Pages: 1 2 3 4 5 6 7 8 9 [10] 11 .. 11 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |

baltec1
Bat Country Goonswarm Federation
16640
|
Posted - 2015.09.14 14:28:05 -
[271] - Quote
Rek Seven wrote:baltec1 wrote:Rek Seven wrote:Reducing the fatigue from 30 days to 5 days seems crazy to me. Doesn't it bring back the power projection issue for groups with a lot of caps? Sure it's not instant power projection in the old sense but the groups with caps positioned all over the place will no long be penalized.
It should be 10 days max fatigue so that the weekend player suffers as much as the dedicated player. The goal of fatigue was to stop us from 3rd partying our entire titan swarm on fight happening across the map. This goal is still being met. Can't you still cover a long distance by jumping multiple times? And if so wasn't the long fatigue there to penalize people for doing this? (I'm generally curious as I don't live in low sec) I just don't see how making it trivial for alliances to more around the map is a good thing. Personally i think wars should be a long/drawn-out process where people have to commit for weeks/months, not just an additional activity you can do to find fights every weekend... Constantly missing move ops? join a group that is invested in their region!
No we can't toss caps around like we used to with this change. It will still be faster to move capitals via gates.
Join Bat Country today and defend the Glorious Socialist Dictatorship
|

Edward Olmops
DUST Expeditionary Team Good Sax
313
|
Posted - 2015.09.14 14:41:00 -
[272] - Quote
My personal experience is that any ship cruiser size and above can relatively be caught in a gatecamp. Yes, instalock camps exist, but they have quite high requirements.
Proof: number of solo cruisers in FW <<< number of solo frigs/dessies
If the gameplay around sov involves keeping someone away from something, it can only be cruiser size+ or the defenders will be in serious trouble. (and Strategic Cruisers are still problematic)
Interceptors banned from Entosis: good. Think about all frigs, dessies and maybe T3 cruisers.
In favor of attackers: Temporary disabling services should hurt the defenders enough so they will not ignore roaming gangs looking for a fight and it should be fairly easy.
But destroying or permanently damaging infrastructure should take WAY more commitment. Not necessarily in numbers (like old structure grind), but in time. And by this I mean not hours playing but say number of successful attacks in a month. |

Gabriel Karade
Noir. Mercenary Coalition
280
|
Posted - 2015.09.14 17:46:05 -
[273] - Quote
Maldiro Selkurk wrote:Gabriel Karade wrote:Maldiro Selkurk wrote:Gabriel Karade wrote:Was there ever consideration of a final 'coup de grace' phase to structures?
I.e. the entosis process essentially cripples the target e.t.c e.t.c but then there is a small amount of hit-points to chew through at the end to finish the job, perhaps broadly equivalent to a well tanked Battleship? Why, if its not going to be significant what's the point ? Significant enough to warrant putting some hardware on the field (and generating a killmail), not too significant to avoid Dominion era grind. Hardware like a frigate manned by the guy that just started playing the day of the attack, because unrepped BS defense is not enough to make it interesting in anyway. "Perhaps broadly equivalent to a well tanked Battleship?"
'broadly and "perhaps" being the operative words;
more than a lone Frigate could be bothered to sit and chew through, orders of magnitude less than a full-on Dominion era structure.
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293
|

Saisin
Chao3's Rogue Operatives Corp Chao3 Alliance
290
|
Posted - 2015.09.14 19:28:28 -
[274] - Quote
Manny theMiner wrote:I don't understand why you are implementing changes to TQ and then seeing what the effects will be. Isn't that why you have the test server? Quit experimenting with my game in real time, trying to make things up as you go, and use the test processes you have in place. Why do i think numbers are dropping? Well, us old guys don't like relearning a completely new set of rules every 6 weeks.
I do not believe the test server can effectively test new features on a broad scale. there are too many different parameters, and in particular assets have no value there. The test server is good for mass test, like load testing and stuff like that only.
The iterative approach is the best way to introduce new feature and tweak them as data and play patterns are gathered over time, as long as the balances are done by small increment. Unfortunately, for this announcement, the changes are swinging way too far from where they are now...
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|

