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  • Date of Birth: 2004-07-26 22:21
  • First Forum Visit: 2011-04-08 09:14
  • Number of Posts: 77
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Laurici

Security Status -0.8
  • British Petroleum Industrial Member since

Last 20 Posts

  • Quantum E X P L O S I O N - High-End W-SPACE PVP Looking for a new CEO in EVE Corporations, Alliances and Organizations Center

    do i need to bring 1.5T to the corp?

  • ♛♛ Bobmon for CSM 11 ♛♛ in Council of Stellar Management

    I whole heartedly support bob's candidacy for csm and wish him well. Player to dev communication is the key.

  • Statement in EVE Gameplay Center

    Firstly, nomadbro. Play the game you want to play.

    However, having stayed with you at fanfest, the way in which you did this was pretty ****. I remember we were talking about doing this as a joke over a beer on the first day of fanfest. You made myself and the rest of NoHo who went to the panel and cheered for you look a bit silly when two minutes later you announce you're leaving.

    You've done a lot of work whilst on the csm, and I'm sure you will continue to do so. However, diploing for goons will take time and that time will come from your csm activities.

    To those stating the man > ticker, please could you also send this opinion to mittens as he seems very proud of having 4 CFC csm members. I'm sure he will send his regards.

  • Corbexx - The Wormhole CSM going to Nullsec (?) in EVE Gameplay Center

    Seraph Essael wrote:
    Witchway wrote:
    to all TWOHO people chiming in here, I can respect your want to support your mate but there is really only one person from your band of comrades that we want to hear from at this time.

    In the end you ran on a wormhole platform and got a lot of votes because of that, knowing you were leaving and as some mentioned even had your name on a CFC ballot while other potential pure wormholes candidates did exist and perhaps deserved a shot without the CFC influence taking the cake.

    Oh I am fairly certain (100% sure) some people in "TWOHO" (NoHome would be better, missed opportunity there) are incredibly pissed off with this move.

    It's just you're fretting over the fact he's moving his main to Goons, when his alt will remain in a wormhole corp. Where does it matter where his main is if he's still representing our community...


    Just to confirm, NoHome was the new agreed alliance ticket at the wormhole round table.

    We thank HK fit their valiant attempt at improving it, but I think we can all agree that NoHome is a much better version.

  • ♛♛ Bobmon, CSM 10 ♛♛ in Council of Stellar Management

    +1 from me.

    I think your strengths will lie in the communication aspect of the CSM, and think you should drop the junior game designer stuffs. But I think you'll be good to have on the CSM.

  • Xander Phoena for CSM X in Council of Stellar Management

    Xander Phoena wrote:
    appocalypsse wrote:
    are you a official candidate of PL? other thank your weekly blog and the imput stuff what else have you done this year for the csm?


    Did you read the OP where I specifically listed some of the actual concrete things I have achieved this term?


    Actually, I think this is pretty fair cop. The things you list are the weekly updates and having "played a small part" in the null sec discussion. You specifically talk a lot about "ccp" and "the csm" but don't list your actual contributions. Additionally, you mention in the CCP Dev Blog about the input broadcasting which was a pretty hot topic for most csm members. Do you see your role as mainly an unofficial CSM reporter?

    The other question is pretty fair, are you an official PL candidate?

  • Alliance Tournament Medals in EVE Communication Center

    People in no holes barred haven't received their medals. Just because we got headshotted and don't have anything to hang the medal around, doesn't mean we don't want them.

    Thanks in advance.

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

    C6 space is cosy this time of year...

  • New fastest way across eve for capitals - wormholes in EVE Gameplay Center

    Levina Windstar wrote:
    I don't think titan will be able to use gate


    https://forums.eveonline.com/default.aspx?g=posts&m=5071048#post5071048

  • New fastest way across eve for capitals - wormholes in EVE Gameplay Center

    Asayanami Dei wrote:
    Go forth and make fun of nullsec people as they made fun of us after hyperion.


    I was going to put in my post "my favorite WH CSM member thinks like this", now, I can. I cannot confirm or deny who my favorite WH CSM member is.

  • New fastest way across eve for capitals - wormholes in EVE Gameplay Center

    https://forums.eveonline.com/default.aspx?g=posts&t=376666

    Let's hope we see a lot more capitals in wormholes from k-space residents. We can harvest their tears. Then and now. Especially now. Right now.

    HAHAHAHAHAHAHAHAHAHAHAHAHAHA.

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

    Sheeana Harb wrote:
    Ruffio Sepico wrote:
    Sheeana Harb wrote:
    I support this change and am looking forward to it being implemented. Afterall, stargates have similar mechanic and we got used to it, didn't we.


    Then all we need is for capital ships to start use gates and not cynos right? Or at least bounce 40k off a cyno, and we be on equal footing.



    I don't see how that's relevant to my comparison with stargates. Although let me get my Freighter and jump through a gateTwisted.

