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Thread Statistics | Show CCP posts - 6 post(s) |
Malcanis
Vanishing Point. The Initiative.
16868
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Posted - 2015.08.12 21:02:20 -
[1] - Quote
Go on, do it. make CCP reverse the Pheobe changes, I dare you
I double ******* dog dare you. Do it you chickens.
Because here's what will happen if you do, based on the following facts:
(i) There's one superpower in EVE: The Imperium. (I'll define superpower as "able to contest any other group while defending its territory against other other single group")
(ii) Nowhere in 0.0 will be safe from any group anywhere willing to deploy.
Result:
(1) The Imperium will own 0.0. Everyone else in sov 0.0 will have to either kiss the ring or get burned out of their space at the whim of the Imperium leadership.
(2) The Imperium will react to any attempt to coalesce a group that could remotely challenge it.
(3) That's it. Goons own null until they get bored. The end.
So go on, do it. Go ahead I don't even care any more. I worked my fat white arse off for you people to try and get a game state that would allow diversity and independence in 0.0, and people such as myself, Marlona Sky, Manfred Sideous and many others made that case to CCP. Well I haven't got the energy to do it again, nor has anyone else who was at the front of that campaign.
So fine, go right the **** ahead: I'm in the Imperium now and I will take vindictive pleasure in actively burning out every last small independent group from 0.0 and, that done, you'd better believe I will be campaigning like hell to see the same happen to empire too.
buk buk
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16876
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Posted - 2015.08.13 07:32:25 -
[2] - Quote
Jay Amazingness wrote:75% fatigue reduction for black ops battleships (hull only) - bridge remains at 50% 50% fatigue reduction for jump bridges in systems with strategic index of 3 75% fatigue reduction for jump bridges in systems with strategic index of 4 90% fatigue reduction for jump bridges in systems with strategic index of 5 Carriers/dreadnoughts have their range upped to 7.5 lightyears with 50% of the fatigue they have now Supercarriers have their ranged upped to 6 lightyears however have 50 reduction bonus Titans remain 5 lightyears with 50% reduction bonus Rorquals range upped to 10 lightyears 15% fatigue reduction for Jump Portal Generators with racial Titan level 1 30% fatigue reduction for Jump Portal Generators with racial Titan level 2 45% fatigue reduction for Jump Portal Generators with racial Titan level 3 60% fatigue reduction for Jump Portal Generators with racial Titan level 4 75% fatigue reduction for Jump Portal Generators with racial Titan level 5 why are you punishing people for owning sov? i mean CCP really doesn't listen to their players for this sort of stuff but when people are unsubbing then they will act http://jestertrek.com/eve/players/eve-players-since2008.png
So in effect, making long distance travel 4x more powerful than it is now.
Right.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16899
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Posted - 2015.08.15 20:25:58 -
[3] - Quote
I'm very uncomfortable with the idea of jumping in to a capital system clearing fatige, but I think the idea of zero cost for jumping to one's own capital system is perfectly reasonable, and would have some good secondary effects.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16900
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Posted - 2015.08.15 22:58:54 -
[4] - Quote
Equto wrote:Jenshae Chiroptera wrote:Dograzor wrote:To keep it short: Both or at least either one need fixing (range + fatigue). My preference goes to range as the range puts a toll on a lot of individual players, having to do double the jumps is just so frustrating, especially when people need to run logistics or relocate capitals. Range is exactly why Phoebe is good. I can tell you right now, range is not fine in phoebe, yes it stopped the random hotdrops. At the same time what used to take 2 jumps now takes me 15, the range is amazing
It also takes your enemies 15 jumps to cover what they used to do in 2.
If not for the jump changes, you wouldn't have that space in the first place, and you wouldn't have a hope of defending it now.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16903
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Posted - 2015.08.16 07:00:19 -
[5] - Quote
Rowells wrote:Equto wrote:hell it took a week with "instant" travel as you call it. You are either lying, over-exaggerating, or are completely ignorant. These numbers you keep ripping out of your bum have a striking resemblance to what normally comes out of there. And it doesn't start with what I what I quoted, however it does make it pretty plain to see now.