Saisin
Chao3's Rogue Operatives Corp Chao3 Alliance
290
|
Posted - 2015.09.14 19:31:42 -
[275] - Quote
Lavayar wrote:Quote:This is a simple change to allow corps to willingly drop their sov structures. This will be especially useful for alliances that are willingly dropping control of some space to allow another alliance to take it. It takes the form of a new right click option on sov structures that's only available to Directors in the owning corp, and it will work much like ship self destruct. But, this is stupid! Why I can't just scoop my structure back and carry it away? I would have prefered that too, but out of the four items in the changes, this is the one that is the most consensual.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|

Sgt Ocker
Military Bustards FUBAR.
722
|
Posted - 2015.09.14 23:05:34 -
[276] - Quote
Querns wrote:Sgt Ocker wrote:Sentamon wrote:Querns wrote:Sentamon wrote:
One gate camp defending hundreds of system from PvP is quite possibly the stupidest thing ever. Of course you like it cause you're a nullbear Goon.
Good thing gatecamps can be avoided with the use of bridges (covert or otherwise) and wormholes. Good thing both aren't even a minor threat to you or CCP would have already removed them. It is funny how members of Goons presume everyone has the same ease of movement they enjoy. Just use a bridge (covert or otherwise) - In space that is red to you - Or where your likely to get stuck for hours due to fatigue. And of course, don't forget, when you jump your little blops fleet in through the covert cyno - Goons and friends will respond with a 100+ man fleet to see you off. You've never used blops BS in hostile space? Back in the day, we used to do it all the time. It's pretty safe, even in a safespot, as long as you cloak up and keep an eye on local. Key words "back in the day", that was before fatigue stopped your fleet moving more than once every 28 mins (X 3 or 4 to get to the target system - forget it) Yes Blops can be done pretty safely but who wants to spend a week moving a small fleet to a target area, only to find you can't do what you came for because the locals saw you coming 3 days ago and are waiting for you or just stay docked.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
ISD Dorrim Barstorlode -
Vice Admiral, Forum Dictator, Arrogant Nobody
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
1948
|
Posted - 2015.09.14 23:34:43 -
[277] - Quote
Sgt Ocker wrote: Key words "back in the day", that was before fatigue stopped your fleet moving more than once every 28 mins (X 3 or 4 to get to the target system - forget it) Yes Blops can be done pretty safely but who wants to spend a week moving a small fleet to a target area, only to find you can't do what you came for because the locals saw you coming 3 days ago and are waiting for you or just stay docked.
Fatigue didn't somehow make it less safe. It's still a perfectly valid way to conduct business. Hell, most of the scant bits of PVP that do slip through our net in Deklein consist of ratters getting dropped on by bombers.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Rek Seven
Hidden Agenda Deep Space Engineering
2000
|
Posted - 2015.09.15 07:57:24 -
[278] - Quote
Querns wrote:Rek Seven wrote:baltec1 wrote:Rek Seven wrote:Reducing the fatigue from 30 days to 5 days seems crazy to me. Doesn't it bring back the power projection issue for groups with a lot of caps? Sure it's not instant power projection in the old sense but the groups with caps positioned all over the place will no long be penalized.
It should be 10 days max fatigue so that the weekend player suffers as much as the dedicated player. The goal of fatigue was to stop us from 3rd partying our entire titan swarm on fight happening across the map. This goal is still being met. Can't you still cover a long distance by jumping multiple times? And if so wasn't the long fatigue there to penalize people for doing this? (I'm generally curious as I don't live in low sec) I just don't see how making it trivial for alliances to more around the map is a good thing. Personally i think wars should be a long/drawn-out process where people have to commit for weeks/months, not just an additional activity you can do to find fights every weekend... Constantly missing move ops? join a group that is invested in their region! You can cover a maximum distance between 20-25LY before fatigue maximizes and you have to wait 12 hours between each jump. This is about the distance from YA0 to TVN, for reference. You'd have to endure about four hours of jump fatigue cooldown to do this, get stuck with 12 hours of cooldown at the end, and be capped out for fatigue with 5 days. Or, you could fit for gate travel and take the same trip in about 22 minutes, assuming you didn't get bubbled along the way.
Thanks for giving me some perspective.
I still think null sec will be become better if it remains difficult for capital fleets to be deployed in different regions. I don't think your more nomadic groups like PL, who exist for nice kill mails and have more capitals than they know what to do with, are good for the game.
By penalizing players for moving around all the time, you reward the players that invest in and develop certain region. Is making war deployment a trivial and fun thing you can do every weekend really good for the game?
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Rek Seven
Hidden Agenda Deep Space Engineering
2000
|
Posted - 2015.09.15 08:01:27 -
[279] - Quote
