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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Toriessian
SniggWaffe WAFFLES.
398
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Posted - 2015.12.06 04:40:05 -
[451] - Quote
I'd propose that Jumps/Bridges to covert cynos not create fatigue. Its a kinda rough in practice using a mixed fleet of bombers/Recons/BLOPS BSs and keeping it all together. The Black Ops are too expensive to truck through null gate to gate to get back to a staging system, and its kinda crappy all around for them to just have to sit cloaked in the middle of a hostile staging system burning off fatigue.
Black Ops BSs really need the mobility back.
Booster addiction is a wonderful thing
The Booster Addict - IOC's Blog
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FT Diomedes
The Graduates
2178
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Posted - 2015.12.11 19:29:37 -
[452] - Quote
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.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Cartheron Crust
Matari Exodus
188
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Posted - 2015.12.16 00:32:44 -
[453] - Quote
Toriessian wrote:The Black Ops are too expensive to truck through null gate to gate to get back to a staging system
Ahahahahahaha. The stargate boogeyman too scary for your "expensive" ship?
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Crimsons Storm
Born-2-Kill
17
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Posted - 2015.12.16 11:07:25 -
[454] - Quote
Ok with the current ships we have in game, jump ranges are not "fine" but I get why they got kicked so hard.
Moving fitted ships across the galaxy should not be as hard as it is and short of giving carriers the ability to jump a little further than 5 ly, the game needs a better way to move.
Eve is far to dynamic and far too large for it to be as hard as it is to move around now days
If the consensus is to leave jump ranges as they are, then the game needs a new ship for moving fitted ships that is not a god dam pi+¦ata (cough *bowhead*)
Bowhead with a jump drive the same range as a JF or something to that effect
Totally agree on super blobs not being able to get from one side of the map to the other in 10 mins.....but people are leaving by the droves because its too effing hard to move ones (fitted and rigged) assets around. |
Malcanis
Vanishing Point. The Initiative.
17305
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Posted - 2015.12.16 16:26:29 -
[455] - 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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Caleb Seremshur
Gladiators of Rage RAZOR Alliance
725
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Posted - 2015.12.17 03:54:10 -
[456] - Quote
I think that an economy/resource based jump model is more honest. Like expended fuel rods the more you burn the more you have to replace and of course you can only do one at a time so the power draw on the other rods increases which burns them out progressively faster the more you keep going.
Anything that stimulates the use of space gets a tentative +1 from me.
P.s. end incursions.
Veteran and solo/small gang PVP advocate.
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FT Diomedes
The Graduates
2178
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Posted - 2015.12.17 15:34:14 -
[457] - Quote
Malcanis wrote:
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.
How can jumping capital ships, at an exorbitant price, allow people to dominate "arbitrary amounts of space." What does that even mean? "Arbitrary amounts of space..." What? Do you mean large amounts of space? Newsflash, the Imperium already dominates large amounts of space. A lot of the rest of space is a deserted wasteland during most time zones.
Do you really think that being able to spend a trillion ISK to move a supercarrier from Deklein to wherever means the Imperium will dominate from Tenal to Delve?
How does this mesh with the Aegis sov changes? You still need players to hold that space. Players don't exactly grow on trees. And you still have to deal with the fact that caps suck at Entosis fights.
And if ice is more expensive, than that means more people out in space mining it (or more ISK for those people who do mine it). It's terribly boring, at least it should pay well.
And if it really starts to cost 2b ISK to run a POS in high sec, than maybe that form of industry will have to move somewhere else. Or maybe POS's are going away anyway...
I think some people are still stuck in 2013. To them Phoebe and Aegis never happened.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Karash Amerius
Sutoka
221
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Posted - 2015.12.21 17:26:25 -
[458] - Quote
"Alternative FTL systems (Hyperdrive anyone?)"
Ok, I will bring this point up again because everyone in this thread seems to be a bit "in the box": Cyno mechanics are terrible gameplay. Any system that forces the player to create another alt account just to move jump freighters around is beyond ridiculous. Being a "Cyno Pilot" is not a legit career choice in Eve. One could argue that a force recon pilot should be, but lighting a cyno is akin to signing your death warrant in most cases, especially if just doing logistics.
