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Serendipity Lost
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Posted - 2014.10.15 16:46:00 -
[1] - Quote
Kwa Zulu wrote:It wouldn't be unreasonable to limit fatigue to a maximium of something like a week, preventing sold chars from being messed up as well as newbies making their characters unusuable by mistake
I don't think this change was meant to have anything to do with character sales. I also don't think being able to buy a non fatigued jump capable pilot at a whim to get from A to B is even slightly in line with this game having a bright future. And really... a noob with jump skills making the character unusable... by mistake.... You're hanging your hat on that??? hahahahahaha
Guys.... It's over... well OK, not over yet, but it's coming to an end. You really need to come to terms with what they are doing and move on. CCP is breaking your game to save mine. (this is soooo exciting.... I'm on the team with the "I WIN" button) This feels awesome!!!! |

Serendipity Lost
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Posted - 2014.10.16 11:23:00 -
[2] - Quote
I'm pretty sure there are a fair few out there figuring out the best way to ninja gank them and disappear quickly. I think it will be a turkey shoot - the careless, the lazy, the left behind are going to take an @55beating from time to time. There are a lot of folks used to cynoing around with zero risk to their ships. Please give them some time to come to terms with this new concept of risk.
It's not an easy transition from invincible to normal. Give the lads a few days to clear out their tear ducts. |

Serendipity Lost
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Posted - 2014.10.16 12:10:00 -
[3] - Quote
Celly S wrote:Lord TGR wrote:Celly S wrote:be that as it may in some areas, there are no npc stations that I know of within 5ly of where I live, so such blanket statements aren't as accurate as we might want them to be. You do know what this "free trade zone" station would be used for, right? I'll give you a hint, it won't be for trade, it'll be used to stage out of to **** with the locals. which follows my reply to Edward, and further backs up my statement that until those 2 issues are dealt with, nothing is going to be where it could or should be. o/ off to work... Celly Smunt
I think banning all ammunition and drones from SOV null would go a long way to opening up your free trade zones. This simple game change would unlock the limitless trade potential in null. Civilian combat modules do not use ammunition, so there would still be a pvp outlet for those few who think along those lines.
er.... scattering NPC stations around sov null would nullify any force projection changes. Just assume I already have enough archons to put 200 in every key staging free trade hub I desire and can up the number as is tactically necessary. |

Serendipity Lost
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Posted - 2014.10.16 21:30:00 -
[4] - Quote
Rek Seven wrote:Can you reimburse the sp for jump drive calibration please? I remapped early to train for this then two weeks in, the nerf was announced :(
I have been hit by nerfs in the past and i accept them but this one in particular makes this long skill useless for me. So please, when you make this change, reimburse the sp for jump calibration.
Yeah, me too. I trained archon to 5. This is unfair. In lieu of a SP reimbursment I will settle for one original pink megthron skin or a pony. Yeah a pony would also be cool. Perhaps a pink megthron skin with some kind of pony accents on it. Do this or else.... |

Serendipity Lost
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Posted - 2014.10.17 12:52:00 -
[5] - Quote
It's interesting that folks are still arguing "But this will totally change how I play the game" even after CCP has come out with "Yeah, that's what we're going for"
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Serendipity Lost
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Posted - 2014.10.17 13:32:00 -
[6] - Quote
I just got a new accout to train up HIC pilots to tackle those few super cap pilots who don't unsub as they jump through gates.
I think you are underlining a big part of the current problem. You're playing mostly afk. You only need to sub periodically to address timers of interest.
Here's the big question for you. When CCP is done stomping on the game crushing SOV timers.... What will you do then. When your super is constantly needed to address fast breaking situations that don't involve the twice a year timer of interest log on.
What will you do then? Will you resub, log in and play the game? Or will you just watch from the sidelines and complain that all the fast breaking action is too much for you??
My advice... Let go of the current no fun and no risk blue donut. Embrace the new challenges and constant conflict. It will hopefully be glorious. If it's not.... well I'll still wager it will be more fun than the current craptastic null play.
(Pro hint: folks are already starting to maneuver to capitalize on the changes, unsub now and you may miss something) |

Serendipity Lost
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Posted - 2014.10.17 14:33:00 -
[7] - Quote
Polo Marco wrote:CCP Greyscale wrote:We're broadly of the opinion that easy teleportation is bad in all its form, which is why we're making a fairly far-reaching change. The primary focus is combat deployment, but when it's easier to include rather than exclude other things we'd like to tone down anyway, our default position is to spread wide.
If there are use cases other than those already addressed by JFs, clone changes etc that you feel are unjustifiably hit by this change, please explain them concisely! Giving alternate solutions doesn't help our decision-making if we don't understand what problems you're trying to address.
As to backup plans... strictly, no, because we don't have "plans", we have planning, which these days assumes that we will have need for changes, reworks and so on. As we've said in a way that I hope has been pretty consistent, we want to hit our goals, and we'll keep reevaluating and iterating until we decide we're close enough. If we find we're in a dead end, we'll look for another route.
This idea I have been bouncing around, and still am... when I have time, seems to address the large entity projection issue with much less collateral effect than across the board range nerfs: The operational range nerf here is intended to REPLACE the single jump range nerf in ALL ships. All existing ship Jump ranges will remain unchanged. Under this mechanic all ships will be treated EQUALLY. (There has been input suggesting JFs, Rorqs and Blops be exempted. What do YOU think?) Naval ships and aircraft in the real world all operate out of home ports or bases. There is plenty of practical realism here as a premise for this mechanic. The JUMP BASE 1) Each pilot must stipulate a JUMP BASE station on his character sheet. 2) A pilot may only use his jump drive within 32ly of this base, and he may not jump beyond this radius. 3) A pilot may only change his designated JUMP BASE once every SEVEN DAYS. 4) A new pilot's starting JUMP BASE will always be the rookie station in the rookie system where they enter the game, and the player may change it as often as cooldown allows, but there must always be an existing station designated as that pilot's JUMP BASE. The move cooldown and range limit should not be written in stone. They are just my initial ideas. The mechanic presented here has a number of advantages. It should prevent taxiing and makes transfer clones to move ship assets redundant. I suggest that it will make it easier on FCs, players, and servers alike, over the existing plans, while sharply interdicting long range projection of power. The negative effects on small player entities will not be nearly as bad as with the current plan I also suggest that the troublesome, bumpy and game risky mechanic of allowing caps to use stargates be deferred till a later time, until we see how the new system works. I feel this particular change should get its own release so its effects can be more carefully measured.If left in there would be an issue involving jump capable ships that have gate moved out of range. I suggest in this case no jumping till back within range of the pilot's base. I realize your current plans are well advanced, but I also see collateral economic, added grind and player-fun issues which may later overshadow any balancing results you may achieve here, so keep ideas like mine for future reference in case things need to be rethought.
It's over dude, just let go. |

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Posted - 2014.10.17 14:38:00 -
[8] - Quote
Viaharo Musa wrote:Dwissi wrote:Viaharo Musa wrote:As a capital pilot. I do have to say, i am flat out not happy that there are regions of null sec that you just FLAT cannot get to from low sec. Travel for the solo capital pilot is about to become a non reality with out much much greater increases in risk.
Are High sec gates going to be allowed for use by capitals in a travel sense only??? Aka if a carrier enters high sec.... it cannot use capital high slots, Cannot launch fighters, and or more than 5 drones flat out (probably better to cause bandwidth to drop to 125 or 100 also), to keep it in balance with other HS ships. At this point as a long term eve player, knowing high sec, low sec, and null.....I fail to see any further reason why capitals are not allowed in high sec that would not be fixed by the above changes. Carriers and the like would become no more powerful than an orca!! That has been answered several times earlier in the thread with a very clear : NO Really? Last dev reply i saw and searched for said the topic was going to be revised not a no, but also not a yes. Just a nebulous ask later statement. If it is going to be a no from them, then what is the reasoning. Or if its a yes, what is the plan. I see no reason delaying the questions asked till a later date any further.
I'm all for caps in HS, but ONLY if they get a suspect flag upon entering. I mean, they're not supposed to be there anymore, so if that were to change.... it would be suspicious..... so a suspect flag (that's a flag not a timer) seems a fair comprimise. It also seems reasonable that if you're arbitrarily dropping their badwidth down to BS levels it only follows that it would be fair and just to drop the EHP down to BS levels also.
Summary: Advantage - Capitals can move through HS Drawback- The pilot is flagged with a supect flag Drone bandwith is reduced to 125 EHP gets capped at 150k
Let's get this done!! |

