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  • Date of Birth: 2010-03-07 01:02
  • First Forum Visit: 2011-12-12 20:32
  • Number of Posts: 55
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AutumnWind1983

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Last 20 Posts

  • [Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps in EVE Gameplay Center

    Jumping three caps deep into someone's home and fighting outnumbered was one of my absolute favorite things to do in eve pre-change. Fozzie killed that by dropping caps out of refitting range unless I bring a nestor per cap. In C5/C6 space this change has little benefit at the cost of some of the funnest fights in I've experienced in eve.

  • SSC dunk Adhoc for 100+ Bil - Anyone know the story? in EVE Gameplay Center

    Seifer Al'Masy wrote:
    caught an Archon on a hole, coming into our system, last Thursday..


    That archon was logged on in your system and then sacrificed to mass the wh to prevent ADHC from taking assets out. It was not being moved in while caught.

  • [Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps in EVE Gameplay Center

    Moloney wrote:
    corbexx wrote:
    Dalron wrote:
    Here's my take on what these changes will happen with these changes.

    Bigger corps will continue pretty much as they are now for PvE, some will get caught rolling wormholes slightly more than others but overall pvp probabily wont actually change that much.

    Smaller corps will start losing out more and more. Longer times to roll wormholes, more risk rolling wormholes, and more incoming wormholes (not just the frig wormholes but the hundreds of new C4 wormholes that are appearing everywhere). They will start losing ISK income and getting fed up. They will start to move out, slowly at first but it will continue.

    Bigger wormhole corps will look for pvp but the targets will start to become scarcer as corps move out. So they will start to target the smaller corps they would previously have overlooked just so they can get kills. Some of these corps will start to leave too.

    Bigger PVP oriented WH corps will leave once they have nothing to do.

    We might get a cyclic occupation as prices rise people move back in to take advantage and then the cycle repeats, or a simple lower occupational level might stabilize.


    This is pretty much spot on to what i expect to happen.


    So CCP s idea of increasing the reward is kick everyone out until nanoribons go back up!?

    Can this be applied to null sec please?


    See the 2010 Sanctum nerf.

  • [Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps in EVE Gameplay Center

    CCP Fozzie wrote:
    Hey everyone.
    I want to post to remind you guys that we're not ignoring this thread, we're continuing to follow all the feedback on the Hyperion changes, as well as watching metrics extremely closely.

    I understand that for some of you the fact that I'm posting in this thread without announcing something new may be frustrating, but we also don't want to give the impression that we've stopped reading.

    We can't promise that we'll always agree with each of you on every particular issue, but we will never stop accepting feedback and re-evaluating the state of the game.



    Fozzie lets cut the bull: CCP has very successfully ignored the hundreds of pages of posts on topic and responded only with insulting platitudes. Deleting hundreds of posts and only posting after the CSM says you're killing wspace does not mean you're not ignoring the thread.

    CCP has failed to explain to the player-base what metrics matter, how you expect those metrics to change with mass-based spawn distance, and why those metrics needed to change. Continued failure to effectively communicate with the player-base will result in continued loss of confidence in CCP and massive frustration from the wormhole community.

    Beyond that I'd encourage you to go speak with CCP Greyscale about how he's conducted the industry changes. Greyscale has admirably taken player feedback, explained why certain characteristics are preferable, and not ignored feedback pages for weeks on end. He's bumped release dates and heavily modified plans after communicating with the player base. I believe his actions are a large part of why the industry update has gone relatively well and has been accepted by the industry community.

    The wormhole community appreciates the work you've done with balancing ships and AT. However, you're continuing to bungle wormhole changes and I believe you can do better.

  • [Hyperion Feedback Thread] Mass-Based Spawn Distance After WH Jumps in EVE Gameplay Center

    CCP Fozzie wrote:
    Hey everyone. I want to thank you for all the reasoned feedback posted here, in your third party blogs, and passed along to the CSM.

    We've made some changes to the plan and updated the dev blog with the new version (It may take a few minutes to apply).

