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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Larrikin
C C P C C P Alliance
150
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Posted - 2015.08.12 19:23:35 -
[1] - Quote
Hi Space Friends,
Thanks for those that attended the Q&A session today, we appreciate those who took the time. We'd like to use this thread as a method of discussing potential changes to Jump Fatigue.
Some of the interesting suggestions that we'd heard and would like to see player opinions on -
- Altering jump ranges
- Altering jump fatigue curves
- Moving jump fatigue from character based to ship based
- Alternative FTL systems (Hyperdrive anyone?)
- Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
- Balance of Jump projection v's Gate projection v's Wormhole projection
- Jump Fatigue effecting combat effectiveness instead of limiting movement
- Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
- Active methods of reducing jump fatigue (Modules, Skills, Drugs)
- What does local-content mean to you?
We'd also love to hear your ideas, post away space friends.
Metrics Pron
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Jayne Fillon
762
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Posted - 2015.08.12 19:30:03 -
[2] - Quote
First!
To answer your questions:
- Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital jump equal to each other.
- Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
- Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb
- You should have a reduction in fatigue when returning to your capital system or point of origin
- Jump fatigue should NOT affect combat effectiveness. At all. Ever.
- Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay
- Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right.
- Local content means that I can fight my neighbours as much as I want, but not fight someone across the map
Other suggestions:
- Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
- Give black ops battleships a reduction to jump fatigue.
- Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
- More as I think of it....
Can't shoot blues if you don't have any. Long Live NPSI.
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Megarom
Fistful of Finns Triumvirate.
14
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Posted - 2015.08.12 19:30:38 -
[3] - Quote
TLDR; Get rid of the exponential fatigue build up.
The decay speed already limits the sustained speed to 0.1 LY/minute. That is enough.
[Longer post will be edited in]
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Manfred Sideous
North Eastern Swat Pandemic Legion
1233
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Posted - 2015.08.12 19:32:32 -
[4] - Quote
Lots of feedback lots of interest and participation. Thanks to the players and Devs taking the time.
@EveManny
https://twitter.com/EveManny
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Baki Yuku
Boob Heads Black Legion.
35
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Posted - 2015.08.12 19:34:01 -
[5] - Quote
I think the idea behind phoebe was sound but the implimiation was just an example of overdoing it. A nerf is fine even a double one but the tripleing down CCP did was just too much.
Remove Fatigue. Change the reactisivion timer increase range of all capitals to 7,85ly (that is the bare minimum you need to access regions like stain).
Done
As for the reactivision timer I'd say between 5 to 10 minutes. That way you're not negativly impacting lowsec nerds or dudes across the galaxy but making moving somewhat "okay". |
Teebeutel
Pandemic Horde Inc. Pandemic Horde
7
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Posted - 2015.08.12 19:36:47 -
[6] - Quote
As to the issue brought up with encouraging local production by reducing jump freighter jump range, wouldn't an easier and far more palatable way to encourage production be to increase their jump fuel consumption drastically to make it far easier to turn a profit from producing when competing against people importing from Jita? |
Rob Kaichin
Empire Assault Corp Dead Terrorists
2
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Posted - 2015.08.12 19:38:03 -
[7] - Quote
Thank you to CSM and CCP for arranging this. Was sadly a little hostile, but hopefully we can continue this soon.
I've learned a lot of interesting things, and the post-soundboard discussion was (and is) pretty good.
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Bagehi
Sniggerdly Pandemic Legion
282
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Posted - 2015.08.12 19:38:21 -
[8] - Quote
CCP Larrikin wrote:- Altering jump ranges
- Altering jump fatigue curves
Either of those two would make it significantly less unpleasant to go places.
CCP Larrikin wrote:- Moving jump fatigue from character based to ship based
That's just going to be abused.
Ranges and/or a less painful fatigue curve seem the most reasonable. Probably the easiest to do and balance as well.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1769
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Posted - 2015.08.12 19:46:01 -
[9] - Quote
The problem with fatigue right now is actually mostly one of perception. Folks playing are overwhelmingly those who had been playing before fatigue was introduced. As such, their memories of a fatigue-free, unlimited-travel-with-no-consequences Eve taints their ability to see the good of fatigue.
