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Francesca Fritzlestickz
Snopes
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Posted - 2007.12.25 12:41:00 -
[1]
For a game that is pretty much Non consensual PvP sure has a lot of game mechanics that make it very consensual.
Before you call this a whine just read it or dont post at all, because this stuff is completely broken
Reguarding mostly 0.0
Roaming gang A's scout enters system - before the scout's screen loads all the npc'ers are clicking warp. so the scout now has about 15 seconds to scan and find and warp / tackle the NPC'er
possible fix : remove the friendly / hostile / war target icons in local (whos ******** idea was this?) , Delay of characters being shown in local while still having the stargate 'jumping' cloak , but show the number of locals increase
Jump Bridges: they're everywhere and at POS Deathstars - it kills 0.0 roaming
possible fix: make it so only hardeners can be online on the pos when the jump bridge is online, and guns/EW anchored (offline jumpbridge then online guns) when a cyno jammer is online with a jump bridge online in the same system - capital ships shouldn't be able to jump bridge into the system.
Station services , Takes 4ever to kill - not that long to repair , coulda sworn the dev blog said it was for roaming gangs to make people fight , a roaming gang doesnt usually last for 10 hours
possible fix: reduce the hitpoints of station services
Cyno Jammers: In every station system (understandable) in almost every 0.0 entrance point - take M-O for example , you get capital ship blobbed + super capitals with a cyno jammer online, and jump bridge online. So no real feasible way to counter unless you insanely blob, even then they can still get capital ship reinforcements via the jump bridge.
possible fix: Cyno Jammers require a station in system or multiple capital ship assembely arrays. when a cyno jammer is online with a jump bridge online in the same system - capital ships shouldn't be able to jump bridge into the system.
I fail at life, just like the person reading this |

VoYvod
Murder-Death-Kill
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Posted - 2007.12.25 13:01:00 -
[2]
/signed this should be fixed
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Zemeckis R
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Posted - 2007.12.25 14:44:00 -
[3]
Edited by: Zemeckis R on 25/12/2007 14:43:48
Originally by: Francesca Fritzlestickz
possible fix : remove the friendly / hostile / war target icons in local (whos ******** idea was this?)
i agree with you: more pvp needed but this idea was to reduce lag (millions of right click and show info = a lot of query = lag)
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Talpa Iute
Murder-Death-Kill
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Posted - 2007.12.25 16:34:00 -
[4]
/signed.
Its time that someone pointed out those really annoying "features".
_____________________________________________ /Talpa 
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Francesca Fritzlestickz
Snopes
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Posted - 2007.12.26 06:13:00 -
[5]
Originally by: Zemeckis R Edited by: Zemeckis R on 25/12/2007 14:43:48
Originally by: Francesca Fritzlestickz
possible fix : remove the friendly / hostile / war target icons in local (whos ******** idea was this?)
i agree with you: more pvp needed but this idea was to reduce lag (millions of right click and show info = a lot of query = lag)
well could always make it so you can't show info until the person talks in local... not make it a fantastic free intel channel by giving local all those icons  I fail at life, just like the person reading this |

xttz
GoonFleet GoonSwarm
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Posted - 2007.12.26 13:08:00 -
[6]
I'm leaning towards two ideas I've heard mentioned elsewhere:
a) Allow capitals into a cyno-jammed system, but prevent the use of doomsday, fighters and triage/siege modes. This could also apply to capital-sized logistics modules as well.
b) Make local detection skills/standings based. Friendly pilots show up immediately in local, while hostiles have a time delay determined by a new 'passive scanning' skill, distance from the other ship, or ship classes (frigates being harder to find as well as better as detecting other pilots, battleships and captials would be easy to reveal and have trouble picking up hostiles). Add sov-based starbase modules that give a bonus to detection for the owning corporation, and you now have a system that gives gankers a good chance at catching their prey, while encouraging strategic use of detection starbases.
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strive nails
DEATH'S LEGION
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Posted - 2007.12.26 15:53:00 -
[7]
/signed
every single thing
strive nails - pod killer and implant trader
playing EVE on a MacBook Pro |

Francesca Fritzlestickz
Snopes
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Posted - 2007.12.26 23:54:00 -
[8]
Originally by: xttz I'm leaning towards two ideas I've heard mentioned elsewhere:
a) Allow capitals into a cyno-jammed system, but prevent the use of doomsday, fighters and triage/siege modes. This could also apply to capital-sized logistics modules as well.
b) Make local detection skills/standings based. Friendly pilots show up immediately in local, while hostiles have a time delay determined by a new 'passive scanning' skill, distance from the other ship, or ship classes (frigates being harder to find as well as better as detecting other pilots, battleships and captials would be easy to reveal and have trouble picking up hostiles). Add sov-based starbase modules that give a bonus to detection for the owning corporation, and you now have a system that gives gankers a good chance at catching their prey, while encouraging strategic use of detection starbases.
its really local itself , but it can't be removed - and the only real feasible / not one sided solution is to take out the icons/show info by clicking 'show info' on the character in local , but still able to search in people & places(for lag reasons)/ and give a delay of showing up in local. I fail at life, just like the person reading this |

Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.12.28 02:29:00 -
[9]
I divide my time between carebearing and hunting enemy carebears (and pvpers.. whatever). I love the idea of a delayed local update. Perhaps the update could be based on signature radius: a BS jumps in and the update is almost instant, a ceptor jumps in and the update takes 10 seconds or more.
Trinity: The best content release ever, completely overshadowed by the worst nerfs ever. |

Thargat
Caldari North Star Networks Triumvirate.
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Posted - 2007.12.28 03:28:00 -
[10]
Instead of having a delayed local you could have a delayed "anonymous" local.
So instead of it saying Thargat (and a terrible little red + or * in the icon) it should say "unknown contact #440 or something and be unklickable). After a timer period of 1-5mins (depending on the SOV status if you own the system and if you have a system scanning array deployed) you'd get more correct info.
There's only one sig that matters... and that's Radius. |

New Garde
g8nk3d
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Posted - 2007.12.28 06:31:00 -
[11]
I say the split the difference when it comes to local info. Don't show who is in local, only the number of pilots. But if I use my scanner and find their ship, I should still be able to right click and gather info. Pilots still have the option of using cloaking devices to prevent me from finding their ships.
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VoYvod
Murder-Death-Kill
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Posted - 2007.12.28 22:09:00 -
[12]
tbh its not just local that is killing the 0.0 roaming , its the combination of the things listed above 
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fightnkill
Greenspring
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Posted - 2007.12.28 22:32:00 -
[13]
/signed
This would give us Real players a real upperhand against those pesky Isk farmers!
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ultima miner
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Posted - 2008.01.01 13:30:00 -
[14]
/signed
perfect to reduce lagg
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2008.01.01 14:20:00 -
[15]
Players showing up in local with some delay based on their ship sounds good.
Frigs and Destroyers take 25 sec to show up. Cruisers and HACs 15 seconds. BCs and Command ships 10 sec. BS 5 sec. Anything bigger shows immediately.
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Redd Lenses
Murder-Death-Kill
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Posted - 2008.01.01 20:40:00 -
[16]
Originally by: Traeon Players showing up in local with some delay based on their ship sounds good.
Frigs and Destroyers take 25 sec to show up. Cruisers and HACs 15 seconds. BCs and Command ships 10 sec. BS 5 sec. Anything bigger shows immediately.
and Covert Ops, Recons, and Black Ops never show up. You could have local show the true amount of people, so the locals would know that someone is there but wouldn't know who or what type of ship they were in.
------------- Remember: This is an underwater submarine game, not a galactic space game. |

Koyama Ise
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Posted - 2008.01.02 01:54:00 -
[17]
Originally by: Francesca Fritzlestickz
Roaming gang A's scout enters system - before the scout's screen loads all the npc'ers are clicking warp. so the scout now has about 15 seconds to scan and find and warp / tackle the NPC'er
possible fix : remove the friendly / hostile / war target icons in local (whos ******** idea was this?) , Delay of characters being shown in local while still having the stargate 'jumping' cloak , but show the number of locals increase
The keeping the name out of local until the cloak is down might be an idea worth looking into. Because it doesn't completely change current methods of gathering intel. Though the number change may cause people to go paranoid.
Originally by: Francesca Fritzlestickz
Jump Bridges: they're everywhere and at POS Deathstars - it kills 0.0 roaming
possible fix: make it so only hardeners can be online on the pos when the jump bridge is online, and guns/EW anchored (offline jumpbridge then online guns) when a cyno jammer is online with a jump bridge online in the same system - capital ships shouldn't be able to jump bridge into the system.
This in my opinion is a bad idea, because it's already hard to fit a jump bridge with lots of hardners onto a large PoS because of the 4000 cpu usage on the hardner. So it needs some guns to help defend itself.
Originally by: Francesca Fritzlestickz
Station services , Takes 4ever to kill - not that long to repair , coulda sworn the dev blog said it was for roaming gangs to make people fight , a roaming gang doesnt usually last for 10 hours
possible fix: reduce the hitpoints of station services
Some of the station services do have a bit too much health I stress a *BIT* But you must realise that this isn't supposed to be something any gang can just come in and break in 15 minutes.
Originally by: Francesca Fritzlestickz
Cyno Jammers: In every station system (understandable) in almost every 0.0 entrance point - take M-O for example , you get capital ship blobbed + super capitals with a cyno jammer online, and jump bridge online. So no real feasible way to counter unless you insanely blob, even then they can still get capital ship reinforcements via the jump bridge.
possible fix: Cyno Jammers require a station in system or multiple capital ship assembely arrays. when a cyno jammer is online with a jump bridge online in the same system - capital ships shouldn't be able to jump bridge into the system.
Cyno jammers are yes annoying but you need sovereignty 3 which isn't one of the easiest things to achieve. So they really do deserve the cyno jammer that works the way it does. -------- Yes, I know I'm an alt, what are you going to do about it? |

Clansworth
Point-Zero SMASH Alliance
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Posted - 2008.01.02 09:32:00 -
[18]
I see a lot of what you are unhappy with as being the Home-field advantage that sovereignty provides.
Prospector Class |
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