    The goal with this set of tweaks is to make the time required to return to the wormhole (or to get within refit range of your friends) for average jumps shorter, while keeping a significant element of risk.
    To reach these goals, we're pulling the base spawn distance for large ships in significantly, to below 14km.
    At the same time we'll be adding a new mechanic that modulates the randomness of your jump based on how close a wormhole is to collapse. For a fresh wormhole with none of its mass limit used, the deviation from the base distance will be a maximum of 2km. For a jump that collapses the wormhole, the maximum deviation (which can send you even closer to the wormhole or farther away) will be a maximum of 5km.

    This brings the average jump distance down significantly while preventing complete safety and giving players a new element to consider in their strategic decision making.


    This change remains terrible. Distance based purely on mass does not promote more activity or new interesting activity. Post change the most viable meta is T3 blobs and up engaging with caps is much more difficult. We're losing the ability to combat refit, small groups are losing the ability to roll, and we're not modifying the meta at all to promote kiting or anything else.

    Ask yourself if you would make these same changes to cyno spawn mechanics. If not, then its probably a terrible idea.

  • Dev Blog: Tiptoe Through the Tooltips in EVE Information Center

    CCP karkur wrote:
    Sisi has now been update with the changes I mentioned in this post.

    Please test it out and tell us what you think Smile (what do you like, what do you not like and why?)


    Reusing my response to CCP Rise regarding the need for multiple sliders: https://forums.eveonline.com/default.aspx?g=posts&m=4728071#post4728071

    The expansions of tool tips seems to be to replace to the NPE and google. This could let you put tool tips in one of two broad bins, ones designed for NPE (e.g. book mark names) and ones presenting information that you cannot get anywhere else (heat levels). Giving us the option to turn off the NPE ones is a sorely needed quality of life improvement. A single slider just does not cut it but two large bins shouldn't create too much work for maintenance going forward.

    TLDR:
    (1) Group tool tips into (a) information you can only get from tool tips and (b) information you can get elsewhere
    (2) Provide a slider for each group
    (3) If 2 cannot be done, provide information in alternate manner in UI that doesn't require a tool tip.

  • Please Turn Off Tooltips. Rollback Please in EVE Technology and Research Center

    CCP Rise wrote:
    Zappity wrote:
    CCP Rise wrote:
    The general settings tab in the ESC menu has sliders for the delay on tooltips. It has a pretty wide setting range so if you just make the delay really long it's basically off.

    That also increases the delay on important things like overheat stats when you mouse over modules. That's the sort of information I want, not a tooltip telling me that the "Asakai safe" bookmark is the Asakai safe bookmark. Customization as per audio settings would be great.


    The difficult thing is that the information you want is going to be fairly specific to you and having deep enough customization to allow for each player to effectively meet their own needs leads to a hard to build/maintain/use settings system that we would rather avoid.

    We are still working to find the best balance though and it's likely we will make more changes to the customization before long.


    The expansions of tool tips seems to be to replace to the NPE and google. This could let you put tool tips in one of two broad bins, ones designed for NPE (e.g. book mark names) and ones presenting information that you cannot get anywhere else (heat levels). Giving us the option to turn off the NPE ones is a sorely needed quality of life improvement. A single slider just does not cut it but two large bins shouldn't create too much work for maintenance going forward.

  • [CSM9] Congrats to Corbexx! in EVE Gameplay Center

    Congrats Corbexx, good luck!

  • Potential Idea for Discussion: Delaying signature appearance for K162s in EVE Gameplay Center

    Deeone wrote:
    AutumnWind1983 wrote:
    mynnna wrote:
    Realistically, while I'm not actually a wormhole resident myself, I can't help but wonder how enjoyable it will be to get wrecked simply because you had zero indication attackers were incoming. I'm thinking, even to people who do enjoy a good fight and aren't just farming away to their heart's content, that the answer would be "not very". And that just re-emphasizes how "you can't get this intel no matter what you do" is a problem.


