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  • Date of Birth: 2009-04-20 01:49
  • First Forum Visit: 2011-04-07 21:12
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Last 20 Posts

  • Grant increased sec status for capturing/defending fw sites in EVE Technology and Research Center

    This issue comes up from time to time.

    DrButterfly PHD wrote:
    Last night in fleet the FC expressed sadness that he could never visit Pator due to CONCORD shooting him on site if he enters hi sec. A campion of the Minmatar fleet who has fought for his faction for 3 years is treated like a criminal in his own faction's space. I realize that my own sec status has dropped from 5 to 4 in less than 2 weeks since joining faction warfare and soon I too will be banished from hi sec.

    CONCORD is an agency that is relatively independent of the 4 empires.
    As such, they don't care about "local" faction standing... only the global security status that applies in all areas of space.

    In fact... think of CONCORD as "Federal Agents."

    A person may not have run afoul of local laws (in fact, he/she may be a hero to the locals), but by attacking people without legal justification (inferring hostile intent is not enough, someone has to be "mechanically" hostile) a person has broken Federal statutes and is thus a wanted person according to Federal Law.

    Now this does not means you will be "banished" from high-security space.
    The Faction Police may try to shoot you, but only because the laws require they do. And they will only do so in a half-ass manner (see: you can avoid them in a nimble enough ship).

    CONCORD will only get involved if you attack someone in high-sec without a legal justification.

    DrButterfly PHD wrote:
    From a lore perspective it seems wrong that war heroes should not be allowed in their own faction's space by CONCORD. It also seems unfair that other PVE activities like ratting provide a boost to sec status while faction warfare does not.

    A few things:

    1. Faction Warfare is not a real "war." It is more of a "proxy war" being done between the empires in a manner akin to the Soviet Union and USA during the Cold War.
    They may commit troops here and there... but nothing to spark an all-out-engagement.
    Instead... they mostly contract others to fight for them. AKA: us.

    2. Lore-wise, capsuleers are more akin to the Privateers of old.
    We are... in a sense... 3rd party contractors.
    Legalized pirates.
    We bring in the the equipment.
    We fight.
    We keep the spoils.
    We get some ancillary benefits.
    We can pretty much do what we want as long as it does not go against the empire we have a contract with.

    You are not a "soldier" in a traditional sense.

    3. Why is CONCORD going to award you better security status for killing people who are underlings of the people on their "security council?"

  • Serial Numers. in EVE Technology and Research Center

    Database structure says no.

  • Concord in EVE Communication Center

    Relevant: https://forums.eveonline.com/default.aspx?g=posts&m=6544374#post6544374

  • Several FW questions. in EVE Gameplay Center

    Amarr Citizen 92653611 wrote:
    If O or D plexing with a ship only fit with warp core stabalizers (as seen in a couple tutorials) what would they use to kill hostile npcs that spawn if they carry no weapons or drones, in order to keep the clock counting down? Obvious answer seems to be add
    weapons but they just had the wcs equipped, no weapons.

    Warp Core Stabilizers don't actually prevent a ship from fitting weapons. They merely reduce targeting speed and range. And take up valuable low-slots on a ship that can be better spent on combat effectiveness (or tank, if the ship is an armor tanker).

    Or... a player can set up a warp core stabbed drone ship to kill the NPC in a complex.
    Simply set the drones to aggressive, go into a complex, deploy drones, and let them kill the NPC (note: to get drone damage high enough requires some skill investment).

    Amarr Citizen 92653611 wrote:
    To start in FW, a throw away character or a more permanent character? The throw away until a person can get settled and figure out what and how to do things in FW? Maybe for O and D plexing? The more permanent character for when we finally get the jist of what's going on and we get things sorted a bit?


    I started Faction Warfare with my main character some odd years ago. He fought and failed, died and killed.
    Early on, as a newbie, you will die a lot. And that is to be expected.

    If people judge your killboard from an early character age in anything more than a joking manner... they are probably people you don't want to hang with.

    Good groups of people will judge you more on your willingness, tenacity, and demeanor.
    A good sense of humor helps too.