Plus, why isn't fatigue reduction a feature of the upcoming sov structures? This would kill two birds with one stone as there would then be more benefit in owning sov.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Skia Aumer
Sebiestor Tribe Minmatar Republic
186
|
Posted - 2015.09.15 10:46:29 -
[280] - Quote
Team Five 0 wrote:An unattended capture node event will self-complete in < 196 minutes Do you even sov? Let me explain how typically a real sov war goes. First, there are skirmishes - roamings and BO drops. Opponents try each other. Then, someone says "looks like we can take this moon/system/region, so let's do it". They reinforce it, and if timer is right - opposing forces come and clush in those furious battles that are reported on TMC and EN24. After a while, one side realizes they cannot win this war. This is the time they unleash the most powerful weapon out there. That is not a thousand of Megathrons, not a wreaking ball, not even a full fleet of titans. It's weaponized boredom.
Now if you set regen time to 196 minutes, you bring this weapon to the whole new level. Works as follows: 1. Set vuln window at 4 am for attacker (doesnt matter what time it is for defender). 2. Never show for capture event. 3. Boom - headshot! War stopped.
Passive regen is a good thing. But it should take at least 24 hours. |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
1966
|
Posted - 2015.09.15 13:43:30 -
[281] - Quote
Rek Seven wrote:Thanks for giving me some perspective.
I still think null sec will be become better if it remains difficult for capital fleets to be deployed in different regions. I don't think making things easy for your more nomadic groups like PL, who exist for nice kill mails and have more capitals than they know what to do with, are good for the game.
By penalizing players for moving around all the time, you reward the players that invest in and develop certain regions. Is making war deployment a trivial and fun thing you can do every weekend really good for the game? The changes don't make it faster to travel. Gate travel is still the superior option.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Rek Seven
Hidden Agenda Deep Space Engineering
2002
|
Posted - 2015.09.15 14:27:49 -
[282] - Quote
Querns wrote:Rek Seven wrote:Thanks for giving me some perspective.
I still think null sec will be become better if it remains difficult for capital fleets to be deployed in different regions. I don't think making things easy for your more nomadic groups like PL, who exist for nice kill mails and have more capitals than they know what to do with, are good for the game.
By penalizing players for moving around all the time, you reward the players that invest in and develop certain regions. Is making war deployment a trivial and fun thing you can do every weekend really good for the game? The changes don't make it faster to travel. Gate travel is still the superior option.
No i didn't say it did. I said the reduction in fatigue cap will allow groups like yourself to jump around the map getting involved in a new war or 3rd partying on fights every weekend.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
1967
|
Posted - 2015.09.15 15:04:43 -
[283] - Quote
Rek Seven wrote:Querns wrote:Rek Seven wrote:Thanks for giving me some perspective.
I still think null sec will be become better if it remains difficult for capital fleets to be deployed in different regions. I don't think making things easy for your more nomadic groups like PL, who exist for nice kill mails and have more capitals than they know what to do with, are good for the game.
By penalizing players for moving around all the time, you reward the players that invest in and develop certain regions. Is making war deployment a trivial and fun thing you can do every weekend really good for the game? The changes don't make it faster to travel. Gate travel is still the superior option. No i didn't say it did. I said the reduction in fatigue cap will allow groups like yourself to jump around the map getting involved in a new war or 3rd partying on fights every weekend. Yes, and my point is if we wanted to do this, we would be doing it via gate travel, and not jumping. What part of "jumping is slower than gate travel for the distances we're talking about" am I failing to impress? Lowering the max fatigue cap doesn't affect our ability to wage war or third party.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Rek Seven
Hidden Agenda Deep Space Engineering
2002
|
Posted - 2015.09.15 15:49:39 -
[284] - Quote
Querns wrote: Yes, and my point is if we wanted to do this, we would be doing it via gate travel, and not jumping. What part of "jumping is slower than gate travel for the distances we're talking about" am I failing to impress? Lowering the max fatigue cap doesn't affect our ability to wage war or third party.
You are choosing to ignore the fact that gate travel is a huge risk. I don't disagree with the fact that using gates for long range deployments would be quicker but it has nothing to do with the issue. You don't need to worry about "quickness" for a war that is planned weeks in advance... Especially if you are a super alt with nothing but time on your hands.
Of course if doesn't affect your ability to wage ware but it penalizes you for using a safe means of travel to strategically position yourself.
Either way i guess we'll see how it turns out but, to me, it feel like weak backpedaling by ccp.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

