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Thread Statistics | Show CCP posts - 2 post(s) |

Galmas
United System's Commonwealth
192
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Posted - 2014.12.07 22:09:55 -
[121] - Quote
Sleepers de-aggressing when you move like 200-300 km away from their spawn or center of site or so.
It looks strange to me when there is a carrier sitting 20km away from a t3 that is taking all the heat of the site and repping it and Sleepers never turning on the carrier. Then the t3 moves 5km further away from the site and the whole lot of sleepers just stops shooting and slowboats back towards the site.
I dont know whether this is just how it was designed or a bug or exploit or whatever. I never really used this mechanic but i have come across people who use it.
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Mincerus
Twenty Questions RAZOR Alliance
2
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Posted - 2014.12.09 07:51:54 -
[122] - Quote
Any chance of being able to get a drone damage indicator on drones that are in the drone bay. I would be nice to be able to pick drones that have no damage. Instead of sending them out against sleeps just to one destroyed by a singe shot.
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Kara Jordan
Bad Request
7
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Posted - 2014.12.09 09:14:37 -
[123] - Quote
Mincerus wrote: Any chance of being able to get a drone damage indicator on drones that are in the drone bay. I would be nice to be able to pick drones that have no damage. Instead of sending them out against sleeps just to one destroyed by a singe shot.
from Rhea patch notes
Quote:Health bars are now visible for drones in drone bay
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Pure Angel
Hard Knocks Inc.
5
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Posted - 2014.12.12 10:08:02 -
[124] - Quote
TheBlueFox wrote:As is stands, capital escalations in C5s and C6s are far too easily exploited in red giant and magnetar type wormholes due to the consistent spawn location of the sleepless guardian battleships. In a red giant, with the requisite number of capitals, a half dozen smartbombing battleships will clear the entire field of a fully escalated site of sleepless guardians in approximately 30 seconds. In a magnetar, a dreadnought warping in at the spawn point can run the site solo as the guardians will have zero transversal as they burn from the spawn point to establish an orbit at about 40km. The lone dreadnought can kill them all before they reach said orbit due to the higher damage output. The site is then further escalated by warping further capitals at extreme ranges. Randomized spawn locations would prevent such activities and still allow sites to be run by more "traditional" methods. Should be trivially easy to implement and will benefit everyone that isn't in an exclusive club that gets to call one of the aforementioned wormholes home..
Wrong, A nag/Moros can still do this in any hole quite easily, Yes it would take an extra siege cycle but is still doable.
Theres not many people who do this, Its extremely risky... Sticking a 4b dread ON ITS OWN in a site sieged.
Your Dead if you get rolled into 100% Your Dead if sleeper battleships gets outta range, which sometimes they do because of the collision mechanic.. Your Dead if you cap out, your having 8+ neuts on you constantly + having to pulse your repper + Moros guns Your Dead if you bollocks up the bookmarks - Easily done.
Theres ALOT of risk doing this method, which is why not many people do it. Plus there's plenty of Magnatars available so i dont know why your whining about it being a Select few.
On to the C6 Red Giant smartbombing method. Its ****** because of the changes to Isboxer.
There is no solution to this problem, If they changed the spawn mechanics to random, people would warp a carrier into the site, spawn the escalation wave, warp out. bring in the zep, BM there location and then warp the dread back in.... Same problem again.
Its not a broken mechanic, its extremely risky to do which is why only a select number of people do it.
Stop your bitching. |

Daidary Oriki
Science and Trade Institute Caldari State
0
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Posted - 2014.12.12 13:37:58 -
[125] - Quote
Pure Angel wrote:
There is no solution to this problem, If they changed the spawn mechanics to random, people would warp a carrier into the site, spawn the escalation wave, warp out. bring in the zep, BM there location and then warp the dread back in.... Same problem again.
nope ;) would be dual escalated then
to the solo dreading: its good money, theres plenty of risk and if you disconnect or simply **** up, you're dead = sounds balanced to me |

Pure Angel
Hard Knocks Inc.
5
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Posted - 2014.12.12 13:42:18 -
[126] - Quote
Daidary Oriki wrote:Pure Angel wrote:
There is no solution to this problem, If they changed the spawn mechanics to random, people would warp a carrier into the site, spawn the escalation wave, warp out. bring in the zep, BM there location and then warp the dread back in.... Same problem again.
nope ;) would be dual escalated then to the solo dreading: its good money, theres plenty of risk and if you disconnect or simply **** up, you're dead = sounds balanced to me
Once you have the " Randomized spawn location " warp the rest of your caps in at range = quad escalation.
Risk vs reward your putting an unguarded dread in a site, on its own.... risky |

