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Thread Statistics | Show CCP posts - 2 post(s) |

Red Thunder
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Posted - 2008.02.11 18:57:00 -
[61]
hahahaha rofl pwnage at its best :D
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Kagura Nikon
Minmatar Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2008.02.11 19:07:00 -
[62]
Originally by: Malcanis
Originally by: Fanjita
Originally by: Ursula LeGuinn Edited by: Ursula LeGuinn on 11/02/2008 11:17:16 I don't really like this idea, mainly because travel already takes long enough as it is.
Traveling 18 jumps in an Interceptor with WTZ is about as entertaining as watching paint dry. Traveling 18 jumps in a Battleship with WT5KM... well, pretty much your social security would expire before you got to your destination.
It's nice for pirates when people hang around gates a bit longer (and I'm joining a pirate alliance, so that is relevant to my interests), but we really don't need any more unentertaining time sinks.
Travel in eve is too fast eve is supposed to be a huge place but you can get from one end of 0.0 to another in about an hour thats rediculous please get rid of wtz.
Feel free to set your default warp to distance to 5, 15 or even 50Km if it makes you enjoy the game more.
The point is, the game is more enjoyable when OTHERS have to warp to 15 km.
WTZ was the worse thing that ever happened to PVP on this game.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.02.11 19:14:00 -
[63]
Originally by: Kagura Nikon The point is, the game is more enjoyable when OTHERS have to warp to 15 km.
WTZ was the worse thing that ever happened to PVP on this game.
Which do you prefer: WTZ or Insta's?
If you remove WTZ, the only ways that I can think of to prevent insta's are to prevent all bookmarks anywhere on the same grid as a stargate and/or to randomize warp destinations so that you arrive randomly +5 km of your intended location.
By the time WTZ was introduced into the game, the only people who were not already using it were noobs who are just as vulnerable to attacks leaving the gate as arriving at it. WTZ has only improved the game, not made it worse.
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Jaabaa
Minmatar Dental Drilling Corporation
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Posted - 2008.02.11 19:17:00 -
[64]
Originally by: CCP Wrangler Guess who will be banned if he doesn't shut up.  
Priceless  -- EVE Mobile Skill Planner V2 http://evemsp.sourceforge.net/ |

Leandro Salazar
The Blackguard Wolves
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Posted - 2008.02.11 19:23:00 -
[65]
You can either keep WTZ, or completely remove the ability to warp to any gate with X km. As the latter would crowd even more people into highsec and put even more emphasis on speed over anthing, I prefer the former.
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Lodhi
Celestial Apocalypse Insurgency
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Posted - 2008.02.11 19:26:00 -
[66]
Originally by: 1Of9 Edited by: 1Of9 on 11/02/2008 11:05:16 Well in SiSi at current build, Warp To Zero is over.
Closest distance is now 5km.
Even on overview you can set from 5000 meters to 100,000 meters.
Seems piwates are gonna have a party 
Edit: Im wondering if we gonna see a new explosion in bookmarks all over again 
ffs quit crying 5k is nothing.
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ghosttr
Amarr ARK-CORP RONA Alliance
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Posted - 2008.02.11 19:32:00 -
[67]
I would be happy to see wtz gone, i thought it was a bad idea to begin with. The shorter travel time made possible by wtz has impacted eve in some negative ways, it gave us more blobs and more mega alliances that control more space. 5k is a good idea, because its not enough to merit instas, as you usually land in a 5k sphere anyways
A bigger eve Annndd..Player Factions |

Ragornok
Multiversal Enterprise Inc.
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Posted - 2008.02.11 20:06:00 -
[68]
I still think that making the minimum "Warp to..." distance a ship characteristic would have been the best bet.
The smaller and faster the ship, the further it has to be from the gate at the end of warp. The bigger and slower the ship, the closer it can get. Work it out so that there is a certain time of vulnerability, even if just 5 seconds or so, that it takes them to get to the gate.
Start with base numbers for ship classes.... Stick intercepters out to 15km+ Cruisers at 10km Battleships at 5km Haulers at 3km
And then tweak it from ship to ship as needed.
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