I get the need for players to be able to accurately drop a ship or fleet in a specific place in space - but having a pilot being immobile for a long time is terrible gameplay. Why do we still accept this as just the way of life? Legacy code issues aside, this should be possible to fix.
- Logistic Cynos (AKA Station Cynos): Allow the capital (or Black Ops) pilot to pay for Cyno services at the target station. The Station will light a cyno remotely and allow that pilot to jump within docking range. You could have the requirement that Fuel needs to be in the personal or corp hanger for this to happen (tweak however you wish). POS and Citadel Cynos would work the same way. This eliminates the poor alt account sitting outside a station waiting to be blapped by anyone (talk about immersion breaker). Modify for standings and such as well (would be a good tie in for FW mechanics).
- Combat Cynos (AKA Hotdrops): We still have to have a mechanism to bring a capital fleet on grid. Keep the cyno module and mechanics for lighting it, but remove the immobility part. Make a requirement that the cyno pilot has to stay within a certain range, or reduced speed or increased mass. Tie it to the grid, or come up with other creative solutions. I realize in the code, when you cyno to a lit beacon, it actually performs the move request to the Pilot...so, you will need to recode Cyno Beacons as objects to interact with inside the fleet. There could be multiple beacons lit by the same pilot at different spots on the grid (again, make it a skillful enterprise), and the FC or bridge could manipulate that to his strategy.
- Covert Ops Cynos: Allow them to be used inside deadspace areas to disrupt PVE and FW stuff. Balance them to your heart's desire (maybe no caps, just covert ops ships?), but we have to have a way into these areas...right now they are safe zones, to a point. Allow them to be used and bridged to within the same system as well, opening up WHs such as Thera, and making large systems more dynamic.
I hope we can start talking about Cynos in relation to everything being discussed with the capital and jump mechanics. It is really being left out of the conversation, and that is a crying shame. It is a legacy mechanic, and a horrible one at that.
Karash Amerius
Operative, Sutoka
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Balder Verdandi
Czerka.
277
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Posted - 2015.12.21 22:08:40 -
[459] - Quote
Quite frankly, this is an idea I would completely endorse.
It's time we move forward in gameplay and this suggestion does that.
-Balder
Karash Amerius wrote:"Alternative FTL systems (Hyperdrive anyone?)"Ok, I will bring this point up again because everyone in this thread seems to be a bit "in the box": Cyno mechanics are terrible gameplay. Any system that forces the player to create another alt account just to move jump freighters around is beyond ridiculous. Being a "Cyno Pilot" is not a legit career choice in Eve. One could argue that a force recon pilot should be, but lighting a cyno is akin to signing your death warrant in most cases, especially if just doing logistics. I get the need for players to be able to accurately drop a ship or fleet in a specific place in space - but having a pilot being immobile for a long time is terrible gameplay. Why do we still accept this as just the way of life? Legacy code issues aside, this should be possible to fix.
- Logistic Cynos (AKA Station Cynos): Allow the capital (or Black Ops) pilot to pay for Cyno services at the target station. The Station will light a cyno remotely and allow that pilot to jump within docking range. You could have the requirement that Fuel needs to be in the personal or corp hanger for this to happen (tweak however you wish). POS and Citadel Cynos would work the same way. This eliminates the poor alt account sitting outside a station waiting to be blapped by anyone (talk about immersion breaker). Modify for standings and such as well (would be a good tie in for FW mechanics).
- Combat Cynos (AKA Hotdrops): We still have to have a mechanism to bring a capital fleet on grid. Keep the cyno module and mechanics for lighting it, but remove the immobility part. Make a requirement that the cyno pilot has to stay within a certain range, or reduced speed or increased mass. Tie it to the grid, or come up with other creative solutions. I realize in the code, when you cyno to a lit beacon, it actually performs the move request to the Pilot...so, you will need to recode Cyno Beacons as objects to interact with inside the fleet. There could be multiple beacons lit by the same pilot at different spots on the grid (again, make it a skillful enterprise), and the FC or bridge could manipulate that to his strategy.
