Forsaken Fortress – Coming 26 May

This change sounds good on paper to a lot of people who just want to kill structures but in general this is not well thought out.

The lack of reinforcement timers, ok I can get behind that. There is a lot of dead structures that nobody is using and the multiple reinforcement timers can be a bitch. Hey while we’re at it, can we also unanchor offline POS’s? yes? no?

The lack of asset safety though is a terrible decision for multiple reasons. In all areas of space, CCP has built up these structures that people can build their business and in a free market compete against each other. With this change, many people will avoid anything but stations because why risk your assets? Why should I use this private structure to store billions of assets in, knowing if I go on a vacation, I could come back to nothing? The answer is in most cases they wont.

You also completely ignore people who may be gone for extended periods of time. Sure there is a lot of people playing the game right now, but a lot of people who are just too busy with other ■■■■ right now with the covid-19 situation to play video games. What about them? Screw you medical people, thanks for keeping people alive during a global pandemic. Hope you didn’t like that stuff you left in a structure thinking there would be asset safety.

What about the military? Most of the people I know who dump the largest amount of real money into this game are military personnel who go on deployments for 6 months or more. Are we just saying screw you guys?

The thing is every change should be seen with a benefit/loss. Reducing the ref timers to nothing on abandoned structures, ok. It gets rid of a lot of dead structures which we know the game is littered with. Negative, more over-site for structure managers but most structures in use are unchanged.

Removal of asset safety. Not worth it. The people who will destroy the structures, can still destroy them without this feature. You can still get structure mods/materials from the structure destruction itself. But removal of asset safety (particularly with only 30 days notification) will have A LOT of negative ramifications most of which end in player loss from the game. (Almost) Nobody will want to come back to a game they took a break from, only to find they have no assets.

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kicking over castles was a joke. This is what kicking over castles should have been. Good job finally making a good decision!

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If you fuel the structure you get asset safety.

Those people likely know beforehand that they are going. They can move their stuff, asset safety, etc and their belongings will be safe if they don’t trust the structure owner.

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5 weeks of some pages of code? Orly. May be make tether consume ice as well as POS field?

You do realize there are people on deployment right now, who never knew of this feature, and now have billions in structures about to become vulnerable.

you didn’t get the point. The stuff is in public structures you do now own. Thats common all over highsec, e.g. in the trading hubs

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Maybe don’t be an idiot who keeps tons of assets in structures run by people you don’t trust to keep it fueled?

I’m broadly in favor of these changes. I would like to see some way for third parties to “donate” fuel into a low-power structure. That would allow us to keep third-party structures (e.g. in highsec) alive long enough to get assets out of manufacturing/research/etc. and then let them get blown up.

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until now it was no problem at all.

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This was already covered. Contact CCP and explain and they will put your stuff in asset safety for you.

If they trusted the people where their stuff was to keep their structure up, likely those same people will be trustworthy enough still keep it fueled, thus they will still get asset safety.

The point of the changes is to get rid of structure spam. Salvage\modules from a structure is too little an incentive for time spent to kill it even without reinforcement timers.

Killmails are much nicer and it keeps the economy going to kill citadels instead of being able to redeploy them.

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Same here, I have items all over and means I will contract to alts to do the hauling.

Doubt it the loot will get into the killmails. At least it doesn’t in WHs at the moment

New structures status with incentive to rekt them without knowing which moons will worth on incoming production change… what’s wrong?

Finally a change I like. But the asset safety tweak kinda ruins it.

This isn’t explained in the text, but , looking at the chart - were Full Power times between RF cycles shortened as well? “Hull RF 12+hrs depending on location” seems shorter than any of the below.

From the Kicking Over Castles update:

Structures will exit reinforcement at the next available hour of the defenders choosing (+/- 3 hours) after the following durations:

  • Wormhole space: 1.5 days
  • Low and Null security space: 2.5 days
  • High security space: 4.5 days

Someone please, I need a DPS bomber fit and 30 days skillplan for it.

I need to kill all the structures!

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7 days is definitly too less. you guys should atleast turn that up to like 14 days or even a month.

7 days is way too less. what happens if in times like this the ceo etc. goes into hospital etc. and it happened so quick that he/she hadnt any time to give anyone permissions to manage the fuel in a station or is one of those paranoid CEO´s who gives never anyone rights (ok then its his/her own fault tho xD but still) then a station would go too quick into such a state.

iunno 7 days is way too fast in my opinion.
with the rest am i fine tho.

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