So-called "suitcase carriers" are probably the biggest example of fatigue being a Good Thing -- suitcase carriers allowed for risk-free movement of subcaps across the whole of eve at a whim (and a few cyno alts.) Fatigue pretty much killed that, and this is a good thing -- suitcase carriers were an unmitigated cancer that needed to be castrated.
I urge CCP to take a very light hand in the adjustments of fatigue. Despite its oppressive nature, it's doing worlds of good for lowsec and nullsec in keeping large powers (such as my own) out of conflicts in whose games they have no skin.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Andreus Ixiris
Duty.
5617
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Posted - 2015.08.12 19:46:56 -
[10] - Quote
My suggestion: remove jump fatigue entirely and/or reverse jump range changes entirely, preferably both. From the forums and the roundtable today this has clearly not been a popular change. Neither of the changes were particularly popular or fun on their own, but both of them together is far too oppressive, and at leaset one aspect of the change should be reversed.
Power projection absolutely should be limited but this is most certainly not the way to do it.
Andreus Ixiris > A Civire without a chin is barely a Civire at all.
Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.
Andreus Ixiris > ...
Andreus Ixiris > This is why we're at war.
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Miera Sertan
Dreddit Test Alliance Please Ignore
0
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Posted - 2015.08.12 19:49:23 -
[11] - Quote
CCP Larrikin wrote:Alternative FTL systems (Hyperdrive anyone?)
Would you mind expanding on this? Are you suggesting a time-based inactivity of a jumping capital? In other words an optional, but once a day, 10, 20 minute, etc additional traffic control wait time in order to safely reach the system in jump range (or maybe further?) without incurring a fatigue buildup? |
Equto
Imperium Technologies DARKNESS.
43
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Posted - 2015.08.12 19:49:46 -
[12] - Quote
Jayne Fillon wrote:First! To answer your questions:
- Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital range equal.
- Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
- Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb.
- You should have a reduction in fatigue when returning to your capital system or point of origin.
- Jump fatigue should NOT affect combat effectiveness. At all. Ever.
- Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay.
- Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right (w/ penalties etc).
- Local content means that I can fight in adjacent regions as much as I want, but not fight someone across the map.
Other suggestions:
- Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
- Give black ops battleships a reduction to jump fatigue.
- Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
- More suggestions as I think of them....
Im not quite sure I agree with all your points
- The small ranges reduce how far you can move but also reduce the amount of fights you can reasonably have
- agree
- no opinion
- sounds good
- It already affects combat effectiveness. The sheer fact that I can't jump reduces the amount of fights I can get into, if the enemy knows I just jumped they know we can't attack them.
- Moves are currently a literal pain, some cross region moves can take weeks for smaller corps across time zones because we have no way to fight the larger groups that can drop us if we go region gates and lack of range reduces our ability to just jump between regions. Moves between alliances can remove my entire ability to play for 3 weeks or more, that's neither fun nor good for my willingness to play this game.
- I would love to have something to reduce fatigue, maybe not mods
- I agree with this, but its nearly impossible to fight near across many regions.
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M1k3y Koontz
Respawn Disabled Initiative Mercenaries
770
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Posted - 2015.08.12 19:50:36 -
[13] - Quote
BLOPs need a stronger fatigue bonus, maybe 75% instead of 50%, because at max range one jump lands 40 minutes of fatigue. If the idea is get-in-get-out then their bonus needs to be better.
Also jump bridges, as it stands i only use them with haulers because of the fatigue bonus. Whether that should be changed depends on whether this is "working as intended".
Local content means i dont have to fly more than 15-20 jumps to find people to kill. Thankfully we fight in Curse, even if we own space in Tenal (what a sea of blues and NIPs that is).
How much herp could a herp derp derp if a herp derp could herp derp.
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Bleedingthrough
183
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Posted - 2015.08.12 19:51:18 -
[14] - Quote
Wormhole projection I think reducing the number and life-time of C5-null connections was a great mistake. It reduced possible content on mass: for WH groups that enjoy messing with null guys, for null guys that want a logistic route to highsec, for null groups that want to use it to project power, for people that probe from null into w-space for PvP, for WH groups to move captials, ...
