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Medalyn Isis
Aliastra Gallente Federation
442
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Posted - 2014.11.27 12:04:04 -
[91] - Quote
John Ratcliffe wrote:For clarity, SP loss is unacceptable under any circumstance. They need to remove it from T3. Something a lot of ex wow, and other such MMORPGs have trouble adjusting too is the fact is SP is not sacred and was never meant to be. So when it is threatened to be taken they have a massive knee jerk hysterical response throwing all their toys out the pram. Eve is a harsh universe my friend, where death doesn't just mean you respawn at the nearest respawn point.
I remember the good old days of UO, I bet a lot of the people who are having a fit at the thought of losing SP never played a hardcore old school MMORPG such as UO. You have never experienced how good it is when a game has harsh consequences for death, trust me you will like it once you get over the initial shock of the usual creature comforts which you find in todays modern MMORPGs taken away.
Eve is really a flash back to the heydays of MMORPGS seeing as it was released shortly after UO, and I hope that it retains the hardcore property's of that era. |
Corraidhin Farsaidh
Farsaidh's Freeborn
795
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Posted - 2014.11.27 12:10:50 -
[92] - Quote
Medalyn Isis wrote:John Ratcliffe wrote:For clarity, SP loss is unacceptable under any circumstance. They need to remove it from T3. Something a lot of ex wow, and other such MMORPGs have trouble adjusting too is the fact is SP is not sacred and was never meant to be. So when it is threatened to be taken they have a massive knee jerk hysterical response throwing all their toys out the pram. Eve is a harsh universe my friend, where death doesn't just mean you respawn at the nearest respawn point. I remember the good old days of UO, I bet a lot of the people who are having a fit at the thought of losing SP never played a hardcore old school MMORPG such as UO. You have never experienced how good it is when a game has harsh consequences for death, trust me you will like it once you get over the initial shock of the usual creature comforts which you find in todays modern MMORPGs taken away. Eve is really a flash back to the heydays of MMORPGS seeing as it was released shortly after UO, and I hope that it retains the hardcore properties which were present in that era.
The old RPG's I played such as CyperPunk 2020 had pretty harsh consequences...you died and that was it! Start from scratch...made being the Solo (combat grunt) pretty intense in the firefights and all the better for it... |
afkalt
Republic Military School Minmatar Republic
522
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Posted - 2014.11.27 12:13:28 -
[93] - Quote
You're still failing to recognise that a "cheap" pod is already hurting the pilot every second they are in it. It is classic risk vs reward. |
Medalyn Isis
Aliastra Gallente Federation
442
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Posted - 2014.11.27 12:16:00 -
[94] - Quote
Corraidhin Farsaidh wrote:Medalyn Isis wrote:John Ratcliffe wrote:For clarity, SP loss is unacceptable under any circumstance. They need to remove it from T3. Something a lot of ex wow, and other such MMORPGs have trouble adjusting too is the fact is SP is not sacred and was never meant to be. So when it is threatened to be taken they have a massive knee jerk hysterical response throwing all their toys out the pram. Eve is a harsh universe my friend, where death doesn't just mean you respawn at the nearest respawn point. I remember the good old days of UO, I bet a lot of the people who are having a fit at the thought of losing SP never played a hardcore old school MMORPG such as UO. You have never experienced how good it is when a game has harsh consequences for death, trust me you will like it once you get over the initial shock of the usual creature comforts which you find in todays modern MMORPGs taken away. Eve is really a flash back to the heydays of MMORPGS seeing as it was released shortly after UO, and I hope that it retains the hardcore properties which were present in that era. The old RPG's I played such as CyperPunk 2020 had pretty harsh consequences...you died and that was it! Start from scratch...made being the Solo (combat grunt) pretty intense in the firefights and all the better for it... Yep, that's the kind of game I'm talking about. You are from a similar era of gaming than myself. Nowadays despite the great graphics I find myself passing on most games simply because they offer no challenge compared to the games of old. The last game I played since Eve was Dark Souls, which was great, but other than that I don't find I have any inclination to play many of these fair ground ride games of today. |
Medalyn Isis
Aliastra Gallente Federation
442
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Posted - 2014.11.27 12:22:31 -
[95] - Quote
afkalt wrote:You're still failing to recognise that a "cheap" pod is already hurting the pilot every second they are in it. It is classic risk vs reward. No I did actually read what you wrote, and that is actually a very good argument, one of the best arguments I've seen in keeping the status quo in fact.
The only issue I have with it is that it means that pod death can still be meaningless in many circumstances, for instance when people like Anhenka use suiciding an empty pod as a free ride home.