Serendipity Lost
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Posted - 2014.10.17 14:40:00 -
[9] - Quote
Polo Marco wrote:Serendipity Lost wrote:
It's over dude, just let go.
Quitters never win, and winners never quit.
Lol, I didn't say quit. Just telling you to put down the losing hand. The dealer is active and I think the next hand will be much better. |

Serendipity Lost
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Posted - 2014.10.17 14:43:00 -
[10] - Quote
Dwissi wrote:Serendipity Lost wrote:Viaharo Musa wrote:Dwissi wrote:Viaharo Musa wrote:As a capital pilot. I do have to say, i am flat out not happy that there are regions of null sec that you just FLAT cannot get to from low sec. Travel for the solo capital pilot is about to become a non reality with out much much greater increases in risk.
Are High sec gates going to be allowed for use by capitals in a travel sense only??? Aka if a carrier enters high sec.... it cannot use capital high slots, Cannot launch fighters, and or more than 5 drones flat out (probably better to cause bandwidth to drop to 125 or 100 also), to keep it in balance with other HS ships. At this point as a long term eve player, knowing high sec, low sec, and null.....I fail to see any further reason why capitals are not allowed in high sec that would not be fixed by the above changes. Carriers and the like would become no more powerful than an orca!! That has been answered several times earlier in the thread with a very clear : NO Really? Last dev reply i saw and searched for said the topic was going to be revised not a no, but also not a yes. Just a nebulous ask later statement. If it is going to be a no from them, then what is the reasoning. Or if its a yes, what is the plan. I see no reason delaying the questions asked till a later date any further. I'm all for caps in HS, but ONLY if they get a suspect flag upon entering. I mean, they're not supposed to be there anymore, so if that were to change.... it would be suspicious..... so a suspect flag (that's a flag not a timer) seems a fair comprimise. It also seems reasonable that if you're arbitrarily dropping their badwidth down to BS levels it only follows that it would be fair and just to drop the EHP down to BS levels also. Summary: Advantage - Capitals can move through HS Drawback- The pilot is flagged with a supect flag Drone bandwith is reduced to 125 EHP gets capped at 150k Let's get this done!! Seriously - not going to happen . Why? Because then all industrialists will start a new threadonaut to get the ability back to produce capitals in high sec again. Intertwined system - remember? P.S. On second note: Chribba will hate you for becoming a suspect when he undocks the veld-naught ;)
Why you crush my dream of capital pinatas in HS?
The glory to be on the veldnaught km..... I'm getting woozy :P |

Serendipity Lost
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Posted - 2014.10.17 17:38:00 -
[11] - Quote
I think your need to voice your opinion just triggered anothers need to voice theirs. It's fair play.
My opinion... you're looking for a way to safely move captals and assets in those capitals around eve without the risk of losing them. I don't think that's the direction they are taking the game. |

Serendipity Lost
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Posted - 2014.10.17 18:21:00 -
[12] - Quote
Viaharo Musa wrote:Serendipity Lost wrote:I think your need to voice your opinion just triggered anothers need to voice theirs. It's fair play.
My opinion... you're looking for a way to safely move capitals and assets in those capitals around eve without the risk of losing them. I don't think that's the direction they are taking the game. No. Im looking to keep the risk to capitals balanced. The current changes make it very dangerous for a solo player to move. even in fleets its going to be exponentially more dangerous. This being as now whole regions are out of range of any npc system or route. Leaving the only route being THROUGH player controlled space. This will effectively put a HUGE hamper on any new cap pilot getting to a destination region how ever long it takes. I agree with keeping the time reduced to what ccp is aiming for. Not the cutting off of entire regions leaving access to them controlled through player regions... Aka if you want to get to stain. All some one has to do to control stain is lock down the surrounding regions. This will be abused in its current fashion TRUST ME. Why do you think the big blocks are actively making capital caches? SO. No im not loing for a way to safely move them. Im looking for a WAY to move them period as a solo player to all regions. Inline with ccp trying to make it easier for people to play in null. So ill ask this question of the CCP dev's, How do you envision the solo capital pilot being able to move around. Say from low sec to stain?? or low sec to ore space.
There is not risk to capital movement... It's not balanced..... It's being corrected...... you don't like that...... we hear you..... we just don't agree with you..... you're starting to come off as a whiner..... risk free cap movement all across eve is over....... OVER
What you call abuse.... I call justice. We'll need to agree to disagree on that. It's time to expect to occaisionally lose a ship.  |

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Posted - 2014.10.17 18:27:00 -
[13] - Quote
Viaharo Musa wrote:Quote: It will have no effect on coalitions other than it will change some tactics. It will however effect small alliances. If you dont have the manpower to move your goods/ defend your space 24/7 then you dont get to stay in null. Go join a large alliance.
I believe this is what CCP is going for.
If this is not the vision of CCP, please could someone tell me what they are shooting for?
Could not agree more, Right inline with my question to the Dev's. Problem gets compounded even worse for the player moving around solo...
You'll never get anywhere playing solo null capital pilot in eve. This is just too unrealistic to waste any more time on. I will GARANTEE you that CCP isn't going to even slightly consider your "I can't solo move my capital ship to all regions of eve... give me safe havens everywhere" request. |

Serendipity Lost
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Posted - 2014.10.20 14:02:00 -
[14] - Quote
Concerning the 10LY for the rorq, the JF concession and any black ops leniency. My only concerns with these 3 are that none of them will become force projection taxis that allow pilots to 'teleport' or close to teleport across eve to pre staged supers.
I'll give you my thoughts on 10LY for the rorq. It's purpose is to supplement mining fleets. I can't recall anyone ever needing mining boosts/compression or anything else 10LY away in a big hurry. Mining by definition is slow and in one place. I'm suspect to any mining "needs" that "require" a 10LY jump range.
CCP gryscale - If you intend to give the rorq a break on jump range (let it jump out to 10LY) I would like to see an actual mining reason for the need.
I get that it's becoming less useful due to some other changes, but giving it a 10LY jump range just doesn't seem all the.... mineristic. |

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Posted - 2014.10.20 14:28:00 -
[15] - Quote
Lugh Crow-Slave wrote:Serendipity Lost wrote:Concerning the 10LY for the rorq, the JF concession and any black ops leniency. My only concerns with these 3 are that none of them will become force projection taxis that allow pilots to 'teleport' or close to teleport across eve to pre staged supers.
I'll give you my thoughts on 10LY for the rorq. It's purpose is to supplement mining fleets. I can't recall anyone ever needing mining boosts/compression or anything else 10LY away in a big hurry. Mining by definition is slow and in one place. I'm suspect to any mining "needs" that "require" a 10LY jump range.
CCP gryscale - If you intend to give the rorq a break on jump range (let it jump out to 10LY) I would like to see an actual mining reason for the need.
I get that it's becoming less useful due to some other changes, but giving it a 10LY jump range just doesn't seem all the.... mineristic. we use this a lot we are a HS corp that likes to mine out in null the rorq can jump out their with barges in its maint hanger and then pilots can then be bridged to it in prospects and swap to the barges to mine. 10ly isn't needed but 5 makes options very limited and the fewer options the harder it is to do as you start to get camped out
I hear what you are saying, but to be fair - I don't think there are a lot of folks doing what you describe. Looking at the big picture (sorry for this) but I would be for ruining your way of mining to safeguard the intent of the long distance travel objectives. Needs of the many outweigh the needs of the few sort of thing.
There are A LOT of folks pushing for 10LY and there are NOT a lot of folks jumping 9LY from HS to ninja fleet mine in null. I sense other motives. I think it's fair for me to point that mining doesn't magically 'get better' beyond the 5LY barrier. |

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Posted - 2014.10.20 14:37:00 -
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Skia Aumer wrote:Serendipity Lost wrote:I get that it's becoming less useful due to some other changes, but giving it a 10LY jump range just doesn't seem all the.... mineristic. Rorqual is not only a mining support ship, but also a POS service vessel and a medium-sized hauler. My vote is to give it 10LY range, but no fatigue bonuses. Drones may stay or go - I dont care.
Buying into the reasons for the changes to long distance transportation... if I got to vote (which I don't) I would vote NO on 10LY.
To be fair, I would be a no on JF concessions. If you can't keep your space due to logisitics... then take some space that you can manage logistically. I think wonking up on JF would go a long way to limiting the massive blob stuff. It's much more difficult to field a 300 ship oracal fleet every day if it takes 4 days to get replacement ships. You would have to plan ahead. I don't see instant logistics any different than instang supers. Both support the current staleness - maybe JF do more so (based on the lack of meaningful combat).
BLOPS I was initially for giving them a break, but I fear the BLOPS taxi service aspect as a work around to the fatigue stuff, so I changed back to no breaks for them either.
|

