Delay local chat now that we have de-cloaker pingers

Yeah it all comes to risk/reward. If that would be implemented you would need an alt to sit on the gate to look for gate activations. Then it comes to plexing alt just for that. When you account that you will start to look for other alternatives. To make isk.
If you want more pvp, I would like that ccp would give a discount at least 50% to second omega account subscription, thus allowing to have some combat able / cyno able alt pilot to engage mentioned hunters.
You all know that so called hunters are looking for easy kills and for a competent pvp.

You’re too binary.

A delay on local chat is only the exact same as the blackout when the delay is too long.

What I like to see is a delay before people join local chat of X seconds.
If X = infinity, then we have blackout.
If X = 0, then we have our current situation.

I’m not suggesting an infinite delay. I’m suggesting a value of X between 0 and infinity.

Possibilities:
X = a minute?
I would say that’s too long as it allows a player to warp through an entire system before they show up in local

X = for the duration gate cloak is active?
A nice option that allows players to be ‘invisible’ while they’re unable to do anything but D-scan and take a look at who’s in system with them.

X = 30 seconds?
Would allow a hunter some head start into a system but locals who pay attention to local chat and warp off when a name appears will still be gone before a cruiser hunter can lands on them. I’m afraid this is too much of an advantage for interceptor hunters as they would be able to tackle targets before they show up in local.

X = 20 seconds?
Similar to 30 seconds, but gives slightly less time for a hunter to warp to a target. I think this (or the 2nd option for duration of gate cloak) is the optimal delay that is fair for both hunters and locals.

X = 10 seconds?
Enough time for a hunter to load grid and take a look at d-scan, but people who warp off when new names appear in local chat will be off before anyone can do something about it. Still better than what we have now.

Bottomline is, there are many forms we could ‘delay local chat’ without it turning into blackout. I’m not asking for an infinite delay, but a much shorter one.

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Totally get where you’re coming from, but ultimately what recent changes have demonstrated is there are more pve centric players than pvp so anything like this will always be a net loss in players, no matter how scientific you are.

The ESS/DBS failure is a good example of that, no matter how far you move the DBS ratting % people are not resubbing and ratting activity is still significantly down on the past meaning less targets to hunt. The system defeats itself, you’d need a near 50:50 pve:pvp split to make it work.

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easy solution
Remove all PVE

Just buy everything with PLEX :smiley:

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I love the ESS/DBS changes. I’ve never felt ratting to be worth my time, but in a system with high risk and high bounty payout timer I really like the ticks.

The ESS also allows for a lot of content that otherwise wasn’t there. You can’t fight people who dock up when you get into system, but if you can steal part of their ISK you suddenly do have a chance to fight. And fighting with cruisers and bigger with afterburners and without mandatory point/scram to keep people tackled is refreshing as well.

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The cloaking nerf was badly implemented. Ping modules - bad idea. It was better to create a simple timer ~10 minutes +/- 5 minutes (randomly) when the module is active as usual and then it starts to overheat the hi-slots (because the ship can’t emit excessive heat while cloaked), so it is better to turn it off… or it will burn-out by itself if the player was afk.

The mobile observatories are really nice.

Not only do they stop AFK cloaking from being an uncounterable strategy, but they also allow for much more interaction between players.

It’s really fun to wait for a ping to uncloak your ship, wait for them to probe down your ship and then drop a bunch of bombers on top of whatever is trying to hunt the ‘afk cloaky’.

Cloak heat is a bad idea and would negatively affect all cloaked ships, including those in wormholes.

yes sir

thank you

thanks again

dumbest thing I ever heard . you actually play this game?

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yes I am currently at spin number 420

oooo! or better yet another blackout!

The design is slick and it delivers content to pvp centric players, but my point is more that pvp’ers are a minority in the sandpit, so whilst you might love it, a lot of players don’t as they’re grinding more for less which is seeing them quit.