In my vision a pod death is something which a capsuleer should always want to avoid, and it should never be in a capsuleers interest to suicide their own pod unless they are in dire circumstances such as stuck in a wormhole.
I like your argument though, apologies that I did not respond to in sooner, but I still think it doesn't go far enough imo. |
afkalt
Republic Military School Minmatar Republic
522
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Posted - 2014.11.27 12:22:58 -
[96] - Quote
Edit: We cross posted.
Proof/numbers (based on historical findings, YMMV today)
Max skill points per hour: 2700
Skill points per hour in empty clone: 2250
Difference: 450.
MINIMUM hit for a single 24 hour period in an empty clone (where one may or may not die): 10800 skill points.
So every day you sit in an empty clone it costs you 10800 skill points. Even if you DONT die. That's 4 hours worth at implanted pod level.
So please, let's stop pretending empty pods "cost nothing".
Numbers clearly skew with +2s etc, but again...risk vs reward - you gain a bit you lose a bit. There is also combat effectiveness via hgardwires etc which will chew into isk/hour (if you're the ratting type) |
Medalyn Isis
Aliastra Gallente Federation
442
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Posted - 2014.11.27 12:29:44 -
[97] - Quote
afkalt wrote:Edit: We cross posted.
Proof/numbers (based on historical findings, YMMV today)
Max skill points per hour: 2700
Skill points per hour in empty clone: 2250
Difference: 450.
MINIMUM hit for a single 24 hour period in an empty clone (where one may or may not die): 10800 skill points.
So every day you sit in an empty clone it costs you 10800 skill points. Even if you DONT die. That's 4 hours worth at implanted pod level.
So please, let's stop pretending empty pods "cost nothing". Yep looks like we cross posted as I replied above. Yes this is a very good argument for keeping the status quo, although having a punishment inflicted upon you by another player can only be achieved using a retrospective penalty. Using this method the capsuleer inflicts a penalty upon themselves before any engagement has even begun.
And also the point I mentioned above about every pod death being meaningful, as when you have no implants, it is actually in the capsuleers benefit to suicide themselves, something which has always grated with me.
But yes, you make a good argument for keeping the status quo, but I would still go further myself. |
Jack Carrigan
Order of the Shadow The Revenant Order
4806
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Posted - 2014.11.27 16:09:11 -
[98] - Quote
Abso****inglutely not.
I am the One who exists in Shadow. I am the Demon your parents warned you about.
||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
3005
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Posted - 2014.11.27 19:17:14 -
[99] - Quote
Medalyn Isis wrote:
Thank you for immediately flailing around hysterically and proving my point in the post above. If you had read the post properly then you would have realised Im not suggesting a higher barrier to pvp, the opposite in fact.
Even in an absolute best case scenario, your bubble immune pods with more EHP than the ships they've cme out of are still going to die repeatedly to things like lag, instalock ships, massed smartbombs, bomb waves, pipebombs and even the humbe disconnect. In the current system, you're out your implants and clone cost. in yours, you're also out potentially six days of training in a serious skill you require for your particular playstyle. No matter what you do.
How is that not a higher barrier to PVP?
And can you explain how forcing people to fly 50 jumps in their pod to avoid said skill loss and get themselves home is any better than getting a blue to pod you if you're on an extended roam somewhere? |
FT Diomedes
The Graduates Forged of Fire
646
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Posted - 2014.11.27 19:28:24 -
[100] - Quote
Medalyn Isis wrote:afkalt wrote:You're still failing to recognise that a "cheap" pod is already hurting the pilot every second they are in it. It is classic risk vs reward. No I did actually read what you wrote, and that is actually a very good argument, one of the best arguments I've seen in keeping the status quo in fact. The only issue I have with it is that it means that pod death can still be meaningless in many circumstances, for instance when people like Anhenka use suiciding an empty pod as a free ride home. In my vision a pod death is something which a capsuleer should always want to avoid, and it should never be in a capsuleers interest to suicide their own pod unless they are in dire circumstances such as stuck in a wormhole. I like your argument though, apologies that I did not respond to in sooner, but I still think it doesn't go far enough imo.
You could add more meaningful consequences to pod death by making all implants into skill hardwirings and giving them larger bonuses. Or letting people double up on skill hardwirings or something. Make it even more of an advantage to have a pimped pod while you are in the spaceship.
This is my signature. There are many like it, but this one is mine.
