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Thread Statistics | Show CCP posts - 6 post(s) |
Alyxportur
From Our Cold Dead Hands
97
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Posted - 2015.08.13 14:43:32 -
[1] - Quote
CCP Larrikin wrote:Michael Pawlicki wrote:I very much like the idea of jump fatigue drugs. I would prefer to give them a slightly higher side effect chance, but that could be a very interesting industry, especially if the sites that have the materials for production are in 0.0 or 0.1 lowsec systems. One of the concerns with jump fatigue drugs is the fragmentation of fleets. Half the fleet is effected by serious side effects while the other half is fine.
How is this not exemplified worse in disparities of jump fatigue? Some fleet members have no fatigue, some have an hour, and some have 30 days and can't jump at all. Fragmentation of fleets exists already. |
Alyxportur
From Our Cold Dead Hands
97
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Posted - 2015.08.13 15:17:04 -
[2] - Quote
- Altering jump ranges
Logistics should be farther range than PVP with no fatigue. Bottle-necking logistics only discourages content. Encouraging all-local production is not only a pipe dream, it's terrible for the EVE economy as a whole. Let the Great Material Continuum flow as it wills.
- Altering jump fatigue curves
Don't use a curve. Use flat-rate math. Any jump (regardless of range) = X amount of fatigue.
- Moving jump fatigue from character based to ship based
No.
- Alternative FTL systems (Hyperdrive anyone?)
If you want to buff subcaps so that they no longer need a titan to bridge, sure, but if your new FTL also includes a fatigue-like mechanic, absolutely not.
- Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
No. You nerfed capitals because sov groups threw them around too much (aka power projection). If the initial reason for the mechanic is gone, remove the mechanic just like you removed industry teams.
- Balance of Jump projection v's Gate projection v's Wormhole projection
Supercapital-mass-sized wormholes please.... direct or through C6 holes. Now wouldn't that shake up boring C6 space as well.... and put supercapitals in wormholes.... oops.
- Jump Fatigue effecting combat effectiveness instead of limiting movement
Analogy time: I drove five miles to the store and waited in the car for an hour before I could get out and do my shopping. No.
- Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
Maybe. If you gave them better range and zero fatigue during move ops.... maybe.
- Active methods of reducing jump fatigue (Modules, Skills, Drugs)
Sounds like pay to win or wait to win. Both passive and boring.
- What does local-content mean to you?
It means EVE is dying. If I wanted to only play with a few people, I wouldn't play a single-shard, big universe space game.
In the http://community.eveonline.com/news/dev-blogs/phoebe-travel-change-update/ blog post it was said, "This blog describes the final state of affairs for what is shipping in Phoebe GÇô barring catastrophe we will not be making further adjustments." but I hope that is not the case here. I think you/CCP may have misinterpreted a necessary part of the game as a problem.
As I see it, the core 'problem' of capitals was that they were the end goal of many, and many players got them, grouped them, and used them to their advantage as much as possible. Some of us (yes, myself included) invested years in the skills required for intensive, capital warfare. Naturally, as time progressed during dominion sov, players realized that the more they grouped up and used their collective capital forces to advantage, the more powerful they were.
New players could not cope with this power, and they shouldn't have the power to do so. Hundreds/Thousands of players who worked and waited for their end-goal of capital skills found them nerfed and useless. EVE now lacks a significant long-term goal for players to skill towards. While new players are necessary for the survival of EVE and the long-term replacement of playerbase decline, a large reason for long-term play has now been removed from the game. I believe this has not only affected the decline in high-SP accounts (previously loyal, avid players of nullsec) but it also hurts the odds of keeping new players as they now lack what was probably the most common long-term skill point goal: capitals.