Indeed, let's look at the facts:
Capital ships used to shoot stuff: all time high Capital ships being shot at and destroyed: all time high Percentage of map covered by 2 great coalitions unwilling to fight each other: 7 year low Percentage of map occupied by small-to-medium sized groups either willing to or already fighting each other: 7 year high Percentage of map effectively empty which can therefore be claimed by ambitious and enthusiastic homesteaders: probably at a 10 year high, maybe longer.
We sure do need a rework of the resources and income generation ability of sov space, because it's not clear why farming anoms is better than farming SoE LP in hi-sec - few are disputing that - but yeah, apart from that the verifiable facts don't match up to the hurte buttes.
Deploying simply isn't as "impossible" as these lazy little fibbers make it out to be. It just takes some actual work other than 'get some dude to lay the cyno chain and then logging in a few titans, OK that's it we're ready.'
"*A bloo bloo*, we have to spend an hour looking for a suitable wormhole to take us most of the way and then cover the rest of the distance in gates like *shudder* poors, *a bloot bloot sniffle* how terribly CCP are oppressing us why won't somebody help us go back to the old days, oh great they did WAIT JESUS CHRIST THAT SURE IS A LOT OF GOONS IN TITANS WHAT ARE WE GONNA DO NOW????"
I swear to god, these people have the memory of goldfish.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16909
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Posted - 2015.08.16 18:34:31 -
[6] - Quote
afkalt wrote:Malcanis wrote: "*A bloo bloo*, we have to spend an hour looking for a suitable wormhole to take us most of the way and then cover the rest of the distance in gates like *shudder* poors
To be fair, remember CCP nerfed the arse off null holes because they (*cough* SORT *cough cough*) cried like a little baby about the big bad wormhole people and PL shitting their day up. You remember, shitting up someones day being the very cornerstone of Eve. Unless you're having a null battle, in which case it's queensberry rules and no fun allowed
You can still generally find a hole that will take you most, or at least a big chunk of the way for a long journey
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16928
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Posted - 2015.08.18 20:25:33 -
[7] - Quote
Jayne Fillon wrote:"Imagine that your capital system, and only your capital system, cleared your jump fatigue when you jumped into it. "
Yeah there's no way that this could be abused.
I'm perfectly fine with "Jumping into capital system causes no fatigue" because it actually addresses the headline use case of letting people move their stuff to a new home, and maybe even "staying in a capital system causes fatigue to dissipate 2% faster per level of ADM (ie: up to 12% faster)" as the "sov bonus", but just erasing all accumulated fatigue? hah, yeah, no. Way too easy to work that by eg titan bridging pods (or travel ceptors) in at the end of the night and then death/jump-cloning them back to staging points.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16928
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Posted - 2015.08.18 20:38:02 -
[8] - Quote
Wait what am I saying it's an awesome idea that will in no way be farmed like crazy by the Imperium and used to utterly dominate the map.
Go right ahead
buk buk
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
16948
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Posted - 2015.08.22 20:01:16 -
[9] - Quote
For the specific use-case of players joining an alliance an needing to move their stuff, maybe there could be a once-per-year exception mechanism of some kind like the annual medical clone thing?