    Amarr Citizen 92653611 wrote:
    Do people roam in groups or solo mostly? Lots of Cruiser fights? I'd think the better the player, the more they may tend to run solo.

    You are correct in the last part; people who are solo tend to be more experienced. However there are exceptions (anti-social, dumb, etc).

    And I have been out of FW for a bit, so I don't know what kinds of fights they have these days.

    Amarr Citizen 92653611 wrote:
    How many skill points does a person need for the pvp part, not the O or D plexing part? Would 50 million skill points be enough to actually live through a few fights? Realizing that an experienced, good pilot can do more with less.

    You can start PvPing on day one.

    The catch is that you probably won't kill much with lacking skills.
    And you won't survive much without experience.

    This is why teaming up with others is important early on.
    More friends means more people to compensate for your lacking abilities and experience.

    Amarr Citizen 92653611 wrote:
    I guess I'm looking from the perspective of the average or the under average player. If as a bad player with some skills to 4 or 5 should be a bit better than the same player with skills to 3 because the ship and equipment may perform better. If you know
    what I mean here. Do I save a higher well rounded skilled character from the standings loss and create a character specific for FW or do I use the higher skilled character and wreck its standings, figuring, if needed, how to get them standings back up later?

    Okay... so... this is bit tricky.

    Just because someone has better skills, ships, or equipment than you do... it does not mean they are assured victory.

    All ships have inherent strengths and weaknesses.

    For example:
    A Punisher is a beefy, hard hitting frigate. But it is a bit on the slow side and only has 2 medium power slots (meaning it can only fit a MWD / AB and a warp scrambler / disruptor.

    This means that while a Punisher may be good stat-wise (and even be able to kill other ships in a straight close-range brawl), it will have problems against a faster, more nimble ship that can dance around it... or even outrange it.
    Blaster-fit Atrons with an Afterburner come to mind.

  • Heyo in EVE Communication Center

    Really now???

    *lubes up*


  • Dedicated Ammunition / Missile bays in EVE Technology and Research Center

    Given how things have been balanced in the past... the DEVs would probably nerf cargoholds overall to make room for an ammo bay.

    I don't know about you... but I prefer keeping things more "flexible" rather than have things made "specific" for certain things at the cost of others for the sake of "because it makes sense to my OCD."

  • Inertia Modifier and Deceleration. in EVE Communication Center

    It does. However fast you accelerate, you will deccelerate at the same speed.

    BUT... bear in mind that Inertial Stabilizers will make you easier to target and hit.
    They will also not affect your maximum speed.
    And when you are coming out of a station you are generally flying much faster than your maximum speed... meaning that it will take longer than normal to come to a complete stop.

  • A new titan in EVE Gameplay Center

    Perkin Warbeck wrote:
    This is the greatest idea anybody on these forums has ever come up with.

    Prove me wrong!

    Challenge accepted!!

    It will... *snerk* ... be more or less as expensive as a regular capital and... *snerkhehe* ... be BIGGER than normal capitals... and...




    ow... my sides... i can't... Lol

  • Expanded Orehold - Updated in EVE Technology and Research Center

    Isn't part of the reason why mining barges were balanced the way they were because people felt they had "no choices" between tank, mining yield, and cargobay size?

    If memory serves me right, before the mining rebalance all mining barges did not have Ore bays. This allowed them to use cargohold expanders to increase their ore holding capacity.

    Unfortunately, doing this came at the cost of tank and/or mining yield.

    But people fitted for capacity and yield (and little to no tank) because one would not be "efficient" unless they fit for capacity or yield.
    And then said people would then complain about the "lack of tank" on their barges (hence why we have the barges we have now).

    I don't think the OP knows what he is asking for.
    There is a reason the barges are the way they are.

    One is SUPPOSED to choose between tank, yield, or ore capacity.

    This disrupts that paradigm and will only result in more complaint about balance down the road.

    Matthias Ancaladron wrote:
    Or they could just not do that since its uneeded and is simpler.
    Op didn't say nerf orehold and add ore expanders.
    He said add to ore expanders thats it. Don't read into it more than that.

