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Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2007.07.10 22:46:00 -
[61]
Originally by: Sorja
Originally by: Crumplecorn There's no RP reason to remove local in 0.0
You're right, and your sigs are awesome. Can I have your babies?
Fixed it for you. -
Sigs are back! \o/ |

LogixCraft
Gallente Insidious Existence Interstellar Alcohol Conglomerate
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Posted - 2007.07.10 22:56:00 -
[62]
Originally by: Crumplecorn
Originally by: Sorja
Originally by: Crumplecorn There's no RP reason to remove local in 0.0
You're right, and your sigs are awesome. Can I have your babies?
Fixed it for you.
You sir are now my new god. *bows*
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Mortuus
Minmatar Viper Squad Triumvirate.
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Posted - 2007.07.10 23:10:00 -
[63]
What about entry through smuggler gates? Those are not CONCORD run.
I'd be fine with it, you want to know who is in your space, set up some guards.
ex-Occassus Republica <3 |

Wayward Hooligan
Sniggerdly Pandemic Legion
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Posted - 2007.07.10 23:11:00 -
[64]
Edited by: Wayward Hooligan on 10/07/2007 23:12:36 Edited by: Wayward Hooligan on 10/07/2007 23:11:30 How To Fix Local In 1 Easy Step:
Add a module to the game.
High slot, low fitting requirements.
Passive module that is always active.
If its fitted to your ship you do not show up local and you cannot see anything in local.
So if you jump into a system with 10 people in local and you have the module equipped they wouldn't see you in local and you wouldn't see them.
You couldn't talk in local or see what they say either.
Players would still show up on scanner like normal.
Examples of how would this affect gameplay:
Roaming gang:
All scouts would equip this module. They'd enter a system together and wouldn't show up on local. Therefore they wouldn't scare away anyone. The downside is you have no idea how many hostiles are in local, if any.
The rest of the gang would not equip this module. They'd wait for word of a tackle and then jump in normally.
Fleet:
You could disguise the size of your fleet with this module. Half your gang has one the other half doesn't. You jump in 100 people but local count only goes up by 50. Would really make good scouts more important.
Defending your space:
Entire gangs could stealth through your system but its a double edged sword because they won't know how many you have either.
Would require people to actually fly around and defend their space rather than sitting docked all day and smacking in local like they do now.
Defense gangs of Recons would be deadly. Don't show up in local or on 360. Sit 20 of em around a gate and gank the **** out of everyone who jumps in.
Personally I think this would be the best way to fix the local problem.
Makes ships that really want stealth sacrifice something valueable, ie a high slot.
Shamis Orzoz: Cap Boosters are for losers. I don't run out of gas. |

Doktor Quick
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Posted - 2007.07.10 23:59:00 -
[65]
Originally by: LogixCraft Border control :D, you enter a country (solar system) and you need to go through a border with ID and all.
You enter our space, you show up in local.
I think someone got podded for being in hostile 0.0 space 
no it's just a troll, i've been watching him make ludicrous posts for days, he even had the nerve to necro a 3 year old thread about m0o, the mods will eventually ban his dumb @$$ just wait
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SiJira
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Posted - 2007.07.12 23:08:00 -
[66]
Originally by: Wayward Hooligan Edited by: Wayward Hooligan on 10/07/2007 23:12:36 Edited by: Wayward Hooligan on 10/07/2007 23:11:30 How To Fix Local In 1 Easy Step:
Add a module to the game.
High slot, low fitting requirements.
Passive module that is always active.
If its fitted to your ship you do not show up local and you cannot see anything in local.
So if you jump into a system with 10 people in local and you have the module equipped they wouldn't see you in local and you wouldn't see them.
You couldn't talk in local or see what they say either.
Players would still show up on scanner like normal.
Examples of how would this affect gameplay:
Roaming gang:
All scouts would equip this module. They'd enter a system together and wouldn't show up on local. Therefore they wouldn't scare away anyone. The downside is you have no idea how many hostiles are in local, if any.
The rest of the gang would not equip this module. They'd wait for word of a tackle and then jump in normally.
Fleet:
You could disguise the size of your fleet with this module. Half your gang has one the other half doesn't. You jump in 100 people but local count only goes up by 50. Would really make good scouts more important.
Defending your space:
Entire gangs could stealth through your system but its a double edged sword because they won't know how many you have either.
Would require people to actually fly around and defend their space rather than sitting docked all day and smacking in local like they do now.
Defense gangs of Recons would be deadly. Don't show up in local or on 360. Sit 20 of em around a gate and gank the **** out of everyone who jumps in.
Personally I think this would be the best way to fix the local problem.
Makes ships that really want stealth sacrifice something valueable, ie a high slot.
brilliant idea for a module ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Chucky
Confederation of Red Moon Red Moon Federation
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Posted - 2007.07.13 00:51:00 -
[67]
Like AFK/Pink Ninja cloakers aren't lame enough, this would set up more lame tactic's 
... you will see more and more marketing which in turn will bring you more players to torture. |

