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Rif
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.04.18 19:34:00 -
[1]
If you are really serious about making low sec more viable for players in general. Please disable probing in low sec systems. It is ridiculous to get probed out in a dead space, and cripples anyone trying to mission run.
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all you can eat baby! |

Ravenowl
Caldari Kingfisher Industries
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Posted - 2007.04.18 23:31:00 -
[2]
I doubt they will do anything about it.. This is a dead horse issue. Its been discussed several times.
To summarize those posts
PVPers want to be able to pop people in low sec Mission runners dont think its fair
so what about a compromise. Make it harder for the PvPers to do pop.. but not to hard that no one does it anymore..
something as simple as when someone is in deadspace the probe simply shows an unknown signature.
or say use the exploration system to do it. put ALL missions in deadspace.. and have the gates require keys? everyone loots anyhow.. well when they hit level 4 missions. Missions are already being redone anyhow. So what about changing the unlock gate from destroying all the rats or a key. Have the rats respawn as well for low sec missions. So the pvper can get the key after all. It would be pointless if they couldnt get in. People would just run missions to escape a war for example.
that solution wouldnt hurt anything and it would solve the real issue.
the issue would be of course the PVPer takes no risk in doing it. Thats the real issue. if the PVPer takes the risk to probe someone out and the risk of the rats to aggro them.. everyone would be happy.. pvp wouldnt die.. pvp is a way bigger part of the game then this small area of it. mission ganking wouldnt stop. It just would be a bit harder to do.
I DARE anyone to disagree with me =)
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Vmir Gallahasen
Gallente Captain Morgan Society Privateer Alliance
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Posted - 2007.04.19 01:01:00 -
[3]
Scan probes were already nerfed when trying to locate a deadspace area. It's very difficult to do with regular probes and the exploration probes have a short range and a high scan time on them. I must admit I'm surprised that you would stay doing your mission in lowsec when there's a pirate in local and probes in space for the 15-45 min it normally takes to find you? Mission runners don't get to be 100% safe in lowsec, either.
With your proposed change, how would a pirate initiate a fight with you? In your unprobable deadspace, or while you're in warp to the station, or maybe even when you instadock? 
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Rif
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.04.19 01:28:00 -
[4]
The pirates would have plenty of options to catch mission runners at gates. Why cant dictors drop bubbles in low sec? I would assume because ccp felt it would take low sec travel from dangerous to just stupid. This exact argument can be used with mission running. It takes it from dangerous to just plain un-fun. And I am not posting this for the current lvl 4's (although it is bs), but many corp friends have talked about how stupid its going to be to add lvl 5 and 6 "cap" missions when all pirate corps would need to do is probe out he carrier and light a cyno, jump in a few caps on it and its ballgame. There is NOWAY any cap pilot would risk his 3bil + NPC fitted carrier when it would be so easy to lose this way.. imho's. _____________________________
all you can eat baby! |

Speed Devil
Caldari Privateers Privateer Alliance
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Posted - 2007.04.19 14:49:00 -
[5]
get in a gang then
also, when u probe a missionrunner down, then u dont have to deal with the sentrys...
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Vincent Almasy
Gallente The Underground
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Posted - 2007.04.20 13:16:00 -
[6]
Maybe this will help you:
Highsec: chance of death = stupidly low to low
Lowsec: chance of death = medium to high
0.0: chance of death = high to obvious
Maybe this will help you see where to do missions. The true reason there are no dictors in lowsec is because they want more people to travel through the system but they already said they were thinking about letting dictors into lowsec!
As for missioning with caps, if there is a job they will do it. It will be a test for when they are zerged like in real combat and see if they can micro manage under the limit with their allies agent overwealming numbers.
lv 5-6 missions in lowsec is a good thing it has more pople seeing a valid reason to go down into lowsec. These missions are also group focused not solo, I think they are to be immpossible to solo unless you have a wtfuber tank setup that runs like a pvp supper tank ship and not as mission perm tank.
If you don't want a risk then stay in highsec, this should be a dead issue.
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Rif
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.04.20 14:08:00 -
[7]
I live out of pxf/yz in fountain which is as low sec as you get. You're arguments of low sec = dangerous has no validity. Of course low sec is dangerous, that is not the point of this thread.
Pure and simple if ccp wants more of their player-base to populate and use low sec systems allowing probers to find runners so easily is a major deterent.
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all you can eat baby! |

