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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Deviana Sevidon
Gallente Panta-Rhei United Front Alliance
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Posted - 2009.01.08 17:49:00 -
[211]
Originally by: Vigilant
Originally by: Deviana Sevidon Tactical Environments were planned for quite a while but the idea was shelved.
Peeps didn't want WoW BATTLEGROUND style combat. The thread on the subject was out of control crazy, if I recall correctly
There were multiple threads on the subject and some of them with pretty good ideas. No one said it would have to WoW. Just areas that give tactical advantages or disadvantages to certain ships or modules. |
Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.01.08 21:23:00 -
[212]
Originally by: Bumbum George
Originally by: Goumindong This makes strategic application of force something that cannot be attained. Strategic application of force is essential for holding dominance over an area or resource. If you can't establish dominance over an area or resource then eve is not a PvP game with consequences, its counterstrike where you have to grind in order to buy guns. Clearly this is not the issue in 0.0. But is is an issue in other ares.
You make a valid point there, but you didn't take into account that there is almost no point in establishing dominance over areas other that 0.0 space.
Wherever there is a point in doing so there is a way of achieving that, even with current game mechanics, it's just a little harder. Nothing wrong with that imo.
There are certainly reasons for establishing dominance over areas other than 0.0 space.
People are there, they build things, they buy things, they move things. |
Sedious Bloke
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Posted - 2009.01.08 21:36:00 -
[213]
Originally by: Jesum Wow, this reminds me of 2004.
That's what i was trying to say in so many words :( |
Tibilo
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Posted - 2009.01.09 00:28:00 -
[214]
With stations The aggro timer should probably be increased slightly. Perhaps link it to the 'amount' of aggression performed. Something like the more damage you cause the longer you have to wait to be able to dock. Also there should be windows in the station so people can see whats outside without having to undock(Perhaps in ambulation?)
For roaming gangs, it would be better if it wasn't mostly about who has more people. It should to be possible for a small gang and large gang to fight, without it being suicidal for the small gang.
Also perhaps warp scramblers/disrupters should be chance based, having a much higher chance if they're on tackling ships (interceptors, gallente recons)
The idea:
When you jump through a gate, you are placed at a random location in the system you are jumping to within a certain distance of the rest of your gang
Make it so that ships cant go from one jump in to the next gate with one warp, perhaps 3 or more depending on ship type An additional effect could be added to warp core stabs which would allow 1 or 2 warps from jump in to the next gate
Make it possible to warp to objects found with the onboard scanner. make it an innaccurate warp in(The ships systems trying to calculate your range and speed relative to the target) and/or by warping to something from your onboard scanner you suffer a severe targeting delay If by doing this you get within a certain range of the target, the target drops out of warp. so ships such as interceptors with a high warp speed should be able to 'intercept' targets and drop them out of warp, this also puts an effect within a 'dropped warp' area. This could have several effects on all ships within it such as having to wait a certain amount of time before they can start another warp
gang members warping to the ships in the dropped warp suffer an increasing amount of inaccuracy in where they will land and/or an increased targeting delay For example the first ship to warp to the 'dropped warp' area is 20km away from where they were aiming, the 2nd 25km and so on up to some fixed limit. also perhaps increased inaccuracy the further you have to warp to get there. This is so one gang cant simply warp everyone onto the intercepted ship
Taking an example, there is a 30 man gang in a system camping both gates, a 10 man gang jumps into the same system. the 10 man gang is placed randomly within the system the interceptors of the 30 man gang start scanning and trying to warp to one of the 10 man gangs ships one of the interceptors manages to drop an enemy battle cruiser out of warp and is 80km away from it now neither ship can initiate another warp for say 1 minute.
the interceptor signals its gang mates and they all warp to him the battlecruiser does the same.
another 5 of the 30 man gang ships manage to warp to the dropped area with one warp as they had enough warp speed, range and accuracy to get there they are all roughly 100km from the Bc, 20km from the friendly interceptor 3 of the battlecruisers gang make it with one warp, they are say 40km from the friendly battlecruiser 120km from the enemy interceptor these ships (6 v 3) begin trying to get into range and start fighting while the rest of both gangs continue trying to warp in with varying degrees of accuracy and success The fight will continue to escalate as the rest of both gangs manage to warp to the area
Scale this up to 100s of people on both sides and there will be a LOT of dropped warp areas and skirmishes happening. There are probably some circumstances that would need additional consideration (doomsdays) but it should allow for a massive increase in the various types of tactics..
