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Author |
Thread Statistics | Show CCP posts - 38 post(s) |
Mor Rioghainn
Militaris Industries Northern Coalition.
11
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Posted - 2014.10.09 20:20:00 -
[241] - Quote
hoping you are tracking subscriber numbers as much as you dont care about people enjoying eve
can you make star citzen beta key purchasable with plex maybe please?
///////////////////////////////////////////////post in advance/////////////////////////////////////////////////// gj on rorqual nerf , great game design ,love it
still 10 accounts less |
Manfred Sideous
North Eastern Swat Pandemic Legion
951
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Posted - 2014.10.09 20:20:00 -
[242] - Quote
Adrie Atticus wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. I genuinely hope your marketing people explained to you how you can either gain or lose customers if you fiddle with their supers to the point of them being useless versus them having a use outside of massive fleets?
If CCP had a nickle for every threat of players unsubbing over various changes they wouldn't need any players. @EveManny
https://twitter.com/EveManny |
Lallante
Blue Republic RvB - BLUE Republic
482
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Posted - 2014.10.09 20:21:00 -
[243] - Quote
Adrie Atticus wrote:Evelgrivion wrote:I suspect that people invested in Industry would be much more comfortable with operating from Nullsec if Blockade Runners, or perhaps other ships, through some sort of game mechanic, could dock at any outpost of their choosing, regardless of standings. That is an open invitation to hobojam every single station in the universe.
Hobojamming is nolonger possible in Phoebe - disrupt probes despawn on docking |
Lallante
Blue Republic RvB - BLUE Republic
482
|
Posted - 2014.10.09 20:22:00 -
[244] - Quote
Manfred Sideous wrote: If CCP had a nickle for every threat of players unsubbing over various changes they wouldn't need any players.
Its the same people every time, too. Just how many times can the same guy unsub his 14 accounts? |
Solaren
Hardan Luca Invest
0
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Posted - 2014.10.09 20:23:00 -
[245] - Quote
Querns wrote:CCP Greyscale wrote:Mr Omniblivion wrote:CCP Greyscale wrote:Rorquals will stay at 5LY/90%
Is there a reason that Rorquals don't get the same 10LY range as JFs? Rorquals are used just as much for logistics as JFs, especially because their actual intended use isn't really...useful. We didn't think it was sensible to let it keep its drone bonus and have a 10LY range, and at the end of the day the bonus won out. The ship needs a large rework anyway, and we'll revisit all this when that happens :) I think anyone who is sane would willingly trade the drone damage bonus on rorquals for the extended range. If you're going to rework the ship anyways, this is the clear sacrifice to make. Hell, replace the drone damage bonus on the hull with 20% additional jump range per level.
As a rorq user when I am in null sec, I completely agree with wanting jump range over drone damage bonus. Even if rorqs were made survivable in betls while deployed, I'd still take the jump range over drone damage bonus. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2940
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Posted - 2014.10.09 20:23:00 -
[246] - Quote
CCP Greyscale wrote:Vesan Terakol wrote:I want to raise a question about the Prospect - would it be treated as industrial (90% reduction) or covert (50% reduction) ship in therms of fatigue? Not designated as a hauler so not getting the industrial bonus; can use covert portal so will get 50% bonus while using covert portal.
What about shuttles? They're designated as haulers. Or leopards? |
Mr Omniblivion
GoonWaffe Goonswarm Federation
140
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Posted - 2014.10.09 20:24:00 -
[247] - Quote
Adrie Atticus wrote:Evelgrivion wrote:I suspect that people invested in Industry would be much more comfortable with operating from Nullsec if Blockade Runners, or perhaps other ships, through some sort of game mechanic, could dock at any outpost of their choosing, regardless of standings. That is an open invitation to hobojam every single station in the universe.
Except they nerfed hobojamming so it won't work any more! |
Anthar Thebess
764
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Posted - 2014.10.09 20:24:00 -
[248] - Quote
Where can we expect increase of base sov bill for each TCU? Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
Adrie Atticus
Shadows of Rebellion The Bastion
422
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Posted - 2014.10.09 20:24:00 -
[249] - Quote
Lallante wrote:Adrie Atticus wrote:Evelgrivion wrote:I suspect that people invested in Industry would be much more comfortable with operating from Nullsec if Blockade Runners, or perhaps other ships, through some sort of game mechanic, could dock at any outpost of their choosing, regardless of standings. That is an open invitation to hobojam every single station in the universe. Hobojamming is nolonger possible in Phoebe - disrupt probes despawn on docking
Interesting, so this and the bomber nerf are going to change the warfare quite a bit.
Manfred Sideous wrote:
If CCP had a nickle for every threat of players unsubbing over various changes they wouldn't need any players.