As I understood it CCPs problem with power projection was large cruiser fleets being able to move via WHs. But CCP never explained the exact reason for this change very well. I wish CCP explained these reasons more clearly especially if these changes are such a content destroyer.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1769
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Posted - 2015.08.12 19:53:01 -
[15] - Quote
Also, current jump ranges are fine. If anything, I think that JFs should be knocked down to 5LY again, but this opinion of mine is influenced heavily by the unparalleled success of Deklein as a local market/manufacturing haven, and I am aware that other groups struggle in this department. As such, I can't wholeheartedly espouse that opinion as something that should be done, but it IS something I want.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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NoobMan
Hard Knocks Inc. Hard Knocks Citizens
181
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Posted - 2015.08.12 19:54:12 -
[16] - Quote
So the big points that kept being brought up is: 1. Traveling to your content and the reasonable time it takes for your to move, 2. Power projection balance 3. Fatigue and how it reduces the frequency conflict can occur due to not want to to frequently move, and build up large exponential amounts of fatigue. 4. How the above 3 effect "Local conflict"
Example: You live in a region and inside of that region there is a fight you need to get to, it's 20 jumps away. You would like to cut the distance with a jump bridge or a titan bridge to bring subcaps. You get to the fight, the fight happens we get the PvP content we desire and play the game for, and then we need to return home. Again we would like to cut the boring travel time with a titan bridge. Your arrive back home in a reasonable time, and now you've got your self a couple hours a fatigue. BREAKING NEWS: another fight can be had in your same Local area. The same tactic used to travel to get to the last fight due to the stacked fatigue is now not an option. The FC is now debating whether or not it is worth the travel time of taking 20 gates there and 20 gates back home, or if his fight will happen by the time they can get there.
The design and balance issue is being able to jump from point A to B and then back to A and repeat this throughout the night. This would make a nice circle of Local power projection that is reasonable and can be repeated as many time as there is PvP content to be had. What CCP is worried about is jumping from point A to B to C to D. Which gives a very large circle of power projection with the intended fatigue and jump reactivation timers. Which I feel we understand and are happy with the current fix to the issue of A-B-C-D.
TL:DR There needs to be an opportunity to travel in a reasonable time inside our Local spheres and return home and repeat as many times as there is content to be had.
Operations Director of Hard K(n)ocks Inc.
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Ravcharas
Infinite Point Nulli Secunda
424
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Posted - 2015.08.12 20:02:18 -
[17] - Quote
I see jump fatigue and "power projection" as an inseparable issue from the ships themselves. So I think you need to communicate what you want jfs, carriers, dreads, supers, and titans (and rorqs huehue) to be like in the new sov system. What are their uses, what are their respective roles.
The jump fatigue part cannot be discussed in a vacuum, as it were. Without a reasonable statement of intent regarding capitals, it's just a theoretical discussion about "how" that isn't at all grounded in a practical "why." |
Rowells
ANZAC ALLIANCE Fidelas Constans
2694
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Posted - 2015.08.12 20:02:23 -
[18] - Quote
Make moving through normal space less painful, for them. Right now they dont have anythin g worth being called a prop mod except to reduce align time and you have to hyper-specialize to get anywhere near reasonable movement speed within a system. If its to be encouraged to do that, I think a little love for that kind of movement wouldnt be missed. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
1770
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Posted - 2015.08.12 20:02:50 -
[19] - Quote
My only real issue regarding fatigue is in tandem with jump bridges. I feel like the combination of requiring jump bridges to be linked to a single destination, combined with fatigue, make them severely underpowered for all tasks other than moving industrials between two systems.
My suggestion is to sever the requirement that jump bridges be linked -- allow jump bridges to be dialed into ANY destination within their range with an online jump bridge, by the person using it. Think of it as a pos-mounted titan bridge that's always on. Fatigue accumulation and liquid ozone usage would remain the same. This would allow for home defense to more fluidly react to marauders, while still keeping the so-called "Eye of Terror" scenario from happening.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Lucas Raholan
Societas Imperialis Sceptri Coronaeque
197
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Posted - 2015.08.12 20:03:20 -
[20] - Quote
Andreus Ixiris wrote:My suggestion: remove jump fatigue entirely and/or reverse jump range changes entirely, preferably both. From the forums and the roundtable today this has clearly not been a popular change. Neither of the changes were particularly popular or fun on their own, but both of them together is far too oppressive, and at leaset one aspect of the change should be reversed.