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Posted - 2014.10.20 14:46:00 -
[17] - Quote
Harvey James wrote:Serendipity Lost wrote:Skia Aumer wrote:Serendipity Lost wrote:I get that it's becoming less useful due to some other changes, but giving it a 10LY jump range just doesn't seem all the.... mineristic. Rorqual is not only a mining support ship, but also a POS service vessel and a medium-sized hauler. My vote is to give it 10LY range, but no fatigue bonuses. Drones may stay or go - I dont care. Buying into the reasons for the changes to long distance transportation... if I got to vote (which I don't) I would vote NO on 10LY. To be fair, I would be a no on JF concessions. If you can't keep your space due to logisitics... then take some space that you can manage logistically. I think wonking up on JF would go a long way to limiting the massive blob stuff. It's much more difficult to field a 300 ship oracal fleet every day if it takes 4 days to get replacement ships. You would have to plan ahead. I don't see instant logistics any different than instang supers. Both support the current staleness - maybe JF do more so (based on the lack of meaningful combat). BLOPS I was initially for giving them a break, but I fear the BLOPS taxi service aspect as a work around to the fatigue stuff, so I changed back to no breaks for them either. i agree ... black ops need other buffs.. like HP, combat bonuses etc.. more combat related
Heh, I'd give them all RR bonus to entice them out onto the front line instead of just being a jump portal. There are a lot of things other than jump range you can do to make BLOPs guys happy. Take some jump range, but give back something combat related. |

Serendipity Lost
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Posted - 2014.10.20 14:48:00 -
[18] - Quote
Skia Aumer wrote:Dwissi wrote:But thats what the Rorq was originally intended to be - a mining support vessel. I would rather see hidden belts coming back then further nerfs to it. The Rrorq was and is basically the only high level ship left for a miner to skill up to. Degrading /changing it into yet another hauler/combat vessel would just be wrong. I'm not against any changes to mining, as it is indeed too dumb. But what CCP present to us now is not a mining revamp, they have some other unrelated goals in mind. So it's reasonable to keep status quo with Rorqual and mining in general for now. And it means they better keep the current roles, which are fulfilled by the Rorq. This roles include, as I mentioned above, POS service for example.
This gives me more reason to put a NO against it. You're asking for a way around fatigue. |

Serendipity Lost
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Posted - 2014.10.20 15:10:00 -
[19] - Quote
Skia Aumer wrote:Serendipity Lost wrote:To be fair, I would be a no on JF concessions. If you can't keep your space due to logisitics... then take some space that you can manage logistically. That would be hisec. Or wormholes, or lowsec. Because there is already too little initiative to live in null. Take a look a this table and tell me, why should one mine gneiss instead of kernite?
I've lived in WH space for years. So when I say it's impossible to get my freighter to Jita, I actually mean impossible. Sometimes it takes weeks to get a freighter route (based soley on mass limits of wh - freighters can't physically pass through some WH).
I'll give you that WH living and null power block living aren't at all similar on a logistics level, but they both have their equally daunting roadblocks. Null I would say has volume and distance and WH has mass and 'where the frak am I popping out this time?' We both have issues to deal with.
There isn't initiative to live in null because the current null life sux. More pve isn't going to change that. Changing roid yields isn't going to change that. Breaking up the blue BS will change it. I have old friends convoing me every day or so coming back to the game because of the jump changes. If mining kernite is better than ABC stuff, then sure that's a problem, but it's not a jump range problem.
The lack of meaningful PVP is killing null. The ironic part about the big coallitions is that the one thing a big blue donut can't provide is the one thing that keeps folks playing the game.... meaningful pvp. |

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Posted - 2014.10.20 16:31:00 -
[20] - Quote
Skia Aumer wrote:Mark Hadden wrote:Skia Aumer wrote: I'm asking for less mess with cynos.
so, may be, just may be, CCP doesn't want you to travel those distances in easy mode anymore, to start with? The whole purpose of Phoebe is to make Eve feel some bigger again, you are silly to stand up and moan about too much mess with cynos in order to do what you do today - you are not supposed to, its the whole point. I didnt stand up until I was asked for. CCP Grayscale obviously doesnt know what to do about Rorqual, and wanted our advice. I expressed my opinion. Did you? No, Instead you try to shut my mouth. And if you compare trading drone bonuses for 10LY range (as suggested by others) and trading 90% fatigue bonus for 10LY range (suggested by me), you'll see that you're getting primaried the wrong person.
NO to anything range or fatigue related. You don't like the drone bonus, then go for something more usefull to mining. Make it boost better than an orca w/out burning fuel. Give it a bigger SMA so you can jump a larger mining fleet that shorter distance. Heck - I don't care as long as it isn't jump related.
We use a rorq in the wh as a super noctis. It's got great tractor range/speed, it's got a capital ship tank and it's got capital remote shield/armor/capacitor capabilities.
If it does get to jump 10LY I think the obvious trade off would be to prevent capital transfer modules being used. That would hurt my bottom line in the WH, but I'd gladly trade that to limit the potential for it to be a suboptimal capital logistics platform. |

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Posted - 2014.10.20 17:47:00 -
[21] - Quote
Querns wrote:So I'd like to bring up a slightly different point -- something that, to the best of my knowledge, hasn't been mentioned before: missing lowsec gate connections. This primarily concerns combat capitals; those limited to five lightyears' range. The goal of the long distance travel changes is to make taking gates be, in general, faster than jumping for capital ships. However, this is predicated on the availability of corridors for capital ships to travel in the first place. While most of lowsec is reasonably interconnected, there exist three exceptions to this rule. Namely, sections of lowsec in southern Aridia/Khanid, Tash-Murkon, and Derelik are completely isolated from the rest of lowsec and REQUIRE at least one jump to traverse. The inaccessibility of these regions via lowsec-gate-only corridor range from relatively easy to overcome (Aridia's inaccessibility is the fault of a single highsec island system, Sazilid) to punishing (all traffic to lowsec Tash-Murkon must jump in and out a single system, Mai.) These regions represent a very important strategic staging location for assaulting the regions of Delve, Querious, and Providence with the capital ships needed to wage modern warfare. I'm not trying to suggest that ALL systems in lowsec be interconnected with each other, but having large pockets of strategically crucial lowsec be inaccessible outside of jumping does not feel right to me. With this in mind, my question becomes does CCP consider large sections of inaccessible lowsec an issue? If so, I'd be happy to suggest some fixes to the problem.
The goal of long distance travel changes IS to limit force projection and its various aspects. It IS NOT "to make taking gates be, in general, faster than jumping capital ships.
Your premise is wrong.
It sounds like you're complaining that you have to make one jump because there are HS systems blocking you from gate to gate travel?? Make the one jump and forget about it. It looks like CCP just created 3 areas of new and interesting fun. |

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Posted - 2014.10.21 11:20:00 -
[22] - Quote
Querns wrote:Serendipity Lost wrote:The goal of long distance travel changes IS to limit force projection and its various aspects. It IS NOT "to make taking gates be, in general, faster than jumping capital ships.
Your premise is wrong.
It sounds like you're complaining that you have to make one jump because there are HS systems blocking you from gate to gate travel?? Make the one jump and forget about it. It looks like CCP just created 3 areas of new and interesting fun. Actually, it's not. From the long distance travel changes devblog: Quote: We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see GÇô less sustained use of jump travel GÇô while still preserving its value for short bursts of movement.
I feel that the issue I've brought up is in the same spirit as the section I've quoted. Having these natural barriers in place and forcing you to accrue fatigue just to get into an area seems counterproductive.
I think the spirit of the change is to break the donut buy breaking long distance travel. The 'greater than 20LY use gates' is what is known as a metric. They picked a data point (20LY) to be the turning point. This change isn't about making gates faster > 20LY, it's about getting rid of instant teleportation of massive fleets. The change isn't about distances >20LY... so your premise is wrong.
You've correctly quoted a quote but aiming at a data point of 20LY is a target to reach the goal not the goal itself. Either way, I like the 3 islands you have to jump to. If everything is always the same.... it's boring, so having these 3 areas you have to jump to seems like a potential point to interdict support fleets coming to a fight. |