baltec1
Bat Country Goonswarm Federation
16640
|
Posted - 2015.09.15 16:18:22 -
[285] - Quote
Skia Aumer wrote:Team Five 0 wrote:An unattended capture node event will self-complete in < 196 minutes Do you even sov? Let me explain how typically a real sov war goes. First, there are skirmishes - roamings and BO drops. Opponents try each other. Then, someone says "looks like we can take this moon/system/region, so let's do it". They reinforce it, and if timer is right - opposing forces come and clush in those furious battles that are reported on TMC and EN24. After a while, one side realizes they cannot win this war. This is the time they unleash the most powerful weapon out there. That is not a thousand of Megathrons, not a wreaking ball, not even a full fleet of titans. It's weaponized boredom. Now if you set regen time to 196 minutes, you bring this weapon to the whole new level. Works as follows: 1. Set vuln window at 4 am for attacker (doesnt matter what time it is for defender). 2. Never show for capture event. 3. Boom - headshot! War stopped. Passive regen is a good thing. But it should take at least 24 hours.
A 3 hour window of attack is far longer than we used to have for taking out POS and stations.
Join Bat Country today and defend the Glorious Socialist Dictatorship
|

Eris Tsasa
Astro Technologies SpaceMonkey's Alliance
0
|
Posted - 2015.09.15 16:18:26 -
[286] - Quote
Rek Seven wrote:Querns wrote: Yes, and my point is if we wanted to do this, we would be doing it via gate travel, and not jumping. What part of "jumping is slower than gate travel for the distances we're talking about" am I failing to impress? Lowering the max fatigue cap doesn't affect our ability to wage war or third party.
You are choosing to ignore the fact that gate travel is a huge risk. I don't disagree with the fact that using gates for long range deployments would be quicker but it has nothing to do with the issue. You don't need to worry about "quickness" for a war that is planned weeks in advance... Especially if you are a super alt with nothing but time on your hands. Of course if doesn't affect your ability to wage ware but it penalizes you for using a safe means of travel to strategically position yourself. Either way i guess we'll see how it turns out but, to me, it feel like weak backpedaling by ccp.
Gate travel isn't that much of a risk when moving supers/titans. I mean, at that point generally there's back up and you have the option to jump away. When you jump somewhere, if you're caught then, you're low on cap and have a jump timer. That's more risky and scary than gate travel.
In the end, Eve is still a game. A 30 day timer keeping you from playing in any way is less fun in a game type way and more job like. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
1967
|
Posted - 2015.09.15 16:27:58 -
[287] - Quote
Rek Seven wrote:Querns wrote: Yes, and my point is if we wanted to do this, we would be doing it via gate travel, and not jumping. What part of "jumping is slower than gate travel for the distances we're talking about" am I failing to impress? Lowering the max fatigue cap doesn't affect our ability to wage war or third party.
