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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Gneeznow
Ship spinners inc
186
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Posted - 2016.10.11 13:26:54 -
[61] - Quote
Scorpio DK wrote:I guess most here will disagree and can flame me all they want I could care less but I feel these changes are a step backwards
if the fatigue system is also reduced like most seem to want I can see a return to the old days where only massive blocks owned caps and smaller alliances never bothered to own or deploy caps cause they knew that hostiles could come from half way across the galaxy in 20 minutes to kill them if they even dared to undock
entire thing seems like its a step back to the old days, I had high hopes for Novembers expansion back at start of summer now I am wondering why I should bother anymore, if i am honest the entire thing looks completely half finished
if you are unsure on how to balance capitals properly just delete them from the game and refund the skill points instead of changing the rules from one extreme to the other every few years
this is my personal view and should not be taken as a representation from my corp or alliance viewpoint
This tbh. Down this road lies the old days of roaming blobs of capitals owning everything. As it stands a small increase to carriers and FAX jump range isn't a big deal but you know once CCP starts making changes like this they tend to snowball until things are out of control. It won't be too bad so long as CCP leaves jump fatigue alone and doesn't reduce it at all. |
TuDDi
Mindstar Technology Goonswarm Federation
5
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Posted - 2016.10.11 13:30:43 -
[62] - Quote
Congrats on listening to your customers for 1st time in 13 years.
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The Economist
Logically Consistent
40
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Posted - 2016.10.11 13:36:08 -
[63] - Quote
About damn time. |
Eye-Luv-Girls wDaddyIssues
Hookers N' Blow
7
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Posted - 2016.10.11 13:42:40 -
[64] - Quote
- Some reduction in jump fatigue would be nice, doesnt have to be excessive. - Increasing JB range to match capitals would be nice too.
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Oddsodz
The Ministry of Ungentlemanly Warfare.
185
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Posted - 2016.10.11 14:04:19 -
[65] - Quote
I Must say. I am not impressed. Why Blops when you Can Rorq? |
Zappity
Horde Vanguard. Pandemic Horde
3038
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Posted - 2016.10.11 14:14:11 -
[66] - Quote
I think there should be a larger difference between caps and supers. Caps should be 8 and supercaps 6. I don't think 1LY is large enough to split the fleets in many situations.
Please don't wait another TWO YEARS to tweak again.
Zappity's Adventures for a taste of lowsec and nullsec.
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Gremk
The Red Island Foundation Shadow Cartel
38
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Posted - 2016.10.11 14:20:53 -
[67] - Quote
Pretty reasonable change. As some have stated though, the multiple range issue is going to be somewhat of a PITA.
You'll currently have Supers/Titans at 6LY Carriers/Dreads/Triage 7LY Blops 8LY JFs 10LY
That's just a PITA to remember and plan for on the first two... imo it'd make far more sense to just keep them at a uniformed jump range (either 6 or 7). Also, as mentioned you certainly should look into reducing the fatigue to the point that a max LY jump is no more than a current max jump. |
Dirk MacGirk
Sniggerdly Pandemic Legion
165
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Posted - 2016.10.11 14:42:47 -
[68] - Quote
Would prefer to see 7.5 and 6 or even 8 and 7, but beggars can't be choosers.
Please simplify jump fatigue.
1. 5 minute jump drive cool down after a single jump generates 30 minutes of max fatigue.
2. Any jump with any fatigue then results in in a 10-minute cool down and resets the 30 minute fatigue (multi-jump penalty) clock.
Not to reopen the Phoebe debate, but the objective is to limit rapid force projection across vast ranges. The range limits, even at 7/6 light years, and fixed cool downs of 5-10 minutes will achieve that goal without the unnecessary variations of the current fatigue system. If it doesn't, then tweak the base numbers on cool down. But there is just no need for what we have now in terms of fatigue. |
coolkay
Herrscher der Zeit Test Alliance Please Ignore
23
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Posted - 2016.10.11 14:44:52 -
[69] - Quote
dumm? arsch offen? das sind gerade meine gedanken wie so hat man es erst reduzier was soll der schei+ƒ... last es so wie es ist.... oh sry for german post |
Sgt Ocker
Caldari Provisions Caldari State
1148
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Posted - 2016.10.11 14:51:50 -
[70] - Quote
Rola Lennt wrote:Edriahn wrote: Most importantly, Fattigue should be reduced a it, shouldn't it? Help us out here.
your CSM got us this change and now you ask for more? talking about cant get enough. They got us 1LY and extra fatigue to match - Not much here to celebrate.
