
FT Cold
R3d Fire Mouth Trumpet Cavalry
62
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Posted - 2016.08.21 09:33:06 -
[2] - Quote
Infinity Ziona wrote:baltec1 wrote:Infinity Ziona wrote:baltec1 wrote:The ugly face of instant gratification rears its head and demands the removal of the bulk of content in EVE. Actually its the removal of the ugly face of instant gratification that is sitting in a blob at a stargate popping single ships. Gate camps are anything but instant gratification. Asking to warp from jita to amarr without taking gates and thus avoiding any chance of being killed is both instant gratification and damaging to content in the most horrific way. Its a **** idea that will kill the bulk of pvp in EVE. That's your problem. You're trying to PK (not PvP) in highsec. Stop wasting time in Highsec and you won't have to worry about people warping from Jita to Amarr.
I think here that the worry has more to do with the fact that a lot of content revolves around gate travel. I'll be the first to admit that there are problems with risk adversity and that the solo game is much harder than it used to be, but there are better ways of addressing that problem.
Hypothetically, if I decided there were a problem with gate camping, I'd try to break it down into small steps and see where the simplest solutions lie. The first step would simply be to point out that scrams and webs have gotten stronger over the course of the game and weather or not that is really a issue. We've gone from t1 points and scrams, which were buffed shortly after launch, to t2, to recons, bonused webs, points and scrams on pirate ships, and finally the hic point buff. On the contrary, ships have gotten significantly faster over the years as well, so much so that MWD cruisers still stand a good chance of evading a camp by crashing gate.
The second would be to identify specific cases of ships or modules being imbalanced and how they should be changed, for instance I've heard many people make the argument that hic points should have a scram effect in optimal, and a point effect in falloff.
The third is to examine gate mechanics, how far one spawns from it, and how close to it you need to be to jump. Only after these options are exhausted can you really move to new mechanics.
New mechanics aren't a bad thing, but they do need to be considered very carefully. I've been playing for long enough now to see that they often change the game in unpredictable ways and I don't think that it's appropriate to use them to solve problems that have simpler solutions because of that. |