Please remove all the jump fatigue mechanics. All of them. |
Alyxportur
From Our Cold Dead Hands
98
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Posted - 2015.08.13 17:44:44 -
[3] - Quote
Sexy Cakes wrote:And one more thing... This devblog: http://community.eveonline.com/news/dev-blogs/where-we-stand/ http://cdn1.eveonline.com/www/newssystem/media/66972/1/Jumps.jpg Quote:The real use of this metric will be later as we evaluate Phase Two. As the next set of changes do not involve direct changes to power projection we would hope that an increase in Nullsec jumps over the summer would reflect an overall increase in player engagement. Lets see the metric that this refers to now. That graph was posted on March 3rd. But more on point: Why would you group gate jumps and cyno jumps and leave out jump bridges completely with such a major change? Show us the graphs on jump bridge usage, jump drive to cyno's and gate jumps as 3 separate lines on the same graph.
They may not be recorded/logged separately. Do the 'jumps' via the public API (e.g. jumps in the last hour on dotlan) refer only to gates or gates + capitals? |
Alyxportur
From Our Cold Dead Hands
98
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Posted - 2015.08.13 18:02:37 -
[4] - Quote
Sexy Cakes wrote:Alyxportur wrote:
They may not be recorded/logged separately. Do the 'jumps' via the public API (e.g. jumps in the last hour on dotlan) refer only to gates or gates + capitals?
Well then it's a ****** metric to use.
It may not have been intended as anything more detailed than a basic activity/travel metric. If they could separate out just capital jumps (non-gate capital jumps that is) and publish those statistics as a table of #s per day, I would be surprised if they did anything but decline to a lower, stable level.
My experience is that we all now avoid jumping capitals as much as possible. |
Alyxportur
From Our Cold Dead Hands
99
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Posted - 2015.08.14 00:31:44 -
[5] - Quote
Jenshae Chiroptera wrote:I love jump fatigue.
It adds more strategy and stops alliances jumping on every little gang.
Do you join these little gangs, or are you just romanticizing their assumed existence? Unless someone (aka CCP or the guy who runs zkb) can roll out some statistics on 'little' fleet-on-fleet encounters and prove with data how they've gone up since Phoebe, then content has gone down, not up. |
Alyxportur
From Our Cold Dead Hands
100
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Posted - 2015.08.14 16:13:11 -
[6] - Quote
Harry Saq wrote:Stay strong CCP, the majority of the angry noisy feedback is short sided junk based on an obsolete entrenched mindset. Your vision is good, your goals are correct, do not go back, continue pushing forward and just bring on the system/constellation fortification ability and work on features that encourage and allow player density within said systems/constellations.
The 'build it and they will come' policy only works when people aren't in the process of leaving.
Sexy Cakes wrote:http://eve-offline.net/?server=tranquility
New players joining are roughly the same.
I'm about 95% sure the dip in subs is people unsubbing worthless, fatigued jump drive alts.
Activation of new accounts and a drop in the number of active, older accounts are nothing alike. Which do you think motivates CCP more to change and rethink something they did to the game: Fewer new people joining or a rapid decrease in their existing population? |
Alyxportur
From Our Cold Dead Hands
101
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Posted - 2015.08.28 00:38:05 -
[7] - Quote
Kagura Nikon wrote:The exodus of players is not because of that, Is not even because of eve. Check how the world is out there, a large group of players cannot pay with credit card anymore because of US sanctions to russian banks, result they need to pay with plex, result plex price skyrocket. The next step is easy to figure. Take the graph of players and cross with theplex price and it becomes clear that the major factor is NOT jump fatigue .
I feel the need to point out that PLEX prices are rising because ISK is easily available (via incursion farming or nullsec ratting) and because fewer players are buying the PLEX item to seed on the market. As a real-world example, if the US government increased the amount of bills that it printed while global oil production declined, the price of gas would go up due to both the inflation and the decrease in abundance. That (the latter seen more clearly than the former) is what is affecting PLEX prices.
Unless you are CCP who has access to data like which accounts have unsubbed in the last 12-months which (1) have capital skills (2) have jumped frequently in the past and (3) are not unsubbed your aberrant conclusions are based on nothing more than taking two sets of data and saying there is an indirect correlation between a decline in players and a rise in PLEX. Unless you can prove two sets of data have a definitive connection (something that is very hard for players, but that CCP does have the data capabilities to do), you are at best throw out conspiracy theories.
EDIT: Do you have any proof that CCP doesn't accept monetary transactions from Russian IPs? You've made me curious now. |
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