All the numbers and ranges should be adjusted based on testing, so it allows relatively 'even' fights at least for a limited time. The idea is that within a given system, several skirmishes can occur within these 'dropped warp' areas |
Jezala
Repo Industries R.E.P.O.
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Posted - 2009.01.09 00:49:00 -
[215]
Edited by: Jezala on 09/01/2009 00:50:05 Had an interesting discussion with some corpies today about the state of conventional tackling. We have gotten to the point where we want our veteran pilots to fly as tacklers since those guys have the SP and experience to fly interceptors and recons. When you think about it, that's an incredible 180 degree turn EVE has done.
It use to be that the noobs and rookies were assigned to role as tacklers because they could get into cheap, quick locking ships and the skill requirement to be a successful tackler was pretty low. It was a great role to introduce those noobs into the world of pvp. Nowadays it's the complete opposite. We need experienced pilots that can fly pimped out interceptors or recons and can overheat their mods. The art of tackling has become a SP and isk heavy role. So where does that leave the noobs? It is pretty depressing to see the pvp game turn down such a poor path. |
Immobile
Caldari Eve Liberation Force Liberty.
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Posted - 2009.01.09 00:52:00 -
[216]
Imo the only reason I'm not sitting in a belt in my ratting ship when neuts or reds are around is the fact that if they get to me I have no way of getting away, when they lock me and jams me that's most likely it, and loosing my ratting ship is a big setback in terms of what I get for ratting and to use on pvp ships.
I think PvP would be alot more interesting if you could get away, for jamming to be more chance based, just blabering, dunno how you could make it, maybe make a flucturating jamming think that can fail, making you able to warp away. Or maybe you can shoot at disable his scrammer making him need to rep it with paste. Make pvp more dynamic and promote fighting against the odds more. Maybe making ratting a bit more lucrative :).. But anyway, make it worth it for ppl to risk their ships. cuz atm it isn't worth risking a ship not made for pvp when you know reds are around. Would like it to be more interesting.
Just throwing out ideas. it's an interesting discussion. .. |
MotherMoon
Huang Yinglong
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Posted - 2009.01.09 01:06:00 -
[217]
I don't know if you'll ever read this but... here goes
In belts and factional warfare sites fights are perfect. to run you must warp, this is fine. But at gates and stations you can jump or dock to get away... this is what ruins it...
you could start by making it so you can't jump through a gate while warp scramed.
to alance this don't have bubbles effect jumping, thus if a ship catches a ship it should have to be killed or jammed in order to release the other ship.
being able to run away while a specilized ship has you pinned down is.. well... wrong.
or do the right thing and only make this effect war targets and 0.0 space.
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Mr Hood
Amarr Domination. G00DFELLAS
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Posted - 2009.01.09 01:53:00 -
[218]
Edited by: Mr Hood on 09/01/2009 01:54:05
Originally by: Bellum Eternus WoW is superior to Eve in one small respect: it has no gates or stations. Not in the sense that Eve does anyway.
PVP has eroded to almost 100% pure gate/station combat. Sure, there are fights around POSes (we all know how fun POS bashing is, *yawn*) and 'fleet' fights (still turn based, regardless of stackless IO and 64 bit whatever), but the majority of small gang and solo PVP (like solo PVP even exists anymore) occures around gates and stations. And this really *really* sucks.
I know that it's a fundamental core design element of Eve and that there's probably no way to get around it happening, but a lot of this is largely due to the fact that there is almost zero reason to ever be away from a gate or station. Ever. Missions you say? Station to mission to station. No one ever goes out into the 'open' for anything. The guys mining belts in high sec? They're in noob corps, away from the possibility of a war dec.
With the agility changes in QR it's almost impossible for a ship to catch another ship of the same size, much less anything smaller. PVP in Eve is now almost 100% consensual. If someone doesn't want to fight, they don't have to. Gangs sit in dock range or docked or on a gate and wait until they have twice the enemy numbers before engaging. 30 second aggro lockouts keep solo players from persuing targets once they get within jump range and jump through a gate. Good luck keeping someone from AB/MWDing back to the gate if you're by yourself, even with dual webs.