Galen Gallente
Disciples Of Olde
1
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Posted - 2014.12.12 15:20:39 -
[127] - Quote
epicurus ataraxia wrote:Encourage CCP to place unique resources in EACH class and Effect of wormholes. Make every hole valuable to someone.
Most epic statement. |

corbexx
eXceed Inc. No Holes Barred
1079
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Posted - 2014.12.12 15:39:23 -
[128] - Quote
Galen Gallente wrote:epicurus ataraxia wrote:Encourage CCP to place unique resources in EACH class and Effect of wormholes. Make every hole valuable to someone.
Most epic statement.
thats a really good idea but I just don't think it would be practical
Corbexx for CSM X - Wormholes still deserve better
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Prometheus09
Hard Knocks Inc.
1
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Posted - 2014.12.12 16:41:32 -
[129] - Quote
Jacid wrote:Instead of trying to make wormhole mining safer make it more productive. Remove regular ores and add super dense ores in more limited supply. Have the time it takes to clear a sites about the same as gas sites. However ore size should favor mining barges not so much ventures.
If you did this you would defiantly have more people mining and more targets for people to shoot at.
Sounds like mining comets to me. I approve of this. |

Prometheus09
Hard Knocks Inc.
1
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Posted - 2014.12.12 16:44:22 -
[130] - Quote
In regards to be been able to solo sites in higher class wormholes, perhaps introducing the combat sites from C1-C4 into C5/C6 WH on a different spawn timer from the normal C5/C6 sites would do this.
This would help at times when there are only a couple of people online in your corp and you cant run anything. |
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corbexx
eXceed Inc. No Holes Barred
1079
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Posted - 2014.12.12 16:48:15 -
[131] - Quote
Prometheus09 wrote:In regards to be been able to solo sites in higher class wormholes, perhaps introducing the combat sites from C1-C4 into C5/C6 WH on a different spawn timer from the normal C5/C6 sites would do this.
This would help at times when there are only a couple of people online in your corp and you cant run anything.
its been brought up a few times about stuff in higher class wh's that could be done with less people to help out when only a few is online. so any suggestions there I am totally open to.
also keep in mind if you have ideas there is a pve sounding board with ccp tomorrow so you could bring them up then.
https://forums.eveonline.com/default.aspx?g=posts&m=5261663#post5261663
Corbexx for CSM X - Wormholes still deserve better
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1432
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Posted - 2014.12.12 21:24:10 -
[132] - Quote
corbexx wrote:Prometheus09 wrote:In regards to be been able to solo sites in higher class wormholes, perhaps introducing the combat sites from C1-C4 into C5/C6 WH on a different spawn timer from the normal C5/C6 sites would do this.
This would help at times when there are only a couple of people online in your corp and you cant run anything. its been brought up a few times about stuff in higher class wh's that could be done with less people to help out when only a few is online. so any suggestions there I am totally open to. also keep in mind if you have ideas there is a pve sounding board with ccp tomorrow so you could bring them up then. https://forums.eveonline.com/default.aspx?g=posts&m=5261663#post5261663
The simplest way of achieving this may be to make the trigger for each wave something that can be tanked in a light ship. Whilst this will not open up all sites, Even amending the triggers in this way will open up some. Popping in a couple of C2 sites across the classes would also be helpful. A wider rebalance when time is available to open them up to being run in this way would be appreciated by many.
There is one EvE. Many people. Many lifestyles. WE are EvE
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1432
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Posted - 2014.12.12 21:25:39 -
[133] - Quote
corbexx wrote:Galen Gallente wrote:epicurus ataraxia wrote:Encourage CCP to place unique resources in EACH class and Effect of wormholes. Make every hole valuable to someone.
Most epic statement. thats a really good idea but I just don't think it would be practical
Yes, a nice long term goal to strive towards, but probably much more than a little thing, worth keeping in mind as a direction though.
There is one EvE. Many people. Many lifestyles. WE are EvE
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Navigation Boy
Edge of Existence
12
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Posted - 2014.12.16 00:40:41 -
[134] - Quote
King Fu Hostile wrote:PVE in wormholes is in great shape, maybe we should focus on the PVP side now and have a PVP big things thread.
We need conflict catalysts and drivers in wormhole space more than anything else tbh.
PVE is a conflict driver for PVP. You cannot look at PVP independently of PVE. To do so is a failure to understand the intricate way in which they are related.
Any changes specifically made with only PVP in mind, while ignoring the impact on PVE, may have unexpected or counter-productive results. |

