|
Author |
Thread Statistics | Show CCP posts - 20 post(s) |
MrB99
Astral Mining
2
|
Posted - 2016.09.10 07:29:30 -
[1] - Quote
DiDDleR wrote:Fozzie seems like you have some hate for miners and industrialists huh?
I'm part of CASMA we are a group of players dedicated to introducing new and existing EVE players into the world of mining and provide Orca mining boosts to members of the fleet.
The changes to on-grid boosting will severely restrict what we can do if the boosting Orca has to be within a set vicinity of the fleet members. Mining belts aren't enormous (perhaps this area could do with a tweak / revision) so an entire fleet with a close Orca will need to constantly relocate once the belt is exhausted.
The Mining Foreman Link for "reduced crystal deteroiation" or whatever it is called is a complete waste of time, I mean who thought of that? Absolute joke of an idea considering how cheap mining crystals are?
Instead of the currently planned tweaks why not this -
Mechanic to "lock" mining vessel to asteroid to prevent miner bumping, currently there is no counter-attack to a determined bumper and myself have had to resort to logging out and doing something else after being followed from belt to belt by a determined bumper. Miner bumping serves no purpose and this is an area CCP should be addressing, its not like we are sitting tethered to a Citadel in a dreadnought in low / null sec where someone is attempting to engage.
Provide a mechanic where miners can get even with CODE and miner bumping and even the field.
We also ran a free fleet with free boost for new players which gave new miners a community and chance to interact with and learn from more experienced players. The systemwide boost enabled that - and allowed us to concurrently boost experienced players mining ice, and new players mining ore in ventures. The limited area of effect of the proposed new boosting regime for the most part eliminates that gameplay. It takes a significant investment of time and skillpoints to be a good booster and there aren't that many people out there who have made that investment and agree to give it's benefit to new players for free to field multiple boosters per fleet.
+1 on needing some counter to bumping. The bumper is at no risk, yet can paralyze the gameplay of another player. The only counter now is to have your full mining fleet swap into cats, suicide the bumper, and then deal with the fact all your miners now have to fly under killrights.
If CCP wants groups like CODE to be able to "own" high sec space and charge rent to other players (mining permits) then provide some equivalent for high sec to Null SOV where the system "owner" has to invest and pay a significant cost to dominate one or more systems. Stationing a group of alts with an inventory of disposable cats nearby is not an appropriate cost for the benefit of inconveniencing many other players. |
MrB99
Astral Mining
2
|
Posted - 2016.09.10 07:36:49 -
[2] - Quote
Lugh Crow-Slave wrote:for boosting the fact that you now need more than one orca per system has actually gotten a lot of my newer members excited as they now have a reason to use their orcas for boosting
for bumping counter
didn't they add a timer on how long you can be "warping" before warp initiates even if you are being bumped
CCP added a solution to prevent freighter pilots from being endlessly bumped and never able to go to warp because they could never align before the next bump happened. That change doesn't prevent a bumper in a mach or stabber from essentially preventing a player from mining by bumping his mining ship 100-200km off the rock that was being targeted each bump. |
MrB99
Astral Mining
2
|
Posted - 2016.09.10 08:09:16 -
[3] - Quote
Lugh Crow-Slave wrote:yeah but you can always just go to the next system... if they continue to follow you and you have asked them not to you can submit it for harassment. bumping other miners in your system is a legit way to disrupt competition
(remember for it to be harassment they need to be following you system to system not belt to belt)
If you're in a system to take advantage of a public fleet boost, or hang out and mine with your friends, you can't just go to the next system. Same if you're there for an ice, gas or other anom that is spawned now and not available in the next system.
We've had no examples of it being a competition disrupting activity. It's exclusively been for the pleasure of the bumper disrupting other players gameplay. Players have to stop mining and do other activities, or just dock up and talk. People with limited time to play Eve (because they have kids or whatever) have their opportunity for their preferred gameplay denied by the bumper. What we've seen in our community when this happens is the targeted players get frustrated (because they have no counter) and go play other games.
Leaving to play other games because gameplay is unrewarding yields no benefit to CCP or the Eve community. |
MrB99
Astral Mining
3
|
Posted - 2016.09.10 11:17:35 -
[4] - Quote
Lugh Crow-Slave wrote:we do it all the time to people in ice belts and ore spawns. (again disrupting competition) and you can just move your fleet to the next system if its for boosts.
EDIT:
we also get bumped for the same reason and have learned that you are practically unbumpable in the expedition frigs and you only give up 1.9m3/s over a proc
you guys that doc up because of decs/gankers/bumpers rather than thinking just a little and using tools you have been given are only ruining the game for your self. then you run to ccp to give you more tools and never use them (like the higs anchor)
Your gameplay in low/null is different than ours in high sec both in terms of the game mechanics that affect us and the behavior of other players we share space with. It is arrogant and presumptive to suggest we do not think, or engage to understand the game in depth and explore and experiment with all the tools CCP provides. The low and nullsec players who fly their alts with us have the same issues and run into the same limitations as players who spend the majority of their time in high sec.