I've not implied or said anything, you are just putting words in my mouth at this point.
Average person on the other hand might not have the attention span to look at their super if it was brought down to "You can defend home once every 11 monhs, just keep it unsubbed". |
marVLs
648
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Posted - 2014.10.09 20:25:00 -
[250] - Quote
Fail CCP... You just insure us that nothing will change in EVE... sad that EVE is not Your's anymore but it belongs to crying lazy babies of null...
It could be the biggest and best change in game in last few years, but it end as biggest fail... |
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Warde Guildencrantz
TunDraGon Cynosural Field Theory.
1068
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Posted - 2014.10.09 20:26:00 -
[251] - Quote
Pumped! |
Zhul Chembull
Phantom Power Incorporated Rebel Alliance of New Eden
90
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Posted - 2014.10.09 20:27:00 -
[252] - Quote
marVLs wrote:Fail CCP... You just insure us that nothing will change in EVE... sad that EVE is not Your's anymore but it belongs to crying lazy babies of null...
It could be the biggest and best change in game in last few years, but it end as biggest fail...
Live out in null for awhile then form an opinion. |
Drago Shouna
Royal Amarr Institute Amarr Empire
169
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Posted - 2014.10.09 20:27:00 -
[253] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:CCP Fozzie wrote:David Magnus wrote:These do address some of the bigger concerns, thanks for taking the time to post about these! Have there been changes to death-clone camping, or did I miss that in a different thread? Death clone camping is handled by the new medical clone changes that are being implemented right now. The short version is that you'll always be able to intentionally revoke your clone contract somewhere and have it reset to your rookie system. wait what, where is this On Nullarbor's computer, currently. Also, to everyone who was wondering whether or not I listened, I read 4000 freaking posts by myself. Whether or not I agreed with the concerns was an open question, but I hope it was obvious from my posting that I was paying attention!
I seriously hope that you had copious amounts of beer, wine and curry while you read them :-) |
afkalt
Republic Military School Minmatar Republic
378
|
Posted - 2014.10.09 20:29:00 -
[254] - Quote
CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it.
You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors.
HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery. |
Lurifax
Common Sense Ltd Nulli Secunda
14
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Posted - 2014.10.09 20:30:00 -
[255] - Quote
since you decided not to give the Rorq 10Ly jumprange, could we perhaps have a mini freighter around the same price ? Many ppl start out with the rorq as a poor mans freighter and for smaller mining operations. Perhaps a rorq with no drone bay and a very small cargo hold, but with a nice big ore bay ? |
Vista Roid
Algorab Technology Brothers of Tangra
0
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Posted - 2014.10.09 20:31:00 -
[256] - Quote
Veskrashen wrote:Tikitina wrote:Obunagawe wrote:Since Titans and Supercarriers can now use gates it seems only fair to allow them to dock at stations. I don't agree with this to be honest. They can be parked in a CSMA. CCP just needs to fix the role/rights thing. Especially since moving station - station is what makes JFs so hard to interdict. There's absolutely no reason whatsoever to allow risk-free movement for supercapitals.
add normal hangers to the XL array and its fixed |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
862
|
Posted - 2014.10.09 20:31:00 -
[257] - Quote
afkalt wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors. HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery.
or go simpler and just trade the immunity for +x warp core strength |
Edisonn Trent
White Noise.
9
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Posted - 2014.10.09 20:32:00 -
[258] - Quote
marVLs wrote:Fail CCP... You just insure us that nothing will change in EVE... sad that EVE is not Your's anymore but it belongs to crying lazy babies of null...
It could be the biggest and best change in game in last few years, but it end as biggest fail...
Have to agree, at least partly. Now any alliance with large numbers can just train lots of pilots to fly jfs and guarantee that they can move their subcaps with double the range of any cap fleet and with a much lower cooloff time. The previous changes dealt with both big problems in null- capital proliferation and the nigh invulnerability in numbers. Now the second part is gone, cause even though say goons won't be able to move their caps around the map, they can still run their hordes from one side of the map to another whenever they feel like it. |
Tikitina
Imperial Academy Amarr Empire
180
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Posted - 2014.10.09 20:33:00 -
[259] - Quote
TrouserDeagle wrote:afkalt wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors. HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery. or go simpler and just trade the immunity for +x warp core strength
Maybe make them immune to only +1 strength disrupters and a +x core strength. |
Medalyn Isis
Rosewood Productions Stain Confederation
375
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Posted - 2014.10.09 20:34:00 -
[260] - Quote
CCP Greyscale wrote:- See the bullet point after the one in your first quote. - 7.875 -> 8 is not a hugely significant buff, we don't believe. And, uh, we are asking the community - that's what this thread is. - Yes, we know, and we're sad too. Is it because the changes would be too destabilising for the supply of certain materials at the moment?