How can we fix this? How can we make Eve feel big? Like we're actually in SPACE? Right now all Eve is is a small number of fixed points that we travel between. As it sits now, WoW feels more 'open' and 'vast' than Eve does (not that I've played WoW, I'm just imagining here. )
What kind of redesign would it take? What kind of reconcepting would allow players to not only move about more freely, but also ensure that encounters between players would more likely occure AWAY from gates and stations than within docking range? Right now everyone is *always* within docking range, or they're in warp on their way to dock. For me personally, I'd estimate that I lose out on about 1000 kills for every kill that I *do* get due to this mechanic of perfect safety. Yes, that's right, ONE THOUSAND TO ONE RATIO. These days I don't even bother undocking half the time just because I know it's pointless to persue a ship. I know it will get away. Why bother?
So let's here some ideas.
P.S.
I predict that 99% of the posts in this thread won't make it past the 'stfu' or 'go back to WoW' stage. I dare anyone to be constructive and prove me wrong.
The ****ing simple fix is remove they ghey warp to zero and remove bm's within 150km of space objects so you cant warp to bm at 100 and land on gate or station and screw the players that whine there way to disagreement. Theyre just tree hugging hippies :)
Hmm want to warp out? You land at 15km want to dock? you land at 15km.
Oh noes how did they ever live in 2003 before bm's?
Quite well thank you with none of this ghey dock warp jump crap |
Nefto Taak
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Posted - 2009.01.09 02:37:00 -
[219]
1. Reduce the size of systems. There really is no need in a game for systems to be so vast. Allows for manual flight. 2. Remove warp speed altogether. Add acceleration gates close to jump gates to travel fast between static locations. These can be interrupted along the route by players/npcs in lowsec and npcs in highsec, thus encouraging manual flight especially in lowsec. 3. Add huge asteroid belts with very few of the roids having resources worth mining and dust clouds that severely impact on sensors, encouraging movement! Umpteen other space conditions that will allow for the single player to try and avoid capture during manual flight but also allow for gangs to hunt that single player. Random "loot" opportunities can spawn in these places too, giving everyone something to discover.
You're still going to get pew at stations and gates, but this could make things really interesting. It may even encourage more small gang activity as larger groups would lose themselves as their sensors get disrupted in such environments. Let your imagination run wild, limitations only exist with the programmers. |
place1
Amarr New Eden Research Organisation
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Posted - 2009.01.09 04:02:00 -
[220]
Originally by: MSC Darklord Maybe have stations spit you out to 5km when you undock? Makes it possible to bump people and buffers long enough to score a kill.
I respectfully disagree with you here.
I donĘt think the problem is so much with how stations and gates react, personally you shouldnĘt be fighting on a station or gate anyway unless your camping it for control over a system.
For the more random fight or target of opportunity the problem is that there is no reason to be anywhere but a station or gate or mission. So unless you want to scan down mission runners the only area there is to fight is a gate or station that is the problem.
There needs to be more areas for someone to be in space and REASONS for them to be there. If you find someone at a planet that person is going to get locked down and forces to stay for the fight usually but as it is there is no reason to be at a planet sure you can go to belts to mine but its not worth it in most cases and In low sec it means your death unless you have a large op with a combat protection detail with you making it all the more less useful to go to belts.
If CCP added things into space with reason to go to them and good reason, not just ok or mediocre reasons but 1.5 mill bounty BS or something a reason to be at these placed then combat pilots would have some were other than just the gate's or station's to find targets and get there pvp on. |
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Avernus
Gallente Imperium Technologies Sangre Azul
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Posted - 2009.01.09 04:54:00 -
[221]
I tell ya what, threads like these have an ability to renew my somewhat shaky faith in the intelligence of the community. I have been spending too much time in CAOD obviously. Avoid that place... really. I mean it. |
Lena Crews
Minmatar TerraNovae Frontier Trade League
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Posted - 2009.01.09 05:00:00 -
[222]
How about not allowing a warp/jump/dock within say... 2 minutes of firing a weapon or having a drone fire a weapon.
This would make it so once you engage in combat you are committed, while allowing those who really don't want to fight to run. It would allow you to hunt mission runners in low/0.0 sec and ratters as well (and miners if they've just fought a rat).
This would make more combat with combat fitted ships away from gates at least. |
Vigilant
Gallente Vigilant's Vigilante's
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Posted - 2009.01.09 05:20:00 -
[223]
IF you remove WTZ you will see more gate camps due to HICs being way OP'ed for locking down everything in site. Places like Rancid will be nightmares.
Being a early 2004 player I remember rushing thru gate camps, sniper camps, and full blown bubble camps. Best ship around was a ceptor and a few months later a covert ops frig.
So keep in mind what you ask for. WTZ was made to alleviate part of this problem. Maybe things do need to change now, due other changes that have occured over time.