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Posted - 2014.10.21 11:43:00 -
[23] - Quote
Marcus Tedric wrote:Valterra Craven's post crystallized an idea for me.....
That logistics is just too easy - and that's why the design intent seems not to match what players then do (sandbox).
The timer and fatigue system does indeed seem to be inelegant and I can understand some players objections. What I don't quite understand is why this ended up being the change needed, when a relatively simple tweak (then with further support changes) might well accomplish the same - and a whole lot more.
Why not tweak jump fuel usage and fuel bay sizes so that Capitals have to refuel every 5(?) LY instead? No timers, no building measures of fatigue - just the need to refuel.
Fuel then has to accompany and or be pre-positioned. Make the Rorqual have a secondary 'refuelling station' role (where the Industrial Core does indeed generate a POS-like shield wherein refuelling takes place). JF and the Rorquals have bigger fuel bays. Other ships, could, have the ability to carry fuel as well.
Large assaults - more fuel.
If it works, then I'd seriously suggest that ALL ships end up using fuel (except capsules). It doesn't have to be the same fuel as jump fuel and could even be an isk-sink. Normal space flight uses a bit of fuel; afterburners and then MWDs yet more propgressively; and warping to gates costs some. All usage dependent on mass.
Real logistics is needed for fuel, ammo and maintenace/replacement. EVE only has a relatively small ammo usage and little maintenance and then some replacement. But fuel is the big driver....
(Author is ex-RL Military Logistics Officer) - also let Rorq's into High Sec with similar properties to JFs - and the on-grid within shields mining boosts; per my earlier post herein.
That's just... Yuck. It wouldn't solve the power teleportation problem - at the worst you'd just have to bring a JF along. It would just add a tedious step. Fuel for all ships traveling anywhere.... How does that add any fun to the game? Rorqs into HS.... and what give them 10LY so they can be the new JF out of Jita???
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Posted - 2014.10.21 15:45:45 -
[24] - Quote
Skia Aumer wrote:Arronicus wrote:However, if you actually want to incentivize having the rorqual in the belt, if you want rorqual owners to be able to make use of the compression on site, while giving boosts, and to be more vulnerable than 'afk 23/7' in the pos, the drone bonus (among some other necessary changes) is essential for giving the rorqual the ability to provide defensive support for mining ships, as well as to have some form of punch to fight back against small roaming gangs/solo pvpers. Honestly, I have no idea how CCP will try to pull Rorquals into the belts. Now, when one can bypass cynojammers with dreads and motherships, that Rorqual would be doomed if noticed by any semi-competent PVPer. Best practice would be something like this: - find a system where Rorqual sits usually; - sneak and logoff your capitals there; - on the other day, get a tackle on Rorqual; - login and kill. And drone bonuses will not help with that. Seriously, I think nerfing cynojammers is a huge mistake, considering capital proliferation.
I agree. Let's get rid of cyno jammers altogether. That way supers can be killed in the cradle. It will limit proliferation and provide defensive explosions. (Pro Hint: cyno jammers are one of the causes of super capital proliferation) |

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Posted - 2014.10.21 15:54:25 -
[25] - Quote
Skia Aumer wrote:Vlad Vladimir Vladinovsky wrote:you underestimate the autism that comes from EVE the same way one of the devs thought there wasn't going to be anymore than a dozen of titans in the game and here we are Guess it was Grayscale. I understand the reasoning behind allowing capitals to jump through gates, but I suppose the consequences of this were seriously underestimated. Battles at cynojammer POS were always a real, meaningful sub-capital PVP (if we're talking about large scale conflicts). What we'll see in the future - is who can dogpile more capitals to the gate. And black ops will become much safer for attackers, if they sneak a triage carrier and a dread into the target system and log them off.
Login traps are dishonorable, therefore you are dishonorable.
Would you really steath seed a carrier/dread combo into a system to kill 1 rorq? |

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Posted - 2014.10.21 15:57:25 -
[26] - Quote
Lord TGR wrote:Serendipity Lost wrote:Skia Aumer wrote:Arronicus wrote:However, if you actually want to incentivize having the rorqual in the belt, if you want rorqual owners to be able to make use of the compression on site, while giving boosts, and to be more vulnerable than 'afk 23/7' in the pos, the drone bonus (among some other necessary changes) is essential for giving the rorqual the ability to provide defensive support for mining ships, as well as to have some form of punch to fight back against small roaming gangs/solo pvpers. Honestly, I have no idea how CCP will try to pull Rorquals into the belts. Now, when one can bypass cynojammers with dreads and motherships, that Rorqual would be doomed if noticed by any semi-competent PVPer. Best practice would be something like this: - find a system where Rorqual sits usually; - sneak and logoff your capitals there; - on the other day, get a tackle on Rorqual; - login and kill. And drone bonuses will not help with that. Seriously, I think nerfing cynojammers is a huge mistake, considering capital proliferation. I agree. Let's get rid of cyno jammers altogether. That way supers can be killed in the cradle. It will limit proliferation and provide defensive explosions. (Pro Hint: cyno jammers are one of the causes of super capital proliferation) No, people actually being willing AND able to defend the POS after the timer's up is what's helped supercaps proliferate. It doesn't take that long to incap or kill a POS with sufficient amounts of subcaps, caps aren't necessary to actually take down POSes.
Cool, so we agree. Let's throw away those comfy womfy security blankets and get down to business. |

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Posted - 2014.10.21 16:14:53 -
[27] - Quote
kneecap force projection kneecap SOV structure hitpoints kneecap cyno jammers kneecap passive isk
It's all on the napkin. I'm not sure if you guys don't know or don't believe. |

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Posted - 2014.10.21 17:03:51 -
[28] - Quote
Jean Luc Lemmont wrote:Tikitina wrote:Jean Luc Lemmont wrote: Edit 2: Freighter ops are ******* dull. I can barely stand flying a freighter 10 jumps in highsec. much less 40 jumps through null. But that's my opinion, not a statement of fact. Some people may enjoy them. Some people are also bonkers. vOv
A Rapier or Huginn with a faction web and a bit of practice makes it a lot easier. Of course, you needed to be in the same Corp when you start out in HiSec. Once you were in Null, anyone could web them once the Freighter got a bit of speed going during align. I know, and if the freighter pilot has nomads, your rapier can have them off the line almost from the moment they become targetable. That still doesn't make escorting a freighter interesting to me. Keywords in italics. Being able to do it faster simply makes it less of a chore, not more enjoyable. You're still shovelling the snow - all that's changed is how much snow there is. But again, that's my opinion. As I said before, other people may find it enjoyable as a group activity, in the same way that people find mining with a bunch of drunk bros to be a good time. It's not the activity in and of itself that is enjoyable, it's the people that make it enjoyable. Personally, I like mining, if I'm with the right group. We tell jokes, swap stories, discuss world events, swap bad fukung links, etc. That doesn't make mining not suck. It just makes you not notice the suck because you're engaged with other people.
I think a lot of folks are looking forward to ganking the crap out of freighters going forward. I know you won't necessarily enjoy that, but a lot of other folks will. To be fair, you JF guys had a pretty good risk free run... so you have that to look back on.
The real dilemma in 2 years will be having to shoot all the loots you can't possibly hold. Maybe blops cyno a bunch of cloaky haulers. Who knows. |

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Posted - 2014.10.21 17:06:50 -
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Lord TGR wrote:Jean Luc Lemmont wrote:Lord TGR wrote:SFM Hobb3s wrote:
Hopefully its denial. Many of us are hoping the blue donut will actually put up a bit of a fight before it shrinks.
It probably won't shrink much until the sov system is changed for the better. While I am sincerely hoping you are wrong (no offense to your space tribe, you did what you had to do to protect yourselves), I'm suspecting you're right. We probably won't see much change in the "heartland" areas of the major coalitions until the sov system becomes less "grind off billions of EHP, wait seven days, grind off more billions of EHP, rinse repeat. I'm cautiously hopeful that we'll see some movement in the far outlying areas where renters live if their lords and masters decide it's too much damned trouble to recover a system for a paltry billion or three ISK a month. But maybe I'm dreaming. We'll see I suppose. They're apparently reducing the EHP required to grind down a system, so we'll see some of the outlier systems change hands a bit easier, but we're still left with the problem of being able to reset all progress made by the defender winning a single fight, whereas the attacker must win all of them. So I do expect there to be some changes, just not as dramatic as what'll happen once the sov system hits. At least I hope that's how it'll play out, because if I ever do go to fanfest, then either I'll owe greyscale a beer (if the jump changes etc cause more political ruckus than the sov system) or he'll owe me a beer (if the sov system creates more political ruckus than the jump changes etc).
I think the associated timercide will amplify the HP reductions. They have the most juvenile names for stuff sometimes. |