I guess I am just a little disappointed with expectations raised high in the previous thread, and I don't quite see where the sudden watering down is coming from other than the fact it would be destabilising to the economy for certain items which rely on moon materials. So I see you point, although it was always obvious that it would be disturbing to null sec and the supply of materials, and I thought that was the reason for these changes. The market always adjusts, and people adapt to using new items when older ones become more expensive, then moon distribution could be optimised later when the results of these changes have been realised.
So I guess I am just a little confused on the sudden and complete 180 u turn. I think surely the changes could be phased in rather than a complete u turn. Changes such as giving the JF a range of 8 LYs which I think many would regard as reasonable on both sides of the fence would have been better imo.
Also with regards to black ops, I wasn't aware you were still asking for feedback on that. I agree with the fatigue reduction, as black ops fleets need to be able to jump around relatively freely in comparison to capital fleets, and they don't pose the same level of threat as a full fleet of remote repping carriers would do. 50% sounds good to me.
On the other hand, I do think the jump range is too muc. Most people regard black ops dropping as a lame tactic, and reducing the jump range to 5 or 6 light years would mean that people would need to be more strategic with their use and positioning of black ops assets, and would also mean it is easier for opponents to get intel on and counter the black ops drops. |
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Dwissi
Miners Delight
22
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Posted - 2014.10.09 20:34:00 -
[261] - Quote
The thing i was starting to draw immediately was a simple 'mobile bridging system' based on the black ops. If i can draw that i wonder if anyone else sees it as well. Its like with that 50% bonus for the Black ops bridging others at least half of the original announced changes is gone already again. Should i do anything when all 3 things on my ship are fully red?
My thanks to all Eve players for the continued forums drama - i had no idea how much i missed it while i was away :) |
Darryl Brown
Dark-Rising Executive Outcomes
0
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Posted - 2014.10.09 20:34:00 -
[262] - Quote
CCP Greyscale wrote: Black Ops fatigue is a value we're happy to tune, within a reasonable range. Make a case for a number and we'll listen :)
Oooh, ooh, pick me!
Combat black ops drops (e.g. Falcon tackles Rattlesnake in a Sanctum, lights covert cyno, two Panthers and a Sin jump in and kill Rattlesnake) are great fun. They add value to Eve because ratting with neuts or reds in local should be risky. They're not perfect; the target might be pre-aligned to a safe, loaded with warp core stabilizers, handy with an AB and MJD, or bait for a counter-drop. Blops drops depend upon stealth, patience, and mobility. The primary weapon is surprise - and jumping to the hunter cyno is essential for the surprise to work.
Here's how things work currently: The hunter roams through a region, dodging gate camps and looking wistfully at shiny ships in POSes. At last! He spots a target in an anomaly. Things happen quickly - decloak, tackle, cyno, blops bses jump in, target dies, cyno down, scoop the loot, leave the scene. The black ops battleships wait for jump cap and then return to the staging system via jump. The hunter moves on in search of the next target.
Here's how things would work with a 5ly jump with these revised changes: Hunter cyno goes up, Blops ships jump in, kill the target, and wait for 1+2.5 minutes before the jump cool-down expires. If they jump 5ly to the exit cyno after 3.5 minutes with 3.15 fatigue they get 3.15 x 3.5 = 11.025 fatigue and are done for the day. If they choose to wait in the system for at least 25 minutes, their fatigue drops below 1 and the next jump isn't quite so painful.
Assuming they're adaptive folks - they have abandoned the practice of always returning to the staging system and instead wait to jump directly to the next target. Either way - there is no point in continuing to hunt for 20+ minutes until the combat blops pilots' fatigue is reduced. This is not fun. Although I suppose the hunter could go around and do "catch and release" fishing for a bit. How about taking gates? Combat blops ships are certainly better than most ships at navigating bubble camps (better speed while cloaked, can fit MJDs), but they're also pricey and fragile. Plus, they warp at 2.2au/s, so warping from in-gate to target is not feasible.
I think a -50% fatigue factor is better than the original proposal but still extremely constraining. The added range (8 vs. 7.5ish) is nice, but this iteration would still mean 1-2 potential kills per session. Currently the limiting factors are all based on player behavior: Can you catch someone? Did they use their intel network and successfully avoid you?
Counter-point to what I just said: If the blops jump drive (or covert bridge) receives a gentler nerf than this current iteration (as I think it should), it could potentially serve as a work-around for the consequences of other changes to movement in Phoebe. This is already the case for Jump Freighters-as-taxis (and industrials?), but Blops ships are considerably cheaper and more accessible (and covert bridges would be even more accessible).