If PvP is the problem, as Bellum is addressing, maybe local removal for low sec to null and remove WTZ, but make a new skill that at level 5 gets you with 5 km of the gate might work. Also, if you have SOV, you would gain the ability for WTZ and get local, why not ? You own the area, right ? |
Vincent Gaines
Avis de Captura
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Posted - 2009.01.09 06:05:00 -
[224]
Remove WTZ.
Navigation skill: Level 1, 15km Level 2, 10km Level 3, 7km Level 4, 5km Level 5, 3km
Nothing puts you right at 2.5 unless by luck
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'ceptors, give them a module to tag a target. Allow them to persue a tagged target and engage or destroy a warp bubble, dropping a ship out of warp
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Add nebulae with nice goodies, reduced visibility on screen and overview, and unscannable. These nebulae move and spawn just like exploration
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Remove MWD/cloak trick
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Allow dictor bubbles to rip ships into a grid when the bubble is in its path
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Again, improve yield of ore and rat bounties in low second, nerf hisec missions and NPC corps to increase lowsec traffic. This brings in more targets that are NOT IN TRANSIT from g2g or s2g.
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Belmarduk
Amarr M.A.R.S. Enterprises
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Posted - 2009.01.09 06:14:00 -
[225]
Originally by: CCP Greyscale Just for the purposes of collecting opinions, what is it about fights at gates/stations that makes you, dear player, a little bit grey? Is it just that you're bored of the models (heresy! the new gates are awesome!), or is there something more profound that's causing discord?
Asks the same question |
Tibilo
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Posted - 2009.01.09 11:50:00 -
[226]
Thinking about it some more, I dont think theres anyway that intercepting someone in warp could be balanced. TO have any chance of intercepting someone it needs to be a relatively quick system, but it also cant be too easy, as a large gang could just relentlessly intercept a few ships untill they kill them. And it wouldnt be possible to safespot and log off should you need too
Instead how about having waypoints in systems. If you warp to the waypoint you have to wait say 30seconds before you can warp again but when you do you can reach the next gate/wherever your going You can still warp yourself but this will take 3 or 4 warps and twice the amount of time. The waypoints themselves could have various effects, I think every waypoint would have to limit the use of warp inhibiting effects, either completly prevent them or make it chance based or again it becomes to easy to tackle someone
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Chukk Flakk
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Posted - 2009.01.09 11:52:00 -
[227]
I think that if you fight outside of a station, regardless of circumstance, you should not be allowed to dock in that station, or any others owned by same corp, for 30 mins.
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5pinDizzy
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Posted - 2009.01.09 12:31:00 -
[228]
If CCP removed local and bookmarks and then buffed ship scan tools ;
- People wouldn't be so terrified to be anywhere that wasn't a gate in lowsec or in empire wardec as they are currently easily spotted and warped to if they decide to get creative.
The tactical arena idea isn't a bad one, the incentive for going there? Might wanna throw out some sort of natural phenoma bonuses so that they give bonuses to certain things to either ship ability or isk reward.
Warp to zero is part of your problem, we'd all like pretty space traffic backdropped on scenic planes of cosmic beauty, but who the hell wants to sit in their fat assed ship spending a good 5 minutes burning to and from a station?
Gate-Station travel is what it is as its the most fast and instantaneous way to travel with the current eve universe makeup, change that and you'll **** off no end of traveller, it took a long time for me to get used to putting up with gate grind.
A duelling arena sort of thing like world of warcraft wouldn't really work either as ships are built for teamplay and specific environmental designs akin to the station-gate pvp system we have, having an open ended field automaticly benefits small fast ships a great deal and stuff would need to be rebalanced.
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Sorted
Low Sec Liberators Chubby Chuppers Chubba Chups
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Posted - 2009.01.09 12:36:00 -
[229]
Edited by: Sorted on 09/01/2009 12:36:58
Originally by: CCP Greyscale Just for the purposes of collecting opinions, what is it about fights at gates/stations that makes you, dear player, a little bit grey? Is it just that you're bored of the models (heresy! the new gates are awesome!), or is there something more profound that's causing discord?
WTF! Do you PLAY this game?????
solo (non consenual PVP) - 1v1 - on a gate: Target heads back to gate and jumps IF you get him tackled by fighting in a smaller ship or gimped setup. You cant follow.
Solo (non consenual PVP) - 1v1 - on a station: similar sized ships, His tank looks a bit weaker, so he overloads and then Docks.