- Covert Ops Cynos: Allow them to be used inside deadspace areas to disrupt PVE and FW stuff. Balance them to your heart's desire (maybe no caps, just covert ops ships?), but we have to have a way into these areas...right now they are safe zones, to a point. Allow them to be used and bridged to within the same system as well, opening up WHs such as Thera, and making large systems more dynamic.
I hope we can start talking about Cynos in relation to everything being discussed with the capital and jump mechanics. It is really being left out of the conversation, and that is a crying shame. It is a legacy mechanic, and a horrible one at that.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Anthar Thebess
1402
|
Posted - 2015.12.23 08:55:28 -
[460] - Quote
Just an idea. Make fatigue timer to speed up while mining, and to be exact with the m3 mined. PLS CCP, this will make this game complete
******************************************************** * MINING FLEET AFTER MOVING OP. * * DON'T FORGET TO PACK UP MINING SHIPS * ********************************************************
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Sean Parisi
Blackrise Vanguard
720
|
Posted - 2016.01.16 06:56:35 -
[461] - Quote
In regards to jump fatigue I have some major reservations and mixed feelings. I am not a cap pilot; however I can see how irritating this mechanic can be. Having just recently made a move within the same region I cannot help but grit myself at waiting hours between jumping. Waiting for my fatigue to go down otherwise incurring a week long fatigue debuff which would prevent me from moving anything at all. It feels seriously imposing and frustrating. It is a royal pain in the Jamyl Sarum.
However, I also acknowledge the fact that it benefits smaller entities (atleast from what I can see) preventing alliances from monopolizing large portions of space for very little effort. I now actually fly battleships once in a while - even though there is still the chance of being ganked.
Regardless, I do think it needs to be changed - I'm not sure how. But it would bring some life back to the game and allow for logistics to be somewhat easier. At the same time, black ops should not even have to deal with Jump Fatigue - same with Jump Freighters. |
Leisha Miranen
The Scope Gallente Federation
14
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Posted - 2016.01.18 18:43:07 -
[462] - Quote
Ah yes, jump fatigue: working as intended for restricting capital projection while ******* up black ops and anything that uses Jump Bridges for rapid response gudfites in the process. |
Dograzor
BLACK SQUADRON. RAZOR Alliance
79
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Posted - 2016.01.21 10:08:54 -
[463] - Quote
CCP, it has been 5 months now from the start of this thread and we are still waiting on your acknowledgement or answers for the given feedback, please sort it. |
Kagura Nikon
Bon Jovian Drifters Bad Intention
2147
|
Posted - 2016.01.26 14:18:11 -
[464] - Quote
xttz wrote:The concept of jump fatigue is much better than the execution. While EVE did need travel limits to be introduced, they've been done in a hamfisted way that is very unintuitive for players and reduces scope for player choice.
Despite a stated goal to reduce long-distance travel time for capital ships, the current formula actually punishes multiple shorter jumps more than long ones due to the way fatigue builds up. Thanks to the short max ranges for most ships and a fixed lower bound on the fatigue formula it detracts from the sandbox element of Eve.
That is true. And I think everyoen shoudl have 1 free jump per day and that would help a lot casual localized movement that need a near immediate return.
xttz wrote: It's also rather convoluted from a mathematical point of view. How many of you can predict the overall impact of fatigue and jump delay from a route without using out-of-game tools?
That is nonsense.. the math involved is super easy and easily doable within mind aloen for anyoen capable of getting a driver's license.
"If brute force does not solve your problem.... then you are surely not using enough!"
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Morrigan LeSante
Senex Legio The OSS
1121
|
Posted - 2016.01.26 14:23:51 -
[465] - Quote
Kagura Nikon wrote: That is nonsense.. the math involved is super easy and easily doable within mind aloen for anyoen capable of getting a driver's license.