SiJira
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Posted - 2007.07.13 13:06:00 -
[68]
Originally by: Chucky Like AFK/Pink Ninja cloakers aren't lame enough, this would set up more lame tactic's 
what would it setup exactly? ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Gort
Rampage Eternal Ka-Tet
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Posted - 2007.07.13 20:04:00 -
[69]
Originally by: Hannobaal I think no one should show up in local chat anywhere unless they speak in it.
/signed.
-- When in doubt, empty the magazine. |

FuQue
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Posted - 2007.07.13 20:15:00 -
[70]
Tie it into Soverignty. If you have constellation sovergnty, then perhaps there is a POS structure or some other method that will tell all alliance/corp members about gate activations in the area. With constellation sovergnty, you will get notified when a hostile enters your constellation. Perhaps even have some control over the stargates themselves. Putting up sentry guns comes to mind. Perhaps instead of instant notification of the player entering a system if you have sovergnty, have some sort of "Identifier" module anchored at the stargate (which can be destroyed) to notify alliance/corpmates of incoming players. Set it to friendly/hostile/neutral whatever you like.
If that's not an option, perhaps removing local unless you chat in it - but also notify players (via popup only) that a new player has entered the system. Hard to get a count that way, and at least ratters will feel a little safer - other than spamming their 'new to be implemented when local is removed' scan function every 10 seconds.
Pirates will supposedly have a better method of scanning for players in a system if local is removed (as will all players) so ratters/miners won't be safe at all. It will take time for the ratter/miner to safe up, and may not even catch that a player entered the system. Pirates will still have a very good chance to catch people. Ratters will have a good chance to avoid. All without having local open. One would still need to pay close attention to their game to rat and/or mine (to the dismay of farmers everywhere).
Just some thoughts. I personally would like to see it tied into sovergnty somehow.
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Merdaneth
Amarr PIE Inc.
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Posted - 2007.07.13 20:48:00 -
[71]
If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats?  ____
The Illusion of Freedom | The Truth about Slavery |

Merdaneth
Amarr PIE Inc.
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Posted - 2007.07.13 20:48:00 -
[72]
If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats?  ____
The Illusion of Freedom | The Truth about Slavery |

LogixCraft
Gallente Insidious Existence Interstellar Alcohol Conglomerate
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Posted - 2007.07.13 20:50:00 -
[73]
Edited by: LogixCraft on 13/07/2007 20:50:08
Originally by: Merdaneth If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats? 
/\ Win.
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LogixCraft
Gallente Insidious Existence Interstellar Alcohol Conglomerate
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Posted - 2007.07.13 20:50:00 -
[74]
Edited by: LogixCraft on 13/07/2007 20:50:08
Originally by: Merdaneth If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats? 
/\ Win.
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XiticiX
Gallente Kudzu Collective Knights Of the Southerncross
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Posted - 2007.07.13 20:53:00 -
[75]
Originally by: Merdaneth If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats? 
Pff! Because of the automatic bounty report that gets sent to Concord from every ship, silly  ~~~ This is my sig. Do you like it? ~~~ |

