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Alissa Solette
Posted - 2011.05.11 10:15:00 - [1321]
 

Originally by: rofflesausage
This. A million times over.
If CCP are worried about the 'safety' of 0.0, then Supers are the FIRST thing that should have been looked at for the reasons highlighted here, not JB's.


If Supers are so massively strong and safe to use... why exactly are you NC scrubs not using yours? You were using them for Sanctums all the time a few weeks/months ago but now that you have to use them to defend your homes it's suddenly way to dangerous and the overpoweredness suddenly evaporates.

NC scrubs have what? 30-40k players? Think about what kind of super-blob you guys could be fielding if you were not a bunch of cowards lead by even bigger cowards...

So why are you whining about some minor change to JBs when you have a huge super blob at your disposal which are so "safe" according to you?

The problem is this: you're a bunch of timid carebears and DRF/PL/etc. are PVPers. They use supers and you whine a lot about how unfair supers are.

The first step to improving is to admit that fact and then try and be less terrible.

El'Niaga
Minmatar
Republic Military School
Posted - 2011.05.11 10:18:00 - [1322]
 

Originally by: CCP Soundwave
Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave


Originally by: Lev Aeris


Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.





We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.


This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.


Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.


Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.

So now you want to dictate for us who can and can't be in fleets?

You also realize that a standard carrier will last less than 15seconds against a supercarrier right?

Miso Hawnee
Posted - 2011.05.11 10:19:00 - [1323]
 

Originally by: Alissa Solette
Originally by: rofflesausage
This. A million times over.
If CCP are worried about the 'safety' of 0.0, then Supers are the FIRST thing that should have been looked at for the reasons highlighted here, not JB's.


If Supers are so massively strong and safe to use... why exactly are you NC scrubs not using yours? You were using them for Sanctums all the time a few weeks/months ago but now that you have to use them to defend your homes it's suddenly way to dangerous and the overpoweredness suddenly evaporates.

NC scrubs have what? 30-40k players? Think about what kind of super-blob you guys could be fielding if you were not a bunch of cowards lead by even bigger cowards...

So why are you whining about some minor change to JBs when you have a huge super blob at your disposal which are so "safe" according to you?

The problem is this: you're a bunch of timid carebears and DRF/PL/etc. are PVPers. They use supers and you whine a lot about how unfair supers are.

The first step to improving is to admit that fact and then try and be less terrible.


DRF pro PVP? Which server are you playing eve on? GG you are out of touch...

FellRaven
Minmatar
Macabre Votum
Morsus Mihi
Posted - 2011.05.11 10:20:00 - [1324]
 

Originally by: CCP Soundwave
Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave


Originally by: Lev Aeris


Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.





We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.


This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.


Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.


As opposed to the huge organisational effort required to build and maintain a JB network. So one player training skills for himself trumps a group of players training a group of for the benefit of their alliance. You do know this is sold as a MMO right?

CCP Soundwave


C C P Alliance
Posted - 2011.05.11 10:23:00 - [1325]
 

Originally by: El'Niaga
Originally by: CCP Soundwave
Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave




We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.


This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.


Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.


Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.

So now you want to dictate for us who can and can't be in fleets?

You also realize that a standard carrier will last less than 15seconds against a supercarrier right?


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.

Prof Fail
Minmatar
Posted - 2011.05.11 10:23:00 - [1326]
 

Originally by: Lev Aeris


Originally by: cpt tunguska
Big surprise: Power projection is not done by sending useless subcap-fleets through jb highways. It ist done by moving around untouchable, huge supercapblobs. Supers can hold hundrets of thousends fuel isotopes and dont really need alot of supply like ammo (supercarrier need none). One super equals a whole fleet of subcaps while it is very very mobile. One mouseclick can move you through whole regions. Cyno in and smash every enemy...with no effords. You just need to regain some more cap and you can cyno again. Also the huge dps/tank allows you do do things in no-time subcaps would need hours. And cause they dont need any supplies the can be in space and move around forever. If day's work is done they just log off and vanish. Next day they log back in in the party of destruction goes on.


