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1. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: I told you it was 50% and 8LY a long time ago. Apparently you didn't listen. I suppose if you were a CCP authority, we might all take everything you say about EVE as fact. Currently, though, your name is not "CCP TGR", it is ...
- by Andy Landen - at 2014.11.22 16:31:13
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2. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Niskin wrote: Starting Fatigue: 0 Starting Jump Cooldown: 0 All jumps will be 8LY. Cooldown after first jump: 6 minutes (this is the minimum for any jump, regardless of hull bonuses) Fatigue after first jump: 50 minutes Thank you. I guess ...
- by Andy Landen - at 2014.11.21 22:07:38
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3. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: Hotdrops are risk free until it's a trap. I suppose you have statistics to show how often that occurs. Anything more frequent than almost never? And when your numbers are 50+ and the other side cannot tell how many more are b...
- by Andy Landen - at 2014.11.20 02:19:48
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4. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Seems someone was too lenient and used to the easiness of former 0.0 Welcome back to a ruthless game. Biggest LOL ever! ROFL! Ruthless my foot. You really want to talk about lenient and easy and ruthless? Tell that to ...
- by Andy Landen - at 2014.11.19 23:08:15
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5. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Confirming that not enough caps are blindly jumping through stargates into subcap gatecamps so the jump drive is being completely removed entirely with no skill point compensation of course. Enjoy! Another present from CCP. Merry Christmas. Oh, an...
- by Andy Landen - at 2014.11.18 18:45:41
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6. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Lord TGR wrote: I did look at eve-offline, and actually, you'll notice it's been going steadily downhill since febuary, if you actually did look,, and the downhill spiral kept going all the way until late september, where it finally rebounde...
- by Andy Landen - at 2014.11.17 00:31:49
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7. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Lord TGR wrote: Last I checked, the russians were resurging, people have moved around, and old vets have come back with a bloodlust to sate. And from what I can see, it looks like the number of people who are online is increasing as well, unlik...
- by Andy Landen - at 2014.11.16 20:52:25
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8. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
The "all-Eve" issue is an important one to address for sure, but to CCP, on the Jump Faitgue issue and the player reaction to it, I am just going to say "Told you so." Act quick before the losses become too great. I have already registered my feed...
- by Andy Landen - at 2014.11.16 14:17:56
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9. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
There is always the idea that Jump Fatigue becomes Lock Fatigue. Instead of jumping being limited by a timer, all target locking is limited by the same jump fatigue timer. The same issue exists with zero locking delay for the first jump, but at le...
- by Andy Landen - at 2014.11.16 14:08:22
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10. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Shaun Hansen wrote: Hi, Greyscale, guys and gals. Got this idea earlier today: Calculate fatigue based on standings. Jumping in neutral space, eg, NPC space or through space where the owners have set us to either no standings or 0, will produ...
- by Andy Landen - at 2014.11.16 13:49:52
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11. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: A "well-known large capital fleet hotdrop force" which, along with the other "well-known large capital fleet hotdrop force" (NCdot etc) all got their **** pushed in by the "subcap-heavy horde of mouthbreathing basement dwellers...
- by Andy Landen - at 2014.11.15 18:49:06
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12. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Niskin wrote: That's not what I said. In Phoebe the HIC focused script was changed to prevent capital gate jumps, since they can now use gates. It's an example of a specific change to control for a problem introduced by another mechanic that w...
- by Andy Landen - at 2014.11.15 12:40:08
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13. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Niskin is right. My analysis was more of a list of solutions and the problems that they solve with explanations on why they are problems. I probably should have called it root problem solving and justification. Niskin wrote: This is already s...
- by Andy Landen - at 2014.11.15 00:55:28
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14. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Niskin wrote: I had to go back and find this quote because it was the beginning of me understanding why Andy doesn't understand. For a guy who is rightly suggesting we find the root cause and fix that, he doesn't seem to understand how to find...
- by Andy Landen - at 2014.11.14 11:46:55
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15. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: [1] You do realize that the jump changes aren't just affecting one group, right? It's affecting the entire eve universe which aren't taking WHs or gates. So I'd love to hear how you think this is "politics" and "targeting benefi...
- by Andy Landen - at 2014.11.13 11:42:29
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16. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: You can, you just need to do more well tougth mechanics that focus on the real things that big guys have. Example? Manteinance fee on a station, that increases as 1.05^(number of pilots with docking rights on this station...
- by Andy Landen - at 2014.11.12 11:40:57
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17. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Quote: to the detriment of the game .. is a bad reason because it can mean whatever Player X wants it to mean. The best translation of that perspective is: Quote: to the detriment of Player X's "game" The only things that actually hurt...
- by Andy Landen - at 2014.11.09 00:48:29
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18. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Arbitrary rules without good reasons is micromanaging. Good reasons stand up to scrutiny against the question, "If the rule did not exist, are there any other good reasons why players would not be able to adapt?" Which starts the cycle over for an...
- by Andy Landen - at 2014.11.08 20:46:49
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19. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: If you must, then you can probably call EVE Online more of an "open world" than a "true sandbox", because there are "technical limitations or in-game limitations". However, I would argue that EVE Online is one of the closest ex...
- by Andy Landen - at 2014.11.08 12:49:09
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20. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
It's not a sandbox when you are micro-managing the mechanics with exponential curves on small incremental jump distance wait times feed by a lagging fatigue bloom. It's kind of like telling the rest of the kids in the sand box that they have to st...
- by Andy Landen - at 2014.11.08 03:39:20
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