You can’t “fix” the system without either hunter or prey feeling “nerfed” at this point. CCP is an awkward position tbh.

local should always be delayed. It’s just really a stupid mechanic to instantly know who is in a system

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Before fast warping ships I would have agreed with you, but now people have a choice whether to fly something that can catch people or not. The balance was changed towards hunters with the warp changes. But it is never enough is it? I know that if I am ratting in nullsec and someone comes into system when I am warping to a site then he has a damn good chance to catch me. If I have landed in the site and have aligned out to a safe then they will not. This is called balance between prey and hunter, based on circumstance. What is wrong with this?

Look, we have some very different approaches how we thinks about this game. You always start by dividing players into different categories as if everyone was locked into a role that was given out at birth and now we have to balance the game around them. And you also project that viewpoint on others. You probably think I want that because it benefits me. It doesn’t, local is super handy in highsec as a ganker and carebears don’t usually look at that window anyway,

I simply don’t think that way on most issue. I just think that having instant and perfect information about who is in a system destroys so much mysteries, so many cool game play options and other more active mechanics we could have instead, it’s worth completely removing it no matter the cost, the game will be better for it. I don’t care about the consequences for the currently established “meta” no matter what it is.

I have not divided anyone into any categories, you have merely decided that this is what I am doing. Don’t go all Destiny on me please…

I do understand your point of view, but it is not as easy to deal with as you think.

As you know WH’s were added later. I had it in my head that the way the system likely worked was that when ships took a gate then their details were recorded by the gate and this was passed to the next system.

With WH’s being added this created an issue for that concept, CCP just ignored it. If we had a system that the gates still gave that intel, but those arriving in WH space did not then it would make sense, however it becomes rather unplayable because you are turning all space into WH space. You could decide to have a mechanism where there are sensors in space that pick up the ship if it is in range and add the details to local. Fun game play would be having this as part of a player derived sensor net.

However the issue would be the issue around lag with major fleet fights, we all know how a lot of key and more interesting aspects were removed due to the need to reduce the amount of server side work. Invulns losing their static bonuses for a start, that was to reduce lag in big fights. So having an interesting type sensor system on range to certain objects would not work based on this key need to keep down lag for major battles.

The balance is very key to this, because what is the fun of playing a game when you are absolutely one hundred percent certain to get that kill no matter if the guy doing PvE was doing everything right. And would that guy even want to bother if he was in that situation. I would like neither as a hunter and as prey.

As I keep pointing out, different warp speeds were added to the game and made people more vulnerable, it was a good thing, however to my mind, a delay would just push the balance between prey and hunter to far in the direction of the hunter.

But of course this is just my opinion.

And yet again you start to talk about hunter and pray. The way players operate is always determined by how the systems in place work. PvE in wormholes isn’t impossible because it hasn’t perfect intel from the local chat, people simply adapted other ways and I just happen to think it makes for a better game.

CCP shouldn’t micromanage mechanics to keep certain gameplay alive but should design the game in a way that makes it more fun and that adds more opportunities. Local is a complete killer of opportunities for everyone.

Hunter and prey, I have been both, so why do you want to categorise them differently?

At this point the current system enables prey to have a fair chance of getting out of dodge. If that is not the case then many will no longer play. Many people think that this is a good thing, but I would rather have many people in space with a chance of getting them as compared to a limited number of people who I can catch easily.

People can decide to play in WH space, however a lot of WH players end up going into normal space and complain about it.

I think the balance is pretty good as it is now, in fact this observatory is a damn good thing, if there was stuff to do and ISK to make at this point I would think that there would be a lot more people in space. Sadly will will only know if this works once scarcity is adjusted. Though I was told by some people that they had been able to do more since having this observatory as they can now work out the TZ of the campers and can blow them up too. Wonderful stuff and good for the game.

That some people cannot get kills even with the advantage of fast warping tackle is their issue and the mechanic does not need to be changed to accommodate their failure in ability.

Ok, you made it pretty clear that you don’t understand what I’m talking about if you keep rambling about how it will break down the current meta. I simply don’t care. But let’s just agree to disagree.