You are choosing to ignore the fact that gate travel is a huge risk. I don't disagree with the fact that using gates for long range deployments would be quicker but it has nothing to do with the issue. You don't need to worry about "quickness" for a war that is planned weeks in advance... Especially if you are a super alt with nothing but time on your hands. Of course if doesn't affect your ability to wage ware but it penalizes you for using a safe means of travel to strategically position yourself. Either way i guess we'll see how it turns out but, to me, it feel like weak backpedaling by ccp. When you're a part of the group with the most supercapitals in the game, it's not a risk at all. You move in groups and fit a cyno. I bought my supercapital after Phoebe, I go on almost every supercapital op we have, and I have not as of yet needed to refuel. Jumping is just not used that much in TYOOL 2015.
You could argue that smaller groups lack this option, but since your concern is about the largest groups, that argument is invalid.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Orca Platypus
Pator Tech School Minmatar Republic
77
|
Posted - 2015.09.15 17:54:25 -
[288] - Quote
And now sov warfare is officially over and sov rolling starts.
Go to hell CCP with your rubber spine. You just had to go and cave in to gewn tears, didn't you? So usually, so habitually, so despite any sensible opinion.
The interceptor change is unacceptable.
#unsubbing |

Querns
GBS Logistics and Fives Support Goonswarm Federation
1967
|
Posted - 2015.09.15 18:38:07 -
[289] - Quote
Orca Platypus wrote: #unsubbing
No follow-through.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Scatim Helicon
GoonWaffe Goonswarm Federation
3322
|
Posted - 2015.09.15 18:41:54 -
[290] - Quote
Orca Platypus wrote:And now sov warfare is officially over and sov rolling starts.
Go to hell CCP with your rubber spine. You just had to go and cave in to gewn tears, didn't you? So usually, so habitually, so despite any sensible opinion.
The interceptor change is unacceptable.
#unsubbing The Pator Tech School sov dream is over.
Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong.
|
|

Harry Saq
Blueprint Haus Blades of Grass
121
|
Posted - 2015.09.15 18:41:56 -
[291] - Quote
Querns wrote:Orca Platypus wrote: #unsubbing
No follow-through. I think we have had overload on "can I has yer stuffs"...surprised we couldn't even muster one here ;) |

Rek Seven
Hidden Agenda Deep Space Engineering
2003
|
Posted - 2015.09.15 19:20:55 -
[292] - Quote
Querns wrote: You could argue that smaller groups lack this option, but since your concern is about the largest groups, that argument is invalid.
No, that is on the opposite end of the spectrum and is therefore also what i'm concerned about if you read between the lines of my comments.
But anyway, i've voiced my opinion for what little it's worth and i'll move on... At least all the players in the big power blocks will be happy.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

baltec1
Bat Country Goonswarm Federation
16640
|
Posted - 2015.09.15 19:28:31 -
[293] - Quote
Harry Saq wrote:Querns wrote:Orca Platypus wrote: #unsubbing
No follow-through. I think we have had overload on "can I has yer stuffs"...surprised we couldn't even muster one here ;)
He only has interceptors anyway.
Join Bat Country today and defend the Glorious Socialist Dictatorship
|