    If you were spamming dscan while site running, which you should be, you'd have just as much warning as you did pre-odyssey.

    live in a wh much? tackle in wh is cloaky t3s u will have no warning unless u get lucky and the probe hits him b4 he cloaks.....dscan is useless in a wh vs ppl that know what they are doing probes and hole control is the only way to mitigate risk. These actions require things to be done by the player that makes it balanced. when u make it so u cant see an incoming static for minutes you are pretty much ensuring the death of the defenders. esp the poor miners lol


    Yes, I've lived in one for a while. If the attacking fleet is all cloakies, they're gimping their fits and you should have a good chance in a fight. If you're mining in a wh you're doing it wrong. Get a venture, suck gas, and accept you'll die some times.

  • Potential Idea for Discussion: Delaying signature appearance for K162s in EVE Gameplay Center

    mynnna wrote:
    Realistically, while I'm not actually a wormhole resident myself, I can't help but wonder how enjoyable it will be to get wrecked simply because you had zero indication attackers were incoming. I'm thinking, even to people who do enjoy a good fight and aren't just farming away to their heart's content, that the answer would be "not very". And that just re-emphasizes how "you can't get this intel no matter what you do" is a problem.


    If you were spamming dscan while site running, which you should be, you'd have just as much warning as you did pre-odyssey.

  • Potential Idea for Discussion: Delaying signature appearance for K162s in EVE Gameplay Center

    ShadowandLight wrote:
    I disagree with this idea entirely.

    The hunter and the hunted should have equal opportunity at intel. As it sits right now, when people are engaged in PVE in sites they are often "locked" by either NPC scrams or by siege / triage in higher class holes.

    They are already at a disadvantage, not to mention that the hostiles have the element of surprise and no one will jump an unsuspecting enemy without knowing they have overwhelming firepower and can entirely eliminate the opposing force with little to no risk.

    In this same vein, lets not forget the issues with hostiles logging out entire fleets in an unsuspecting groups wormhole, unable to be detected and having the ability to login and gank the defenders without more then a moments notice. Imagine sieging an enemies castle in the middle ages, sneaking your forces up to the main gates every night in the cover of darkness and then magically waving your wand to hide them while you bring in more troops the next night.

    This is also hugely unbalanced in the attackers favor with almost no counter-balance to the tactic (such as logged off ships at least presenting an un-scannable signature)

    The defender in almost every scenario is easy prey to the even incompetent attacker, who only needs to asses the situation for a fleeting moment before engaging. Yes, the defender does have the ability to bring higher mass (and hopefully higher ability) ships to the battle, but we all know that the element of surprise completely negates that ability (and often times the defenders are podded out of the WH entirely during the engagement).

    My opinion is the attacker and the defender need to be both balanced equally in their ability to gather intel, not make the situation more one sided then it already is.



    If you wanted to farm safely maybe you should go check out some of that space you're renting out in your signature.

  • Potential Idea for Discussion: Delaying signature appearance for K162s in EVE Gameplay Center

    Or you could just rip out the discovery overlay, which is a POS.

  • Its Happening! in EVE Gameplay Center

    BNI, kings of wspace.

  • The Archive of Bob in EVE Gameplay Center

    As derived from the holy texts by High Priest Biterno Sintaph

    Day 1
    In the beginning Bob created the background nebulae and the grid. The nebulae were formless and void, and darkness was over the surface of the warp tunnels, and the Spirit of Bob was microwarp-driving over the surface of the grid. Then Bob said, "Let there be light"; the nebulae lit up with varied colors and brightness and there was light. Bob saw that the light was good; and Bob separated the light from the darkness. Bob called the light day, and the darkness he called night. And there was evening and there was downtime, the first day.

    Day 2
    Then Bob said, "Let there be celestials in the midst of the grid, and let it separate grid from grid." Bob made the celestials, and separated the grids which were below the celestials from the grids which were above the celestials; and it was so. Bob called the celestials planets. And there was evening and there was downtime, the second day.

