in 5 minutes." Also: Marxist? explanation please Population control through restrictive travel...seems Marxist to me...The tired excuse of driving conflict is a bit week seeing as the East and South have been perpetually at war since last October give or take a week or two. If you want SOV to change then change SOV, not some cockamamy nerf to travel in a game that already takes forever to play affectively. You might need to change your goals and mindset. Thinking you can or even have to do all the things you could before will hazardous. Travel time was almost pointless before since you could cross the map and go back again in less than thirty minutes. Now being in the right position at the right time has more meaning.
Are you saying that gate travel is Marxist?
Also, the SE being the only place with conflict does not justify inaction. Especially when the whole south and pockets in the north east caught the sparks. |

Rowells
Unknown Soldiers Fidelas Constans
1728
|
Posted - 2014.11.19 22:41:03 -
[65] - Quote
Easthir Ravin wrote:Could we at least agree on the fact that reducing a capability and creating an artificial and ambiguous increase in mobility time is just a bad way to band-aid other terrible mechanics?
I mean I can see the development session going something like this: "I know, lets give them something so horrendous, that it completely takes the spotlight away from the fact that we don't know how to fix this other equally if not slightly less steamy pile of poo." I could argue that backwards as well. I believe that capitals had an unneeded massive boost/advantage from the get-go. They should never have gotten as powerful as they did. They should never had as much mobility as they had. It wasn't such a big issue when they were introduced because there was a time constraint on how quickly anyone could actually abuse it fully. It's become glaringly apparent in the last couple years and this fix brings them down to a more reasonable spot. They still have many major advantages over their sub-capital components and weaknesses as well.
People need to stop thinking of jump drives as the only way to move a capital, and draw in the idea that every single person in a group or coalition needs to be in every place at once. Pick a place or split your labor. The changes are going to require pilots to adapt to a new mindset and implement different policies and procedures. |

Rowells
Unknown Soldiers Fidelas Constans
1730
|
Posted - 2014.11.20 03:18:34 -
[66] - Quote
Andy Landen wrote:Right, BLOPS can hotdrop at insane ranges AND have little to no fatigue penalty or need to care about the fatigue penalty. No. 50% reduction is not little to none. its 30mins instead of 60 if jumping 5LY. Its around 40-50mins for jumping full 8LY. its a helpful bonus for sure, but not the massive one you are portraying it to be. |

Rowells
Unknown Soldiers Fidelas Constans
1731
|
Posted - 2014.11.20 09:24:58 -
[67] - Quote
ISD Ezwal wrote:Mike Azariah wrote: If you think this is a threadnaught . . . Nope, with just over a hundred pages this is just one of the larger threads. If it would be 250+ it would become in the neighbourhood of the real monsters. At 500+ we're talking...... Somebody say Incarna? |

Rowells
Unknown Soldiers Fidelas Constans
1745
|
Posted - 2014.11.23 21:43:30 -
[68] - Quote
X Gallentius wrote:FT Diomedes wrote:While I appreciate that Phoebe really shook things up in the Eve universe, I'd really like to install a fatigue timer on the elevators in CCP's offices. Oh, you want to go to the fifth floor? Well, either you can wait fifteen minutes between each floor, or else you won't be able to use the elevator for the next two weeks. . I think the analogy is walking up the stairs instead of taking the elevator. And you're a really fat dude, just like caps and super caps are. Maybe we could get a live stream of greyscales morning workout |

Rowells
Unknown Soldiers Fidelas Constans
1745
|
Posted - 2014.11.23 23:58:20 -
[69] - Quote
Frostys Virpio wrote:FT Diomedes wrote:While I appreciate that Phoebe really shook things up in the Eve universe, I'd really like to install a fatigue timer on the elevators in CCP's offices. Oh, you want to go to the fifth floor? Well, either you can wait fifteen minutes between each floor, or else you won't be able to use the elevator for the next two weeks. You don't like that? Take the stairs. Which are guarded by dogs. Or bees. Or dogs with bees in their mouths that shoot bees at you when they bark.
In other words, on the larger level, i classify Phoebe a success. On the individual level, it is a frustrating mechanic. I like how you think they don't have teleporter to jump from floor to floor and only bother with elevator when they can't be bothered to pay the bear tears required for the jump. Devhax |

Rowells
Unknown Soldiers Fidelas Constans
1755
|
Posted - 2014.11.28 23:27:15 -
[70] - Quote
Alice Saki wrote:Just back after a break from Eve... Update game lets go! or I guess not...
Since I've been gone my Alliance has moved around a bit.
Heres little old me sitting a Moros what used to be 2 cynos to get home
Now it's 8 Cynos plus a timer... hmmm ok Lets do this.
2 Days Later I'm 1 cyno away with almost a 30days fatigue timer and my next jump timer will be 2days xD Seems right...
All this just to get home >.> Or you could use a gate once in a while. |
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Rowells
Unknown Soldiers Fidelas Constans
1755
|
Posted - 2014.11.29 23:26:59 -
[71] - Quote
Alice Saki wrote:Home at last!
Jump Fatigue = 30Days 2hrs 9mins
Jump Activation = 2Days 16hrs 14mins
Now If I jump again in these 30days, I assume My Timer will go to 3days
I'm sorry but this seems silly? What's silly is how poorly optimized your route was. |

