Heavily camped? Last time I looked there were a grand total of 8 pilots and 8 of them were docked…
I think it had 5 kills in the last hour. Niarja used to have nearly 30x that on a slow day.
Heavily camped? Last time I looked there were a grand total of 8 pilots and 8 of them were docked…
I think it had 5 kills in the last hour. Niarja used to have nearly 30x that on a slow day.
so to unpack the issue i hear 2 things basically going in here.
side 1 says its boring, and it is
side 2 says your lazy, maybe but who cares
break down
people hauling freight would be the ones to benefit the most, unarmed freighters mind you = lazy?
people just moving around for various reasons, normally armed and able to defend themselves = lazy?
people who like to gank targets that cant defend themselves = heroic? sounds lazy to me
if we apply the same logic to gankers, AP should be 0 so gankers cant be lazy either, they would then have to pick on targets that can defend themselves and scan down ships rather then hanging around gates waiting on AP pilots.
i don’t see the difference other then NO ONE LIKES AP
both sides are lazy and if so many people don’t like something, even if its profitable it should be changed.
doing something that sucks every day sounds less like a game and more like work, which i game to get over in the first place.
so take AP out the game entirely or make it function more the rest the game cause there is no reason at all anyone would put something like this together at all in a real space gate network. It would faster for more profits and more taxes.
want to limit the AFK play? limint the AP jumps to 5 or something then you need reset the AP.
Make a AP tax, if you want to move faster, you pay more, which could be a great new ISK sink for CCP. one players may actually embrace
Right now there are players who make a business out of hauling. If you don’t want to haul your stuff, then you can hire someone to haul it for you. PushX and Redfrog are the two organizations that come to mind.
Personally I find hauling to be very tedious, and this is why I paid people to do it for me. They get paid, and I get my time back.
Time is a commodity, and whether for better or for worse, player created systems have sprung up around the economy of time that allow people with a lot of it to exchange their time for isk from people who have less time to spend on these trivial tasks.
As new players tend to have the most time and least isk, the time economy typically works more to increase a new player’s worth and bargaining power. A less risky autopilot is going to eat into the value of their time advantage.
For times when fast travel is necessary, there are jump clones. Other than that, there’s good planning or a good company logistics officer to make sure all your supplies are where you need them to be when you need them.
Anything autopilot can do, a player can do better, and I prefer someone pay a player to do it instead of designing robots who work for free to take their jobs.
Fixed it for you.
The problem however, is that automation takes away opportunities for players to make a buck and for content to happen.
Hmm, Old player, just returned after 11 years. I do like the idea of a value-taxed jump option, like a new kind of gate, you pay up to 5% of the Jita value of your cargo, ship, and fittings, to make one long (takes 15-20 mins) jump to Jita, or back. The risk part… all remote High-gates, are in Low-Sec.
Try a hauling contract. You pay a value and your cargo is moved elsewhere.
Jump clones?
I don’t consider 24 hours “fast.”
It’s instant? That’s pretty fast. You just have a 19h cool down each time you want to do it.
jump to structures, no cooldown.
only if you ‘jump’ to the one you are already docked in. or does it let you just jump to citadels now? I remember that was just added so WH could swap clones.
i’m not 100% versed on citadel and jumping, but im pretty sure i’ve seen it mentioned somewhere that there are no cooldowns between citadels when jumping.
some quick research says i’m right… its been that way since 2017 at least.
eve uni isn’t always up to date but they still say it needs to be in the same structure to ignore the cooldown.
Instant travel to a jumpclone (in another structure/station) always has a cooldown.
Swapping between clones within one structure has no cooldown.
AP needs to go on the fritz again and send haulers through LS.
Perhaps change filaments to have an Area of Effect so players can help create content.
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