    Day 3
    Then Bob said, "Let the grids below the grids be gathered into one place, and let the planet types appear"; and it was so. Bob called the planet types Barren, Ice, Gas, Lava, Oceanic, Plasma, Storm, and Temperate. And Bob saw that all of these were good, except Gas which were much larger than expected. Bob's wrath landed upon some of the gas planets, and the gases hardened and exploded into pieces. And the resulting beauty he called Shattered planets. And Bob saw that this was good.
    Then Bob said, "Let the planets sprout heat maps, and let the planets I have not shattered in my rage bring forth P0s yielding P1s after their kind"; and it was so. All the planets but those Bob had shattered in his rage brought forth raw materials, P0s yielding P1s after their kind; and Bob saw that it was good. And there was evening and there was downtime, the third day.

    Day 4
    Then Bob said, "Let there be lights in the expanse of the heavens to separate the day from the night, and let them be for signs and for seasons and for days and years; and let them be for anchoring towers in the expanse of the heavens and to give variation amongst the planets"; and it was so. Bob ionized hydrogen and helium atoms creating suns to govern the day, and formed many moons to make full moon coverage expensive; he made the system effects also. Bob placed them in the expanse of the heavens to give light on the planets and to govern the day and the night, and to separate the light from the darkness; and Bob saw that it was good. There was evening and there was downtime, the fourth day.

    Day 5
    Then Bob said, "Let the grids teem with swarms of cosmic signatures, and let the asteroids and gasses coalesce in the open expanses of the grid." Bob created the great vital core reservoirs and every asteroid that can be mined, with which the grid was swarmed after their kind, and the scanner was filled with their signatures; and Bob saw that it was good. Bob blessed them, saying, "Be fruitful and multiply, and fill the grids in the systems, and let the cosmic signatures overwhelm the scanner." There was evening and there was downtime, the fifth day.

    Day 6 and 7
    Then Bob said, "Let the grids bring forth anomalies and more profession sites after their kind"; Bob made the combat sites and the radar sites and the magnetometric sites after their kind and filled them with every kind of Sleeper that lies in wait in the site after its kind; and Bob saw that it was good.
    Then Bob said, "Let us connect these systems with wormholes in Our own image, according to Our likeness; and let the capsuleers rule over the grids of the celestials and the P0s of the planets and over every kind of Sleeper that lies in wait in the sites." Bob created wormholes in His own image, in the image of Bob He created them; H296 and K162 he created them. Bob blessed them; and Bob said to them, "Be fruitful and multiply, and fill the systems and subdue the K-space. And let the capsuleers rule over the grids of the celestials and the P0s of the planets and over every kind of Sleeper that lies in wait in the sites." Then Bob sent an Eve-mail to the capsuleers saying, "Behold, I have given you every P0 yielding P1s that is on the surface of all the planets, and it shall be POS fuel for you. And I have given you every cosmic signature in the scanner and every escalation site and every profession site teeming with Sleepers, and they shall be ISK and T3s for you." and it was so. And Bob saw all that He had made, and behold, it was very good.

    Thus the celestials and the grids and the cosmic signatures were completed and all their wormholes. By the sixth downtime Bob had completed His work which He had done, and He rested on the seventh day from all His work which He had done. Then Bob blessed the seventh day and sanctified it, because in it He rested from all His work which Bob had created and made.

  • CSM Guest Blog: "Reasonable Things" Crowdsourcing in EVE Information Center

    Allow users to turn off the new jump animation.

  • THE EVE LAUNCHER in EVE Technology and Research Center

    CCP Atropos wrote:
    AutumnWind1983 wrote:
    CCP Atropos wrote:
    Romana Erebus wrote:
    Is it me or is this thing worthy of being hated with a passion. Eveytime I log in it takes like 10 minutes to validate and other assorted asshattery. Using the shortcut exe with splashscreen login is so much more efficient and less annoying. I HATE THIS LAUNCHER....and want to doomsday it.Evil

    If you're validating everytime you start the EVE Launcher, and the game hasn't been updated then that's a bug and I would appreciate you taking the time to file a bug report.