Only a Foolish FC is going to jump in unsupported capitals (especially in the era of "batfone for anything and everything"). So, Titans got 1 LY - Subcaps can only bridge as far as a titan can move them - Subcaps are required for ANY fight worth attending - So, capital ships got a 1 LY range increase.
Which interestingly enough works out, the average distance per jump will rise from 3.8 of 5LY to 4.5* of 7LY* *including a titan for bridging subcaps.
-- - -- - -- - -- - -- - -- Funny, when Devs decide something is too powerful and nerf it - It is done in great swathes of "kill it good".
When it turns out they were actually wrong and decide to set things back on track - It is in such small increments as to not make much of a difference.
Lets just hope the next "incremental increase" isn't *light years* away
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Shae Tadaruwa
Science and Trade Institute Caldari State
1178
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Posted - 2016.10.11 14:55:12 -
[71] - Quote
Sgt Ocker wrote:Funny, when Devs decide something is too powerful and nerf it - It is done in great swathes of "kill it good". Ishtar would like to chat with you.
Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."
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Rob Dalvik
Arxersize Industries
7
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Posted - 2016.10.11 14:57:49 -
[72] - Quote
Sgt Ocker wrote: They got us 1LY and extra fatigue to match - Not much here to celebrate.
Fatigue will be the same for a max jump as it is now. |
Kate Onzo
VooDoo Warriors Legion of xXDEATHXx
1
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Posted - 2016.10.11 15:30:22 -
[73] - Quote
As i understand, Lenny's Keepstar network was planned knowing this change before official news |
Larodil
House Aratus Goonswarm Federation
15
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Posted - 2016.10.11 15:32:52 -
[74] - Quote
It's been quite a while since I've wanted to give CCP praise.. Jump Fatigue still needs to be reworked, but the longer ranges, mean less days for downtime jumps. Also, EVERY SINGLE JUMP PLANNER PROGRAMMER just gave you guys the proverbial middle finger.. LOL |
Easthir Ravin
Easy Co. Get Off My Lawn
125
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Posted - 2016.10.11 15:35:39 -
[75] - Quote
To little to late?
Lets face it, Phoebe was one of the largest player evacuations since Incarna. It may look good on paper, and it may seem like your sticking it to "da'man", but in reality it did not bring people into the game and it crippled a large portion of the player base.
Capitals should be massive / powerful / and the most technologically advanced ships on the field. Sub-cap gangs should fear them if they show up. (They should also get as many points on them as possible until reinforcements arrive.) Anything that takes away from that is just wrong.
Also in a game that already absorbs time like a sponge, what developer or game designer in their right mind would even consider making it take longer. I realize this analogy may not fight exactly, however, imagine the outcry of tears we would hear if we told the miners of eve that because of the incredible bonuses that mining fleets get, CCP is going to double the base cycle time of all mining lasers and drones while simultaneously decreasing yield. It would suck. Well that would be the economic equivalent to Phoebe.
IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!"
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Destoya
Habitual Euthanasia Pandemic Legion
583
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Posted - 2016.10.11 15:49:42 -
[76] - Quote
80 minutes of fatigue, good lord |
Romulus XII
Syndicate Enterprise Northern Coalition.
0
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Posted - 2016.10.11 15:53:14 -
[77] - Quote
About time .
Thank you CCP!
"Reintroduce a natural path for capital combat to escalate." Hahahaha this made my day.
"Open up chokepoints and allow jump paths to be a little less predictable." This |
FT Diomedes
The Graduates
2733
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Posted - 2016.10.11 15:53:52 -
[78] - Quote
I'm okay with this so long as the amount of jump fatigue you get continues to increase with range. Please do not lower fatigue at all.
Yes, it is terrible gameplay waiting out a fatigue timer, but it's also terrible gameplay having to watch for hostile Supercaps 15 LY away before you undock a Dreadnought. At least the fatigue slows down the arrival from far away a decent bit.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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aldhura
Perkone Caldari State
103
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Posted - 2016.10.11 15:56:28 -
[79] - Quote
This still doesn't encourage industry and habitation of the far reaches of space as you can't haul\provide logistics in a carrier or dread. |
FT Diomedes
The Graduates
2733
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Posted - 2016.10.11 15:56:38 -
[80] - Quote
CCP Larrikin wrote:Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion. Goals- Reintroduce a natural path for capital combat to escalate.
