How Interdiction Nullifier module killed exploration

I don’t understand how you are getting this from the change. OP wants to be lazy and safe, and is now blaming CCP instead of trying to learn and grow as a player. I’m mad at CCP about P2W BS right now, but I don’t see how any of that is applicable here. In fact, quite the opposite. It’s a change that is angering the low-effort, risk adverse players.

If that’s the case, you wouldn’t have just written an overly-exaggerated whine post. No offense, but you simply wouldn’t have.

Beats me? It’s part of my repertoire of EVE knowledge that I’ve acquired by virtue of engaging in risky gameplay and adapting to changes, plus all the research I’ve performed over my many years here. I’m sure it’s documented somewhere. Ask Google.

Edit: here you go, just because I’m not actually an asshole and only pretend to be one online to make sheltered boomers pop their tops in fits of anger:

https://www.reddit.com/r/Eve/comments/ngpd0g/nullifier_minor_testing/

Someone has performed tests that confirm that original (documented) interdiction behavior applies to the new nullifier mechanics.

Oh good. Then you’ll have no issues pointing out all their misconceptions about mechanics, and why their tips and tricks don’t work. Please do elaborate. Because it’s not obvious to me.

– Dont touch mechanics that work fine

according your advices you describe null-sec systems experience, not wh. you see this change one-sided, sadly

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I do those things, and I still wrote a post. You’ve already shown yourself to have a less than stellar grip on reality when talking about “me”, so your musings on my motivations can be safely dismissed. Clearly someone called Carolus or Magnus or something was mean to you as a child. This saddens me, but I’m not the one who’s hurt you.

ooOOooOOo gasp of wow :astonished:

A GM told me otherwise, actually. But I’ll check back with them again, to ask if they’re reeeeeeeeally sure. With the rush job that was these changes, it wouldn’t surprise me at all, if even the GM’s were confused about how it all works.

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GMs being totally, utterly wrong about game mechanics is an extremely common occurrence. Especially for PvP-oriented mechanics.

It was fairly well-established around the game’s middle years that most of the GMs and newly-acquired development staff were drawn from PvE-oriented players who didn’t know much about the game’s PvP elements, which is actually how we got to the game’s current state.

There are two types of people in this thread. The people offering solutions, and the people getting mad that the solution oriented players aren’t agreeing with them.

Well, I’m not going to be a shoulder to cry on for someone I’m not currently smooshing private parts with. So, let me state unequivocally before I check out of this thread, yes, you died because of your own mistakes. Now, if you want to learn and grow as a player, do not hesitate to @ me with your questions. Otherwise, I’m out this thread.

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I never said they don’t work. They do work, and most of them are standard practice that most of us did before these changes. They just don’t address the problem fully. Yet another one with emotional issues, fantasising about things I’m supposed to have said or done. It’s seriously concerning… :face_with_raised_eyebrow:

I never did exploration much or used interdictors, but this patch is the most controversial patch I have seem in EVE.

Then don’t warp from gate to gate to a gate outside D-scan range.

Either warp to an object within D-scan range to check it for bubbles, or warp in from an unexpected angle so if you land in the bubble you do not land in the objects and ships that are there to decloak you.

Also I don’t agree on the title. The interdiction nullification module made exploration much easier. Previously I used an interceptor, now I can use actual exploration frigates to explore and be nullified.

you think we play first day this game?
do you even read what we talking about in this thread?

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To literally quote your example from your original post.

I know you are also talking about WH space, but the example you cite is LITERALLY warping gate to gate.

Yes the module is more annoying. But you can still be just as safe in a T3 as before. I’ve spent most of my EVE career in T3C in WH space.

At least soon we won’t lose SP on boom.

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OK, I’ve shown some corp mates the comments I received from a GM, and they say it contradicts actual testing they’ve done. In which case, a very large part of my concerns over these modules is unfounded. I apologise to anyone who has been reading this thread that has been needlessly confused or led astray on the mechanics as a result of it. I spoke in good faith, based on information from a source I thought could be trusted. I cannot apologise to, or on behalf of those who chose to muddy the issue further by putting words in my mouth, and misrepresent me for their convenience, or because I was inconveniently questioning their right to a perfectly safe little walled garden out there.

For the record, I still oppose the modules being active, and the reason given for it, since things were “tactical” enough already, in comparison to the passive campers, and I fail to see why things should be so one sided. Until the large warp disruptors need timing because of countdowns and cooldowns, it’s just unbalancing the dynamic even further. The Devs and those who advocate this seem to talk as though auto-piloting through null was actually a thing. It wasn’t, and the gate cloak timer and active cloaking devices already achieved precisely what we’re being told is sought after. This was always a solution in search of a problem, and it’s about time the aspersions on anyone who isn’t a ganker or camper being lazy and in need of motivating to be shifted firmly back on those who have been massively over-compensated over the years. It’s funny how campers will call nullification a crutch, while they rest on the biggest one of all, that of warp bubbles themselves, all because they can’t be bothered to do patrols and escorts for their krabbers. An ever obliging CCP continues to nerf their enemies and imply they’re being lazy, while feeding the dellusions of those who sit around all day waiting for a passive electro quagmire to do the work for them, are the hardest working souls in New Eden. The fact is, null dwellers can be the biggest snowflakes of all. When both crutches are done away with entirely, I imagine we’ll all be happier, and null will be a lot less dead.