    My logs generate nothing. How should I be doing this? When will you roll back this and give us something that actually . . . you know works . . .

    So, any luck? You've not replied to the thread, so can I safely assume the issue is resolved?


    Your guess would be incorrect. I haven't been playing, and hence not going hunting for error logs, since you guys have made playing an extremely unenjoyable experience, then refused to do anything about this. If you wouldn't mind getting the jump gate animate some attention that would be appreciated. https://forums.eveonline.com/default.aspx?g=posts&t=243438

  • SMAs not dropping ships, large objects no longer dropping as loot in EVE Technology and Research Center

    Nycodemis wrote:
    AutumnWind1983 wrote:
    An issue like this is worth putting effort into for an expansion. Not a terrible jump animation or a new scanner.


    I agree that this is a severe issue and should have been fixed well before now... not just getting lip service, but the two things you mentioned deserved the work involved.

    The jump animation is just that... animation, art assets, etc. The faster node transitions these animations accompany are certainly welcome.

    The new scanner has had a marked affect on several aspects of the game from mining and exploration to PvP. As a member of SSC I'd assume that you would appreciate the ease of dropping on w-space miners not to mention the occasional moron clearing ladars in a carrier. Twisted
    Also, the new scanner and hacking/analyzing mechanics also improve the prospects that they can be used for additional types of exploration in the future.

    CCP... thanks for finally publicly acknowledging that you're aware of this, but the delay is borderline insulting, particularly to the w-space community. Better to start talking about WIS again than take away our pew. Shocked We miss our unicorns!


    The new scanning mechanics are stupid. The probe formations they've given us are the equivalent of a single probe, with one formation a single large probe and the other a smaller probe. If that's what they wanted to do they should have just changed to a single probe system. And none of that gets to the fact that anyone paying any attention knows if you've opened into them the instant you've done so. No more sneaking around and hitting them before they know you're there. Its as if CCP brought local to wspace.

    Similarly, the new jump animation is terrible. Making the game unplayable for some of your players and having no alternatives smacks of terrible planning.

  • SMAs not dropping ships, large objects no longer dropping as loot in EVE Technology and Research Center

    An issue like this is worth putting effort into for an expansion. Not a terrible jump animation or a new scanner.

  • Can we turn off the new jump animation? in EVE Communication Center

    CCP Sisyphus wrote:

    The transition effectively serves as a visual filler while all of this is going on behind the scenes, and is generated client side with no impact on the performance of the server at all. The time taken only depends on the server starting and ending the move between systems, which doesn't care about the client at all.

    Simply adding the ability to "turn it off" is a cop-out, and leaves us in the position where we have a sub-optimal animation in game that some people are unhappy with and choose not to use. The jump transition, much like the warp tunnel, is here to stay as a replacement for loading bars, and therefore it has to be good for everyone, and has to function as intended.

    We will stress though, that we hear your concerns and we're in the process of exploring various avenues for resolving them that include work on the camera and work on the animation itself to smooth it out and alter how it flashes and scrolls, however this is something that will take time and won't happen overnight.


    Fine. Then give us a black screen. If it is actively harming your users' expereince let us cut it off. You're response is insulting and infuriating.

  • THE EVE LAUNCHER in EVE Technology and Research Center

    CCP Atropos wrote:
    Romana Erebus wrote:
    Is it me or is this thing worthy of being hated with a passion. Eveytime I log in it takes like 10 minutes to validate and other assorted asshattery. Using the shortcut exe with splashscreen login is so much more efficient and less annoying. I HATE THIS LAUNCHER....and want to doomsday it.Evil

    If you're validating everytime you start the EVE Launcher, and the game hasn't been updated then that's a bug and I would appreciate you taking the time to file a bug report.


    My logs generate nothing. How should I be doing this? When will you roll back this and give us something that actually . . . you know works . . .

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