Sgt Ocker
Military Bustards FUBAR.
724
|
Posted - 2015.09.15 22:12:21 -
[294] - Quote
Querns wrote:Sgt Ocker wrote: Key words "back in the day", that was before fatigue stopped your fleet moving more than once every 28 mins (X 3 or 4 to get to the target system - forget it) Yes Blops can be done pretty safely but who wants to spend a week moving a small fleet to a target area, only to find you can't do what you came for because the locals saw you coming 3 days ago and are waiting for you or just stay docked.
Fatigue didn't somehow make it less safe. It's still a perfectly valid way to conduct business. Hell, most of the scant bits of PVP that do slip through our net in Deklein consist of ratters getting dropped on by bombers. You might want to look at lossmails for you space before you go making unfounded accusations - I did. I think it was about 1 in 50 for the last 6 months or 4 ships lost to bombers.
That aside, I was discussing attacking space not players,it is easy for bombers or Blops to pick off 1 player at a time. It is a very different thing again to try and use those same ships to take space. And as has been pointed out, a few well placed bubble camps makes Imperium Space all but invulnerable.
Discussion was about entosing systems (viable alternative to ceptors) not ratters or miners getting ganked.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
ISD Dorrim Barstorlode -
Vice Admiral, Forum Dictator, Arrogant Nobody
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
1968
|
Posted - 2015.09.15 22:51:09 -
[295] - Quote
Sgt Ocker wrote:Querns wrote:Sgt Ocker wrote: Key words "back in the day", that was before fatigue stopped your fleet moving more than once every 28 mins (X 3 or 4 to get to the target system - forget it) Yes Blops can be done pretty safely but who wants to spend a week moving a small fleet to a target area, only to find you can't do what you came for because the locals saw you coming 3 days ago and are waiting for you or just stay docked.
Fatigue didn't somehow make it less safe. It's still a perfectly valid way to conduct business. Hell, most of the scant bits of PVP that do slip through our net in Deklein consist of ratters getting dropped on by bombers. You might want to look at lossmails for you space before you go making unfounded accusations - I did. I think it was about 1 in 50 for the last 6 months or 4 ships lost to bombers. That aside, I was discussing attacking space not players,it is easy for bombers or Blops to pick off 1 player at a time. It is a very different thing again to try and use those same ships to take space. And as has been pointed out, a few well placed bubble camps makes Imperium Space all but invulnerable. Discussion was about entosing systems (viable alternative to ceptors) not ratters or miners getting ganked. Bombers are not the only ships that can catch a blops bridge. More specifically, strategic cruisers can.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

ergherhdfgh
Imperial Academy Amarr Empire
786
|
Posted - 2015.09.16 00:04:21 -
[296] - Quote
I still think that the jump range on non-combat ships needs to be rolled back to the old range of I believe it was 10 LY.
If you want null markets to be active and encourage combat people need to be able to get supplies moved around. I've completely stopped moving stuff since the changes. Things that used to be able to be done in one jump now take sometimes 3 or 4 jumps or even more.
That cutting in half did way more than double the amount of jumps. That much repositioning of cyno alts takes me longer than it does for the fatigue to go away. Then I have to do it all again on the way back up. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
1968
|
Posted - 2015.09.16 02:17:32 -
[297] - Quote
ergherhdfgh wrote:I still think that the jump range on non-combat ships needs to be rolled back to the old range of I believe it was 10 LY.
If you want null markets to be active and encourage combat people need to be able to get supplies moved around. I've completely stopped moving stuff since the changes. Things that used to be able to be done in one jump now take sometimes 3 or 4 jumps or even more.
That cutting in half did way more than double the amount of jumps. That much repositioning of cyno alts takes me longer than it does for the fatigue to go away. Then I have to do it all again on the way back up. I agree, non-combat ships such as the Rhea should have a 10LY jump range.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|

