so ccp want people to create a another toon to help protect my other tonnies in game that ccp master plan so we keep making new toons bullocks to that
Easy - Fix standings so it is mutual. You set someone blue, they have to accept blue standings before it takes affect. Not hard, just a bit of code that for the most part exists in every other online game.
Yeah i worded that wrong; All the major groups need to get behind ârealâ change.
Most of all CCP have to stop listening to the narrow minded short sighted posters on Reddit. I donât know of any other game that bases change on threads and posts by a bunch of people who no longer or barely play the game.
CCP needs to have a forum where everyone from line members to leaders can discuss the game and how proposed changes affect different types of groups/players.
No offence Arrendis but CCP using the largest groups in the game to try and find âbalanceâ and good change is like basing change on how billionaires live while trying to fix homelessness.
The average wage (according to government statistics) here is just over $1,500 PW - Only something like 12% of the working population earn that or more, yet it is what our government uses to balance interest rates, housing subsidies, taxes and just about everything else the other 88% deal with every day. Then they wonder why there is soooo much poverty in this country - CCP do the same thing with game âbalanceâ with pretty much the same result.
Offense? I completely agree! Build systems based on their baseline intended uses, and then add complications at the top end to offset the impact of large organizations. You wonât stop large orgs from being organized, and making use of that organization. So that shouldnât be the basis of your design philosophy, and it shouldnât be the groups youâre taking aim at with your nerfs and buffs.
Do the due diligence when you design, and you have less need to start making âchaoticâ changes that donât actually address anything except perception of symptoms. (And I strongly suspect that if we get an MER for July, it will show that all of the anecdotal nonsense about how much more is being destroyed is just that: anecdotal nonsense.
Whats this got to do with the statement or anything? Link 2 rorq kills not exactly big eve news. I guess small wins for small people
Not sure how this post is offensive to anyone just gaming news from the past but see if it gets taken down again
It wont be as easy to jump your entire capital fleet or bridge subcap fleet to a field with hostiles⌠Sure you can light the cyno, but you are a fool if you believe your hostile fc wonât be taking that off the field asap. But the days of brick carrier cynos, or titan cynos, jumping in your whole fleet will be over. Do you know what happens if your jumping to a cyno and the cyno is destroyed before you spawn in system? You will spawn at a random spot in the system. Regardless of your group size its going to affect some of the tactics on the field.
Which not everyone can fly. But in lieu of Cynos, a decent substitute can be made via the fireworks system, just one that simulates a cyno appearance.
its a change to cyno 1, covert cynos wonât be touced exceptjf jumping to a covert cyno
CCPâs âdue diligenceâ for a long time has been to ignore all warnings from those who play the game and could foresee issues with almost every release for the last 5 or 6 years.
We sort of did this to ourselves
We had a few big battles that got CCP a lot of real world publicity - CCP saw their future based on ever bigger battles and so developed the game accordingly. Larger and larger groups not only formed but were encouraged by CCP. Those groups built up enough defensive armament to ward off a real alien invasion - Then the side effects of this began to kick in, no-one wants to commit their arsenal of Supers because to lose is to lose EVERYTHING. No-one is willing to go grind for months for new Sov because they have everything they need where they are.
- Sov that once held was/is a major pain for would be attackers to take
- Structures that were/are even worse to kill than sov structures and literally litter every system worth living in in Sov nul - All of which have to be removed before a new resident can settle in safely.
- Moon mining that removed one of the best conflict drivers the game had (moon mining posâs) and gave every region everything it needed
There is more but this already turned into a short novel so Iâll stop here.,.
Welcome back \o/
Any reference to Kugu (the player) gets devsâ panties in a bunch.
Moon mining, ie: the refinery system where you have to actively go out and mine it, didnât do that. What did that was the combination of Alchemy from 2013 and the moon re-seeding. Put real regional variation back in, and remove Alchemy, and moon minerals become potential conflict drivers again.
The idea that passive income is more of a conflict driver just caters to the people who donât actually want to put anything at risk and donât actually want to play the game.
In theory it could still work with ACLâs. Most of the time ACLâs come with blue status, if a group doesnât manage theirs well then they lose out but it could work for caps and supers when it comes to cynos.
The alternative is, every rating cap or super has a cloaky cyno sitting close by. As if there isnât enough alt spam now, CCP want to add more.
I prefer seeing caps and supers as conflict drivers - Mass limits on cynos, restricting how many cynos can be active in a system at one time.,.
My preferred option is a suggestion i made earlier. A local chat beacon, that restores local to a system but disallows cynos in or out.
Attackers have to use gates and if they are lucky enough and or good enough theyâll catch anyone not paying full attention. Defenders too would have to use gates, hopefully attackers and defenders want to use the same gate = Conflict.
NB; My original post has more detail on how the local chat beacon would work but iâm too tired to replicate now XD
Not even highsec disallows jumping out.
But sure, that system would allow for the creation of ultra-secure pocket systems. No problem gating supers in. Just fit a MWD and some overdrives in the lows, get up around 1000m/s. It might take 2 minutes to get out of the bubbles being camped on the inside, but itâs not like anythingâs going to threaten you. And then youâre printing ISK in absolute safety, because nobodyâs going to waste time trying to get into that system.
Need to get out? Hop into your 'ceptor or T3C and go!
the problem is that a BPO also exists and is 100% of the time going to be able to produce the hull.
the BPC is a chance in invention outcome not a guarantee
Dumb idea. Did Iceland just legalize weed? Lighting cynos just became an expensive proposition if one is expected to be risking ships that tank like wet tissue paper. It also has a huge negative impact on JF hauling. How do you think that LoSec and NulSec keep markets supplied without cheap and easily skilled cyno alts?
If you are going to make life difficult and expensive for small corporations and individuals at least create an invulnerability mechanic for the cyno ship. That way after the beacon cycles you either dock up or hope that friends dropped in with some logistics.
As for the hulls I would add Covops and Blockade Runners if the beacon imparts invulnerability. It will still involve a lot of skill and effort to get the hull and cyno skills. The option of regular or covert beacons for JFâs then becomes affordable instead of onerous.
A BR with a covert cyno could then be used as a waypoint and fill up. It would also make a great safety cyno for JFâs in HiSec as the BR keeps lighting escape cynos until the JF is safe. This would help offset the cost of the cyno changes to freight companies but still offer some risk that the fuel ship itself is scanned down.
Go back. Read the changes again. JF can already jump to a Cov Ops or BR.
Aww, thank you I couldnât resist the blackout and cyno changes. It feels like EVE is waking up.
Honestly - I get that you want âchaosâ but how is giving jump freighters virtual immunity in null and lowsec contributing to that Chaos? Right now its hard enough to kill a JF since they jump from some citadel to another citadel where they can insta dock then undock and warp directly to high sec. In fact, the most dangerous part of their travels is in highsec where they can be ganked. This is clearly not how it should be - the greater risk to them should be in the nominally riskier space - low and null. Now, with these changes, jf are even safer as they can jump to a deep safe covert and then immediately warp to highsec. Since it is a covert cyno (and especially in null with the blackout) you will never have a chance to get close to a jf. In short, the jf to covert is the worse part of a ill thought out set of changes.