If the tools we had been given solved the problems in our gameplay we would have no need for this pleasant conversation. We've talked with the game designers at CCP and as of our last conversation they acknowledge the game is currently not balanced and needs attention in the area of high sec ganking/minerbumping vs the selection of mining ships and their possible fits.
CCP is making a lot of changes that will impact our gameplay in this next release and we hope they will listen and that some of the changes will make us enjoy the game more rather than less. The only way for them to understand how their customers use such a complex and flexible piece of software is for us to dialog with them. |
MrB99
Astral Mining
7
|
Posted - 2016.09.11 23:03:37 -
[5] - Quote
Devs - while you're looking at the fleet feature could you please look and see if you can incorporate changes for any of the following unresolved fleet-admin issues with the way fleets work now... In our case these impact static public mining fleets rather than mobile combat fleets. Someone should also explicitly do some thinking about how dc's will impact fleets differently in the new system.
1. Now if the fleet boss dc's the advert (if there is one) goes down. It would be nice if there were a way for the advert to automatically go back up in case the new person who becomes boss happens to be afk and unavailable to click the "post advert" dialog box that is displayed.
2. Will hierarchy still be the mechanism to control who becomes fleet boss if the boss dc's? It would be nice to have a manual mechanism to control who becomes boss (since who see's the fleet is based on the boss address book, and not everybody may have it). ...particularly if fleet tree hierarchy is being de-emphasized.
3. It would be nice to have a mechanism to specify in the fleet saved-settings 2 or more toons who will have boss ability to manipulate the full fleet tree. Having up to 10 people with full rights to move around the tree and who would become boss if they're logged in and have joined the fleet would be nice.
4. It would be nice if free move really meant free move. Now fleet members can't self-move themselves into wing or fc slots. This assumes the wing role will still be valuable for wing-warping, and the wing view of the show fleet composition window.
5. Who sees the fleet is based on the boss's address book, but if you're running a public fleet you can exceed the current max address book size pretty easily. In a public fleet you're not all in the same corp, so corp address book slots are not necessarily available as overflow. It would be nice if the address book size was 2x-3x larger and it would be nice if there was an easy way to share your address book with another player (example: txt file import/export like you can do with fits).
6. There's no way to block a disruptive person unless you block their whole corp. When you allow NPC corps you can't block somebody's alt unless you remove the corp and 1-by-1 add all the npc players who routinely participate in your fleet. This, in part, is what can cause the address book size requirement to balloon. In public mining fleets you have the problem of npc new accounts who join, fly a venture, and then steal ore from fleet members jetcanning. You want to boot, and exclude players who do this from your public fleet.
7. It would be nice to have an import-export mechanism for fleet saved settings, and a way to easily move the motd text among characters.
8 It would also be nice if there was an accurate character counter when authoring fleet motds (or there was a view as text, view as html option). Now it's trial and error because the characters consumed by embedded codes/html tags to add color etc... are not visible to the motd author.
---
Features specific to the new system:
1. It would be nice if the boss and FC had a way to see who was boosting, what kind of boosts they were giving, and their boost-ammo status. There's been talk of visual effects due to the new focus of being on-grid but fleet management may be managing a large enough group they are operating on multiple grids.
2. When a booster dc's it would be helpful for the fc/boss/wing to visually see who lost boost and who is in boost range of which booster.
3. It would be nice to know who is boost-capable (based on fit and skills) and of what kind of boost in the show fleet composition window. |
MrB99
Astral Mining
10
|
Posted - 2016.09.12 09:05:57 -
[6] - Quote
Lugh Crow-Slave wrote:Ginger Naari wrote:
What puzzles me is why we need 2 different isotopes to build them.
It makes it awkward to source the other one from a different area of space.
you just answered your own question
It will be interesting to see if this ships or is changed. The announced plan for Citadel fuel was to require isotopes from 4 different areas of space but later that was cancelled.
I actually liked the original Citadel fuel plan because if you wanted to go in the new Citadel fuel business it meant you had to diversify your mining activity into multiple regions or new gameplay was created for traders and haulers to ensure all of New Eden was supplied with the raw materials for Citadel fuel. |
MrB99
Astral Mining
10
|
Posted - 2016.09.12 10:56:38 -
[7] - Quote
CCP Fozzie wrote:However we are interested in hearing from you about what kinds of bonuses you think would be interesting as a replacement for the Mining Equipment Preservation effect. We'll give consideration to your ideas and see if a better option comes up
Automating transfer of ore from mining ship to command ship.
Compression on the fly in mining ships, or the command ship.
Improve performance of mining drones to make them more compelling to use.
Ability to tractor rocks to your mining group's location. (i.e. to reduce slowboating of bonus-group)
Ability to get yield from all the too-small-to-target rocks that are now eye candy yet mysteriously disappear when a belt is mined out.
Make visible / scannable "hidden" mining belts that are in combat anomalies or mission spaces.
Modify frequency of gas anomalies spawning, or ice anomalies respawning.
Proximity alarm of hostiles.
Spawning of "bonus" rocks in a belt.
Animation improvement - rock size scales based on # of remaining units to mine
Killmarks for # of rocks mined.
|
|
|
|