Originally by: David Hassan
This is a nice start. Next I think you need to look at Super capital spamming. People move in super fleets, only to log off and disappear from game. No required logistics, no beachheads, just phantom force projection. Please make it so that Ships never disappear from space, and force super cap spammers to maintain the infrastructure for their doomsday weapons. Super capitals are way to easy to use, people fly them like battleships. Holder alts are cheesy, if you want godlike power then you should actually have to put forth some ::effort::

Also, remove the ability for capital ships to use cloaking devices, something that large (especially supers which in the lore bend gravity wells) shouldn't be possible to cloak.



QFT

CCP, If power projection is your concern, just remove supercapital armadas. 40 Titan and 160 Supercarrierblobs moving over 2-3 regions and totally dominating them are clearly no.1 problem of an imbalanced power projection. Supers are too strong and far too mobile via cynos. Remove them and leave jb's alone.

JB's play zero role in terms of power projections, since it just moves around subcaps which are not threat anymore.

Hitomi Fargazer
Posted - 2011.05.11 10:25:00 - [1327]
 

Originally by: CCP Soundwave


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...

CCP Soundwave


C C P Alliance
Posted - 2011.05.11 10:26:00 - [1328]
 

Originally by: Hitomi Fargazer
Originally by: CCP Soundwave


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...


Two completely unrelated subjects. Someone asked me about caps and I answered.

Raxum ammared
Posted - 2011.05.11 10:28:00 - [1329]
 

this is going to hurt 0.0 if youre want to do it right put them at planetes with no limets of how many in a system

TZeer
BURN EDEN
Posted - 2011.05.11 10:29:00 - [1330]
 

Originally by: Hitomi Fargazer
Originally by: CCP Soundwave


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...


They are not nerfing subcaps, lol. They are reducing the number of JB in the same system. Not the same. But points for trying to spin it though.

And whats stopping you from using a titans jumpbridge?

Xenuchrist
STK Scientific
Rolling Thunder.
Posted - 2011.05.11 10:31:00 - [1331]
 

Nom-nom-nom nullbear tears.


El'Niaga
Minmatar
Republic Military School
Posted - 2011.05.11 10:31:00 - [1332]
 

Originally by: CCP Soundwave
Originally by: El'Niaga

Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.

So now you want to dictate for us who can and can't be in fleets?

You also realize that a standard carrier will last less than 15seconds against a supercarrier right?


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


Well then lets just give everyone level 5 in all skills and make the prices on the online server same as the test server, 100 isk for anything......doesn't exclude anyone, anyone can fly and do anything, etc....

Yes I'm being sarcastic because that would end EVE in 90 days, you can't make things cookie cutter and you can't force players to play as you want them to play, you created a sandbox, respect it by recognizing that some folks put the time and effort into building in game infrastructure, training certain skills etc and others chose not to do so. Don't try to negate the efforts of those that chose to with every patch/expansion or you'll kill the game too. That's what SOE did and you see how well they are doing these days...

Rather than nerfing things look for things that exist in warfare that are missing. In real warfare for every new defense in a war the enemy comes up with a new weapon, and for every new weapon the enemy comes up with a new defense. There is so much unexplored territory. It just requires a greater commitment of staff and resources than nerfing existing gameplay. It's not like you don't have dozens of ship designs you could use from the various contests.

Sebastian Hoch
Posted - 2011.05.11 10:31:00 - [1333]
 

Edited by: Sebastian Hoch on 11/05/2011 10:32:41
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave



sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...



I don't agree with this either, but give the guy a break. One, he is engaging in the conversation, where Greyscale just ignored us completely. Second, the dev blog says nothing about force projection, but about it being too safe to move around--not the same thing in my book. These two issues are being handled separately.

Seb

VonKolroth
Gallente
Dreddit
Test Alliance Please Ignore
Posted - 2011.05.11 10:32:00 - [1334]
 

What can we do to bring more players to pvp and null sec? Nerf anoms and force them to fly through gates between jump bridges. That will work out.