Fair enough, but this part:

You do realize that without an interdiction-like mechanic, it would be downright impossible to catch most players passing through null-sec/wormholes, right? You’re calling gate campers “lazy” but you’re not looking at this from the other perspective, which is that these areas of space would have unrestricted movement if the ability to prevent most ships from warping didn’t exist.

you totally still dont understand what we talking about here
you eat this cake and you happy. “as before”
not “as before”, it is different

In my view, it’s not a given that such a scenario would be a bad thing. There was a time when Eve didn’t have those things. Lowsec doesn’t have interdiction beyond tackle mods, and it gets on swimmingly. I love the cat and mouse games out there, personally. Good old fashioned balances between speed, dps and tank can be just great if done properly. Having said that, I only advocate the removal of the stationary variety of warp bubbles. I still think the ship mounted kind are a good thing, either in mod form, or the specialist ships like interdictors and HICs.

At the very least tackle mods need to exist, although I think the WCS changes are ridiculous, since they’ve now created an “I win” button in the form of a faction scrambler. The old way may not have been perfect, but it did give choice and variety in fitting, and things weren’t always a foregone conclusion on either side of it. Either decking the lows with WCS or taking your mids with multiple tackle mods had costs, and conscious decisions were made about what you could live with or without, or whether to have a specialist in a gang. Now, it’s faction scram, and that’s it…end of. No counter.

I’m not someone who believes that null should have no defences. I just think they need to actually mount them instead of demanding CCP give out quicksand, which just bogs everything down so completely. Gigantic swathes of null are absolutely lifeless, and lowsec is thriving. Both of these things are true for the same reason: the Large Mobile Warp Disruptor. It was always a mistake, and I’m just disappointed at CCP for feeding the whole macho “don’t whine, just work harder” mantra, but bends over backwards to code away the problems of New Eden’s most rich and powerful. They’re inadvertently creating private highsecs out there, walled gardens with quagmire gates. I suppose that mirrors the real world quite nicely, but that doesn’t mean it makes for a good game :slight_smile:

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I don’t know if bubbles were available at launch or were added to the game after release, but they sure as hell existed back in 2004, because one of my first losses involved one. So even if there was such a period, it was extremely short-lived.

You have to be able to actually catch people at choke points. Without that, movement is essentially unrestricted.

Low-sec, aside from a few pockets of FW farming activity and the two or three major pirate hubs, is utterly devoid of activity. Only something like 3-4% of the game’s population lives there.

Whether or not you will land in a bubble is determined at the start as you click warp because you always need a set destination for a warp to occur. This is why a bubble that is dropped too late (as you’re already warping or even still aligning while having clicked warp) won’t affect you. This is basic common knowledge for anyone with extensive null experience or for people who put in the effort to do basic research. It’s even talked about in the Sisi threads when the nullification modules were up for testing.

That means that to avoid a bubble at the warp destination (probably your out gate) you just have to have it active as you click warp, it also means that a longer warp is actually GOOD (generally the blind region jumps) as that gives more time for the module to cycle AND partially explains why the named and T2 variants of the module are worse than the T1 meta 0: T1 has shorter reactivation delay. The T2 module should only ever be fitted to ships that get special bonuses to it.

And you need bubbles for that? Jita Holding, CODE, CONTROL seem to manage alright without them…what’s wrong with littering the gate with unanchored rubbish, swarming inties for decloak, and instalocks at the ready? This is why I call bubbles a crutch, as much as nullification is…people in null aren’t even stopping to consider that people in Uedama and Tama are managing to restrict movement every day without bubbles. Covops cloaks would be more of a problem than they used to be, but then you also have tools to deal with that now, and I’d even advocate a buff to those as compensation for the loss of bubbles.

shrugs maybe it’s a feeling, rather than a fact, or I have the good fortune of always arriving when it’s party time or something. Whenever I’m there, the place may not be heaving with a large population, but it’s certainly not devoid of activity, and is generally the most thrilling place outside of Pochven…another place that people keep telling me is dead. Both can get my heart racing in a way that null never does, or j space. Whenever I’m in null and there are people, most are very friendly, but it’s almost like I’m flying through a series of remote islands…some with a marooned pilot that hasn’t seen anyone in years, who immediately tries to hump my leg with excitement. It’s really sweet, but kinda sad.

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There’s a lot more to bubble usage than just catching people jumping into your gate camp. Drag bubbles, enabling tactical position management in fights, controlling the range at which incoming fleets can land on grid, etc etc.