The 4% build fee increase too low?
This is not necessarily a good thing.
The 4% build fee increase too low?
This is not necessarily a good thing.
Itâs not necessarily a bad thing, either. Itâs permanently brought the price of Master-At-Arms accelerators down, and you can now get up to +12 SP for 24 days (thatâs basically 900m ISK to significantly boost your skill training for an entire month).
I could not agree with you more. Indi has taken so much nerfing, just so newbros can shoot mining ships. Put the mid slots back, allow the mining ships to defend themselves, or better let the miners opt out of PVP altogether, CCP GameLords are now clutching their Pearls and choking.
Boys, but you playing sandbox game not mining game. Wake up.
opting out of pvp would be so abused the game would die. you still can tank a mackinaw with a basic shield boost to 70k ehp, I fail to see how you cannot defend yourself. just stop going full mining speed and filling all mid slots with survey scanners
You really seem to not understand the economy of the game at all. Since it is user driven, more destruction means higher possible prices and profit for the crafted stuff.
So as a result to support the industry part, you have to ask for more PVP.
Just had an issue with Rorqual conduit jump where not all characters took the conduit although they were all in the same fleet and within 2500m of the rorqual. Fuel was not an issue as there was still 50000 isotopes left over after the conduit. I repeated the jump 3 times and in al three instances sone characters were left behind. This is the first conduit jump I have done since yesterdayâs patch. I did file a bug report as well.
Patch Notes For 2024-04-17.1
Graphics:
Various hulls have had slight improvements to lighting visual effects.
Which hulls?
Chats are acting up again. One client looks like this after a relog that should have fixed the chat issues:
CCP already fixed the loading failure for the Opportunity window. It is high time that they apply the same tech to the chat system, as it is just as prone to failing to load content/connect to the servers as the Opportunity window was. If CCP really wants to force distributed services, they should implement way to fix the inevitable CCP coding issue induced glitches without unreliable measures like client restarts.
CCP fixed the Loki shield bubble effect. Without telling us. Shame, but great!
Whatâs going on with the launcher? All news posts besides lore posts are gone.
Good job CCP with the current eventâs Relic sites being Tier 1. That is sooooooo much more convenient to scan than these dumb Tier 3s from the past events. Many thanks for that!
If only they werenât utter garbage
Well, another insurgency, another load of crap.
How is this for riveting content, when insurgencies still spawn around random systems instead of actual FW fighting space and less than 12 hours from the initial spawn of new gurista one, first HS system is already at 25,1% corruption due to how unbalanced this content is and the simple fact that FW corps donât give a damn about backend systems. All the while people who live next to FW are single corporations, and not NS blocks devs keep listening to in this game. If we had a block raise alarm about how unfair the content is, we would probably already have a fix in place.
If you want to get rid of HS, just do it, take the loss of a few hundred players unsubscribing instead of running this BDSM session where people are bullied over and over again for choosing certain systems to live in and not having a thousand people to run around the clock defending systems from becoming LS due to someoneâs FW fantasy being that militias will actually care about new expansion that changes nothing for them.
Previous spawns around frontlines have shown exactly what I was mentioning in previous post - if you want content, plop the insurgencies around frontlines - that way, FW people have a new vector of fighting. If they keep spawning in the middle of nowhere, you just give pirates a farmland (and they are farming it to ridicolous levels) and punish smaller corps for the fact of existing around FW area.
Basically only NS blocks or LS corporations like snuffed out that can blops camp all the gates can live around FW space now and hold their stuff, because thatâs the only groups that can hold 24/7 standing fleets. And they will be able to now that they will get automated moons, yay.
Unfortunately, CCP seems set on a bizzare twist of the Pareto principle by focussing 80% of their efforts on 20% of their playerbase. Itâs a sure fire way to turn new players away from the game, as well as some of their long-standing/returning players (My main was âbornâ in 2004) and spells a slow but certain death if not revisited PDQ.
Pay lip service to ânew player experienceâ then push them down a rigid route of ânull or nothing?â Not the strongest of business plans methinks.
Null fleet battles are sexy, and headling grabbing, we get it. Keep them happy, but donât do so whilst neglecting the core playerbase or that playerbase will lose interest and there wonât be enough subs left for the devs to maintain their love affair.
Do not take the silence of hi-sec player corps for weakness or ambivalence just because we dont have 5,000 alts in our corp multiboxing in a big battle.
The empty vessel makes the loudest sound.
can you guys please remove the stupid ass clouds from the pirate fw sites and gates, single handedly the most GARBAGE aspect you added to the effects, frame rate drops so hard the game becomes almost unplayable.
whoever thought that was a good idea needs a new job.
Null fleets are anything but sexy.
Report from Ahbazon: How pro players fight in TiDi
[â]Xiderpunx
Heh wish I could say it was, but the experience of the fight is the server can not cope and so it straight sucks. Sure we are winning, but the playing experience is beyond terrible. Modules donât activate, guns donât fire, broadcasts are broken, crashed to black screen and 40 minutes stuck on loading screen trying to get back in.[â]kerbaal
Pretty accurate; though you can solve a lot of the not activating problem by popping up the outstanding calls window and paying attention. I found the problem that I was having is that I would activate on the primary target, but the activation would take so long (3m sometimes!) that the target would die.However, once the target dies, the activation call is still waiting to complete. That activation will fail and you canât actually start a new one till it completes. So you have to pay attention and try to get the timing of when to skip a target because you will never activate in time, because that will prevent you from activating on the next one in time⌠etc.
Note: Could CCP add additional UI feedback - in TiDi only - indicating when a player action is likely to fail⌠or work? Or, put EVE into actual turn-based mode? Something⌠anything that might help reduce excess player clicks (client commands), which further backlog a server already backlogged with general housekeeping tasks by âtoo manyâ connected clients.