In conclusion, I would be really sad if Phoebe removed the viability of blops drops from EVE. I am in favor of the vision behind Phoebe, but I really don't want blops ships to be collateral damage and I hope that you don't, too. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
871
|
Posted - 2014.10.09 20:35:00 -
[263] - Quote
Edisonn Trent wrote:marVLs wrote:Fail CCP... You just insure us that nothing will change in EVE... sad that EVE is not Your's anymore but it belongs to crying lazy babies of null...
It could be the biggest and best change in game in last few years, but it end as biggest fail... Have to agree, at least partly. Now any alliance with large numbers can just train lots of pilots to fly jfs and guarantee that they can move their subcaps with double the range of any cap fleet and with a much lower cooloff time. The previous changes dealt with both big problems in null- capital proliferation and the nigh invulnerability in numbers. Now the second part is gone, cause even though say goons won't be able to move their caps around the map, they can still run their hordes from one side of the map to another whenever they feel like it. Actually, increasing the range of a JF doesn't change the amount of TIME it takes to move at all. Nor does it the cost. Both fatigue and fuel consumption are measured in light years. I might be able to jump twice as far in one jump in a Jump Freighter, but I have to wait twice as long for jump cooldown, twice as long for jump fatigue to wear off, and pay twice the isotope cost. All increasing the range does is make more of nullsec accessible from lowsec and make all routes take fewer cyno alts. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
afkalt
Republic Military School Minmatar Republic
378
|
Posted - 2014.10.09 20:35:00 -
[264] - Quote
TrouserDeagle wrote:afkalt wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors. HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery. or go simpler and just trade the immunity for +x warp core strength
Doesnt fix the problem of them jumping a gate and instantly leaving - that was the issue at hand. With being unable to bubble - you cant stop that. Unless there's something artificial stopping the gate jump. |
Mr Omniblivion
GoonWaffe Goonswarm Federation
142
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Posted - 2014.10.09 20:36:00 -
[265] - Quote
Medalyn Isis wrote: So I guess I am just a little confused on the sudden and complete 180 u turn.
This isn't a U-Turn. The changes are intended to nerf the ability of nullsec groups to project their firepower across the universe in a matter of minutes. These changes still fully nerf capital combat ships (?rorqual?) and prevent groups from tagging along every fight that happens in the galaxy.
Even with these small changes, more regional fights will kick up, because there will be less fear of getting hotdropped from across the galaxy. |
MiliasColds
The Elite Few Inc. The Methodical Alliance
20
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Posted - 2014.10.09 20:37:00 -
[266] - Quote
I admit ccp greyscale that i commented on the drone region gulf and JF range reduction, and i am happy that the limit is now 10, for the interim at least, I would really like to see the a greater ability of mining and building a lot more on site, T2 included, because i liked where the 5 ly range could go, if we could support more regional markets in null / more regional construction. because as it is the industrialists out there even if you build things don't have a good customer base, as usually the only people around are alliance bros, and gouging them would be a **** move (as it stands). which leads into the sell everything in jita. being desirable imho |
Azami Nevinyrall
Red Federation RvB - RED Federation
2090
|
Posted - 2014.10.09 20:38:00 -
[267] - Quote
Is there any idea when you'll allow Carriers into Highsec?
Can it be done by Phoebe? ....and the only warning was the last line of the patch notes, which said. "Oh yeah, we also shuffled Moon Goo around!" Show your support, move Moon Goo with Power Projection changes!-á |
Cpt Patrick Archer
Quam Singulari Northern Associates.
4
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Posted - 2014.10.09 20:38:00 -
[268] - Quote
YES! First of all, thanks for taking the time to actually read all the posts (sorry i'm giving you more). Now this is pretty much takes away everything I didn't like about the changes, being completely cut off from empire on a logistical level.
Thanks for listening, really, thanks!
We've been talking internally since the previous announcement, should we stay or should we go? This solves that..
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
862
|
Posted - 2014.10.09 20:39:00 -
[269] - Quote
afkalt wrote:TrouserDeagle wrote:afkalt wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors. HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery. or go simpler and just trade the immunity for +x warp core strength Doesnt fix the problem of them jumping a gate and instantly leaving - that was the issue at hand. With being unable to bubble - you cant stop that. Unless there's something artificial stopping the gate jump.
sounds like they should actually properly de-gay jump drives and make jumping take 60s and be cancellable with tackle or something. |
NinjaTurtle
SniggWaffe WAFFLES.
84
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Posted - 2014.10.09 20:39:00 -
[270] - Quote
Better. Thank you I do things. http://declarationsofwar.com
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