Kynric
Sky Fighters
211
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Posted - 2014.12.16 01:15:59 -
[135] - Quote
I would be for having all classes of wormhole sites spawn in every hole with the native types by far the most common and those associated with greatly different classes quite rare. Variety makes pve a lot more bearable. The current four (but might as well be two) sites became stale long ago. |

Kynric
Sky Fighters
211
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Posted - 2014.12.16 01:16:47 -
[136] - Quote
Double post, please ignore. |

Serendipity Lost
Repo Industries Chelonaphobia
694
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Posted - 2014.12.16 12:40:44 -
[137] - Quote
Kynric wrote:I would be for having all classes of wormhole sites spawn in every hole with the native types by far the most common and those associated with greatly different classes quite rare. Variety makes pve a lot more bearable. The current four (but might as well be two) sites became stale long ago.
I think this would be epic for lower class WH folks. Maybe once every weekor two they get a C5 or C6 site. A great way to introduce low end wh guys to the higher end sites. Plus a lot of folks could use/lose those trapped capital ships that are/were built in the lower end wh. It would be exciting content for lower class guys, promote teamwork - there is just so much good that could come out of this. It seems like it would be super easy for CCP to drop different sites into different class wh and super easy to control/balance the spawn rates.
I'm no programmer, but this seems like a lot of bang for the buck.
3 thumbs up!! |

Kram Mercado
Immersed
0
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Posted - 2014.12.17 17:31:32 -
[138] - Quote
1) Some way of knowing when people are entering / exiting without having 4 screens and 3 alts or reverting back to pre phoebe wormhole quantity, now there's just too many spawning and it's nuts and those un killable frig ones too, really broke it for us small timers. 2) Ore sites need to be scanned down again 3) Viable ways to run activities in shattered wormholes, currently you have 100% chance to die while mining because they are so well connected, what's the use in all that nice ice if you literally can't get at it.
Edit: Also I agree with the person above me agreeing with the person above her. |

Ab'del Abu
Atlantis Ascendant
120
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Posted - 2014.12.17 18:06:23 -
[139] - Quote
Kram Mercado wrote:1) Some way of knowing when people are entering / exiting without having 4 screens and 3 alts or reverting back to pre phoebe wormhole quantity, now there's just too many spawning and it's nuts and those un killable frig ones too, really broke it for us small timers.
Hmm that would be bad. Though frigate only holes still suck, I'll give you that ... |

Tim Nering
R3d Fire
22
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Posted - 2014.12.17 18:10:37 -
[140] - Quote
Aquila Sagitta wrote:Please fix it so that when you enter the map you're not zoomed in all the way every time. If the map would remember what zoom you were at that would be awesome. During scanning you flick back and forth between the map and normal view to id wh's and bookmark. Constantly zooming out when I go back to scanning.
this +1
plus:
when jumping its does the animation for jumping which pulls the camera in close. and becuase i have wormhole sounds turned up all the way (becuase i NEED that) changing system goes like this: WUBWUBWUBWUB, framerate drops and i gotta zoom out again once on the other side. just nggghhhh |
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Prometheus09
Hard Knocks Inc.
3
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Posted - 2014.12.18 23:49:10 -
[141] - Quote
Serendipity Lost wrote:Kynric wrote:I would be for having all classes of wormhole sites spawn in every hole with the native types by far the most common and those associated with greatly different classes quite rare. Variety makes pve a lot more bearable. The current four (but might as well be two) sites became stale long ago. I think this would be epic for lower class WH folks. Maybe once every weekor two they get a C5 or C6 site. A great way to introduce low end wh guys to the higher end sites. Plus a lot of folks could use/lose those trapped capital ships that are/were built in the lower end wh. It would be exciting content for lower class guys, promote teamwork - there is just so much good that could come out of this. It seems like it would be super easy for CCP to drop different sites into different class wh and super easy to control/balance the spawn rates. I'm no programmer, but this seems like a lot of bang for the buck. 3 thumbs up!!
And it also introduces soloable content into higher class wormholes as well. |

umnikar
Fishbone Industries
51
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Posted - 2014.12.22 10:41:17 -
[142] - Quote
addressing the scan probes result...
when identified the signature but not pointed it down(shown as a circle or sphere) I'd like to see those colored yellow instead of red. |