    You can read as much or as little as you want.
    History has shown that CCP doesn't give "straight buffs."

    If they add a module that increases ore capacity, you can bet hard money they will nerf native ore capacity for ships.

    It happened with Freighters.
    It happened with drone-centric ships when drone modules were added.
    It happened when new capital modules were added.

    What the Op may be asking for be simple... but how it realistically will be implemented will not be.

  • New to Armor Usage in EVE Communication Center

    Okay... so here is an extremely short summary of "tanking" in EVE.

    - Active resistance modules (see: modules you have to turn on) tend to give more damage resistance than passive ones... and can be "overloaded" for a short amount of time for even higher bonuses.
    - Specific resistance modules (see: EM, Thermal, Kinetic, Explosive) tend to give higher resistance bonuses vs omni-resistance modules.
    - Active tanking = regenerating damage through use of high resistances and repair / booster modules you have to activate.
    - Buffer tanking = packing on as much raw HP and resistances as possible.
    - "Speed tanking" (see: the act of being faster than a weapon can "track" you) can be applied with all tanking styles in different ways.

    Shield Tanking:
    - Regenerates with time (note: there are some ships where you can base your entire tanking style on this)
    - Active tanking modules (see: shield boosters) are faster
    - Has an active omni-resistance module
    - Some active tanking shield modules can be loaded with a charge, making it "independent" from the ship's capacitor power for a short period of time.
    - doesn't use up low-power slots (see: more room for damage enhancement modules!)
    - Shield modules do not slow you down

    - Cannot get as much raw HP as an armor tank.
    - Active tanking modules suck a metric fuckton of capacitor (see: it is easy to use up all your capacitor power).
    - Some shield modules make you easier to hit
    - Shield modules make you use up precious medium-power slots (see: less room to fit utility and electronic warfare modules)

    Armor Tanking:
    - can achieve the biggest buffer tanks in the game.
    - can get some of the highest damage resistances in the game.
    - does not affect the "sensor footprint" of a ship (see: makes you harder to hit).
    - leaves open medium power slots (see: allows you more room to fit utility and Ewar modules).
    - Probably the most common tanking style in the game.
    - More "efficient" in terms of capacitor power in terms of HP/sec (I don't know how you are getting such low numbers for armor and high numbers for shield).

    - Armor plates make you slow
    - Armor mods use low-power slots (see: less slots for damage enhancement modules)
    - Active armor tanks are slower to "absorb" damage.

    And no... to my knowledge there is no passive module that regenerates armor.

  • [New Player, Alpha Clone Only] Will I be able to be a pirate in EVE? in EVE Communication Center

    Caide Roth wrote:
    I dont plan on doing any trading/merching boring spreadsheet garbage, all I want to do is attack other players and plunder their loot and fittings. Will I be able to do that as a purely [F2P] Alpha Clone character?

    You can definitely do that as an Alpha player.
    It will be (very) hard, but it is doable.

    And unfortunately, you won't be able to completely escape from the spreadsheets (or basic math and economic understanding at the very least).

    PvP and economics go hand in hand here.

    note: most "good" PvPers dabble in industry or trading to fund their activities.

    Caide Roth wrote:
    Kinda dont like how everyone is saying find players to team up with, in general id prefer to be solo pirating but from all the feedback so far it seems like the only way people play this game is by teaming up with each other and ganking single targets which I guess has some fun to it but doesnt give the satisfaction of raiding alone kinda how a player would KS in league of legends.

    Okay... so... the reason that people tell you to team up with others is because, for the time being, you don't know anything.

    You probably do not know all of the ships.
    You probably do not know how to properly fit ships.
    You probably do not know how to guesstimate a ship fit based on the ship type, the visual movements, what weapons it uses.

    You probably do not know the mechanics.
    You probably do not know how to manipulate the mechanics.
    You probably do not know how to formulate tactics and ship fits to manipulate the mechanics.

    As a relative newbie in EVE... you are learning.
    And it is much easier and cheaper to learn with/from others than it is to research and experiment on your own without context for any of the information you are absorbing.