Really? Where in game can I find the LY between systems?
Serious question. The only IG tools I know of only show the binary in/out of range result.
It's not hard math, but it sure is harder when the key variable is obfuscated.... ;) |
Frostys Virpio
KarmaFleet Goonswarm Federation
2518
|
Posted - 2016.01.26 15:27:47 -
[466] - Quote
Morrigan LeSante wrote:Kagura Nikon wrote: That is nonsense.. the math involved is super easy and easily doable within mind aloen for anyoen capable of getting a driver's license.
Really? Where in game can I find the LY between systems? Serious question. The only IG tools I know of only show the binary in/out of range result. It's not hard math, but it sure is harder when the key variable is obfuscated.... ;)
The key variable you are referring to have always been obfuscated anyway. It's not fatigue that made the distance between system hidden. |
Morrigan LeSante
Senex Legio The OSS
1121
|
Posted - 2016.01.26 15:37:30 -
[467] - Quote
Yeah because it never really mattered. Those times when it did, it blocked the jump (out of range/out of gas) so there's nowhere I'm aware off, barring the likes of dotlan, which shows the distances involved. |
TREX 600E
An My I N F A M O U S
0
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Posted - 2016.01.26 15:58:47 -
[468] - Quote
As someone who has come back to eve this jump timer is kinda brutal. Although I can see it's merits I think that it needs adjusted.
I would like to see the jump range increased on capitals upto 7.5ly. As for the timer itself it should never really go over 5 days as it makes the game at times unplayable for me. |
Balder Verdandi
Sons-of-Liberty
277
|
Posted - 2016.01.26 17:05:23 -
[469] - Quote
TREX 600E wrote:As someone who has come back to eve this jump timer is kinda brutal. Although I can see it's merits I think that it needs adjusted.
I would like to see the jump range increased on capitals upto 7.5ly. As for the timer itself it should never really go over 5 days as it makes the game at times unplayable for me.
And the jump range on JF's needs to go back to 12 LY.
It makes logistics incredibly difficult for the null-sec logistics people, trying to get items to/from market and resupplying items for PvP/PvE in null.
I can understand why the nerf was done to capitals for force projection, but cutting the industry folks off at the knees never made sense.
Long live the failure of "Unified Inventory"!
POS fix dated back to 2006!
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Rowells
ANZAC ALLIANCE Fidelas Constans
2882
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Posted - 2016.01.27 06:44:12 -
[470] - Quote
Dograzor wrote:CCP, it has been 5 months now from the start of this thread and we are still waiting on your acknowledgement or answers for the given feedback, please sort it. They reduced max fatigue the next month |
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MIKE Commander
Setenta Corp AL3XAND3R.
7
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Posted - 2016.01.29 14:07:53 -
[471] - Quote
I believe the jump fatigue should be removed from the game or severely reduced and the jump changes moved back to original. Since CCP introduced those changes i haven`t used any kind of capital ship, and a i know a lot of people in my position. I remember i used to build capitals and earn very good isk doing it. Now the capitals are way cheaper to be bought from the market then constructed, which can mean only one thing. Nobody uses capital ships as they used to. If you want to bring back the capital ship fights and fix the things then bring back the normal jump ranges, and reduce the fatigue or remove it at all. |
Sean Parisi
Blackrise Vanguard
722
|
Posted - 2016.01.31 07:39:07 -
[472] - Quote
MIKE Commander wrote:I believe the jump fatigue should be removed from the game or severely reduced and the jump changes moved back to original. Since CCP introduced those changes i haven`t used any kind of capital ship, and a i know a lot of people in my position. I remember i used to build capitals and earn very good isk doing it. Now the capitals are way cheaper to be bought from the market then constructed, which can mean only one thing. Nobody uses capital ships as they used to. If you want to bring back the capital ship fights and fix the things then bring back the normal jump ranges, and reduce the fatigue or remove it at all.