Yeep
GoonWaffe
Goonswarm Federation
Posted - 2011.05.11 10:33:00 - [1335]
 

Edited by: Yeep on 11/05/2011 10:43:01
Originally by: Mr Rive
Originally by: Yeep

Being able to work around a change doesn't mean it isn't stupid and poorly thought out, but good job missing the point of my post and spouting memes instead I guess.


How is this poorly thought out?


The fact that its presented as part of an (unknown) series of futher changes but nobody can explain why it couldn't be implemented alongside them. Secondly, even the CCP posters in this thread have basically said "It'll totally increase the amount of pvp because of... erm, quick look over there"

Mitchello
B O R G
Posted - 2011.05.11 10:37:00 - [1336]
 

Originally by: CCP Soundwave
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...


Two completely unrelated subjects. Someone asked me about caps and I answered.


If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).

Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.

CCP Soundwave


C C P Alliance
Posted - 2011.05.11 10:38:00 - [1337]
 

Originally by: Mitchello
Originally by: CCP Soundwave
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave


Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.


sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...


Two completely unrelated subjects. Someone asked me about caps and I answered.


If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).

Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.



I hope we have kittens in incarna!

faddl
Posted - 2011.05.11 10:44:00 - [1338]
 

@Soundwave
this change will affect the cap movement , and sov mechanism . Basicly u cant cynojam ure stagin system , which is a security bonus which came with the Ally Sov . If u dont have them anymore ure whole Sov security turns against u and ure own Space is a Mousetrap for the owning ally.

Kasuki Itsu
Posted - 2011.05.11 10:44:00 - [1339]
 

The main thing I don't like about this change is that it makes forming up an average gang of 30 - 40 more tedious. Increased travel times mean a longer form up time and possibly less people bothering to come along, and also makes travelling outside of friendly space to fight enemies more of a chore. There is nothing in this change which encourages pvp between small gangs, as gatecampers and griefers who will benefit most from this are not equipped to fight anyone other than solo travellers and won't engage in any decent battle. To make pvp better add more ships into the game, like a 3rd battlecruiser for each race and faction bc's. Or perhaps fix a lot of ships which are broken *cough* gallente *cough*. Give people more tools at their disposal in order to go shoot stuff and add ships which are more suited to roaming instead of making it more difficult to form up a roaming fleet and go find reds.

Resender
Posted - 2011.05.11 10:46:00 - [1340]
 

I've gone through this thread and found the answers of the CCP Devs that bothered to answer absolutely inadequate and hypocritical.
Right now its easy to send reinforcements through a jump bridge network with relative few risk and their not happy with this, OK sure I understand but now there expecting us to limit the JB to one per system that's just going to lead to the bot/gorge/merc alliances to have a bigger advantage pushing out the little guys, which were supposed to get a fair ground with dominion (as if it happened).

What's going to happen now during a system invasion:
1) big alliance sends in supercap fleet to lag out system 2)send out a +100 men tengu fleet to gate camp gates in between 2 bridge systems.
or in essence turn warfare from skill and tactics to who has the more isk to block the most systems.

Its like we're in a tunnel and the light at the end turns out to be a freight train

Miso Hawnee
Posted - 2011.05.11 10:47:00 - [1341]
 

Originally by: CCP Soundwave
Originally by: Mitchello
Originally by: CCP Soundwave

If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).

Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.



I hope we have kittens in incarna!


On Serenity server they simply call them breakfast.

Vaju Katru
Posted - 2011.05.11 10:48:00 - [1342]
 

Duke Nukem would say, CCP has balls of steel Razz. Thanks for doing what’s right for the game.

Jumpbridges make EvE resemble WoW carebear heaven teleportation system, enough is enough, for God's sake, this is freaking EvE Online!

Hyperforce99
Gallente
The Scope
Posted - 2011.05.11 10:51:00 - [1343]
 

Edited by: Hyperforce99 on 11/05/2011 11:04:04
I'd rather see a more elegant change in mechanics than this flat NERF thats breaks jump bridges... As already suggested earlier in this thread.

