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Thread Statistics | Show CCP posts - 6 post(s) |

Florestan Bronstein
United Highsec Front The 99 Percent
384
|
Posted - 2012.01.18 08:27:00 -
[1] - Quote
Command Ships - I think bonuses for 2 types of warfare links would be too much.
At the moment there is an incentive for training fleet command skills because you want warfare link bonuses from both fleet and wing boosters, e.g. fleet booster is Vulture and wing booster is Claymore (too many squad boosters to get them all into command ships, so they just have Leadership V to pass on the bonuses).
If you can cherry-pick your 3 favorite links out of 6 without losing efficiency or just go off-grid and fit all 6 in a single command ship we will on the one hand see more fleets with all warfare link bonuses and on the other hand the incentive to train Fleet Command would be reduced (as the wing booster can handle all basic boosts alone). |

Florestan Bronstein
United Highsec Front The 99 Percent
384
|
Posted - 2012.01.18 09:10:00 -
[2] - Quote
Sizeof Void wrote: And, ignoring the opening and middle games, in favor of the null sec "end game", is a bad strategy for CCP to follow, if their business goal is to attract new players.
that sort of thinking is fundamentally flawed and one of the prime reasons why so many people never seem to feel "ready" to make the move to 0.0.
You seem to forget that Goonswarm is one of the largest newbie-training organizations in EVE - they take complete newbies into what you call the "end-game" on day one and experience shows that this works great for everyone involved.
In some write-up of this summit (fhc, some blog?) it was mentioned that the CSM demonstrated the goon wiki and newbie guides to CCP (who were apparently quite impressed).
I would not be surprised if organizations like Goonswarm or TEST had a much better new player retention than the vast majority of high-sec corps that accept newbies.
Why? because they provide excellent resources for learning, classes (goons are quite literally the lords of PI) and coaching, because they can offer full pvp reimbursements and as many free frigates as you want, because they give newbies access to very lucrative income sources (compare looting/salvaging CAs and 0.0 PI to running lvl1 missions) and most importantly because the new players are a valued part of a large social community of players from their first day.
Of course it helps that there already is a lot of common ground and community spirit via the SA and reddit communities to build upon.
I have been in quite a few high-sec corps during my time in EVE and I have never seen anything that rivaled TEST in terms of newbie training, community and resources for learning about the game. Maybe EVE Uni does, I don't know (but all their restrictions during war-time and the high fluctuation of members seems to be rather unfriendly for newbies; if newbies fly cheap ships that can be easily replaced by older players they should focus on getting blown up early and often, not on sitting docked inside station). |

Florestan Bronstein
United Highsec Front The 99 Percent
384
|
Posted - 2012.01.18 10:02:00 -
[3] - Quote
Max Kolonko wrote:Florestan Bronstein wrote:
If you can cherry-pick your 3 favorite links out of 6 without losing efficiency or just go off-grid and fit all 6 in a single command ship we will on the one hand see more fleets with all warfare link bonuses and on the other hand the incentive to train Fleet Command would be reduced (as the wing booster can handle all basic boosts alone).
I would love to make command bonuses work only on-grid already wrote some lengthy post in a F&I thread on that topic, too lazy to write it all over again.
tl;dr is - grids are a ******** concept and grid-fu would allow for very strange results if bonuses were tied to being on grid.
now, if you don't really mean "grid" but something like "within 300-500km range" the idea might be viable.
(Personally I don't really see the need for it - in the current pvp environment bringing combat probers is mandatory anyways; I'd just force warfare links to disable inside POS forecefields) |

Florestan Bronstein
United Highsec Front The 99 Percent
384
|
Posted - 2012.01.18 10:16:00 -
[4] - Quote
Marlona Sky wrote:Last I checked, the CSM did not design that part of the game. Currently the only time station services are disabled is after the residents are already dead(lost). It is nothing but to rub salt into a wound. CSM says they are supposed to be difficult to disable? Define difficult please. The real issue is an arbitrary HP structure that is not dynamic with the actual number of inhabitants in the system. 500 thousand HP on say fitting might be difficult for a small time fleet, but a breeze for a null power block. The amount of time to disable and repair should be the same per person on average. Example: Null power block capital has 1000 different pilots visit it on average over the course of seven days. NPC null system for a small time alliance has 50 different pilots visit it on average over the course of seven days. To repair the null power block capital should average out to 5 minutes per person in a logistic. The NPC null system would average out to 5 minutes too. It is a crude example, but you get the point that the hit points should fluxuate to match the population. The resistances of the station services should fluxuate too to match the peak and dead period of logged in players. That way the amount of work needed per person to repair and cripple is the same. Balancing the numbers is of course up to debate. this idea is pretty terrible.
An enemy could just let his 300man fleet roam once a day through your NPC system to keep population averages up.
Docking spare alts in NPC systems for the same reason.
How would your HP system know which group in NPC 0.0 are the "defenders" and which one are the "hostiles"? It would have to count everyone... |

Florestan Bronstein
United Highsec Front The 99 Percent
387
|
Posted - 2012.01.18 14:03:00 -
[5] - Quote
Sizeof Void wrote:Florestan Bronstein wrote:... lots of Goonswarm/TEST propaganda... Yawn... difficult to respond to yet more Goon propaganda, as if the CSM isn't already loaded with it. maybe my points got lost amidst what you call propaganda but they are
(a) the idea of 0.0 as "end-game" is incredibly stupid and mostly used as an excuse to steer newbies away from 0.0; it should be obvious to every player that the whole "character creation, leveling, endgame" model just doesn't apply to EVE. Deriding high-sec as the "newbie environment" of EVE is equally stupid.
(b) the best way to prevent people from becoming disgruntled players who quit the game is to get them into a community where they are welcomed, valued and taught as soon as possible - best within their first few days in EVE. Currently 0.0 alliances excel at providing these environments and can - due to economies of scale - offer a new player experience that smaller entities cannot match. |
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