|
Author |
Thread Statistics | Show CCP posts - 81 post(s) |
Ispia Jaydrath
Reib Autonomous Industries
108
|
Posted - 2012.09.20 20:05:00 -
[1] - Quote
l0rd carlos wrote:Syn Fatelyng wrote: Can defenders kill citadels? If so, that might suddenly have a use for the aggroed ship.
Smartbombs can ;-)
They can, but the timing is extremely hard. I tried repeatedly with a large smartbomb on a carrier, and never once managed to hit it. And this was back before the missile graphics change, when you could actually see them coming at you. |
Ispia Jaydrath
Reib Autonomous Industries
108
|
Posted - 2012.09.20 20:07:00 -
[2] - Quote
CCP FoxFour wrote:Roll Sizzle Beef wrote:What about sites like Dread Guristas Fleet Staging Point 3? There is a Guristas Fleet Stronghold that launches Citadel Torpedos every 30 seconds. It will obliterate any subcap support for the capital already required to tank it if it switches targets. Or is it expected some sites become cap only? To be honest I am not familiar with this site and will have to test it.
I am now terrified for the future of exploration. Unless you've actually run the maze, you have absolutely no business ****ing with the AI in DED complexes. I'm glad I've moved past using exploration as my primary income, as these changes would have prevented me from getting into it in the first place and I would never have become filthy rich and started living off investment income.
Now sure, I could look at the elimination of one route by which new players can join me and my bemonocled friends in the 1% as a good thing, from a self-interest standpoint, but somehow I don't think it would be good for the game.
tl;dr proposed changes represent large nerf to exploration, large nerf to nullsec income, complete elimination of ninja exploration profession as it exists today. |
Ispia Jaydrath
Reib Autonomous Industries
108
|
Posted - 2012.09.20 22:22:00 -
[3] - Quote
CCP FoxFour wrote:We are fully committed to this new AI, not meaning we can't go back on it, but meaning if we find specific missions that are just not possibly any more or way harder than they are worth, we will balance them.
How will you find them?
How much dev time has been set aside for fixing them? |
Ispia Jaydrath
Reib Autonomous Industries
108
|
Posted - 2012.09.20 22:56:00 -
[4] - Quote
CCP FoxFour wrote:Ispia Jaydrath wrote:CCP FoxFour wrote:We are fully committed to this new AI, not meaning we can't go back on it, but meaning if we find specific missions that are just not possibly any more or way harder than they are worth, we will balance them. How will you find them? How much dev time has been set aside for fixing them? Between now and the winter release the new AI is the single biggest thing CCP Bettik and I are working on. We have a few smaller things to announce, along with out bug fixing, but this is by far the biggest thing and the thing taking up most of our time.
Pretend you miss something and a site or mission is broken at release. How will you learn about it, and when will you have time to fix it? |
Ispia Jaydrath
Reib Autonomous Industries
108
|
Posted - 2012.09.20 23:18:00 -
[5] - Quote
CCP FoxFour wrote:We specifically have a window of time after the release to fix things that are broken and made it into the release. So if we do miss something then we will have time right after the release to fix it.
Will there be a reporting system?
Also, you should add "murky ruins" to the list of sites to test before release as it is likely too obscure to generate a report within a reasonable window. Unfortunately, I can't tell you how many other such sites might exist. |
Ispia Jaydrath
Reib Autonomous Industries
109
|
Posted - 2012.09.21 21:20:00 -
[6] - Quote
Dalilus wrote:I disagree. 0.0 is the most 'dangerous space' in EVE right? Give rats in 0.0 the ability to pod. Why? Better loot, better missions, better plexes, better minerals, better everything so why not make it truly 'dangerous'?
Wow, people exist who think null is better than high/low? Where on earth did you get that idea?
Quote:One advantage of having rats pod players is saying bye-bye to bots farms.
Having rats pod players would not in any way accomplish that. Players would only be podded if their ships died, whereas bot ships are set up not to die, and if they did not warp their pod out instantly after dying, which is something bots are extremely good at. |
Ispia Jaydrath
Reib Autonomous Industries
112
|
Posted - 2012.09.23 12:54:00 -
[7] - Quote
rodyas wrote:Mike Voidstar wrote:
Thanks for setting me strait that my 74km control range is never to be used with heavies though.
That is not really true though. True Scout drone operation gives 20 km to control range, but that is for scout drones not heavies. True electronic warfare drone interfacing gives another 15 km, but that is added range for using EW drones not heavies. So the only range for using heavies (not explicitly said like above) is the base range of 20 kms. One should only use that range for heavies otherwise its a waste. Of course with you using drone nav computers that does help make them fly longer ranges.
You should probably test this. I'm pretty sure scout and EW operation give range bonus to all drones (except fighters). |
|
|
|