Quote:
Jump Bridges

Passwords for jump bridges will also be removed and access managed through standings. The mechanics for initiating a bridge jump will be changed as well.

Similar to Wormholes, a jump bridge will be limited in the amount of mass a jump bridge will be able to transport. This mass limit will regenerate naturally, or – by adding liquid ozone to a portal reactor – at an vastly accelerated rate. What this means is that everyday logistics will not be hampered, but it will no longer be possible to quickly transport huge fleets across several regions in a matter of minutes. Transporting these fleets will still be possible, but it will be spread out over a longer period of time. This also has the side effect that supercapitals are no longer able to use jump bridges.



This, sounds like a much better and easier to adjust idea... Cool

- It does the same thing for capital ships as the current change as capitals will rapidly consume up the jump bridges mass rendering them ineffective and actually adds a proper reason why jump bridges shouldn't be used by capitals. Though it does still allow limited capital movement through systems with cyno-jammers installed.

- It limits massive sub-cap fleet movements without hurting defensive response or single ship movements.

- Its an improvement to the fuel mechanic without removing the need for fuel.

CCP I suggest you take another look at this idea.

El'Niaga
Minmatar
Republic Military School
Posted - 2011.05.11 10:51:00 - [1344]
 

Originally by: Vaju Katru
Duke Nukem would say, CCP has balls of steel Razz. Thanks for doing what’s right for the game.

Jumpbridges make EvE resemble WoW carebear heaven teleportation system, enough is enough, for God's sake, this is freaking EvE Online!


It won't help you we'll just build more titans and jb using them.....

Mitchello
B O R G
Posted - 2011.05.11 10:51:00 - [1345]
 

Originally by: CCP Soundwave
I hope we have kittens in incarna!


We NEED kittens in Incarna!

Serious again tho, it's a solid first step these changes. Any rage can be compensated with information and communication. Right now folks just remember putting in a lot of effort, being used to the same patterns for a long long time, and they see things that can upset what they perceive as balance. It'll be good to see more information, but I am not sure if waiting till the end of the month (realistically longer than that) is such a good idea. There is something to be said for not just guiding feedback, but also making it work for you.

LiMu Bai
Posted - 2011.05.11 10:53:00 - [1346]
 

Originally by: Prof Fail
Originally by: Lev Aeris


Originally by: cpt tunguska
Big surprise: Power projection is not done by sending useless subcap-fleets through jb highways. It ist done by moving around untouchable, huge supercapblobs. Supers can hold hundrets of thousends fuel isotopes and dont really need alot of supply like ammo (supercarrier need none). One super equals a whole fleet of subcaps while it is very very mobile. One mouseclick can move you through whole regions. Cyno in and smash every enemy...with no effords. You just need to regain some more cap and you can cyno again. Also the huge dps/tank allows you do do things in no-time subcaps would need hours. And cause they dont need any supplies the can be in space and move around forever. If day's work is done they just log off and vanish. Next day they log back in in the party of destruction goes on.


Originally by: David Hassan
This is a nice start. Next I think you need to look at Super capital spamming. People move in super fleets, only to log off and disappear from game. No required logistics, no beachheads, just phantom force projection. Please make it so that Ships never disappear from space, and force super cap spammers to maintain the infrastructure for their doomsday weapons. Super capitals are way to easy to use, people fly them like battleships. Holder alts are cheesy, if you want godlike power then you should actually have to put forth some ::effort::

Also, remove the ability for capital ships to use cloaking devices, something that large (especially supers which in the lore bend gravity wells) shouldn't be possible to cloak.



QFT

CCP, If power projection is your concern, just remove supercapital armadas. 40 Titan and 160 Supercarrierblobs moving over 2-3 regions and totally dominating them are clearly no.1 problem of an imbalanced power projection. Supers are too strong and far too mobile via cynos. Remove them and leave jb's alone.

JB's play zero role in terms of power projections, since it just moves around subcaps which are not threat anymore.