Small gang (3) on a gate: Target slow boats back to gate using his HP buffer, jumps: you send the un aggrod tackler to grab him. He "has a convienient disconnection" and vanishes. OR he has 2 mates with him who Remote rep and then jump if they take any damage.
Small gang (3v3) on a station: solo engagement, then they see your extra 2 guys undock/on scanner, de aggros: overloads and docks. The Neutral/Unaggrod mates he has with him overload their remote reppers and dock if aggressed.
Station PVP usualy entains bringing enough DPS to drop a target before timer runs out. Gate PVP usualy means larger gangs in mixed ships sizes to pin down a target or catch him if he jumps.
HP Buffer and overload means you need moar blob to get a kill on a station. same de-aggro docking timer
Agility buff and web nerf means moar blob on the gates or heavily gimped setups to tackle someone who doesnt want to fight. Speed nerf means its a pain to be bumping target out of the undock bubble.
No real reason to belt mine or to run cosmics with such easy level 4s
No reason to go to low sec with such much isk in missions in high sec.
No valid war dec system. They defends can now LEGALY corp hop. Or drop to an immune noob corp
Ergo: your encouraging blobs for those that do want a fight and to actually get a kill. And your turning away from non consenual PVP.
I could go on, but I get the distinct feeling its falling on deaf ears.
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Opertone
Caldari SIEGE. The Border Patrol
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Posted - 2009.01.09 12:43:00 -
[230]
warping is impossible inside asteroid field... warping is impossible in planet gravity field
if you decide to go into asteroid field you can get in 150 km area, until you leave asteroid area (where rats are) you can not warp.
if you go near the planet orbit, you need to get to outer orbit before your ship can engage the warp drive.
now set a motivation to go near to a planet, a moon or an asteroid belt...
if you restrict free warping from anywhere you set an environment where actual combat can happen... in all of space game ship speed gets you in and out of fight, then you can travel between systems.
But you can't escape at all the times... if you had 150 km areas of no warping, that would be sweetest area for PVP. Or perhaps areas of prolonged warp sequence... Takes not 15 seconds but 60 seconds of non combat activities to align and warp out.
Maybe PvPing should restrict instant warping out, so that ships speed and range would make a difference...
Today range only works within 25 km bubble... at 10 km when web is applied speed become irrelevant.
Perhaps warping should be restricted in asteroid fields, turning them into PvP grounds where forces can engage at any range and not worry about putting point before target warps off.
If PC and monsters could warp in MMOs, there would be no spells and archery at range... |
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.01.09 12:56:00 -
[231]
Ability to warp anywhere would go a long long long way instead the current very limited warp to at options. |
Malcanis
R.E.C.O.N. The Firm.
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Posted - 2009.01.09 13:03:00 -
[232]
Originally by: Sorted Edited by: Sorted on 09/01/2009 12:36:58
Originally by: CCP Greyscale Just for the purposes of collecting opinions, what is it about fights at gates/stations that makes you, dear player, a little bit grey? Is it just that you're bored of the models (heresy! the new gates are awesome!), or is there something more profound that's causing discord?
WTF! Do you PLAY this game?????
I'm sure I vaguely recall him as saying that he doesn't play that much. |
Sorted
Low Sec Liberators Chubby Chuppers Chubba Chups
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Posted - 2009.01.09 13:06:00 -
[233]
Originally by: Malcanis
Originally by: Sorted Edited by: Sorted on 09/01/2009 12:36:58
Originally by: CCP Greyscale Just for the purposes of collecting opinions, what is it about fights at gates/stations that makes you, dear player, a little bit grey? Is it just that you're bored of the models (heresy! the new gates are awesome!), or is there something more profound that's causing discord?
WTF! Do you PLAY this game?????
I'm sure I vaguely recall him as saying that he doesn't play that much.
Holy **** your kidding me right???
That would explaing ALOT.
Taking bets on how many of the new devs play WOW/generic MMO! |
Enkimdu
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Posted - 2009.01.09 13:18:00 -
[234]
No, I didnt read all posts. But here is my idea:
1. Remove warp to zero. 2. Buff webs. 3. Make ships less agile. (anything that wants to escape a fight after jumping in to a camp, can probably do it if he has mwd + isnt bs/bc). So either make ships less agile or buff webs so it isnt impossible to catch people trying to make it back to the gate. 4. profit
Also, you could remove stations that have ridiculous dock ranges. |
PaddyPaddy Nihildarnik
Gallente aurorae pacificas
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Posted - 2009.01.09 13:32:00 -
[235]
Edited by: PaddyPaddy Nihildarnik on 09/01/2009 13:32:16
Originally by: Sorted
Holy **** your kidding me right???