    What I wanted to say is that similar mechanic is already in place with stargates. Granted it's always 12km, thus slower ships take longer to jump back, but they also usually have bigger tank. The proposed change takes this exactly mechanic (which everyone has managed to deal with) and adds randomness spin of the wormhole space.

    Now people will have to be double considerate when jumping through a wormhole with a capital sized ship since it will pose higher risk. And I like that.


    You're missing the point, a capital ship in k-space can escape from any position in space to a cyno, i.e. you can siege/triage, coast and cyno out. In wh's you'd have to coast, burn 15km, then jump.

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

    Andiedeath wrote:
    Setup a tac 150 km off both sides of the WHs, have Rapiers either side and all 3 points are made mute as it will add about 20 (maybe a touch more) seconds to the time it takes for you to make each pass.

    EDIT: Actually it will add more chance of PVP at a wormhole as there will be the need to have support. This is is instead of pilots being afk in POS shields while a select few rage roll the wormhole to find others content...


    Any mechanic who's solution is "get more pilots", is a bad mechanic. For example, see - Sov, wrecking ball and ishtars.

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

    BeanBagKing wrote:
    I'll cut straight to the obvious change, tldr; here's my suggestion that would allow for rage rolling to continue, yet make it hard to control holes rolling into your system.

    If I jump through the static type W237 in my home wormhole, I appear at current range (between 0 and 5km).
    If a new sig appears in my WH, a K162, and I jump through it, then I appear at ~mass range~, so I have to either warp off and back or burn back to my hole.


    Here's my reasoning: You want us to face more risk and less hole control. We want to be able to roll out hole to find pvp. You have a point in some ways, but you are ignoring the glaring obvious point we are all trying to make. If make it an unsafe pain the the ass to roll holes, we're going to stop doing it at worst. At best it takes us twice/three times as long to roll holes, we roll less holes and find less pvp.

    Changing it like this makes it so we can still roll holes just as quickly as we do now, we can still find pvp, and we can still control our static. However:

    We face more danger from incoming k162's, we can't slam them closed in the face of someone rolling into us.

    We can't easily extract, if we jump back because we are losing, our caps come back scattered and outside of jump range (assuming they aren't polarized to begin with).

    Traps can be set. If we are out on a roam and hostiles get between us they can cloak and wait till we come back, jumping back into our home system will put us outside jump range.

    I'm sure there's other scenarios more creative people can think of. My point is that it retains the status quo that we want in terms of being able to seek out pvp. Yet increases the danger we face if other people come into us or we are jumping back into our own system. In fact, this would stack the odds in favor of someone jumping into our system from their own static, they would land at 0 whereas if we took the fight to them we would be jumping a k162 and landing at range. TBH someone jumping into another persons home needs the odds stacked in their favor.

    Rage rolling, and the forming up, logistics, scouts, etc that are needed is already a HUGE pain in the ass requiring hours of preparation. Do not make that process take twice as long (if it happens at all).

    Let me reiterate what EVERYONE ELSE has been saying. This change, as it stands, is a terrible terrible idea. 90% of the time when we roll a hole it's to find pvp. If you make this more difficult, you reduce the pvp that occurs in wormhole space, not increase it. Look at the player feedback here, if you make this change we're going to be saying "I told you so" in 3 months.

    If you want a lore reason, then knowing the WH type allows us to calibrate our jump drive engines and stabilize our mass inertia nullifiers. Whereas jumping through an unknown k162 doesn't allow us to calibrate our doohickies. >_>

    I'll put replies to other changes (if I have any) in a separate post.

    Edit: And to address the first note in the dev blog, this not only breaks things up and adds something new, it does so without destroying the way we find pvp, and also does it in a way that creates some variables on each side, not the same thing no matter which way you go through a WH.

    Edit 2 real quick: I do want to say thank you CCP for looking at wormholes, it's always nice to have your gameplay style touched on, and I don't want it to seem like I'm taking that for granted.


    This. So many times, this.

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

    blackish person wrote:
    Sorry this is such a long post but Fozzie please read it!!

    I really don't post much because i'm bad at writing but this thread needs some constructive comments.

    The main issues I see with this are (in order of importance):

    1. Rage rolling is much slower. Landing ~15k out of jump range in a dread and then burning back at 80m/s is a real pain. You could fit some kind of nano dread/carrier and do it a little faster (still not that fast). If one of these "rolling caps" get tackled we suddenly have a **** fit cap stuck on the other side of the wh with no way of refitting. We then have a small amount of mass left on the wh to work with when trying to save this cap. As a result this wont create a fight. Just a cheap fit carrier getting ganked... meh.

    The net result of all this is people will just stop rolling. I know this is just speculation but im the kind of guy that logs in to coms and says "you guys are doing nothing, lets roll!". I will stop doing this I think because its not worth risking a cap dying to roll holes slower than I could before. If people stop chain rolling or even just rolling for a new chain to find something to do; wh space will become really bad.