Zedutchman
Freakingz
16
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Posted - 2014.12.22 11:41:46 -
[143] - Quote
epicurus ataraxia wrote:Ordinary Perimeter gas sites are a death trap and avoided by all who know them. Day-trippers are just melted.
That's the only place I make money day tripping.....
All the other gas sites are over-farmed due to people ninja harvesting.
That ones is still valuable because no ones does it. |

Gospadin
School of Applied Knowledge Caldari State
239
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Posted - 2014.12.22 16:54:35 -
[144] - Quote
Zedutchman wrote:epicurus ataraxia wrote:Ordinary Perimeter gas sites are a death trap and avoided by all who know them. Day-trippers are just melted. That's the only place I make money day tripping..... All the other gas sites are over-farmed due to people ninja harvesting. That ones is still valuable because no ones does it.
And with the confessor launch, the sites are worth ~45M/ea. (or were, haven't looked to see if C72 prices have held up or not) |

Billy Hardcore
Jaded. The Natural Order
279
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Posted - 2014.12.22 21:41:42 -
[145] - Quote
i may sound like a broken record saying this, but this has been on my mind for some time now.
Since we live in wh-space im basing it around sleeper(PVE)
1) MOON-GOO?
A) We ALL live on moons with pos's.....seems reasonable that the moons would have something on them? B) It would produce a component that only came in use creating sleeper tech/t3's and so on. C) Like all thing W-space its either there or its not. Meaning that once you have sucked it up it may not come back for some time. D) Something else we can use those mobile siphon units on.
2) Marauder Escalation?
A) C1-C4 Class wormhole sites will spawn a "mini" battleship escalation with the activation of a bastion module? or simply when marauders warp into the site. B) Would Provide larger generation of isk for lower class wh's and bit more "risk" in the pve side of sites. C) Larger groups could afford to live in small class wh's
3) Sleeper incursions?
A) Randomly attacking everything in their target system that is player owned. Content generation that would make sooting red cross's a bit more interesting B) Systems wh's would be very unstable with either massive amount of mass on it or very little at all. C) Unique sites to run in effected systems. D) Sleepers attacking player owned structures would kinda empty out the random dead towers floating around w-space.
4) All forms of Gas? A) Drug Gas!! B) Reduce the amount of cargo space required to haul some of the cheaper gas's
Just some ideas i have had for awhile hopefully some ppl agree these would be kewl. Ik there are a few ppl who will no doubt cry and proclaim that these ideas are killing their sandbox. I on the other hand love change. And some of these may bring more ppl into wh-space increasing the content!!!!!!!!
#BillyFleet
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Amak Boma
Dragon Factory
49
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Posted - 2014.12.24 13:39:19 -
[146] - Quote
1. sleepers A) they should be able to launch interdiction bubble when they spot capitall ship, to free up the ship destroy the special sleeper B) sleeper haulers , should spawn in ore/gas and on destroying they should contain minera/sore and eventual stored gas C) sleepers should attack and destroy offline control towers after 30days if inactivity D ) there should be also scannable sleeper deadspace sites DED 11 DED 12 DED 13 DED 14 and DED 15
2. mining A) asteroid sites should be scannable, contain larger amount of ore, and much more B) the low-end chap ores should be lighter so you can mine move for lower cargo space usage C) ore sites should be despawning after 10days of inactivity instead of 3days on activation. D) in ore/gas sites thete should be no bubble rule. so hic/dictor wont be able to trap someone , and anchoring bubbles also not allowed so miners could mine in less stress. E) strip miners should be fittable on all ships that can harvest ore F) gas harvesters upgrade to reduce cycle time and increase yield
3. POSes A) add ability to self destruct control tower and structures within only available to ceo/director. what could it do? within 100km of control tower there could be large explosion that will destroy evrything within its range, including ships, pods ,and all pos structures too. could be activated only when control tower is online for more than 60 days. it could require enriched uranium in large amounts B) lift roles need for starbase anchoring and replace it with anchoring limits from 0 to 10 for corp members, so evyone can launch its own pos without needing the special roles C) faction towers should give even more powergrid/cpu output . or atleast give us structure that will reduce cpu/powergrid need for defenses to make pos more deadly D) turn back to life systems canning array , tracking enchancers
4.industry A) increase total jobs for laboratories to 10 B) increase total jobs to 10 for producing ships
