
Ashareth
Caldari Disturbed Hoggs
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Posted - 2006.08.25 03:00:00 -
[1]
Ki An>> Before talking about one of the "problems" in Eve and advocating stupid and unuseful solutions that are nothing near a solution, you should, maybe, try to understand the basics of the technical comportement of Eve and maybe TRY to understand what is the problem you are talking about..... don't you think??
You want to replace the "instas" problem(in reality it's not an instas problem but a bookmark problem, and an overload of the database with bookmarks loading, it's just that most bookmarks theses days are instas....) erasing "instas bookmarks"(btw to do that you MUST delete ALL the bookmarks in at least 100km of gates and stations, otherwise they are still doable with a "warp to 100km" instead of "warp to 15km") and putting "jump-to-coordinates"(aka "bookmarks":D) that will have the same requests to the database, will be even more frequent(everybody will have them in every system), AND wil have to make more requests to the database to check their time validity.... it's the BEST idea EVER, i swear!!! :D
So, before talking again in this thread or on this matter, please take the time to understand what is REALLY the problem with "instas"(bookmarks and the overuse of it for traveling faster and safer because you have no real other choice with all the chokepoints at the time...), what that means on the technical point of view, and try to read what devs and other players have said about it.... :D
Oh and for using a skill/module for insta jump, the discussion is running for months now.
To summarize : - skill : time sink, another MUST HAVE skill that will make new players less competitive(or that will make thema having to train for even longer to do something, learning skills are already 2/3 months at the moment, it's long....), and everybody will have it. So giving the abilitTy to insta warp is nearly the same without te disadvantage for new players. Making it a secondary effect of another skill(navigation?) is probably the best compromise there.
- module : If it's a low slot, armor tankers are a little more gimped than shield tankers, and there is a LOT of ships that don't have much low to spare anyway. A Midle slot is nearly unaceptable for all because most propulsion/ew/sensor modes are there. High Slot is probably one of the best slot cause the ability to insta jump come at the price of offensive capability and is the same for armor/shield tankers. But if it's an utility slot module, it gives advantage to some ships over others, and most of it transport ships are not really gimped by that(they only use high slot for cloacking from what i know[i can be wrong:p]), but maybe it's not a problem. Last of it the "module" approach have a MAJOR flaw in it : freighters. These transport ships have been designed for long travels, partially to allow the low sec/0.0 alliances to bring in supplies and bring out production without needing too much pilots for that(it's a problem in Eve you know where you don't have unlimited manpower....), and they CAN'T have any module....
So, once again, this thread has come the SAME EXACT WAY as all the others. A lot of solutions have been discussed, analysed, flamed by players so now we can only hope Devs have read them(i believe it) and will come(Soon« ;))with a good solution that will work and satisfy most of the Eve Players within limits of what is needed to fix the problem of lag caused by all the bookmarks copying/selling and such.
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"Heaven is for the Dead Hell is for the Living"
Harrisson Flowerchild AndromFde |