- Differentiate the power projection of Capitals and Super-Capitals.
- Allow alternative logistics and force projection paths into space that is currently very difficult to access.
- Open up chokepoints and allow jump paths to be a little less predictable.
Changes- All Capitals (Carriers, Force Auxillaries, Dreadnoughts) have their base jump range increased to 3.5 (+1) light years (7 (+2) light years max skills)
- All Super-Capitals (Supercarriers, Titans) have their base jump & bridge range increased to 3 (+0.5) light years (6 (+1) light years max skills)
We hope this change will alleviate some of the problems capital pilots are currently facing. This is only an incremental change, as we said at Fanfest we believe that the capital force projection system needs further work.
You could also just modify the map, as I have advocated for quite some time.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Emmy Mnemonic
Svea Rike Circle-Of-Two
55
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Posted - 2016.10.11 16:07:17 -
[81] - Quote
This is a good change. I fully endorse it!
The timing of this descision however...and the strange causality-aspects of certain facts in the stageing meta recently, are....interesting. Or as George Orwell put it; -"All animals are equal, but some animals are more equal than others". (i.e. I'm clearly not one of the "Orwellian pigs" in EVE-Online. But others obviously are! Q.E.D.)
Ex ex-CEO of Svea Rike [.S.R.]
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Soldarius
O C C U P Y Test Alliance Please Ignore
1536
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Posted - 2016.10.11 16:17:15 -
[82] - Quote
Please don't.
http://youtu.be/YVkUvmDQ3HY
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Ruby Gnollo
10
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Posted - 2016.10.11 16:18:39 -
[83] - Quote
TuDDi wrote:Congrats on listening to your customers for 1st time in 13 years.
You mean : the usual very small minority of their customers represented by the CSM |
Hakeem Skywalker
The Tarsis Shriners
0
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Posted - 2016.10.11 16:22:07 -
[84] - Quote
So, basically this is a 1 LY increase to force projection? why bother that is not going to bring anyone back to the game. |
Jenn aSide
Shinigami Miners Test Alliance Please Ignore
14812
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Posted - 2016.10.11 16:23:11 -
[85] - Quote
Thank you space Jesus and/or Santa Claus. |
Mostlyharmlesss
GoonWaffe Goonswarm Federation
241
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Posted - 2016.10.11 16:26:06 -
[86] - Quote
Jump Fatigue is still completely flawed at its core and this isn't going to change the vast majority of complaints surrounding it. This change needs to be released with changes to the Fatigue system as well.
Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!
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The One TrueMorty
The Dutch East India Company Fidelas Constans
0
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Posted - 2016.10.11 16:48:11 -
[87] - Quote
There should be a distinguishing mechanic for 'offensive' and 'defensive' jumping, which should work like this:
lowsec/sovless null = current fatigue timer + the proposed jump range changes + nothing to factor in being lowsec/sovless.
Sov that your alliance owns = strategic ADM level factors in to reduce fatigue. This would fall into the defensive category.
Sov that your alliance does not own (including blue sov of another alliance) = strategic ADM level factors in to increase fatigue.
I don't know the first thing about coding a video game, but i do know that CCP is trying to nerf the ability for bigger alliances from jumping across the universe too easily, in an offensive manner... to give the little guy a chance.
At the end of the day, it seems to me that it would balance out well. A smaller alliance could still potentially overthrow the sov of a larger alliance, even one with a helluva cap QRF. But if said smaller alliance just tries to blobbrawl their way through it, they probably wouldn't have succeeded anyways, buffed jumps for defending caps or no.
Who knows, perhaps more caps will die and we might reverse the mineral price drop coming with 8bill a day one man rorq mining fleets :p
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Crystalline Entity
Outdated Host Productions Darwinism.
47
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Posted - 2016.10.11 16:54:13 -
[88] - Quote
So just before NC deploy south in force (Winter) jump ranges will change..
Interdasting... |
Grath Telkin
Sniggerdly Pandemic Legion
2834
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Posted - 2016.10.11 17:02:47 -
[89] - Quote
Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming.
Malcanis - Without drone assign, the slowcat doctrine will wither and die.
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Skia Aumer
Sebiestor Tribe Minmatar Republic
364
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Posted - 2016.10.11 17:03:46 -
[90] - Quote
+1 for increased range for capships. But I'd rather leave supers with 5 ly max range.
As of future changes, what do you think about rigs that increase jump range? |
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