Vincent Almasy
Gallente The Underground
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Posted - 2007.04.20 14:23:00 -
[8]
Originally by: Rif I live out of pxf/yz in fountain which is as low sec as you get. You're arguments of low sec = dangerous has no validity. Of course low sec is dangerous, that is not the point of this thread.
Pure and simple if ccp wants more of their player-base to populate and use low sec systems allowing probers to find runners so easily is a major deterent.
That is the point of this topic thought if you haven't realized. They do no go into low sec because they can die and they don't like that so they don't go. If you can't probe out missions and then making them safe in missions guess what, lowsec is safe for mission runners then the question of the mission being in low sec paying more with we have WTZ.
Lowsec shall be dangerous for travelers and mission runners forever. Some people don't like this risk so they don't take it, what is the issue here then? To make more people into lowsec then make something new for POS to make them profitable not making mission runners unkillable.
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Tahmee Bhakeur
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Posted - 2007.06.29 05:58:00 -
[9]
Why should players risk low-sec vs blobbers at the gates constantly who face virtually no resistance at all?
Some areas a hot half the day, so anyone running a mission to those systems either can't run the mission or ends up turning it down. Sure, the uber pirate blob raping anything that enters with overwhelming odds sure is getting to enjoy "THEIR" style of play, but for the missioner trying to make a bit of isk getting thrown under the bus by their agent into low-sec are not able to enjoy "THEIR" style of gameplay.
Some in high-sec systems using agents that continually send them into low-sec where pirate camps dominate have given up entirely on running missions with the agent because either they give too many missions into low-sec, they've had to abandon missions to the point they lose access to the agent, and/or relocated deeper into high-sec to agents that do not send them into the meat grinder.
Where is the balance between Game-Play Styles? CCP wants players out of start corps, but they average well over 500+ players during peak times. CCP wants players migrating to low-sec... yeah, check the map; it isn't happening.
The only option... If you can't beat them, join them. Then either hope you gain their trust enough for juicy roles and rob them blind or just do as they do and blast anything that moves.
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2007.06.29 06:52:00 -
[10]
Originally by: Tahmee Bhakeur Stuff
Please don't necromance old threads. This issue is long resolved. ---- AUS Corp Lead Megalomanic |
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.29 08:10:00 -
[11]
Originally by: Tahmee Bhakeur Why should players risk low-sec vs blobbers at the gates constantly who face virtually no resistance at all?
Some areas a hot half the day, so anyone running a mission to those systems either can't run the mission or ends up turning it down. Sure, the uber pirate blob raping anything that enters with overwhelming odds sure is getting to enjoy "THEIR" style of play, but for the missioner trying to make a bit of isk getting thrown under the bus by their agent into low-sec are not able to enjoy "THEIR" style of gameplay.
Some in high-sec systems using agents that continually send them into low-sec where pirate camps dominate have given up entirely on running missions with the agent because either they give too many missions into low-sec, they've had to abandon missions to the point they lose access to the agent, and/or relocated deeper into high-sec to agents that do not send them into the meat grinder.
Where is the balance between Game-Play Styles? CCP wants players out of start corps, but they average well over 500+ players during peak times. CCP wants players migrating to low-sec... yeah, check the map; it isn't happening.
The only option... If you can't beat them, join them. Then either hope you gain their trust enough for juicy roles and rob them blind or just do as they do and blast anything that moves.
Thread Necro FTL. Knock it off noob.
BUYING CALDARI NAVY HEAVY MISSILE LAUNCHERS, PAYING WELL, CONVO/MAIL IN-GAME |

d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.29 11:29:00 -
[12]
Maybe this will help you:
Highsec: chance of death = stupidly low to low
Lowsec: chance of death = depends on system. ranges from extremely high to medium
0.0: chance of death = depends on system. ranges from high to low
doing missions in 0.0 is completely risk free in some areas, like in gurista space. you are surrounded by friendlies, so you don't have to check scanner all 2 min for probes. just check local all 20mins or read intel. in low sec on the other hand there is much more traffic and you can never know when you are going to be ganked.
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.29 11:35:00 -
[13]
Quote: lv 5-6 missions in lowsec is a good thing it has more pople seeing a valid reason to go down into lowsec. These missions are also group focused not solo, I think they are to be immpossible to solo unless you have a wtfuber tank setup that runs like a pvp supper tank ship and not as mission perm tank.
no lvl 5-6 setups do not allow viable pvp setups. mainly you are completely cap drained, dampened to 2m or permajamed. so at least 2 ships of your gang are completely gimped because they eitehr use all theyre slots for passive tanking (no tackling, ew whatever) the other ship will be completely set up for remote repping (again no ew tackling or even dmg!). the pirates on the other hand would warp in with lots of dmg, ew, tackling. so you would need a such a huge gang to be able to counter a pirate attack in a lvl 5, that the lvl 5 wont be luctrative anymore (they arent atm anyway)
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