    Once you learn the "tricks of the trade" you can set out on your own and cause mayhem as you please. Pirate

    Do note that this is all strictly my opinion. >_>

    Also... drop the comparisons with other games.
    EVE is less League of Legends and more Starcraft in the sense that it is more about tactics and using the correct equipment, in the right ways, at the right times.
    And even then... Starcraft is not a good comparison as the "terrain," equipment, and gameplay is very different.

    Eve is a "slow" game. You can't rush anything. And you can't expect players here to behave like those in contemporary games.
    If you do so as a newbie, you will be backhanded by veterans using their greater experience and resources. if you do so as a veteran, you will be chewed apart by rookies in "basic equipment" that have planned out their attack.

    And do understand that while YOU want a "fight fair," your opponent may not feel the same and won't limit themselves to such e-bushido.

    Whatever is available to you here, is available to everyone else... and vice versa.

    Caide Roth wrote:
    Teaming in general just leaves a bad taste in my mouth, like if im gonna raid id prefer to do it alone and with my own ships firepower, so if i do choose to keep playing as a f2p alpha clone pirate will my time as one be wasted? Or should i look for another open pk game?

    Based on your responses thus far... I am leaning towards (and I don't say this often) "find another game."

    This is nothing to feel bad about.

    EVE is not for everyone.

    It is primarily a game about interaction between players, playstyles, mentalities, and economies... for better and worse.
    (see also: EVE is all about PvP in a "grand" sense... not just one)

    This is not a "strap yerself inta a ship an spam dat **** until yer skills improve!" kind of game.

    If you do not like to team up with others, sure. You can do that.
    Simply understand that the two other guys over there that teamed up... they are going to have more "power" than you. After all, from a mechanical perspective they are "solo players" that just happen to be working towards the same goal.

  • Dealing With Warp Disruptor/Scrams in EVE Technology and Research Center

    DrysonBennington wrote:
    If it is easy to warp scramble someone then why should it be impossible to un-warp scramble them with the same ease?

    Granted Warp Stabilizers can be fit to a ship but even the warp stab won't defeat the warp scramble. Therefore not being able to defeat the warp scramble in an engagement is in my opinion an exploit.

    Reppers counter damage fully if trained and used properly so why wouldn't a module trained and used properly not be able to defeat a warp scramble?

    - Mechanically, applying warp disruption is easy. Tactically, applying warp disruption is not.
    Finding a target, getting in range quickly enough, watching your own capacitor power (an actual issue for smaller, non-T2 ships), and keeping the disruption applied are a fair bit more complicated.
    There are so many ways one can avoid getting caught. There needs to be something that forces a person to stay.

    - You can call it an "exploit" all you want. Until CCP deems it such, it isn't.
    And one can fit multiple warp core stabs if there REALLY don't wish to be caught.
    Or use the webbing trick to get into warp in under 5 seconds.
    Or have a friend use ECM on the offending hostiles.

    - Reppers can only "absorb" so much damage before they stop being effective. Get enough people or bring the right tools (see neuts) and a ship is toast.
    Plus, we already have warp core stabs.

  • Invulnerability timer display when undocking? in EVE Technology and Research Center

    The timer is ~30 seconds.

    There is a "session timer" (see: a timer that prevents you from performing certain "major" actions like docking or jumping to allow the server(s) to sync properly) in the upper left hand corner of the screen.
    It lasts for 10 seconds (used to be longer) and should appear as a subtle little "hollow" circle that winds down to nothing.

    Generally speaking...

    - the invulnerability timer is intended to give your computer to load the environment without being "surprised"
    - you should not be using all 30 seconds of that time to gauge your environment. And even if you do, as long as you do not perform any hostile/aggressive action, you can immediately redock.

  • Eve is not that scary, is it? in EVE Communication Center

    OP... if you haven't already, take a look at my thread in the sticky section of this very forum:

    How did you Veterans start?

    As for my opinion regarding the game: It is both harder and easier than people make it out to be.

    It is harder in that...

    - there is a lot of stuff to memorize

    - there are a lot factors you have to consider before doing something

    - there is no place that is "safe" in a contemporary sense

    - loss is permanent

    - things you build and create are not permanent (you have to work at it and defend it)

    - players are generally out to "get you"

    - you can't "powergrind" to success. Things take time. And impatience is often rewarded with failure.