Power projection absolutely should be limited but this is most certainly not the way to do it.
I disagree in part...Jump Ranges did need a nerf as teleporting across the cluster at a whim was way to powerful and prevented small entities from using capitals in fleet operations due to larger groups such as PL etc being able to drop on them within moments from 5 regions away.
What needs adjusting is the level of the range and the fatigue itself, 5ly is much to small atm and makes moving capitals around even your own area of space a tedious undertaken, having to move a dreadnought around low sec was quite easily the least fun thing I've done in EVE beside POS management. upping this range to even 6/7ly would make this alot simpler.
Fatigue itself seems fine beyond a few scaling tweaks so you don't end up with months of cool down each time you have to jump
Shitposts so bad CONCORD gave me a 50 billion ISK bounty
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Vyle Feelings
Southern Cross Incorporated Flying Dangerous
9
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Posted - 2015.08.12 20:05:29 -
[21] - Quote
Equto wrote:Jayne Fillon wrote:First! To answer your questions:
- Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital range equal.
- Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
- Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb.
- You should have a reduction in fatigue when returning to your capital system or point of origin.
- Jump fatigue should NOT affect combat effectiveness. At all. Ever.
- Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay.
- Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right (w/ penalties etc).
- Local content means that I can fight in adjacent regions as much as I want, but not fight someone across the map.
Other suggestions:
- Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
- Give black ops battleships a reduction to jump fatigue.
- Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
- More suggestions as I think of them....
Im not quite sure I agree with all your points
- The small ranges reduce how far you can move but also reduce the amount of fights you can reasonably have
- agree
- no opinion
- sounds good
- It already affects combat effectiveness. The sheer fact that I can't jump reduces the amount of fights I can get into, if the enemy knows I just jumped they know we can't attack them.
- Moves are currently a literal pain, some cross region moves can take weeks for smaller corps across time zones because we have no way to fight the larger groups that can drop us if we go region gates and lack of range reduces our ability to just jump between regions. Moves between alliances can remove my entire ability to play for 3 weeks or more, that's neither fun nor good for my willingness to play this game.
- I would love to have something to reduce fatigue, maybe not mods
- I agree with this, but its nearly impossible to fight near across many regions.
re: 5 -- I think that is the point. It ******SHOULD****** reduce the number of fights you can have otherwise it is ineffective. If you can fight someone in one region and then easily show up elsewhere to fight, the system is once again broken. The point of fatigue is to make people have to choose their fights. You shouldn't be able to participate in every fight, you should *HAVE* to pick and choose.
Knowing that nearby enemies won't drop on my small group of caps because it hampers their defensive abilitiy is the only reason I can utilize capital ships at all. If you want to allow people to take every cap fight that comes along you might as well tell small gang/small alliance players that capital ships aren't available to them.
As someone who has spent tens of hours moving capital ships in the past few weeks I don't even mind how tedious it was because I know that it is the only thing that actually allows me to use those ships in the first place. I can understand that you'd be frustrated that you're now in a position where you feel like you're missing out on things, but either you are or someone else is... at least in this post phoebe world we're all equally restricted instead of just the small groups.
Edit:
If the reactions here are regarding ability to project even within a single region, I think there are two issues here. I think that people are still a bit too far spread out and thinking in terms of regions when they should be consolidating down further. I think this is something that will likely occur over time as people continue to get fozziesov trolled constantly. If you don't want to be trolled, pack yourselves down into a defensible space that nobody can troll.
[*] Perhaps reduce fatigue time for bridges/jumps within 5LY of a capital system. This allows defenders to quickly move around their home area to defend while preventing massive power projection outside of their constellation/surrounding area. I'm okay with the idea that the periphery of someone's region is easier to take and more difficult to defend than the core. This makes the capital even more of a strategic choice and may further force people to give up space that they don't really need. |
DavidJayder
modro I N F A M O U S
2
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Posted - 2015.08.12 20:06:03 -
[22] - Quote
Jump fatigue is not a good solution as it seems to just discourage gameplay. A static jump timer or in fiction a jump capacitor is sufficient to slow down movements in conjuction with the jump ranges. You could even do stuff like have the jump cooldown scale with jump range; just not to the crazy extent of fatigue. |
Aryth
GoonWaffe Goonswarm Federation
1777
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Posted - 2015.08.12 20:14:16 -
[23] - Quote
I am in favor of any fatigue mechanic that lets you utilize your home region almost as much as you want. IE, bridges within a few LY of your capital system do not generate fatigue. Even if that was a very low limit like 5LY. This would make those long regional gates a lot more important.