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Medalyn Isis
Aliastra Gallente Federation
442
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Posted - 2014.11.27 19:33:02 -
[101] - Quote
Danika Princip wrote:And can you explain how forcing people to fly 50 jumps in their pod to avoid said skill loss and get themselves home is any better than getting a blue to pod you if you're on an extended roam somewhere? Because the war strategists and fleet commanders will have to make the decision of playing it safe in home territory, or risk being cut off from supply lines at home if they decide to branch out 50 jumps into enemy territory. Much like the kind of decision a real general would need to make. Not the current situation of being able to venture to the other side of the universe and then simply respawn back at base.
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Anhenka
The Cult of Personality DARKNESS.
676
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Posted - 2014.11.27 19:48:49 -
[102] - Quote
Medalyn Isis wrote:Danika Princip wrote:And can you explain how forcing people to fly 50 jumps in their pod to avoid said skill loss and get themselves home is any better than getting a blue to pod you if you're on an extended roam somewhere? Because the war strategists and fleet commanders will have to make the decision of playing it safe in home territory, or risk being cut off from supply lines at home if they decide to branch out 50 jumps into enemy territory. Much like the kind of decision a real general would need to make. Not the current situation of being able to venture to the other side of the universe and then simply respawn back at base. So where does the part where people don't join fleets because of it fit in? I'll frequently go out PvPing in a cheap ship knowing that is something comes up IRL I can just say fuckit, SD my ship and pod, and be back to base.
There are already considerations like the ones you describe. People fighting close to home can easily reship and come back. Many major fights have escalated because someone kept reshipping dead dictors into more dictors and throwing them at some caps doing stupid things while everyone piled in.
Such fights were very often won by the people closer to base they had a shorter supply and reinforcement line. Those with longer distances already had to reship and spend more time getting back into the fight, increasing the time they are out of the fight, and increasing the risk that someone sets up a camp to kill reinforcements en route.
This tendency has massively INCREASED with Phoebe, now that you can't string titan bridges for 50 LY to quickly get forces back in.
What you are proposing is a extremely unneeded addition that does nothing to contribute to the game, and only punishes those who dare to actually PvP, as well as punishing those who with a questionable internet connection, bad ping, or the misfortune to run into an instablap smartbomb camp. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
3005
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Posted - 2014.11.27 20:42:24 -
[103] - Quote
Medalyn Isis wrote:Danika Princip wrote:And can you explain how forcing people to fly 50 jumps in their pod to avoid said skill loss and get themselves home is any better than getting a blue to pod you if you're on an extended roam somewhere? Because the war strategists and fleet commanders will have to make the decision of playing it safe in home territory, or risk being cut off from supply lines at home if they decide to branch out 50 jumps into enemy territory. Much like the kind of decision a real general would need to make. Not the current situation of being able to venture to the other side of the universe and then simply respawn back at base.
Uh...you are aware that this is a GAME, right?
Eliminating roaming gangs entirely would not do much to make nullsec a nice place to live. Making it completely impossible to go on a roam without potentially losing the ability to fly what you want for a week if you happen to die is really not going to encourage people to actually roam, and without roaming, the 'big blue donut' you people always scream about becomes much more of a thing... |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
38
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Posted - 2014.11.28 22:04:38 -
[104] - Quote
baltec1 wrote:Ceawlin Cobon-Han wrote: Being podded must mean something, else there is no way of realistically punishing a transgressor. Needing to pay for a costly clone upgrade is far more effective than blowing up a ship, as well as inconveniencing the podded.
My ship is worth five times my clone costs. My implants are worth 11 times my clone costs. All a death tax does is make me avoid using cheap ships such as frigates and cruisers. I would much rather spend that 45 mil on a stabber and provide more content in game. ****, we're talking about being podded not having your ship wrecked. Do keep up, if that's possible. As for the implants: add 80% of their value to the bounty paid out. |
Lady Rift
What Shall We Call It
111
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Posted - 2014.11.28 22:09:07 -
[105] - Quote
Ceawlin Cobon-Han wrote:baltec1 wrote:Ceawlin Cobon-Han wrote: Being podded must mean something, else there is no way of realistically punishing a transgressor. Needing to pay for a costly clone upgrade is far more effective than blowing up a ship, as well as inconveniencing the podded.
My ship is worth five times my clone costs. My implants are worth 11 times my clone costs. All a death tax does is make me avoid using cheap ships such as frigates and cruisers. I would much rather spend that 45 mil on a stabber and provide more content in game. ****, we're talking about being podded not having your ship wrecked. Do keep up, if that's possible. As for the implants: add 80% of their value to the bounty paid out.
l2r he is saying losing his pod is more expensive than losing his ship. as in getting poded already has enough consequences with losing all your implants
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