    - being "bigger," richer, and having more skills/skillpoints is no guarantee of success or effectiveness (see: 1 newbie in trash ship vs 9 year veteran in expensive equipment = easy kill for the vet... 5+ newbies in trash ships vs 9 year veteran in expensive equipment = very real possibility the veteran may die)

    It is easier in that...

    - you can set the pace for how "fast" you want to "advance." You may not become a person who is reported on in the EVE blogs... but you can potentially become the "baron" of your own particular "hill" if you play your cards right

    - if you have a mechanical mind and value "process" based systems and methods, you will go places in EVE

    - Communication / "networking" with other players lies completely outside of the game mechanics and can do more for you than any amount of skillpoints or resources/wealth

    - while players in the game will not hesitate to shoot, blackmail, or steal from you... they will also be more than willing to teach you. You simply have to frame the question correctly (see: less crying/whining, more curiosity and humor)

    - there are so many ways to achieve "victory." You can blow someone up, deny opponents a kill, gang up on someone, destroy more ships/resources than they destroy of yours, etc.
    Ultimately... "winning" in EVE is more about what sets you on top strategically rather than straight battles

    - Bigger and more expensive ships can be blown up by smaller, cheaper ships... you simply have to learn the mechanics and devise a strategy

    - you are not required to log in to improve your character or advance. You can set things up to be more passive and log in when you want.

  • Dscan Needs more information related to friendly's in system in EVE Technology and Research Center

    Ryu Kr'll wrote:
    i also dont get where people are getting this identify foe from. all i suggested was that it would be a time saver if Dscan showed us a symbol or color to better show who is friendly within Dscan range.

    If you can identify friend versus foe, you can avoid danger altogether by essentially warping away to safety as soon as a "foe" icon appears.

    This is already done with local chat.

    As soon as a "non-friendly" person appears in system, everyone will simply dock up and begin organizing to deal with the unwanted intruder.

    Once a response fleet has been organized, the only advantage that the intruder has (beyond tactics and maybe a cyno field) is the ambiguity that the user interface creates (see: D-Scan will not clearly identify a hostile ship).

    Ryu Kr'll wrote:
    the challenge and uncertainty will still be there. just the pointless time organizing and thinking can be put to better use to find content rather than have it wasted only to find its afk corp mate / alliance member or that they simply might not be paying attention.

    No... uncertainly won't be there under your change.

    What you are proposing is a way to effectively remove uncertainty by identifying "who, what, and where" (whereas the current system only provides "what and where").

    And "organization" is part of the game. It is not merely an inconvenience that should be mitigated.

    That uncertainty and ability to communicate is what makes "good" players actually "good."

    Ryu Kr'll wrote:
    ive wasted 2-3-5 god knows how many minutes thinking on a strategy. all while waiting for a response in alliance chat. only to find its someone or some people off doing their own little gang fleet etc. so remind me again how thats a communication error. they have their attention spread elsewhere. you honestly cant expect people to constantly be checking alliance chat. for a couple people inquiring about who is who and what not.

    If this is the case then you are either communicating with the wrong people or in a group that can't organize properly.

    I HIGHLY suggest that you move to low-sec and try working with a hunter-killer group to get some experience working with people who value good communication and organization.

  • Pirate Faction warfare. in EVE Technology and Research Center

    Years ago this very question was posed to some DEVs at a roundtable at Fanfest.

    If I recall correctly, they really liked the idea and wanted to make it a possibility... but they had issues with how "pirate faction space" was spread all throughout null-sec.

    I think the DEVs' reasoning was along the lines of;
    - the 4 empires would probably not tolerate pirate factions basing so close to them

    - moving the pirate faction space would cause some headaches (where should the systems go, what they should connect to, it would not make sense for them to have high-security areas like the other empires (which helps with staging operations), how would it affect low-sec and null-sec dynamics, etc)

    - Faction Warfare is kind of a "legal Privateer war" between the empires... not an outright war (see: the NPCs are contracting us to essentially kill each other and fanatics on all sides to "relieve internal tensions"). So how would Pirate Factions make sense in this context?

