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  • Date of Birth: 2010-07-11 18:42
  • First Forum Visit: 2013-09-27 19:32
  • Number of Posts: 11
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Shkiki

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  • MastersCraft Member since

Last 20 Posts

  • Dev blog: PLEX Changes On The Way! in EVE Information Center

    This is a good change. Everything in eve stays the same, we can blow up people and loot plex from it, we can spend it on game time all the same, and aurum conversions are simpler and more straight forward.

    Turns out, CCP can make decent decisions when we keep Foozie out of the captains chair.

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    CCP Larrikin wrote:

    These changes bring Fighters closer in-line with the signature of Heavy Drones.


    I've seen this "Bring stuff in-line" a 100 dozen times so far. What I think it fails to mention is that fighters were in-line to begin with, you just want to make the line narrower.

    Carrier ratting is already a very user interactive play style, you need to be on top of the situation with drones so you don't lose them currently. As it stands there is already a long list of anom's that carrier pilots will not attempt because you will lose drones to them. If fighters become a bigger target, what's to say they won't simply take their 2.4 billion isk ship off the field in favor of something cheaper that is less isk intensive. This takes juicy potential pvp kills out of play for roaming gangs and penalizes higher skilled players from using the skill they earned.

    To be fair, if you are risking not only the ship hull, but ~430m worth of fighters already, and if rats will obliterate fighters more often then not, then risk to reward diminishes drastically. If you lose even a handful of drones in an anom, then you've lost isk and doing the anom in a carrier was worthless.

    The isk per hour of a carrier isn't so vast that it qualifies for a nerf. I think it's unwarranted at this time.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    Don't try to sneak drone nerfs under the radar of panic button nerfs. This is about money. CCP wants more cash flow so they put out something that's going to cost hundreds of dollars to get and then less then 90 days later they nerf it like it was nothing. We know you want people with 12 hulk accounts paying monthly to get the ore needed to build larger ships. Nothing about this has anything to do with game play, they want cash.

  • [March] Rorqual and Mining changes in EVE Technology and Research Center

    This is all about bringing back the 12 account macro miners. I was very happy mining solo without the need to sport $120 a month on various miner accounts. Stop being Petty CCP.

  • Jump clone timers are to long in Council of Stellar Management

    I have ship caches all over Eve, most in places I may never see again. Even if a fight is between big alliance and small alliance, being able to come back later or move to a different area doesn't equal auto win. Not giving a fight would still be a thing thanks to sovereignty mechanics and jump range/fatigue. A home team would still have an advantage of supply and invulnerability timers even if they didn't have the numbers.

    Infomorph Synchronizing at level 5 gives ~18 hour cool down on jump clones. Effectively not much different then when it was 24 hours. If a group of people is going to take sov or generally cause problems for the populace, even that won't stop them. But to say you can have more clones and implant sets then you can use in a week's time is just silly.

    Maybe you want to switch from your +5 clone, to your armor implant set for a specific fleet, but then later decide to ship down to a velocity style implant set for some fast action, or better yet, be a bait ship with shield implants. To be able to switch clones more then once a day isn't all that bad.

  • Jump clone timers are to long in Council of Stellar Management

    Tipa Riot wrote:
    Shkiki wrote:
    Tipa Riot wrote:
    Jump clone timers are there to limit power projection and make distances and actual travel a thing.



    Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.

    Right, it doesn't move ships, but this was never the problem, because ships without pilots are useless.


    Right, ships without pilots are useless, because players without playing is useless.

  • Jump clone timers are to long in Council of Stellar Management

    Tipa Riot wrote:
    Jump clone timers are there to limit power projection and make distances and actual travel a thing.



    Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.

  • Jump clone timers are to long in Council of Stellar Management

    Now I know CCP has their *reasons* for the jump clone timers. However, even at max skills jump clone timers are silly. Imagine yourself as a pvp'er and you dock up 40 jumps from your PVE clone/equipment, and you need to remain vigilant for a chance to lose your alliance approved fleet ship, and yet nothing may happen at all. That's just the nature of Eve. As it stands you have 2 options, spin your ship and talk smack in local, or log off for a day. This effectively stops you from playing, and that's just not kosher.


    1. I know many, if not most, have a second (or 12) account(s), And jump clone timers are a mute point for you. But for me having another account just makes Eve more like work. Buying ships and skills and managing moving toons from A to B is just annoying, and takes away from the isk and time I'd spend playing the game. Someone could easily spend billions of isk on skills alone, and not have any money left to fly what they trained for. Each account doubles the amount of time and money you need to spend on your toon(s) and may hinder your ability to fly the nice ships you'd like to wreck. The bigger your family, the less you have to spend on luxury goods and this is true for anyone whether you are carrier farming Sanctums and Havens or level 4 missions in empire.


    2. Previously, if I were in a capital, I would simply jump home. The nerf on jump range for capitals has changed that. And now instead of one or two jumps home, It's more like 4-5 plus jump fatigue. Arguing the need for better jump range isn't my intention here. I realize CCP has a game play style they want to bring to us, and they should have the liberty to at least try new things. However this change did negatively impact game play for solo account holders.


    3. Lastly, I'd like to mention Alpha clone accounts. I know this will come up in discussion so I'd like to say that Alpha clones, while they fulfill their intended purpose of bringing new players into the game, do not play well for experienced players. An Alpha clone is simply to under skilled to play outside of empire level one missions. And well, anyone who has reached standings of 9 or higher would probably vomit at the idea of running missions in empire ever again, or you have better pills then the rest of us.


    On a final note for those who think this idea is just to absurd, There was a time when the idea of a Rorqual solo mining would "Break the game", Or Jita would hold over 2,000 toons. (*remembers lining up in Perimeter just to get into Jita on patch days). So I feel that this idea holds good merit. At max skills, waiting out a day just to play only stops people from being active in game. Jump clone timers are a remnant of a time when the servers where antiquated and incapable of doing such things. CCP has upgraded their equipment and services several times in the past, and now I think it's time we look at Jump Clone timers.

  • Dev blog: Size Matters: Introducing Burner Missions in EVE Information Center

    This is win.

  • KeyPass Password Manager in EVE Technology and Research Center

    I use Keypass password manager for all my passwords and logins. It's free, open source, and makes crazy passwords and remembers them for me. Getting Keypass to remember web site info is easy with keyfox (Firefox addon) but I've yet to find a way to get keypass to link to the Eve Launcher. If anyone has any experience doing this, lemme know.


    http://keepass.info/ ( For anyone interested )

  • Dev Blog: No Honor Among Thieves - Siphon Units in Rubicon in EVE Information Center

    How exactly are you supposed to get near a pos at 50km? pos guns will instantly kill you... especially if you are in a hauler. No the siphons should jettison the cargo like PI does. Then leave it up to the player to either probe down the can or warp to bookmark.