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Thread Statistics | Show CCP posts - 0 post(s) |

Ghoest
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Posted - 2006.09.15 21:31:00 -
[1]
Where is this announcment?
Anyway all that really matters is if the new 0.0 has no choke points.
Guaranteed gate camps are why people dont go to 0.0. 0.0 it self has dangers but if fun. Getting there sucks currntly unless you have the bookmarks.
Wherever you went - here you are.
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Ghoest
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Posted - 2006.09.15 22:26:00 -
[2]
Originally by: DropZone 187
Whether it is game mechanics or empire is just unbalanced, CCP should start there.
Its choke point gate camps. Yes you can beat them - but many people lost their ships immediatly the first 2 or 3 times took one step into 0.0 so they dont go back.
The danger in 0.0 should be pirates coming up on yo while you are doing stuff not pirates killing you everytime you knock on the door.
Wherever you went - here you are.
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Ghoest
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Posted - 2006.09.16 02:40:00 -
[3]
Notice how long term 0.0 players tend to have a lot of ideas about why "carebears" stay out of 0.0.
High sec players tend to list 2 majotr reasons.
-general safety -choke points
Wherever you went - here you are.
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Ghoest
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Posted - 2006.09.16 04:58:00 -
[4]
Originally by: Itaro Flagg
Originally by: Ghoest Notice how long term 0.0 players tend to have a lot of ideas about why "carebears" stay out of 0.0.
High sec players tend to list 2 majotr reasons.
-general safety -choke points
Or, they stay out of 0.0 because it isn't worth the risk to them. Let's break it down to the basics before trying to come up with fixes.
Not worth the risk, how do we change that?
1) Nerfing the benefits of empire Taking things away upsets people, the situation can be resolved without pursuing this. Not a good option.
2) Decreasing the risk of 0.0 Lot of ways to do this, more entry routes, nerfing gate camps. But again, nerfing isnt a good way to go about things--unless its an absolute necessity. My personnal favorite idea for this, is when seamless zoom and new scanning is added, redo how world map information is done. Add a very limited scanning for adjacent systems which people can use to give them a little extra edge against jumping into a gate camp.
3) Increasing the benefits of 0.0 Should be the way to go, but empire mission runners already make a lot less, but they like their playstyle. Why not let them continue their playstyle in 0.0, but with extra benefits? Add some Level 4.5 agents in 0.0 space, give empire mission runners a direct upgrade to their preferred playstyle if they relocate to 0.0 space.
Voila!
Arguments? Things I missed? Help me out here.
Um you of course left out the onvious - choke points. Besides the players who wont go anywhere dangerous(who will quite before they go to 0.0) choke points are the biggest thing keeping the average high sec player out of 0.0
Wherever you went - here you are.
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