I think this whole jb-nerf is a huuuge, indirect buff to supercapital blobs. The movement of sub-caps is heavily impaired, while the jumpdrives of supers can still span whole regions and their ability to store endless amounts of fuel remains unchecked. Not to mention theyre unkillable anyways and **** every subcapfleet of any size.

knobber Jobbler
Holding Inc.
Posted - 2011.05.11 10:54:00 - [1347]
 

Originally by: Dodgy Past
Originally by: Miso Hawnee


All I see is that CCP are just raising the bar for living in null above only requiring a pulse, sadly it seems the majority of null residents are short bus specials unable to make the cut.


I think you miss the point. Not everyone treats EVE like a job. Not everyone makes ISK as the result of RMT and botting (or gets paid by RMT/Botters which applies to PL) which has been an issue in 0.0 and not everyone has multiple accounts.

Granted there is risk vs reward but the reward is being removed and the risk raised because to much ISK is in the system which is the fault of people breaking the EULA. The people who won't be affected by these changes are the former EULA breakers who have so much ISK they'll never need to even consider making any again and those that feed off that.

CCP's changes seem uncoordinated and not fully thought out for the long term, in regards to both casual and hardcore players and the changes to the economy that will happen as ISK is removed from the game and those massive ill gotten supercap fleets slowly disappear and become rare again; like they are supposed to be.

Feyleaf
Posted - 2011.05.11 10:55:00 - [1348]
 

Edited by: Feyleaf on 11/05/2011 10:56:04
Originally by: CCP Soundwave
Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave


Originally by: Lev Aeris


Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.





We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.


This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.


Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.


But a bunch of ppl here are.. skill req for being able to join alliance cap fleets is really not a dev's biz? ^^
Im still looking for meaningful ansver to why the extreme short warning on something that should clearly not be a priority for the devs,
and is not really an urgent problem.. well now it has become for a bunch of ppl with real lives.. a month would be more sensible imo but my oppinion doesnt matter.. I like to hear yours.

why the rush?

Svennig
Posted - 2011.05.11 10:56:00 - [1349]
 

Originally by: Resender
I've gone through this thread and found the answers of the CCP Devs that bothered to answer absolutely inadequate and hypocritical.
Right now its easy to send reinforcements through a jump bridge network with relative few risk and their not happy with this, OK sure I understand but now there expecting us to limit the JB to one per system that's just going to lead to the bot/gorge/merc alliances to have a bigger advantage pushing out the little guys, which were supposed to get a fair ground with dominion (as if it happened).

What's going to happen now during a system invasion:
1) big alliance sends in supercap fleet to lag out system 2)send out a +100 men tengu fleet to gate camp gates in between 2 bridge systems.
or in essence turn warfare from skill and tactics to who has the more isk to block the most systems.

Its like we're in a tunnel and the light at the end turns out to be a freight train


In some respects I feel bad for CCP. They created a game that's so user-driven, they don't understand it anymore.

That, coupled with the fact that their COMMUNICATION is so dreadful, makes stuff like this happen. "Hey, I know, we can change 0.0 mechanics with little-to-no notice, taking little to no customer feedback, and outside of a planned 0.0 change cycle where this could be implemented with plenty of notice, plenty of time to react, plenty of time to consider the consequences. And we won't say why it's so important to do right-the-****-now. And we won't listen to why it might not achieve our stated outcomes. And we won't listen on how to tweak the changes to make achieving those outcomes more likely, or to make the changes less onerous for the average guy."

Podcat
Genos Occidere
HYDRA RELOADED
Posted - 2011.05.11 10:56:00 - [1350]
 

Edited by: Podcat on 11/05/2011 11:01:49
Originally by: CCP Soundwave
I hope we have kittens in incarna!


TAKE MY MONEY. TAKE ALL OF IT.

also the JB changes are a great idea, although I would have preferred a complete removal. I remember how exciting freighter ops used to be back in 2007 when you had everything you owned on the move and a network of scouts trying to guide you through hostile territory

Anyway it should make it a bit harder to move stuff around in complete safety, and give some advantage to roamers where defenders cant encircle them quite as fast by bridging ahead.


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