    2. I think one of the big things that stops people from taking fights in wh space is the fact that jumping 3 caps and 20 t3s through a wormhole and closing it behind you is really scary. You are jumping ~40b (2 super carriers in value) through a hole in to someones home system where they can just cap blob you with like 10 dreads if they have the pilots, yes there are groups that can do this to you. After doing this you have no means of quickly extracting. If you win you then have to sit there rolling holes (which is now more risky) looking for an exit completely naked with no means of posing up. If you lose you are in a world of hurt. You are stuck in someone else's system potentially being combat scanned. You have to wait out your 15 min timer and log, trapped until you get a sneaky exit which could be days later. (This is if the people you are fighting are total dicks, some people are total dicks). The people you are jumping in to on the other hand can just warp back to towers if **** goes good or bad.

    Ok i'm getting to the point; Having your caps jump through the wormhole and then land out of refitting range and randomly spaced out makes it even harder to fight people in their home system. There is no way we would have taken this fight http://www.eve-kill.net/?a=kill_related&kll_id=24659592 if our caps were going to land out of refitting range.

    Also if your caps can land 40km apart then you only have to bump them for ~12km before they are out of archon cap transfer range. ~17 to be out of carrier rep range.

    EVEN WORSE All the defenders have to do is make a warp-in for carriers/dreads 30 km away from your dread on the opposite side of the dread to your carrier. Suddenly all their caps are out of rep range of your carrier which is fine except for the fact that your sub-caps cant go close to them to do anything. To neut with a neut legion suddenly you have to be out of rep range and you WILL die. They can kill your dread and you WILL lose the fight.

    3. "This change is intended to ensure that all attempts to control the local wormhole environment are open to risk of player disruption."

    Ok so you have made holes more risky to close for farmers. If people play the way they do now and ignore this change then yes lots of caps will die. If you think they will not adapt to this then you are being really naive.

    What will happen is people will just scout out the chain for a few jumps and make sure there are no pvp entities around then crit it and be pretty safe for the most part. If they see anyone even remotely threatening they will just log off and do nothing. People doing nothing is really bad for wh space. This is a shift from the way it is now in that you can actually kill people rolling holes, we have our ways ;) . People think they are safer than they are and this leads to mistakes and carelessness.

    TL;DR

    1. This will stop us from rolling

    2. This will stop us from taking fights

    3. This will stop us from killing rolling caps

    4. This will stop people from doing stuff in general and this will make wh space a dark empty sad place :(


    ^QFT

    An idea we just discussed was that if the jump mechanics stayed the same as now when jumping through the static side of the wormhole but operated like this when jumping from the K162 side; you would achieve the goals of stopping people having absolute control over the wormhole, whilst not preventing rage rolling.

    For reference to a question above about how often people commit multiple capitals to a wormhole fight; no holes barred run fleets doing this 2-3 times every week at a minimum; whether we find a fight is a different question, but being able to roll less holes in the same time will reduce the number of fights we would be able to fight.

  • Distance that you're being ejected out of a wormhole depends on mass in EVE Gameplay Center

    Fights like the one we just had with exit strategy would and could never happen with a system implemented like this.

    If the objective is to stop capital fights in w-space, you've hit the nail on the head. Why you would want that, is a separate issue.

  • Singularity: Requests for account reactivation in EVE Technology and Research Center

    please re-activate my account

  • [Glasgow] AUGUST 9th : The Unusual Suspect Timer in EVE Gameplay Center

    Will do my best to attend, no promises, it is 220 miles away!

  • [Future Release] Removing Wh systems from the map/kills EVE API in EVE Technology and Research Center

    Querns wrote:
    Laurici wrote:
    I'm still curious why this wasn't even discussed at the wormhole roundtables that happened at most 5 days ago where significant player feedback could have been sought.

    Can you give us any detail on WHY design don't want us to have access to this other than "because". As Mike azariah puts it "what's the design goal". What play are you trying to create? How will you ensure that this doesn't lead to run away farming because nobody fears a logon trap? Do you honestly think that removing the api information will create more gameplay? If so, what gameplay?

    Most likely, it was brought to their attention after the roundtables had occurred, perhaps during a pub crawl or other social event. Or, perhaps, it was just reading the forums. Does it matter?


    This is not a player idea, it's a design idea. And unless the design idea has gone from idea to discussed idea to proposed idea in 31 hours, it's information they chose not share with the engaged playerbase.

  • [Future Release] Removing Wh systems from the map/kills EVE API in EVE Technology and Research Center

    I'm still curious why this wasn't even discussed at the wormhole roundtables that happened at most 5 days ago where significant player feedback could have been sought.

    Can you give us any detail on WHY design don't want us to have access to this other than "because". As Mike azariah puts it "what's the design goal". What play are you trying to create? How will you ensure that this doesn't lead to run away farming because nobody fears a logon trap? Do you honestly think that removing the api information will create more gameplay? If so, what gameplay?