Skia Aumer
Planetary Harvesting and Processing LLC Desman Alliance
186
|
Posted - 2015.09.16 04:20:07 -
[298] - Quote
baltec1 wrote:Skia Aumer wrote:Team Five 0 wrote:An unattended capture node event will self-complete in < 196 minutes Do you even sov? Let me explain how typically a real sov war goes. First, there are skirmishes - roamings and BO drops. Opponents try each other. Then, someone says "looks like we can take this moon/system/region, so let's do it". They reinforce it, and if timer is right - opposing forces come and clush in those furious battles that are reported on TMC and EN24. After a while, one side realizes they cannot win this war. This is the time they unleash the most powerful weapon out there. That is not a thousand of Megathrons, not a wreaking ball, not even a full fleet of titans. It's weaponized boredom. Now if you set regen time to 196 minutes, you bring this weapon to the whole new level. Works as follows: 1. Set vuln window at 4 am for attacker (doesnt matter what time it is for defender). 2. Never show for capture event. 3. Boom - headshot! War stopped. Passive regen is a good thing. But it should take at least 24 hours. A 3 hour window of attack is far longer than we used to have for taking out POS and stations. I genuinely dont understand what you say, as passive regen was about 9 hours for sov structures and 6 hours for POS, iirc. And it was enough pita even then. You know, I can live with this - you dont need to go on that "HTFU" pitch. But the stated goal of the changes was "to ensure the process of taking sov is as fun as possible" and instead boredom is getting buffed, so I just wander - what's happening? |

marly cortez
Mercurialis Inc. RAZOR Alliance
92
|
Posted - 2015.09.16 07:23:26 -
[299] - Quote
Having not really understood the negative effects of these Sov changes on player behavior CCP went ahead and introduced them into the game turning the maintenance of Sov from one of active player content generation to one of it being a 'JOB' wtf were you thinking would happen, Players would salivate at the idea of logging in with the sole intention of rushing from system to system grinding indexes to gain just a few minutes lee way when some griefer rocks up and starts up his entosis unit,
To date apart from noting the fact that a mail is generated it cause little of no interest..... 'IT GOT OLD VERY QUICKLY' as many said it would. It was a badly thought out concept on day one, it's got no better since then.
Own nothing, Build nothing, Plan nothing, Just blow it all up, you know it makes perfect sense, Fozzie says so.
|

Suede
Caldari Provisions Caldari State
25
|
Posted - 2015.09.16 12:33:54 -
[300] - Quote
ergherhdfgh wrote:I still think that the jump range on non-combat ships needs to be rolled back to the old range of I believe it was 10 LY.
If you want null markets to be active and encourage combat people need to be able to get supplies moved around. I've completely stopped moving stuff since the changes. Things that used to be able to be done in one jump now take sometimes 3 or 4 jumps or even more.
That cutting in half did way more than double the amount of jumps. That much repositioning of cyno alts takes me longer than it does for the fatigue to go away. Then I have to do it all again on the way back up.
when read this I just think about CCP fozzieSOV update they must been playing it in there Coffee break
Capture the flag https://en.wikipedia.org/wiki/Capture_the_flag
Capture the flag, commonly abbreviated as CTF, is a traditional outdoor game where two teams each have a flag (or other marker) and the object is to capture the other team's flag, located at the team's "base," and bring it safely back to their own base. Enemy players can be "tagged" by players in their home territory; these players are then, depending on the agreed rules, out of the game, members of the opposite team, sent back to their own territory, frozen in place until freed by a member of their own team, or "in jail."
Capture the Flag requires a playing field of some sort. Whether indoor or outdoor, the field is divided into two clearly designated halves, known as territories. Players form two teams, one for each territory. Each side has a "flag" which is most often a piece of fabric, but can be any object small enough to be easily carried by a person (night time games might use flashlights, glowsticks or lanterns as the "flags"). It is also suggested that teams wear dark colors at night time to increase the difficulty of the opponents to see them. If one team has the opposing team's flag on their territory they may be tagged because they have the opposing team's flag.
The objective of the game is for players to make their way into the opposing team's territory, grab the flag and return with it to their own territory without being tagged. The flag is defended mainly by tagging opposing players who attempt to take it. Within their own territory players are "safe", meaning that they cannot be tagged by opposing players. Once they cross in to the opposing team's territory they are vulnerable.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 .. 11 :: one page |
First page | Previous page | Next page | Last page |