Rowells
Unknown Soldiers Fidelas Constans
1755
|
Posted - 2014.11.30 05:59:14 -
[72] - Quote
Sgt Ocker wrote:Rowells wrote:Alice Saki wrote:Just back after a break from Eve... Update game lets go! or I guess not...
Since I've been gone my Alliance has moved around a bit.
Heres little old me sitting a Moros what used to be 2 cynos to get home
Now it's 8 Cynos plus a timer... hmmm ok Lets do this.
2 Days Later I'm 1 cyno away with almost a 30days fatigue timer and my next jump timer will be 2days xD Seems right...
All this just to get home >.> Or you could use a gate once in a while. Of course you could. Because Gate jumping solo in a moros in neutral or red sov is exactly what you should do. Not everyone lives in sov surrounded by blues and are as protected as you Rowells. Then it comes down to whether or not you want to be safe, or get to desto faster. If I want to get anywhere fast from where I live, I have to go through a warzone. Or go around the long way. |

Rowells
Unknown Soldiers Fidelas Constans
1829
|
Posted - 2014.12.12 03:52:10 -
[73] - Quote
Kon Kre8r wrote:Can I have ALL of my Skill Points related to cyno field theory, covert cynos, covert jump drives, covert jump portals, conservation etc Retruned to me to use elsewhere now?
Thank you
Since you changed All this on me After I spent months training for this -- Oh and a few months of game time to make up for those months?
thank you again
No -- I don't want to have to sell character -- I am being more than fair. They're still useful. Just because something OP gets needed doesn't mean everyone involved gets SP reimbursement. |

Rowells
ANZAC ALLIANCE Fidelas Constans
1919
|
Posted - 2015.01.16 20:48:03 -
[74] - Quote
Rasha Maklawa wrote:All I'm saying is, the the way i see it, the problem is not subcaps. The problem wasnt necessarily any ships at all. It was the pilots movement. Having a cache of ships stashed in a dozen places would render jump fatigue almost pointless if you could work around it in an easily feasible. That was the main reason it is tied to character instead of ships. Any ship/pilot that can move across the cluster in less than half an hour and back home in a similar time frame is what the problem was.
The only exception to this is industrialists, which will hopefully lose their bonus once CCP decides to cut the highsec umbilical cord and breathe new life into nullsec resource acquisition. |

Rowells
ANZAC ALLIANCE Fidelas Constans
1925
|
Posted - 2015.01.18 19:40:55 -
[75] - Quote
Sgt Ocker wrote:You can still render fatigue almost useless with jump clones. Problem is, not enough players want to have caches of ships sitting at different points around the map "in case they are needed". I can't jc to delve, move to vale, and be back home in branch the same way you could before fatigue. So jump clones do not render these changes useless. You still have to think about where and when you are going. And you are wrong. From the NC. alliance update,"When we move, as mentioned above, you will be going with your inty and your wallet thatGÇÖs IT. We will provide you with one of the ships you will require in deployment land at a discounted rate! You will be required to have the following in the new location which will be on contract when you arrive!". Sounds to me like an entire coalition is capable and willing.
Sgt Ocker wrote:IMO, The reason fatigue is on pilots and not where it belongs, on ships, is because CCP want a nice static low conflict nulsec. Anyone with half a brain (including devs) should be able to work out - Limited Movement = Limited Conflict. This is not necessarily a bad thing overall but is certainly a major game changer./quote] Go take a look at the sov history of the south and east recently and then try to tell me nullsec is static. Maybe entire regions arent being mowed down by the droves of BoB in a week anymore, but that sure doesnt mean the cluster is static.
Sgt Ocker wrote:The problem was never travelling long distances quickly to get fights,. It was and always will be, the AMOUNT of players doing it, whether it was subcaps or capitals. As long as groups insist on fielding massive fleets, CCP will work to keep conflict to a minimum. Yes, it has been well known since pre-history that having more numbers gives you an advantage. Go figure.
Sgt Ocker wrote:The umbilical cord to highsec will always be there and so it should be. Only way to balance resource acquisition would be to make all regions the same, Nulsec, Lowsec, Empire and even Wormholes would all need to be balanced to produce the same things. How quickly do you think that would kill Eve? Yes, if we followed your proposal (notice how i didnt mention the actual replacement system and you came up with your own) Eve might be a little less fun. However, determining the resources availible based on sec status of the system? Thats alsmot as close to generic as you can get.
Sgt Ocker wrote:CCP doesn't know how (or doesn't have the balls) to "fix" nulsec so will just keep putting bandaids over the problems in the hope they just go away.
Best way to "fix" nulsec - Remove jump clones, put fatigue on ships, set an upper limit for alliance membership, then - Set EVERYONE neutral so EVERYONE has to fight for what they want. Sadly this will never happen so the big groups will keep their own bluedonuts intact, non aggression pacts will stay and everyone else continues doing what they do - In the new Eve where the sandbox has more "can't do that" rules than sand. And here we have two of the most re-suggested ideas to kill coaltions in F&I: Limits on membership (because playing together with friends is good, but when the other guy has more friends than me its bad), and removing standings. For the first one i will refer you to search tool to see the plethora of well-versed responses and for the second I will point to the denizens of provibloc in the south. I still have their hostile checking tool bookmarked and whattyaknow, I'm on it as KOS. |
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