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Posted - 2014.10.21 17:22:30 -
[30] - Quote
Skia Aumer wrote:CCP Greyscale wrote:It definitely needs a full overhaul at some point, that's on our to-do list. If you're happy to keep the drones for now, that's a useful data point. He said he wants drones IF you get Rorqual viable in the belt. Not something I can imagine.
What would you imagine would make it viable? Near invincibility is where I think this is going. Other than invincible what would get you to put one in a belt?
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Posted - 2014.10.22 11:12:51 -
[31] - Quote
So we can all agree then that having 3 small LS pockets inaccessible to capitals by gate travel (you can still jump in and out) doesn't break eve game play? I think that's what I got out of that whole LS pocket discussion.
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Posted - 2014.10.22 11:28:54 -
[32] - Quote
Your rorq ideas go from very reasonable to batshit crazy 
Messing w/ clone bay mechanics always opens up wide possibilities for abuse, and that is especially true w/ long distance travel getting a good wonking.
The anti gank bubble for mining ships seems kind of over powered. If the gank proof miners had a means of escape/retreat while the rorq takes the assbeating... that would make a lot of folks sad. I could see where it could be abused on gates - a few gank immune ventures for quick lock and a large swarm of drones from the rest of the 'mining' fleet would be devastating. Add a few carriers for logistics and I see a crappy mechanic being born. (you have to remember that some groups feel they NEED to employ such tactics because 'that's how you win') So anti miner gank bubble would be tricky. Maybe only works in belts, but then it's approaching HS aggro mechanics in complexity.
Tractor beam.... I would hate to see them change how a basic process/mechanic works.
Agression magnet for NPC to rorq only... 
I guess overall I would say this topic needs yet another new thread to flesh it out, as this thread is for power projection tears and jears. I don't have a rorq km in my history, so I'm all for anything that gets them out and about!!! |

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Posted - 2014.10.22 16:00:12 -
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Thycoon wrote:I checked out the new jump rules for the JFGÇÖs. With the limitation to 10 light years some areas of the universe will be nearly unreachable for the JFGÇÖs.
As compensation for the new timer rules you could let the trained jump range of JDC 5 for JFGÇÖs to 11.5 ly (you would have to compensate with the skill points for the trained skill if not) otherwise the service to the border regions could be closed down.
If you really want to get small corporations into the outskirts of the Universe you will need some new NPC systems in these boarder regions as bridge systems.
But you can think about how much the present owners of the big alliance SOVGÇÖs are pissed off with this and will gank any attempt of corporations which trying to establish new grounds in the border regions and which corporation will start over and over again to settle in the border region!
It need only to gank any attempt to avoid any settlements.
NPC stations to bridge little guys to deep regions is the ultimate in bad ideas. Is your intent to lock the large guys out of these stations? If not, in lieu of granting access to deep null you have given the big rich guys a convenient place to stage assets to dominate the area. I would say the best method is to make it too inconvenient to reach, so the big lads won't be bothered by the effort. Your next logical idea is to recommend level 4 missions based out of player owned outposts.
Compensation for JDC 5??? If you had fun playing eve while training said skill, then CCP owes you nothing. You pay for entertainment, not a garantee that JDC 5 will always and forever give you what you expected. Here's mine... Fozzie totally fooked my beloved geddon. It was a masterpiece of space carnage. It was the end all in sub cap structure grinding options..... now it's a neuting drone boat. I'm still pissed. I still want to whack Fozzie over the head with a large dead fish. I don't expect CCP to give me anything because the 'tweaked' a ships abilities. I trained amarr BS to 5 and I'm angry, but I'm not looking for a handout.
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Posted - 2014.10.22 17:39:25 -
[34] - Quote
Thycoon wrote:Serendipity Lost wrote:Thycoon wrote:I checked out the new jump rules for the JFGÇÖs. With the limitation to 10 light years some areas of the universe will be nearly unreachable for the JFGÇÖs.
As compensation for the new timer rules you could let the trained jump range of JDC 5 for JFGÇÖs to 11.5 ly (you would have to compensate with the skill points for the trained skill if not) otherwise the service to the border regions could be closed down.
If you really want to get small corporations into the outskirts of the Universe you will need some new NPC systems in these boarder regions as bridge systems.
But you can think about how much the present owners of the big alliance SOVGÇÖs are pissed off with this and will gank any attempt of corporations which trying to establish new grounds in the border regions and which corporation will start over and over again to settle in the border region!
It need only to gank any attempt to avoid any settlements. NPC stations to bridge little guys to deep regions is the ultimate in bad ideas. Is your intent to lock the large guys out of these stations? If not, in lieu of granting access to deep null you have given the big rich guys a convenient place to stage assets to dominate the area. I would say the best method is to make it too inconvenient to reach, so the big lads won't be bothered by the effort. Your next logical idea is to recommend level 4 missions based out of player owned outposts. Compensation for JDC 5???  If you had fun playing eve while training said skill, then CCP owes you nothing. You pay for entertainment, not a garantee that JDC 5 will always and forever give you what you expected. Here's mine... Fozzie totally fooked my beloved geddon. It was a masterpiece of space carnage. It was the end all in sub cap structure grinding options..... now it's a neuting drone boat. I'm still pissed. I still want to whack Fozzie over the head with a large dead fish. I don't expect CCP to give me anything because the 'tweaked' a ships abilities. I trained amarr BS to 5 and I'm angry, but I'm not looking for a handout. It's not the intention to lock the large guys out (because you wonGÇÖt be able to do that) but to get everybody near So, how you want to populate the outskirts? I remember that I have learned all the necessary skills for learning! After this GÇ£branchGÇ¥ was removed we got the GÇ£investedGÇ¥ skills back. Could be GÇ£paid outGÇ¥ same like that.
You don't have to have a plan or do anything. If it's deserted, some band of pilots will figure out an angle and move in.
They took learning skills out of the game - you got your time back. They didn't take JDC out of the game.... you get nothing. Mostly I'm just tired of the self entitled gang that demands a fair give back for any little change in the game.
Let me bottom line it for you.... If CCP is delivering a fun game you like to play... then keep paying and playing. That's what you're paying for... enjoyment. You're not paying for training time. They don't need to pay back imaginary SP that they gave you free of charge just for subscribing. You can't buy or sell skills, they have no real value, so (stay with me here) there is no need to pay them back.
Here's the exception. If you only train skills while you are online playing the game and you have to use your time aquiring said skill points.... then you've actually earned them and they have value. Then you can get 'paid back'.
If you accepted them free of charge, never did anything in game to acrue them and (gak heaven forbid) accepted free skill points while you weren't even logged in... then I would say there is no obligation to pay back SP you were given while offline finger f***** Sarah Sue Rottencrotch in the back seat of your daddy's car. |

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Posted - 2014.10.24 15:19:43 -
[35] - Quote
Celly S wrote:Serendipity Lost wrote:I hear what you are saying, but to be fair - I don't think there are a lot of folks doing what you describe. Looking at the big picture (sorry for this) but I would be for ruining your way of mining to safeguard the intent of the long distance travel objectives. Needs of the many outweigh the needs of the few sort of thing.
There are A LOT of folks pushing for 10LY and there are NOT a lot of folks jumping 9LY from HS to ninja fleet mine in null. I sense other motives. I think it's fair for me to point that mining doesn't magically 'get better' beyond the 5LY barrier. I can't speak for everyone, but i have mining areas a little over 9LY apart, there's also one place about 7LY away, and one that's a little over 3LY away.. This is why I told Greyscale that the ability to jump is more important to me than a little bit of extra drone bonuses are. A very good point was also made about the belts that we used to use the rorqual in being hidden and therefore using them "in space" there required some defense from at least the rats, but now that those anoms are no longer hidden, it is suicide to use them out there like we used to and because of that the drone bonuses are no longer needed. o/ Celly Smunt
You'll just have to make 2J to that 9LY away mining area. As a suggestion to pass the time while you let fatigue/cooldown timers go down.... you could.... mine to pass the time.
I'm just not getting the need for 10LY jump range for mining ops. The timer reset time is in the mining, so who cares?? |