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
17159
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Posted - 2015.10.17 17:32:03 -
[10] - Quote
As said approximately infinity times already, that's trivially worked around with out of game tools. You cant stop people talking to each other and if they can talk to each other, you can't stop them working together if it's clearly to their advantage to do so.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
17186
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Posted - 2015.10.24 11:57:29 -
[11] - Quote
Peastrel Leporidae wrote:Malcanis wrote:As said approximately infinity times already, that's trivially worked around with out of game tools. You cant stop people talking to each other and if they can talk to each other, you can't stop them working together if it's clearly to their advantage to do so. not really,imagine for a moment (if you can get passed the bitterness)you're in a 40 man fleet on a gate,on the other side of the gate is 30 players fighting,10 are so-called friendlies others are not,when you jump in to engage who do you shoot? how can you tell in game? standings are neutral for both.how is talking to someone in another fleet going to help? ii think without the aid of in game standings it will be much more of a chore to fleet with people not in your alliance.also if fleet standings(pretty pink color) should also be removed,also aiding in separating alliances, if the jump range Nerf and fatigue are truly in existence due to power projection and so many are against it then taking away the ability to ally your alliance with others is a better method.
Yes really. The colour tags for standings were introduced in the first place becuase screen overlay tools were created by players to do the same job. If CCP removed standings slots, those tools would reappear and be in general use within 96 hours.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
17198
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Posted - 2015.10.31 08:00:30 -
[12] - Quote
I think you misunderstood the problem that fatigue was intended to solve
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
17305
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Posted - 2015.12.16 16:26:29 -
[13] - Quote
FT Diomedes wrote:Derek Kanjus wrote:Natheniel wrote:This post was from get_bent on reddit, many people wanted it posted up here for devs and others to see. I am relaying the post to you guys. Quote:Fatigue should act as a multiplier for your fuel consumption, but not prevent you from jumping (until you fatigue so bad your ship can't hold the required amount of fuel). Then the player gets to make the choice if successive jumps are worth it, for large alliances fuel becomes a strategic asset vs a tactical one, and ice farmers get a boost. The idea of a timer for something before I can do it just sucks and my carrier is rotting away.
From YA0 (Dek) to H6-E (Wicked Creek) right now costs 55,770 isotopes with JDC and JFC V over 74.37LY. That's 37m for one nyx from one end to the other. FOR EXAMPLE
Let's say every 5LY doubles your fuel cost based on your current fatigue timer. Now instead of 55,770 isotopes and 37m isk it costs 1,827,471,360 isotopes and 1,187,856,384,000.00 (that's trillion) isk. Can you make that last jump? Of course not. It's cheaper to buy a fleet of nyx at your destination. But for small jumps it stops being a huge factor. You can bounce between neighboring systems without having to take a timeout like a 2yo. But maybe a 15 light year jump is strategically important for an alliance and they think it's worth the 300m isk to get a single nyx on field. I personally disagree with this because it benefits people with deep pockets to keep jumping away, i think the idea of a timer to 'recharge the drives' is agreeable and realistic. Discuss! I personally really like the idea of jump fatigue giving an increased fuel consumption instead of a reactivation timer. Fuel cost is fairly cheap, but as fatigue scales up you would end up consuming your whole fuel bay to make a partial-range jump, which means you still have a hard cap on how quickly you can move across the cluster via jump drive. You would definitely have Jump Freighter fuel trucks, which I think is actually pretty awesome. A large capital fleet should require logistics (not the repairing kind). This is actually an awesome idea.
So hype r rich groups can project power with impunity, thus ensuring that they can dominate arbitrary amounts of space and become even richer? Within 3 months we're back to the 1-2 powerblocs owning everything status quo ante except that ice is far more expensive and now it costs 2b a month to run a pos in hi sec
Sounds awesome. He's a genius.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
17839
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Posted - 2016.07.21 03:52:39 -
[14] - Quote
Sgt Ocker wrote:Freelancer117 wrote:Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics 11 months with no word from Devs - I'd say this thread was a good distraction but there was never any intention of it leading to change.
Most likely because it has accomplished what it was supposed to, and the doomsday predictions were not fulfilled. Even noted grump Sgt Ocker stayed subbed and didn't even leave sovereign nullsec.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Malcanis
Vanishing Point. The Initiative.