That would explaing ALOT.
Taking bets on how many of the new devs play WOW/generic MMO!
calm down, sweetheart. I heard alot of forum whines in the EXACT opposite direction when it was discovered devs WERE playing Eve and using it to their (and their 0.0 end game alliance) advantage.
Be constructive in your posting or start a new rant thread. This is the first time in a long time ive seen so much potential in an eve-o GD thread to bring about real, expansive and NEEDED change to the game design.
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Matthew
Caldari BloodStar Technologies
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Posted - 2009.01.09 13:42:00 -
[236]
Originally by: Lena Crews How about not allowing a warp/jump/dock within say... 2 minutes of firing a weapon or having a drone fire a weapon.
Originally by: Chukk Flakk I think that if you fight outside of a station, regardless of circumstance, you should not be allowed to dock in that station, or any others owned by same corp, for 30 mins.
The problem with a fixed timer like this is that it assumes the ability to destroy the target in a given amount of time. Make it too short and you get the current docking games. Make it too long and it goes from being a useful game mechanic to just an annoyance.
That's why I'm in favour of a dual-mode jump/dock timer. The timer starts in the Passive mode, which works exactly as it does now, 30 seconds from your last session change regardless of what other people are doing. As soon as you engage in an aggressive act, the timer switches to Aggressive mode. In Aggressive mode the timer is still 30 seconds, but gets reset every time either you commit an aggressive act, or an aggressive act is performed upon you.
That way, you guarantee that if someone picks a fight the timer is long enough to keep them out in space for the duration of the fight, however long that fight lasts. But you avoid having long periods of arbitrary jump/dock restriction that serves no real purpose. |
Sorted
Low Sec Liberators Chubby Chuppers Chubba Chups
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Posted - 2009.01.09 13:50:00 -
[237]
Originally by: PaddyPaddy Nihildarnik Edited by: PaddyPaddy Nihildarnik on 09/01/2009 13:32:16
Originally by: Sorted
Holy **** your kidding me right???
That would explaing ALOT.
Taking bets on how many of the new devs play WOW/generic MMO!
calm down, sweetheart. I heard alot of forum whines in the EXACT opposite direction when it was discovered devs WERE playing Eve and using it to their (and their 0.0 end game alliance) advantage.
Be constructive in your posting or start a new rant thread. This is the first time in a long time ive seen so much potential in an eve-o GD thread to bring about real, expansive and NEEDED change to the game design.
I was constrcutive, I explained about PVP to the guy who doesnt play.
Can you point me to the part of your post which was constructive? or do you just like the tap tap tap of your keyboard so much you couldnt help yourself
Enrourging multiple threads on the same topic is not big and its not clever. Ranting isnt allowed either, anyone would think your trying to troll me into a forum ban. Come to think of it Trolling is a no no too. BAN HIS WHINEY ASS! |
PaddyPaddy Nihildarnik
Gallente aurorae pacificas
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Posted - 2009.01.09 13:57:00 -
[238]
Originally by: Sorted
Can you point me to the part of your post which was constructive?
Originally by: paddy
Calm. Down. Sweetheart.
Any more queries can be directed to me in-game or via some other venue beyond another response here. 8 pages in and still mostly troll/whine free. I wouldnt mind a dev to poke his/her head into this thread again to let us know that they are still taking in these suggestions.
Clearly there is a proportion of the community in basic agreement that the current situation is subpar and requires a review/buff.
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Varrakk
Phantom Squad
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Posted - 2009.01.09 13:58:00 -
[239]
I think the 0.0 system is too defensive. Sov 4 invulnerability should be changed.
And Cyno Jammers, shouldnt be the first line of defense. The alliance holding the space should be the frontline, while a jammer can be turned on as a last resort (ie giving it alot of drawbacks that makes it not feasible to keep all systems perma jammed) |
ZMasterz
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.01.09 14:08:00 -
[240]
One additional voice in this - actually pretty awesome - Thread:
First idea i like/would support: - Remove WTZ - Find a way to prevent InstaBMs etc
Second idea i like/would support: - Bellum¦s idea of doubling ranges on jump-in, webs, scrams, guns, etc ...
Regardless of whatever is being considered @ CCP, one thing has to happen for sure: - Reduce dockingranges on stations, redocking games are just plain stupid. It¦s fine if you add windows to stations, so people can have a look outside maybe .... but the redocking idiocy ... it¦s unfunny :(
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