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Posted - 2014.10.24 15:22:20 -
[36] - Quote
Anthar Thebess wrote:There was good suggestion at some topic , that CJ should also lock gates for capital travel. This way their function could be keept intact , and CJ certain systems could provide interesting options.
They provide options by denying options???? Let's just get rid of the little security blankets and get down to making explosions in eve. What do you actually NEED a cyno jammer for (things that can't be done without them). I'd like a list |

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Posted - 2014.10.24 15:28:53 -
[37] - Quote
Sweet Times wrote:i predict a 20% falloff in subs after pheobe . vetern players will leave in their droves, any bets
this patch is the start of the end of eve
OR
The bordom and generally sucky null play that is currently literally ending eve by loss of subscriptions will change.
As folks leave, it opens up options for those who stay. The pheonix will emerge from the flames stronger and more vibrant.
The first time I seriously heard that "change X will kill eve" was warp to zero. The second was the speed nerf. Perhaps the "blue donut stomping" change will kill eve just as slowly as these did.
I think only those that truely feel entitled will leave. I won't miss them.
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Posted - 2014.10.24 15:34:24 -
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Andy Landen wrote:Lord TGR wrote: Let's pretend this is possible. So your cloaked scouts have calculated a direction a capfleet is heading in. Not the distance, just the direction. So you now have 5 minutes to get your fleet up, setup and moving to reach the first system the hostile capfleet might be heading towards, since you're 5-15 minutes closer using your gastroscopy travel system. So both fleets wait for an hour, and your fleet pops out in system and ... nothing. Turned out they went to the next system over, or the system after that, or the system after that ... (stuff)
Space is not 2D. Draw a vector in 3D space in you will find only one constellation that crosses it. They are coming to you so your distance is much less than theirs and it takes you much less time to travel in jump and your subcaps are ready and drooling for cap kills after the first 10 minutes. You are in friendly space, so caps take much less risk when traveling through gates with a ready subcap fleet all over the target constellation. And those attackers (like TGR) who hate the jump drive animation turns their monitor off/minimize the client with his cap and stops complaining about the travel time. Lord TGR wrote:Andy Landen wrote:Gate travel is not a bonus. It is a huge risk, for the most part. It is a present to interceptors. Good luck getting any dread to track and hit a well-flown interceptor! Good luck getting a cap to lock an interceptor in under 50s. Good luck getting a cap to align fast enough to warp or make any progress back toward a stargate without getting bumped! Bring a subcap support fleet, scrub. 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."
Dude, me and a few folks on comms have been following this back and forth. Your idea is just bad. That you can't accept that you have a bad idea is worse. He's the only one pointing out it sux, but that doesn't mean he's alone. Between your stubborn refusal to cope with your wrongness and the blatant bad in your idea, most folks are just eating popcorn and enjoying the show on this one. (I'm trying to help you here) |

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Posted - 2014.10.24 16:42:55 -
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Lord TGR wrote:Serendipity Lost wrote:Anthar Thebess wrote:There was good suggestion at some topic , that CJ should also lock gates for capital travel. This way their function could be keept intact , and CJ certain systems could provide interesting options. They provide options by denying options???? Let's just get rid of the little security blankets and get down to making explosions in eve. What do you actually NEED a cyno jammer for (things that can't be done without them). I'd like a list I see no problems with cynojammers as they are implemented today. They let the defenders afford to wield caps without too much fear of the other side being able to drop on them, except if they take down the jammer. Again, that's an added tactical option. I'm not so sure about allowing or denying caps from taking gates when there are jammers up. On the one hand the way things have worked so far wrt the jammer has been okay, on the other hand the defender should be able to have the upper hand since they're already in system and can setup whereever they want. On the third hand, if I understand CCP correctly, fights in and of themselves shouldn't be as important in determining sov in the future as it is now, so it might very well be that it doesn't matter all that much anyways. Time'll tell.
I'd like a list of what they are needed for. Concrete things. I want facts not feelings and opinions. Once we get the facts down, then it will be easier to discuss opinions and what not.
EDIT: So far I see 'afford to wield caps without too much fear of the other side being able to drop on them' which isn't really a need. It may be a 'nice to have' for some folks, but it's not a need. |

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Posted - 2014.10.24 17:17:40 -
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Lord TGR wrote:Serendipity Lost wrote:Lord TGR wrote:Serendipity Lost wrote:Anthar Thebess wrote:There was good suggestion at some topic , that CJ should also lock gates for capital travel. This way their function could be keept intact , and CJ certain systems could provide interesting options. They provide options by denying options???? Let's just get rid of the little security blankets and get down to making explosions in eve. What do you actually NEED a cyno jammer for (things that can't be done without them). I'd like a list I see no problems with cynojammers as they are implemented today. They let the defenders afford to wield caps without too much fear of the other side being able to drop on them, except if they take down the jammer. Again, that's an added tactical option. I'm not so sure about allowing or denying caps from taking gates when there are jammers up. On the one hand the way things have worked so far wrt the jammer has been okay, on the other hand the defender should be able to have the upper hand since they're already in system and can setup whereever they want. On the third hand, if I understand CCP correctly, fights in and of themselves shouldn't be as important in determining sov in the future as it is now, so it might very well be that it doesn't matter all that much anyways. Time'll tell. I'd like a list of what they are needed for. Concrete things. I want facts not feelings and opinions. Once we get the facts down, then it will be easier to discuss opinions and what not. EDIT: So far I see 'afford to wield caps without too much fear of the other side being able to drop on them' which isn't really a need. It may be a 'nice to have' for some folks, but it's not a need. The biggest reason I'd want cynojammers, especially if caps can take gates, is to force them to funnel through a chokepoint I control, instead of just cynoing directly in to a system, siege and blow up something, then GTFO. So basically, added strategic depth, and a defensive bonus.
Sounds like a reasonable thing to want. I will counter that with it helps to stagnate null. It's too easy to build a system that has an unreasonable defensive capability. Especially with the jump changes. I'm feeling they may start to outlive thier purpose.
As far as tactical cyno jamming, and given I haven't studied eve for exploitation areas, I'm sure there as some key systems that could be cyno jammed to greatly limit cyno travel across eve. My reasoning is that if you can make a choke point, then you damn sure can make a wall ships can't cyno past. I'm all about limiting power projection, but we need to be reasonable and allow cap ships to do what cap ships were meant to do.
As far as cyno in - blow something up - GTFO. I'm not seeing it. Even getting rid of all but the final timers... a POS and an outpost still have RF timers. You have a built in time to mount a defense before something gets blown up.... heck at present you have multiple timers to blow most things up. I guess I hear what you're saying, but I'm not seeing it. |

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Posted - 2014.10.24 17:56:41 -
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Dwissi wrote:And i repeat myself - its a CYNOjammer - not a jump/warp/gate whatever jammer. Its meant to stop a fleet from entering a strategical system via directly cynoing into it - not more not less.
Back in 2012 or so there was a suggestion for mobile cyno jammers - refresh that idea in the probably still existing thread if you want more mobile options to stop a fleet but dont try to make a perfectly fine module into something completely perverted again.
Get rid of them. They don't add PVP value to the game. If we need anything right now, it's PVP value. |

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Posted - 2014.10.24 18:15:10 -
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Dwissi wrote:Serendipity Lost wrote:Dwissi wrote:And i repeat myself - its a CYNOjammer - not a jump/warp/gate whatever jammer. Its meant to stop a fleet from entering a strategical system via directly cynoing into it - not more not less.
Back in 2012 or so there was a suggestion for mobile cyno jammers - refresh that idea in the probably still existing thread if you want more mobile options to stop a fleet but dont try to make a perfectly fine module into something completely perverted again. Get rid of them. They don't add PVP value to the game. If we need anything right now, it's PVP value. Well - i am not against creative ways to change how things are. If everyone is so concerned then let the covert ships equip both kinds of modules - a cyno generator OR a cyno jammer - that would create a counter for what people are so annoyed about. It just starts looking like people work through a list in the style of: lets find something that hasnt been changed enough yet and lets make some random suggestion to change it.
I think cyno jammers went a long way to taking SOV null from the rag tag collection of tough guys that would always put up a defense fleet for a system to a blued out donut of risk averse afk pilots that have entitlement trained to level 5.
Providence in general is excluded from this comment. They never gave up the old ways of posting a fleet and defending thier space. What they may or may not have in expertise they more than make up for with spunk, enthusiasm and moxy.
Removing CJ would be a great addition to long distance travel changes. |

