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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Atlas
C C P C C P Alliance
4
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Posted - 2011.11.11 17:52:00 -
[1] - Quote
Absent Sentry wrote:Quote:The same applies when jumping through a gate. You will continue to be invisible and invulnerable for 30 seconds or until you move. This is actually 60s on Tranquility. Has this changed with the reduction in session change length?
Ah, good. You were paying attention. Just checking. 60s on gates, same as before. |
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CCP Atlas
C C P C C P Alliance
8
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Posted - 2011.11.11 18:53:00 -
[2] - Quote
Schnoo wrote:Will the session change and invulnerability timers be affected by time dilation? Yes, these timers dilate. |
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CCP Atlas
C C P C C P Alliance
8
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Posted - 2011.11.11 18:55:00 -
[3] - Quote
Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises. |
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CCP Atlas
C C P C C P Alliance
9
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Posted - 2011.11.11 19:02:00 -
[4] - Quote
Swearte Widfarend wrote: Rather than double post, I'll mention some potential issues from a friend of mine DKM.
1). With the difference in session change and invulnerability, a jump freighter can now jump through a gate, and cyno out while still invisible, without a chance of being tackled. edit oops, not jump invisible, because you have to decloak, so this one may be moot.
2) Carriers can undock from a station and jump out (as long as there is no bubble) or redock without a chance of being tackled.
These are SERIOUS issues with this change - moreso than my little visible difference.
Okay, so for 1) you have 60 seconds of cloaking time already so this should not change anything there. You do need to move before you can jump I believe.
For 2) from my experiences with jump-ships and undock/dock this does not make a difference. Today you just wait for the session-change timer to go away and spam that dock or jump button. Haven't been caught yet, even with a horde of ships waiting to tackle my lil' ol jump freighter. Other people might have other experiences though. |
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CCP Atlas
C C P C C P Alliance
9
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Posted - 2011.11.11 19:03:00 -
[5] - Quote
Absent Sentry wrote:CCP Atlas wrote:Raid'En wrote:nice change !
and as stated before, i would love a timer visible for invulnerability, agression etc... at the same place as the current session timer Yes, all the different timers that are in the game are quite confusing and inconsistent with how (and if) they're shown. I've seen some designs floating around which attempt to consolidate them all visually at some point in the future but I can't make any promises. One thing I would really like is the actual time remaining for session change being shown without having to mouse over it. There is a ton of extra space to the right of the timer with the new information layout, and "scaring" new players with timers shouldn't be an issue since you have to enable it manually in the first place. As it stands now, you basically have no mouse if you're checking the actual seconds remaining.
That one is getting changed for this coming release. The session change timer will be a progress-bar thing rather than a spinning thing. |
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CCP Atlas
C C P C C P Alliance
66
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Posted - 2011.12.05 12:40:00 -
[6] - Quote
Louis deGuerre wrote:Change is effective as of today. I updated the Session_change_timer and Combat_Timers Evelopedia page accordingly. Great, thank you! |
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