Linking this to your capital system seems the most elegant way to do it. The long timer on moving your capital is already a big blocker to trying to exploit it for movement. I would go so far as to say that alone prevents it from being used in a way that allows any major power projection. Sure, you could relocate your capital to a mid point a week ahead of time but this means you also nerf your home region and lock yourself in to two weeks of a misplaced capital if you do not provide a bonus during a capital move.
When timer is active to move capital there is no bonus. That would make it a very difficult choice that requires a great deal of thought before you do it. Also telegraphs to all of EVE you are about to move for hot surprise sex action.
Leader of the Goonswarm Economic Warfare Cabal.
Creator of Burn Jita
Vile Rat: You're the greatest sociopath that has ever played eve.
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Opner Dresden
Lugus Foundry The Explicit Alliance
31
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Posted - 2015.08.12 20:14:30 -
[24] - Quote
Tag up fatigue clearance:
You set a home system Jumping into that system clears jump fatigue.
Home system can be changed: once a week/month/year (design choice) At any time to a low sec system assigned to your bloodline At any time to your alliances Capital system (bonus to owning sov)
This lets forces fight locally in an instant when ever content comes and reset for something offensive later in the same couple hour session when more people are around.
This also helps logistics as the build up can be managed with careful planning and encourages use of smaller trade hubs in empire that may be closer instead of using HS courier services. |
Viger
Tortuga Trading Company
6
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Posted - 2015.08.12 20:15:04 -
[25] - Quote
Jayne Fillon wrote:First! To answer your questions:
- Jump ranges are fine, they could be better, but they're okay. Keep capital/supercapital range equal.
- Jump fatigue needs to be capped at 120 hours so that Fatigue is ALWAYS gone by the next weekend
- Fatigue should remain character based, or people are just going to buy ships in duplicate and that's dumb.
- You should have a reduction in fatigue when returning to your capital system or point of origin.
- Jump fatigue should NOT affect combat effectiveness. At all. Ever.
- Move mode is a bandaid fix that isn't needed if the base mechanics themselves still allow enjoyable gameplay.
- Do not allow rigs or modules to reduce jump fatigue, but drugs would be okay if done right (w/ penalties etc).
- Local content means that I can fight in adjacent regions as much as I want, but not fight someone across the map.
Other suggestions:
- Make the use of jump bridges have a flat 90% reduction in fatigue when used, regardless of ship type.
- Give black ops battleships a reduction to jump fatigue.
- Give other ways for players in deep nullsec to reach empire without having to blue everyone in between.
- More suggestions as I think of them....
I agree with Jaylon and would add:
Altering jump ranges:
Yes with high, fast accrued fatigue, maybe make it a limited use option, where the jf penalty is so high its prevents abuse.
Moving jump fatigue from character based to ship based:
JF should stay per character or it will just be gamed and we will end up with the previous force projections that caused the changes in the 1st place, as he said, everyone will just own may ships. As it stands right now you need to level up or purchase another toon (isk sinks) to gain an advantage with numbers and force projection again.
Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue):
Capital system should have a JF reduction bonus for that Alliance (+ possible blues?)
Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
Make it an active skill, like fleet boosters, see my point about penalties above, should be a limited use option to control abuse
Active methods of reducing jump fatigue (Modules, Skills, Drugs) Implants or Drugs would be nice
What does local-content mean to you?
I can fight, mine, buy and sell without having to spend 2 hours and 334 jumps gating around to get to a market hub
With regard to the deep nullsec, I understand the dev stated desire to do away with market hubs, unfortunately I don't see that as a viable option without giving players an alternative. We are very good at maxing profit and anything less won't do
follow me on twit : -á @viger1
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Dusenman
Trojan Legion Fidelas Constans
38
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Posted - 2015.08.12 20:17:20 -
[26] - Quote
Altering jump fatigue curves
Alternative FTL systems (Hyperdrive anyone?)][/quote]
Balance of Jump projection v's Gate projection v's Wormhole projection
Differently a good start.