Mixed feelings on this. I think it will depend on how Caps are rebalanced. On the one hand it is good that a single battle cruiser isn't being hot dropped by 5 titans. On the other side it is a shame about how much content is lost and how much it makes moving feel like a choir. |
RogueHunteer
Bespin Miners Guild Phoenix Company Alliance
20
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Posted - 2016.01.31 08:57:48 -
[473] - Quote
Some changes I would add to the system here ...
Reduce the jump fatigue for pods and mining ships... With sov it takes a long time and investment to install and set up pos jump bridges can we get a reduce timer for using them. By 25% |
KristyDawn
Sniggerdly Pandemic Legion
0
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Posted - 2016.02.11 20:04:56 -
[474] - Quote
**** sucks |
Alavaria Fera
GoonWaffe
6941
|
Posted - 2016.02.11 20:05:52 -
[475] - Quote
Balder Verdandi wrote:I can understand why the nerf was done to capitals for force projection, but cutting the industry folks off at the knees never made sense. Industry projection, doubtless.
it quickly became clear that many of you were able to see the potential benefits and that youGÇÖre also ready for some big changes in EVE, especially when they might help bring in newer players
http://eveboard.com/ranks
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Tarra Nobilii
Sinntha Family
12
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Posted - 2016.02.11 23:43:02 -
[476] - Quote
Jump Ranges: I think current jump ranges are effective and acceptable but the map needs to be looked at. Moving from East/West is nearly impossible and the bottlenecks that exist are a bit extreme. Some regions, such as leaving Khanid, is a bit too hard. I understand the argument for having 'strategic systems' that exist within bottlenecks but I think the current form is a bit cancerous. -modules that allow greater range would be interesting, especially if they were very large to prevent easy refitting. It would boost commerce and capital trading; capitals in their current form are easier to self destruct than move. Supers are deathtraps if isolated in specific regions. The addition of new low sec systems (either new systems or the lowing of sec status of others) would be fun...
Jump Fatigue: Annoying but probably functional. Worth a discussion but I have no constructive feedback. It makes jump bridges seem kinda broken. Titan portals are very limited now too (combined with aforementioned jump ranges). -Ship based fatigue kinda makes sense too. Overall, I would be of the opinion of having slightly longer ranges with fatigue in place.
Alternative FLT drives: I have always hated the cyno system. It requires you to have a trusted partner or another alt just to move a capital. I want to be able to open my Capital Navigation screen and jump to the system (perhaps based on proximity to the star). I am totally ok with being vulnerable during this jump. A cyno can still exist but serve as a specific beacon for precise jumping. Perhaps a cyno could extend jump ranges and 'regular jumping' is still limited to 5ly. This would create some variance to jump plans and force some gamesmanship to hunters. Longer jumps to cut someone off would tag them with more fatigue...further adding a game element. -I want to be able to warp in a direction. At present, I have to align to a celestial and make a bookmark. I should be able to point in a direction and turn on my warp. The inability to do this makes the star systems in eve seem more 'track based' like the "slot racing" toys from the 1980s. For space to be real, we need to be able to move around more freely [including more content to interact with within a starsystem: new structures are a move in this direction, sort of]
Sov Effects on Fatigue: I think we need to see numbers on these nerfed ('rebalanced') capitals. Would also need to know how new structures will be able to kill them (assuming capitals with fewer ehp). Capital sov bonues would be a huge boon to defenders and may prevent conflict. Once again, we do not have enough information.
Fatigue affecting combat: No constructive feedback but I can see how this is good.
Move-mode for Capitals: I dont like anything with a timer. Many times pvp just 'happens' in eve...you need to be able to log on and fight at a moment's notice. Stuck in a 'mode' would be a major buzzkill. Action is far to sporadic in eve, as it is.
Active methods of reducing jump fatigue: Mentioned how large modules would be effective. Skills would be prohibitive to younger players/alliances. Drugs would work and could create new markets for players to make isk/production.