5 moon mining A) we should have the materials to mine for producing t3 components B) not all moons should have resources valuable to mine so scan them C) moon mining laser for venture/prospect to extract the specific minerals but limited types and not evrywhere
6. Rats A) faction data/relics should contain specific faction rats to guard them so to hack and loot you hve to fight B) when wormhole has faction ghost site present, that faction should occupy wormhole entrances for site lifetime duration, when site despawns, rats disappear C) shattered wormhole ice belts shall spawn sleeper and regular faction rats
7. wormholes A) add few cruiser size only, battlecruiser size only and battleship size only wormholes , that will permit specified ship to go throught B) increase lifetime for lower-clas wormholes static to 48hours wandering connections - 24 hours , C) reduce frigate hole spawn D) shattered wormholes should jabe atleast one moon so first come first serve E) sun mining to harvest solar winds so you could recevie average amounts of sun materials depending on type of sun
8. highsec A) in 0.5 systems cruiser sized rats should be present B) increase chance for rare asteroid spawn in belts from 1 to 5 of each asteroids , low quantity C) add extra scannable ore sites in rookie systems for new players, D) rookie systems should have instant-death concord response E) rookie systems shall have advanced security system , rookie pilots should not be able at all to loot yellow containers or shooting suspect players. dueling rookie pilots should not be possible , best way is to auto-disable duel invites when new players logins to game. F) remove wormhole spawn from rookie systems.
9. lowsec A) we need more and valuable ore o belts B) missions lvl 5 should allow carriers on grid for extra escalation , anyway all missions need to be fixed. C) if you shoot pos/poco in lowsec instead of suspect you should be criminal flagged even if you wont destroy it D) more wormhols from lowsec to nullsec and to highsec systems
nullsec ) A) just give us more valuable ore to belts, currently they have but systems with only one or two asteroid belts should get extra ore amounts B) more wormhole connections to other nullsec systems and lowsec systems , higher wormhole spawn to high security space
10. Death A) podding should give us only one penalty instead of implant loss , we should be unable to undock for 5 minutes untill new capsule is constructed for you, cannot board any ship for 5 minutes after podding B) after you get podded, you should be able to select station where you want to be born again C) corpses should be salvagable and biomass recovered sush vater, electrolytes, microorganisms. D) very small chance for salvaging implant when corpse salvaging attempted.
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Zedutchman
Freakingz
16
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Posted - 2014.12.24 19:55:20 -
[147] - Quote
I say add a single sentry gun to all gas sites to keep people from ninja-ing. Have it replace 3 frigs or 2 cruisers in the spawn.
Have sentry guns drop blue loot and make them leave wreaks to salvage.
Do..... Something to mining in WH's.....
Although you'll need to fix mining as a whole first. Day-tripping into a WH should be a decent although dangerous option, for a mining crop to try out. Not an unnecessary risk because the High-sec ores are worth more and easier to access.
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Janeway84
Def Squadron Pride Before Fall
129
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Posted - 2014.12.25 23:24:24 -
[148] - Quote
Make sentry turrets drop sleeper ammo :) with 1.5 x better stats than T2 ammo? C1 sites drop Small sized ammo of various sorts. C2 and c3 drop medium ammo C4 and c5 drop large ammo C6 drop capital ammo |

Newt BlackCompany
BlackCompany Personal Corp
19
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Posted - 2014.12.29 08:58:39 -
[149] - Quote
Can we remove the visual effect gas clouds in sleeper sites? They lag my crappy computer and blind me, and worse, seem to serve no other purpose. |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1453
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Posted - 2014.12.29 10:15:29 -
[150] - Quote
Zedutchman wrote:I say add a single sentry gun to all gas sites to keep people from ninja-ing. Have it replace 3 frigs or 2 cruisers in the spawn.
Have sentry guns drop blue loot and make them leave wreaks to salvage.
Do..... Something to mining in WH's.....
Although you'll need to fix mining as a whole first. Day-tripping into a WH should be a decent although dangerous option, for a mining crop to try out. Not an unnecessary risk because the High-sec ores are worth more and easier to access.
Why would stopping people Ninja gas mining be a good thing? Surely more life in wormholes and more in space is something to be encouraged?
I do agree however that looting or salvaging from the existing sentry guns has value as an idea.
And Mining where the hole is not buttoned up is currently beyond risky, approaching borderline insanity, something to encourage mining out of the home hole, would be valuable.
There is one EvE. Many people. Many lifestyles. WE are EvE
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