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Posted - 2014.10.27 11:56:32 -
[43] - Quote
Dustpuppy wrote:Philip Ogtaulmolfi wrote:CCP Greyscale wrote: Personally, I'm reasonably confident that small, upstart, hungry player organizations will find ways to make deep-null logistics work as-is if it gets their toe in the door - and that if the outer edges of the cluster are sufficiently far from empire that big, old alliance are too fat and lazy to run logistics all the way out there, it'll make more room for frontierspeople to carve out their own territory, which is probably a good thing for the game. This is going to be really difficult until you get rid of that free intelligence source that is the map. When everybody in the universe can know almost instantly when a deep-space system has a new occupant, you will have roaming fleets going to break their fun ASAP. I would start with a different approach first. Remove the automatic email to the SOV owner in case a POS is anchored somewhere. This automatic control system makes it too easy to guard/upkeep the renter space and gives a huge advantage to the big allies. If they would be forced to fly through their space and check each of them for unwelcome visitors a lot of systems would be dropped. It also would invite small groups to sneak in and install POSses without asking the owner and could lead to some changes in null. Currently this road is totally blocked
So just to pull this out to its far end. If CCP just stopped dumping free up to date system data for third party programs, what in eve wouldn't work? We all have tools to make stuff easier, but what wouldn't work.
I'll clarify... the data stopped would be data that is changed by players... npc / player kills, all sov related data, jumps, cynos, anom data, moon goo data... that sort of stuff.
What wouldn't be blacked out would be static data, such as would be used by a jump planner. Number of belts. Any thing that doesn't change (data that isn't intel) would be fine.
So what would become impossible (I'm not asking for more difficult, I'm asking for impossible) |

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Posted - 2014.10.27 16:55:27 -
[44] - Quote
Lord TGR wrote:TrouserDeagle wrote:how about having fewer pos If CCP were to make it so we could keep up the same kind of reaction capacity as we do in today's system, but with fewer POSes, then sure.
Which problem are we trying to address? Too hard to fuel too many POS?
Is this more manuevering for 10LY for the JF.... er rorqual?
It's almost like you are implying that the way you do things right now is the correct way and merits preservation. |

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Posted - 2014.10.27 17:01:45 -
[45] - Quote
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.
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Posted - 2014.10.27 17:12:42 -
[46] - Quote
it was the comprehend part... spell it out for me.... what do you want and why. |

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Posted - 2014.10.27 17:32:44 -
[47] - Quote
Lord TGR wrote:Serendipity Lost wrote:it was the comprehend part... spell it out for me.... what do you want and why. What do you think happens to T2 if you reduce the production capacity?
I remember paying 14 mil for a fleeting web because it was cheaper than T2. Eve worked just fine back then. It was different, but everyone enjoyed the game and there were epic battles for sov and such. There were no renters. There were no pings to get peeps logged in to play the game (they were already logged in). This was all a few months before 'warp to zero' ruined the game and it died.
So, short version, eve won't end if that is what you are implying. People will adapt (that's what I'm implying). It would be a boon for you. The quantity would go way down and the price would go way up. It would lessen the sting of the JF nerfing.
I think you underestimate eve players by a lot. |

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Posted - 2014.10.27 17:52:45 -
[48] - Quote
I think we as players could adapt to no low fuel notifications. I think it would add a new profession to the game (hunting down loot pinatas in space). Think of all the wonderful content that would generate. I'm not sure what's not to like about removing fuel notifications.
So I'll agree to disagree on the fuel notifications. Attacks for sure you should get a message. The rest of it... make it go dark.
They took a lot of info out of the WH api. There were some initial bitches, but nothing that wasn't half hearted. It was the correct thing to do, so any disention quickly vanished. I think getting rid of intel from data pulls would go a long way to getting folks back to actually playing the game. Thire party software should be limited to programs that aid in game play, not in afk play.
I think we're mostly on the same side, but would prefer to keep arguing  |

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Posted - 2014.10.28 18:03:44 -
[49] - Quote
Komi Toran wrote:SFM Hobb3s wrote:...Or you can do what CCP intends for you to do, function as a local alliance and not a region-hopping coalition. And miners could do what CCP intended for them to do and warp back to station every time their hold gets full. CCP's intent means absolutely nothing when it comes to how best (as in efficiency) to play the game.
Good point. Comparing jet can mining to the big blue donut brought it all together for me. How could CCP possibly let jet can mining continue and yet intervene on a game ending (see subscriptions for last year and a half) practice of not fighting for territory. This whole thing just doesn't make any sense. |

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Posted - 2014.10.29 16:13:24 -
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Altrue wrote:I've ran some number and now I believe you should reconsider the 50% covert portal bonus to something greater like 80-90%.
Due to the power projection nerfs, some deep null systems will become even safer and even less disturbed than what they are now. Covert operations could be the key to counter that, if anything, they should be buffed or left untouched.
Being that deep null (and pretty much all of null) aren't being disturbed at all - I'm not seeing any logic in your statement of need.
Prohint - no one is fighting over null, so there is no meaningful pvp, so folks are leaving or afking the game. The whole point of these travel changes are to mix that up. Wether you like or agree with said changes there point is CCPs answer to the current totally safe and totally not disturbed null that is the current reality. |

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Posted - 2014.10.30 10:44:07 -
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Andy Landen wrote:I think it would be useful when considering support of this jump fatigue/BO buff initiative for each player's vote to be accompanied by the number of skill points in non-logistics cap, logistics caps, BO, and subcaps, and how much they like BO or caps. I think the correlations on bias would be strong. It is easy to turn a blind eye to non-logistics caps when you have no investment in it, esp. when you have large investment in BLOPS. Subcap players easily outnumber capital ship players.
PS: There is no bias between long distance and local jumps because jumps across 20ly are just the same as multiple local jumps shuttling between a couple systems adding up to 20ly.
The problem is combat across regions, not travel across regions. So how about this proposal: Jump fatigue is turned into Combat fatigue where players are not allowed to take combat actions until the timer expires. Correlating the time to the total distance jumped in a given time period seems quite reasonable. And jump distance remain unchanged for ALL ships. Let's stay focused on the problem of mitigating the worst case scenario of who could take part in a given battle by distance for FC combat planning.
At this point I sincerely hope you are just trolling with this idea. It's day what that you've been relentlessly pushing it.... day 26. So, 26 days of multiple people telling you your idea is teh suxors and no one (that's NO ONE) even close to agreeing with you. A sign of insanity (in real life) is doing the same thing over and over again expecting different results.
Hello.... eve to Andy..... your idea is bad, dumb, no one (NO ONE) thinks it's good.... let it go dude. You've driven your forum cred into the dirt already. I'll agree there is no where for you to go but up, but going up isn't going to happen with this idea.
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Posted - 2014.10.30 14:18:40 -
[52] - Quote
You are the ugliest lass I have ever seen. I forget what the rest of your post was about. |