XiticiX
Gallente Kudzu Collective Knights Of the Southerncross
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Posted - 2007.07.13 20:53:00 -
[76]
Originally by: Merdaneth If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats? 
Pff! Because of the automatic bounty report that gets sent to Concord from every ship, silly  ~~~ This is my sig. Do you like it? ~~~ |

Ddredar
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Posted - 2007.07.13 20:55:00 -
[77]
Originally by: Merdaneth If CONCORD does not keep track of your ship in 0.0, how would they be able to give you bounties for shooting rats? 
They drop an item you can turn in for the bounty.
This would also give you pirates out there a chance at stealing the bounty.
Quote: GOTTA HAVE MORE COWBELL BABY!!!
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Vmir Gallahasen
Gallente Omniscient Order Cruel Intentions
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Posted - 2007.07.13 21:11:00 -
[78]
Since both sides are pretty polarized on this issue, perhaps a compromise would be beneficial. What if you had local still, but it was sort of a delayed mode.
I was imagining something like this: Linkage
This way, 0.0 territory holders can identify threats and fleets, and defend against smaller gangs that stay in one place too long or are reported in an intel channel. Smaller gangs get a chance to attack unwary NPC'ers and other people.
Sadly, it does not address the macro NPC'ing raven issue but it's a step in the right direction I think.
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SiJira
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Posted - 2007.07.14 14:50:00 -
[79]
Originally by: Vmir Gallahasen Since both sides are pretty polarized on this issue, perhaps a compromise would be beneficial. What if you had local still, but it was sort of a delayed mode.
I was imagining something like this: Linkage
This way, 0.0 territory holders can identify threats and fleets, and defend against smaller gangs that stay in one place too long or are reported in an intel channel. Smaller gangs get a chance to attack unwary NPC'ers and other people.
Sadly, it does not address the macro NPC'ing raven issue but it's a step in the right direction I think.
thats like a 90/10 compromise cause ultimately it does little difference for those who want 0.0 local removed - with the exception of sovereignty ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Gentlewind
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Posted - 2007.07.14 14:53:00 -
[80]
Originally by: Wayward Hooligan Edited by: Wayward Hooligan on 10/07/2007 23:12:36 Edited by: Wayward Hooligan on 10/07/2007 23:11:30 How To Fix Local In 1 Easy Step:
Add a module to the game.
High slot, low fitting requirements.
Passive module that is always active.
If its fitted to your ship you do not show up local and you cannot see anything in local.
So if you jump into a system with 10 people in local and you have the module equipped they wouldn't see you in local and you wouldn't see them.
You couldn't talk in local or see what they say either.
Players would still show up on scanner like normal.
Examples of how would this affect gameplay:
Roaming gang:
All scouts would equip this module. They'd enter a system together and wouldn't show up on local. Therefore they wouldn't scare away anyone. The downside is you have no idea how many hostiles are in local, if any.
The rest of the gang would not equip this module. They'd wait for word of a tackle and then jump in normally.
Fleet:
You could disguise the size of your fleet with this module. Half your gang has one the other half doesn't. You jump in 100 people but local count only goes up by 50. Would really make good scouts more important.
Defending your space:
Entire gangs could stealth through your system but its a double edged sword because they won't know how many you have either.
Would require people to actually fly around and defend their space rather than sitting docked all day and smacking in local like they do now.
Defense gangs of Recons would be deadly. Don't show up in local or on 360. Sit 20 of em around a gate and gank the **** out of everyone who jumps in.
Personally I think this would be the best way to fix the local problem.
Makes ships that really want stealth sacrifice something valueable, ie a high slot.
The idea for this sort of module was posted in the game development forum quite recently and is an excellent idea.
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Vmir Gallahasen
Gallente Omniscient Order Cruel Intentions
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Posted - 2007.07.14 15:15:00 -
[81]
Originally by: SiJira thats like a 90/10 compromise cause ultimately it does little difference for those who want 0.0 local removed - with the exception of sovereignty
Convincing the majority to outright remove 0.0 local will be difficult, and so you're going to have to settle for less, at least initially. I'm in favor of removing local entirely also, but I'd be willing to accept less in what is the first step of what are hopefully many to eventually have local removed.
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SasRipper
DIE WITH HONOUR
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Posted - 2007.07.14 17:21:00 -
[82]
EVE IS A PVP GAME! Local is having a negativtive affect on pvp therefore it will not be removed / changed its only a matter of time.
*snip* Sas has spoken this tread shall be locked. |