Moving jump fatigue from character based to ship based
While this could be abused it would take extra investment on the player
Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
The idea of jumping out and into a capital to reduce jump fatigue has its advantage, but I can see the advantage to adding "Jump Fatigue" as part of a controllable strategic index for sov systems as much more manageable with a few less problems. Think about small alliances that want to slow down or prevent nuet/red capital movement though there space.
Jump Fatigue effecting combat effectiveness instead of limiting movement
While I like this idea how would this effect carriers? Unable to launch drones maybe? Or maybe a penalty for the resistance profile? How about "unable to activate remote assistance modules for x amount of time?" While I like the idea I it really needs to be well planned to really work.
Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
I like every part of this idea but the 24 hour process. How about 18 with skills to bring it down to 12. Still makes it hard to jump right in to battle, but allows you to move around in a reasonable time frame.
Active methods of reducing jump fatigue (Modules, Skills, Drugs)
Great idea! Love the idea of drugs and skills, however making another module that will need to be on every capital is an annoying idea.
What does local-content mean to you?
Local content is people to shot at within a 10 jump range. If you control space that is close to high sec this really isn't a problem. However controlling a place like branch cut off from high sec and surrounded by blues makes local content limited to wormhole gangs and dedicated roamers. To start off sure resetting all those around us would help, however due to fact that we cannot build / harvest all of the materials we need makes us heavily relent on Jita and other market hubs and this in turn a really stupid idea. So over all I have no real ideas of how to fix this issue.
GM Homonoia: In other words; feel free to use the tactic, but don't be an utter and total ***.
CCP Tallest_: _And by "we have made it so", I mean Punkturis has made it so.
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M1k3y Koontz
Respawn Disabled Initiative Mercenaries
772
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Posted - 2015.08.12 20:17:52 -
[27] - Quote
DavidJayder wrote:Jump fatigue is not a good solution as it seems to just discourage gameplay. A static jump timer or in fiction a jump capacitor is sufficient to slow down movements in conjuction with the jump ranges. You could even do stuff like have the jump cooldown scale with jump range; just not to the crazy extent of fatigue.
Fatigue was a great boon to the use of capitals. Its now possible to drop dreads on a tower and not have PL cyno into Curse from... Wherever the hell PL is. Thats huge, it means smaller fights can happen without a supercap powerhouse dropping in to spoil the fun.
TLDR it most certainly does NOT discourage gameplay. Unless you have a Titan alt in which case you are part of the problem.
How much herp could a herp derp derp if a herp derp could herp derp.
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EvilweaselSA
GoonWaffe Goonswarm Federation
1113
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Posted - 2015.08.12 20:22:09 -
[28] - Quote
I'm not really sure what the point of tweaking around the edges of a design based on the principle that you can have fun in eve or you can have sov is. Discussing that principle seems a little more important. |
Fredric Wolf
Black Sheep Down Tactical Narcotics Team
94
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Posted - 2015.08.12 20:23:02 -
[29] - Quote
Moving within your own systems should be at a reduced amount of fatigue or some other limiting movement factor.
I like the idea of a jump capacitor tbh with JF getting a faster recharge.
I think also moving inside of a region vs cross region should have a different mechanic or possible a transfer time even if its 10 seconds. This should be applied to any regional gate and the distance between regions should be increased.
Black-Ops need to have there fatigue reduced substantially as well as covert ops ships.
I am not sure about range increase but with the current range limits it makes a few systems choke points for catching capitals without much effort involved on the attackers maybe a slight increase to remove these bottlenecks. |
Kopaka Newton
Bittervets Inc.
5
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Posted - 2015.08.12 20:24:07 -
[30] - Quote
CCP Larrikin wrote:
Alternative FTL systems (Hyperdrive anyone?)
Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
That would be great for logistics, like Jump Freighters, as they should'nt be nerfed by power projection nerfing. Set a course to move from system A to system B would take time (minutes? hours?). You would land at a safespot (like when your cyno dies when in jump) or something.
Also great for people moving, let's say from alliance A in low to alliance B in null, without having to sell all their ships. For example someone owning a Rorqual or carrier in low near the hi-sec border or low-sec pocket, right now would have to sell or self-destruct their ships instead of moving them because it is more easy. |
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