LOCAL CONTENT: THE most important thing in Eve. Scanning wormholes to find action, creating an alt to live in another region, and all related type challenges make Eve not fun. Regions should be unique...they should have strategic assets that do not give straight up isk but provide ways of interacting with environments to make isk. This is what players were asking for with occupancy based sov. Furthermore, other than the background (the literal background/wallpaper of space)...space is space. Moon harvesters are still ATM machines. We need things that force us to invest into structures, skills, and time into developing resources. This can be colonies, active moon material harvesting, more advanced exploration (Odyssey was a lame and ineffective expansion), structures that can be expanded upon over time, etc etc etc. Something that gives us a reason to build up our space. The more we build the more people want to come in and crush our dreams and take our stuff. Unique areas of space should not make you space rich for just living there but provide some variance in play style to actually do something different/fun. I think wormhole effects are very close to this concept. Something that allows/promotes you to master your bonuses/areas of space and is different than another system (in terms of bonuses). To use one other sci-fi example, Homeworld with the "gardens of kadesh"...is fun and interesting without being massively OP; effects on scanning (to allow the Kadesh to hold the area and surprise people) and having some resources. Nothing like this exists in eve. https://www.youtube.com/watch?v=zPV7z9jBRbs Other than in wormholes...no quasars, no black holes, no other unique and fun things about space exist. Eve needs some more stuff like this...not exclusive to wormholes. Having specific resources in different regions is a step back and allows an entity to dominate and monopolize a resource. Rather than have unique resources...perhaps unique ways to exploit them via interaction with the environment. Anything that allows us to interact with the space we call home develops an emotional attachment and makes it "home." This makes it appealing to raid, appealing to take, and appealing to stomp on for aggressors...adding what eve is all about. At present, it is better to withdrawal...let the aggressor take it....then take it back when they leave/get bored. This is not fun. People should invest into their space and make it theirs....only to have others try to take it from them. |
Johnathan Severasse
Dixon Cox Butte Preservation Society Psychotic Tendencies.
89
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Posted - 2016.02.11 23:51:47 -
[477] - Quote
Please fix jump range. The system is broken. |
Act-Mack PVT
Adversity. Psychotic Tendencies.
1
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Posted - 2016.02.11 23:55:41 -
[478] - 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....
All bad info, everyone hates jaynes guts; so he can't fly capitals because he'd get helldunked and awoxed. So what the **** does he know about caps and Eve other than getting on the CSM after CCP executed manfred like JFK. |
Baki Yuku
Hoover Inc. Pandemic Legion
53
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Posted - 2016.02.12 00:00:07 -
[479] - 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....
God I hope stupidity is not a genetic marker otherwise I can only pray that you never have kids. 120 Hours is still to long after the capital rebalance there should not be fatigue anymore AT ALL. Re-activision timer is more then good enough. If you can not get your dreads safe while sieging a tower within 5-10 minutes you deserve to loss them for being trash. Range should be increased by 2.75ly which is what titan range used to be for a very good reason. To allow movment cross regions. These so called lowsec and nullsec chokepoints are stupid because all they do is allow certain groups to farm easy super kills.
Also you need to be able to find content outside your own space or region my friend because EVE does not have a population big enough to support that local content you speak off. Even if you move to get that local content you speak off that is gone after you trashed your enemy a few timers. There is no prolonged local conflict in eve because quite frankly there arent enough players and the space simply issnt worth it to keep losing ships for it when you can just move somewhere else and have the same riches unmolested. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2592
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Posted - 2016.02.12 17:56:16 -
[480] - Quote
Baki Yuku wrote:
Also you need to be able to find content outside your own space or region my friend because EVE does not have a population big enough to support that local content you speak off. Even if you move to get that local content you speak off that is gone after you trashed your enemy a few timers. There is no prolonged local conflict in eve because quite frankly there arent enough players and the space simply issnt worth it to keep losing ships for it when you can just move somewhere else and have the same riches unmolested.
This is a self snowballing problem. People don't find enough content so any they ever find will be farmed to depletion. This mean the guy getting farmed is much more likely to pack up and leave than stay as content if he know he's not at the right level to fight back. Completely dumpstering an enemy is the perfect way to make sure of one thing, it will take him more time to get back on his feet to be once again a source of content. |
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