18328
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Posted - 2017.01.23 14:30:32 -
[15] - Quote
Rikanin wrote:Hated it when implemented, still hate it.
Do I have to flap my arms to get the ship to move...is that why I'm fatigued?
Mostly it pissed me off because I was at the edge of the map when it was implemented and getting my assets back to lowsec was a nightmare and took FOREVER.
Alliances come and go - and unless you belong to a giant one that NEVER or RARELY loses sov or access to outposts you have to worry about moving house every few months. Maybe the alliance petered out, maybe they were renters and decided to pick up sticks and move while you were gone for a few days. Maybe they were steamrolled by a larger alliance over the weekend you didn't log on.
People don't like to feel trapped. I certainly don't and being that far into null and then suddenly having to have at least double the number of cyno points to get back (when there were already a lot) made me feel like I was. Getting anything to/from Highsec is suddenly a days long pain in the ass. It's the same reason I won't go -10 in lowsec anymore...I don't like not being able to fly through highsec if I want to go to Jita or I need to cross it to get to another part of low/null. (not to mention the sec lvl grind back was tedious as hell) I want to be able to go where I want when I want. And that's tricky enough in low and null without piling on some bullshit mechanic meant to stop the mega alliances from traipsing from this edge of the map to that one and teabagging everyone just because they can.
It seems like every time one of these mechanics is implemented to somehow put a damper on the efforts of the largest alliances it screws the small corps/alliances and is barely a bump in the road for the largest ones it was intended for because they're so obscenely rich.
So yeah...make the jump ranges better, get rid of space aids and find some other way to control force projection w/o trapping people at the ass end of nowhere.
It says Jump Fatigue Feedback and that's my feedback...it sucks.
Some other way such as what? You moving your suitcase carrier full of ships IS power projection. Any alternative scheme to restrict power projection will restrict you just as fatigue does. Before you immediately blurt out some varient on "NUH UH", try and think of a scheme that doesn't reduce to fatigue by some other name or a "l pinky swear" restriction that won't restrict anything.
"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."
Grath Telkin, 11.10.2016
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Malcanis
Vanishing Point. The Initiative.
18328
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Posted - 2017.01.23 14:32:16 -
[16] - Quote
Lelob wrote:Create drugs that increase jump range/decrease jump fatigue. Add in a 3rd factor just like jump fatigue but make it for a negative effect attached to these drugs that could 100% of the time reduce ehp/agility/speed etc. (not dps though IMO) on all ships that character flies for the duration of this timer (Model this timer on the math for the jump fatigue IMO where it exponentially increases). It would effectively remove the threat of someone dropping their big hitters on you from 1/2 way across the universe, but would still allow for some interesting projection where thin-glass cannon fleets could come and try and 3rd party on fights, but would also be at a bit of a disadvantage.
edit: you could even call them polarized drugs
Your scheme to use capital holding characters as penalty mules is pretty transparent.
"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."
Grath Telkin, 11.10.2016
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Malcanis
Vanishing Point. The Initiative.
18328
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Posted - 2017.01.23 14:35:05 -
[17] - Quote
Ziranda Hakuli wrote:Been a long time since i was in a capital ship. felt kind of nice sitting in a carrier seat once again and I begin my jump route plan and go WTF?!?!?! 5ly jump. and I got Jump cal 5?!?!?
Jump Fatigue from what i remember was introduced to keep the huge capital battles down and force alliances to consider when to commit them and when not too.
The Jump Range Nerf was enough to cripple people from considering in moving to null if they already got a carrier hiding in a low sec pocket collecting dust.
and training Jump Cal 5 was a horrendous training time and does basicaly nothing for us now.
How about replacing the skill with something more USEFUL "Jump Stamina" reduce jump fatigue
please reconsider and bring back the normal Carriers jump range or bumping it up to 8ly.
And yet capital ships are used way more frequently than they were before fatigue.
Just not by you....
"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."
Grath Telkin, 11.10.2016
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