    - Loyalty Point stores and the market prices for the stuff you can get in it. The DEVs generally do not like "high-end equipment" being dirt cheap (which, admittedly, is what we are already seeing due to the efficiency of "farming methods," but that is a whole different issue altogether).

  • Ship scanner's mechanic. in EVE Communication Center

    The only way to get an "accurate" result from the ship/cargo scanner is by running multiple scans, copy-pasting each of those scans in a notebook/spreadsheet, and then "cleaning it up" through filters and duplicate-deletion formulas.

    The thing is... ship/cargo scanners are, by their nature, not 100% accurate. It is **supposed** to leave some room for error and ambiguity... which the person being scanned can work to their advantage (by carrying tons of crap items or refitting on the fly).

    Professional suicide ganker outfits will often have a scout ship that "follows" a target for quite a few days to get accurate results or see a pattern in ship layout / cargo hauled.

  • Starlifter Tech I and Starlifter Vanguard Tech II Transport Ship in EVE Technology and Research Center

    Yeah... people said that hauling and trade and industry would be killed off YEARS ago due to ganking, wars, etc etc.

    The monthly economic reports that CCP posts every few months shows that trade, hauling, industry and mining are continuing to increase at a steady pace.

    Gankers may be efficient at killing things, but professional haulers are no slouches either.
    Traders and haukers have been getting ever more efficient using... ironically enough... many of the same tools, tricks, and tactics that gankers use.

    My take on your idea?
    I think you are viewing the "problem" through the prism of "a solo player should be able to get around the efforts of organized groups of players without assistance."

    That mentality doesn't exactly work in a multiplayer game like this as anything you do to negate the efforts of multiple players so that the situation favors a solo player can be turned on its head (see: organizations of players will use those mechanics to make themselves functionally immune to other organizations of players).

    It also puts a bad taste in the mouth of players that do organize.
    Why put the effort into organizing and becoming efficient when the game will simply be changed to negate that power increase?

  • Altoholicism in New Eden? in EVE Communication Center

    *came in expecting a thread about what booze people drink here*
    *left disappointed*

  • To buy or not to buy? in EVE Communication Center

    Xavier Morientes wrote:
    I know the "Never fly what you can't afford to lose" rule but I couldn't decide what should I lose at the moment. I'm sharing current market prices for some ships below. When should I buy one of them? Is there a practical formula like "Never risk more than 10% of your total wealth" etc? And which one (or something else) you recommend me for a beginner?

    In my experience, there is no "magic formula" for how to gauge risk. It depends on the person and how comfortable they are with the idea of loss.

    Some people are not comfortable with risk... so they operate conservatively until they can afford to fully replace what they fly.
    Others prefer to live by the seat of their pants... flying as hard and as fast as they can while accepting that if they do lose, they have to go back to square one.
    Still others will fall in between the above two extremes.

    Regarding the ships themselves...

    Understand that different ships handle and operate differently from one another. And/or they have different requirements for how to be used effectively.

    In a sense... they are "tools" in the same way a hammer, screwdriver, and ratchet are.

    So you either pick the best tool for the job or you get all of them and take them with you wherever you go for maximum flexibility.

    To give you an idea on what you are looking at:

    Atron: Fast, agile, and capable. This ship's strengths all more or less center around speed and firepower.
    It won't win any durability contests, but that doesn't matter for people who play to its strengths. Fitted with blasters and with nominal skills, it can potentially "punch" above its class.

    Incursus: Take the Atron's weaknesses and strengths and flip them. This ship may not hit as hard or be as fast, but it is definitely more durable.

    Tristan: Not as fast as an Atron, not as tanky as an Incursus... but offers a good balance between the two. Its biggest strength? Versatility.
    Drones can do the "heavy work" (see: combat) while the rest of the ship can be fitted for a completely different task.
    The Tristan's pitfall? It has one less fitting slot compared to other in-class ships (as it customary for all drone-centric ships) and It requires a lot more and higher skills than the other two to get the most out of.

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