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Posted - 2014.10.30 14:35:25 -
[53] - Quote
Andy Landen wrote:Celly S wrote: Andy, dude, stop it... you've been countered on every one of your suggestions and you've ignored or tried to explain away the valid counters to it, then you go right back to your examples..
every thing you continue to repeat adnauseum about getting kicked from an alliance can happen now, and in some cases the person may be too far away to jump his stuff out. this isn't anything new and it's not a valid argument against what CCP is going to do. you talk about "your skills" well, I hate to be the one to say it, but you aren't the only one affected by this, nor are you the only one who has trained skills that are for ships whose roles and abilities are about to change.
I admire your spunk, don't take this reply the wrong way, but give it a rest brother, what you're suggesting is worse than CCP's idea as has been stated in repeated replies to you.
when you come up with something that might actually be viable and not hurt gameplay, please share, we will all be happy to listen, but please, until then, STOP, please.
o/ Celly Smunt
The counters were half wrong and half-"yeah, so what, deal with it!" My example has been seen many times and there are many other different examples which I will not detail for the sake of hearing the old, "yeah, serves those big meanie caps anyway. stick it to them harder." My arguments are very valid, but some players would easily dismiss them simply because it does not support their agenda. Never said it only affected me. Many people will have to take a hard look at this change. No one will like the consequences, CCP included. Difference with cap skills is that no other subcap ship requires years of dedicated training for level 5 skills, and so no other ship type is affected nearly as strongly as the cap. Just in case anyone asks the stupid questions: No cap player will give away their stuff for free when they leave the game, No cap player will firesale their cap for stupid prices, No cap player will suicide their cap on the gates, and No cap player will do all the other stuff that you are hoping these nerfs will try to make cap pilots do. They will either make the sacrifices of time or strategy to safeguard their assets, or they will lose interest and leave without throwing a single ISK to you who nerfed their ships to the ground. I have said what needed to be said and if it falls on deaf ears and Eve collapses, then so be it. It will stand as a warning that no player should dedicate years of training in Eve toward anything ever again. If they will play favorites in this way, they will continue do it again and again just as easily and just as carelessly to any other ship or repeatedly more to cap ships until they are nothing more than low sec gate guns or just the billboards next to those gate guns. Let Eve be warned that your training means nothing after we move in this direction. This is not just a typical game balancing tweak. This is a complete overhaul and probably just the beginning of the cap nerfs and game breaking. How about we get to the age-old pos or other broken stuff that has been majorly broken for over a decade and stop trying to kill entire capital ship classes just to bandage over the supercapital mistakes of the past!
Your arguments are valid. I'm don't agree with them, but they are (for the most part) valid arguments. I don't think anyone has any problems with your arguments - after all they are yours.
It's your idea of how to 'fix' the game that is just plain horrible. It doesn't fix anything. It would make game play horrible. It would make flying capitals horrible. It would make babies cry and puppies would wander off never to be seen again.
We're not deaf and I'll guarantee you that eve won't collapse if we don't succumb to your ideas. The more I re read you posts I see a patern of you being more than willing to decide what is and is not good for other people. You are comfortable stating your suppositions as fact. You predict the future actions of the masses with ease. You come up with a solution that will cause irreperable damage over the long term. This uniquely qualifies you for various appointee positions high up in the US government. Don't waste your tallents on eve when you can screw over an entire country instead. Your overdeveloped senses of self importance and Self-righteousness will serve you well in big government.... Go get them laddybuck!! |

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Posted - 2014.11.04 14:23:53 -
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Rowells wrote:Andy Landen wrote:-Conspiracy theory- You are delusional
His parents just never taught him what the word "NO" means. This is more common as the liberal movement drives humanity toward the apocalypse. Big picture, this is OK. 99% of the folks ruining society are not equiped to survive once they break it. I'm just hoping for a quick correction, so we can get back to internet spaceships in a timely manner after our social degredation gets corrected. Be ready! |

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Posted - 2014.11.04 14:30:06 -
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Niskin wrote:One more day to go. Man I'm so excited! Just think, in one day I'll be able to jump into the Black Ops ship I don't own and can't fly, and bridge a bunch of bombers across the galaxy where they will get cap kills on every gate! That is if I don't do anything stupid to screw that up, like, say, moving into a wormhole. Sh*t, I totally just did that too, moved into a wormhole. Let me calculate my jump range from here, let's see... 0 times 0 is 0, plus 0, then round to the nearest whole number. I guess you'll just have to bring your cap ship into my wormhole, drop a can and name it "Stargate" and then I'll kill you in something exciting, like a Scythe with T1 drones. Or maybe Lord TGR will just kill twice as many caps on gates and write my name on every other killmail in crayon, I think that would be acceptable.
Now that I think about it, the only reason I moved into this wormhole is because I received a strange fortune cookie from Iceland last year that said "Next year you will be living in a wormhole." I wonder if I'm just a pawn in a game that's larger than I can see, maybe I've been tricked into liking the jump range nerf! Maybe red is really green, and dogs can fly, but only when cats aren't looking? I feel so used, so many caps are gonna die just because I made a reasonable argument on the internet.
See, Andy isn't the only one who can make up crazy conspiracy theories...
I thought I was the only one who got the cookie..... I burried it in a water proof, lead lined, faraday caged box in my back yard. Popped a CS canister, threw it in on top and backfilled the 18ft deep hole mimicing the earth strata, so no one will ever find it. I'll dig it up as evidence if it's ever needed.
I hope you didn't eat yours - it probably has some kind of mind control drug or nanite in it (I wore neoprene gloves the whole time, so I should be OK) |

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Posted - 2014.11.04 14:32:24 -
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Sharduse wrote:Well I can't say I am happy about the changes, or that I am not happy. I do see a logistical nightmare. and I don't see many caps that are in a alliance move (500-1000 caps) being ambushed at some gate in the middle of nowhere, no what I see is a TD being used a lot. you will have those 500-1000 caps, and you will have another 1000 BS's, plus un countable smaller ships. all moving as one giant mass. it could make gate camping fun again. or "I think I need to change my shorts" moment. we will see. if it gets the tactics back into warfare and not just a blob drop contests. Massive fleet fights would be fun again. Well there is my 2 cents, they stink, but there mine.
Fly safe.
I have 2 words for you:
Pipe
Bomb |

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Posted - 2014.11.04 14:35:57 -
[57] - Quote
Fabrus Wolfson wrote:Before the usual wise men say their usual nonsense, I'm a pilot of capital that has already taken steps to make all the moves that were needed. I say my thoughts about the patch: it's a steal and an insult to all those who in recent years have played with passion in eve online, months of skilling now useless and not compensated. If CCP has decided to transform a complex and fascinating in its complexity in a children's game free to do so as one who has supported so far is free to look for a different child's play. I just remember the gentlemen programmers eve was different because of its different approach to the MMORPG but if they decided to make a clone of other games for children do well, I will stay until the next relase will not put elves and fairies .... .. An old player
Commence operation LOCATOR AGENT in 5.... 4...... 3....... 2........ 1
For all you capital intel needs. |

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Posted - 2014.11.04 17:21:41 -
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OldWolf69 wrote:Christ god... **** happened. Wellcome to Endlesstravelling Online. Ok, i jumped a cap trough a gate. What else is new, positively?   
I think a HIC can point your cap preventing it from jumping through also, so that's new as well. |

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Posted - 2014.11.06 12:24:31 -
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So.... Did all the caps unsob or did they all get ganked? I know it was one or the other.
What happened ????
Is it over ???? |

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Posted - 2014.11.07 14:22:17 -
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Markus Reese wrote:Yup. Once empires stabilize, maybe some change. Want to defent large borders, get more organized forces. Every issue brought up has been a case of make it easy to control half of null where our alliance only uses six systems and moonmines the rest or rents. Gonna be tough not having massive isk fountain from small groups.
I hope you meant empire SIZE stabalizes. If you mean empires/coalitions stabalize... you need to let go of that. "Stabalize" is what was driving subs down, so I'm thinking anything that tends towards 'stable empires' is gonna get knee-capped somewhere down the road we are travelling.
Big picture.... no meaningful PVP.... no reason to log in..... other games get played (or Eve gets played via call out).
Stabalize = NOT GOOD |

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Posted - 2014.11.07 17:04:36 -
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I get a lot of null exits. 95 times out of 100 I can single handedly dock up a system just by entering it. Let's be honest. There aren't that many folks in null to begin with. Of those that are there playing the game.... there aren't many that will fleet up to defend anything.
Sure, if some timers significant to the guys collecting the rent get tipped, then pings go out and guys log in. I would bet any 20 man kitchen sink fleet could run roughshod over most of null at any given time. The guys logged in on a daily basis just don't have what it takes to defend. That being said, I do have a list of groups that will always put something together and fight.
(Pro hint - most of the time folks fleet up - I lose, so.... it's probably worth it to have a go if it's me in local - see my kb for proof)
My point... If HS wanted to roll through most of null right now, they probably could.... until the pings went out. I'm not commenting on a sov holders ablity to defend their stuff overall, just that on a given day in most systems 1 neutral in local will dock 16 guys and there isn't anybody coming out. |

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Posted - 2014.11.16 14:46:54 -
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Get help Andy. You've passed from midly amusing to making me sad. |

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Posted - 2014.12.10 13:29:34 -
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So when I look at the map now, it seems that there is actual activity in Null. Some parts of it appear to be on fire. Are we still complaining that this is a game ruiner??
I think CCP ruined 'your game' but saved 'the game'
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Posted - 2014.12.29 17:33:41 -
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I'm starting a capital ship exchange corp. I'm obtaining docking rights at various key places. You can opt in to my service for 100 mil isk / pilot. Contract me your archon in delve and I'll contract you an archon branch. I'll be publishing the standard fits to be contracted. I need roughly 150 more pilots to opt in to have sufficient startup inventory and another 100 folks to opt in to ensure the necessary docking rights.
Send isk with "Capital Exchange Opt In" as the label. Pilot lists are confidential, however an aliance director may access a list of pilots in his own alliance. Pilots need to opt in by name so that I can keep things organized - no bulk opt ins by large alliances. |
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