SiJira
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Posted - 2007.07.14 18:24:00 -
[83]
Originally by: Vmir Gallahasen
Originally by: SiJira thats like a 90/10 compromise cause ultimately it does little difference for those who want 0.0 local removed - with the exception of sovereignty
Convincing the majority to outright remove 0.0 local will be difficult, and so you're going to have to settle for less, at least initially. I'm in favor of removing local entirely also, but I'd be willing to accept less in what is the first step of what are hopefully many to eventually have local removed.
its fine having local in highsec to encourage those that dont like it to go away and its fine having local in lowsec because its still empire maybe your idea for lowsec could be apllied
for 0.0 it needs to be fully removed and only reinstated for sovereignty through some cheap module that is anchored at outposts ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Tonkin
D00M. Triumvirate.
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Posted - 2007.07.14 18:45:00 -
[84]
Originally by: SiJira no empire has established lines of communication there so only make people show up if they talk as a rudimentary communications service instead of - player has join system - notification
stfu
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Vmir Gallahasen
Gallente Omniscient Order Cruel Intentions
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Posted - 2007.07.14 18:47:00 -
[85]
Originally by: SiJira for 0.0 it needs to be fully removed and only reinstated for sovereignty through some cheap module that is anchored at outposts
Like I said, I agree with you 100%. Removing local all at once is going to raise an outcry like it is now, though, so we'll need to do it in smaller steps. The idea I mentioned won't fix 0.0, but it's a small step in the right direction and has its advantages.
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Eskalin
Evolution Band of Brothers
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Posted - 2007.07.14 20:17:00 -
[86]
Originally by: Ryas Nia nerf Sijira for useless threads.
/signed
If babies were not meant to be eaten then they wouldn't be hibachi sized.
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SiJira
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Posted - 2007.07.14 21:57:00 -
[87]
Originally by: Eskalin
Originally by: Ryas Nia nerf Sijira for useless threads.
/signed
you are right ill start making bob threads and i quit threads and whine bout lag threads   ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |

Coasterbrian
Aliastra
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Posted - 2007.07.14 22:05:00 -
[88]
Allow me to explain something:
People have been screaming for the removal of local chat since before I started playing. I started playing in March of 2004. If CCP hasn't done it already, it's not going to happen.
Making a lot of crap threads about it isn't going to change that fact. ----------
Between corps.
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.14 22:10:00 -
[89]
No local, less targets, 0.0 becomes the new lo-sec, empire gains a few more residents.
If you want people to shoot at you have to make them think it's safe to come out and play.
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SiJira
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Posted - 2007.07.14 22:20:00 -
[90]
Originally by: Coasterbrian Allow me to explain something:
People have been screaming for the removal of local chat since before I started playing. I started playing in March of 2004. If CCP hasn't done it already, it's not going to happen.
Making a lot of crap threads about it isn't going to change that fact.
just like heat didnt happen
hmmm   ____ __ ________ _sig below_ the jet cans are made so that people that dont mine can get free ore
miners ritually donate the ore to anyone wishing to take some |
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