1

(23 replies, posted in Balancing)

Every fit Lemon runs gets nerfed. They should honestly hire him for QA wink

2

(106 replies, posted in Balancing)

Yeah, treat people with respect, don't get stabbed in the back, pretty hard to figure out. roll

3

(21 replies, posted in General discussion)

I did.

My first post should have told you that. I may not care too much about the matter under discussion, but terrible arguing bothers me a lot, especially when it comes from people I agree with. Several guys ganging up to try to drown Smokey out with nothing but white noise does nothing to help the discussion, and reduces the tone of the forum enough to impact on future discussions too. Between all of you you could have come up with something of substance to argue against him. At least you have this morning. If only you could have kept your post to those points it would have done so much more for your case.

Instead you keep including all this irrelevant crap that just makes you look as though you're clutching at straws. Plus taking the time to focus on tiny irrelevant details makes it look like your position is so weak you can't afford to let anything go, even if it's offtopic. Lastly, as I mentioned yesterday, when you selectively quote so that you can misinterpret someone and argue with the misinterpretation, anyone with two or more brain cells to rub together automatically thinks that you tried to come up with something to counter what was actually said and simply have nothing.

The difference of course being that we both know I can go through your posts and point out several examples of each, while you're just hurling mud and hoping it will stick. You could stretch my disdain for your lack of coherence into ad hominem I suppose.

I'm honestly not even sure why you persist Rodger. At least this time you managed to include two actual points in your half page, dozen quote post alongside the random irrelevancies, strawmen, ad hominem attacks, and avoidances.

7

(21 replies, posted in General discussion)

Doh tongue Time for a new alt!

Anyway, for Slugys: I would suggest you put a few in advanced robotics and improved armor repair, add an erp (look under engineering on the market) and some repair tunings. As a blue pilot it's not too difficult to reach a point where you can repair 2 damage for 1 ap on small repairers. With the correct erp you can then run as many repairers as you need to, permanently. Today I was running 3 to farm blue bots since they put out quite a bit of damage. I wouldn't suggest hitting blue bots though, go for green. Hardeners don't work very well in such a setup, since they actually cost ap to run, unlike the repairers*. They'll be useful again once you get into a mesmer or kain mk2, since once you have 3 repairers running, the hardener provides more benefit to your armor bar than another repairer would. As your extensions improve it is actually possible to reach a point where you can run medium repairers like this too, at least as blue. Not sure for the others, but it's doubtful. Fitting tool tells me that one day I'll be able to repair about 3-3.5k of any type of damage every second without touching my accumulator big_smile Oh, and don't use medium guns on small targets. Ignore the bot bonus.

If you prefer to use the assault, throw on 5 guns, a repairer, maybe a sensor amp or two, and any weapon tunings you can fit. Then just try to keep too many of them from locking you at once. You'll kill faster but spend more time running around, locking targets, repairing and recharging. It's probably more efficient since you'll save a bit on ammo costs. Although you lose some of the fun factor when people walk past and pause for a moment to watch you tanking a whole spawn.

With high enough fitting skills you can farm tank style in an assault too. You'll still lose some damage from fitting repairer tunings instead of weapon tunings (although if you needed sensor amps when kiting you're not losing anything here since you don't need them for tanking), but less than you lose in the mech. There's also less room for repairers, but it won't be a big deal if you're farming targets with weak damage against you.

*Hardeners can be useful if you're super lazy like me, as a sort of 'half repairer'. If the mobs aren't putting out enough damage to keep your accumulator high enough to permanently run a second or third repairer, but they're outdamaging the first one or two repairers, swapping that second or third repairer for a hardener may even it out so you don't have to bother turning that repper on and off according to your current needs. You can just leave the first repper (or two) and the hardener running permanently.

8

(21 replies, posted in General discussion)

I never have to walk away to recharge in the mech, that's actually the main reason it's better. I just stand there and tank them forever. It's a lot faster than kiting when you do it that way, since your next target is always locked and in range. I only kite when I'm farming mechs, since they use so much ewar if you let them in range.

I'm an alt. I enjoy these kinds of discussions and often find myself not on the party line. Rather than alienate my corp and allies, I try for anonymity.

I was just making a tea and it occured to me that selling epriton, while a risk, could potentially pay off quite well for the largest corps. No one who needs to buy epriton is going to threaten them, so they're really just destabilising their potential enemies by arming their enemies, at no net cost to themselves. Yes, there are issues with being publicly tied to it if discovered, and of course you can't sell on the open market because you have no control over who is buying, but it's there, so I was definitely wrong on that. My stupidity tongue

No, I'm pretty sure I covered selling military resources potential rivals have no access to under the 'stupidity' section.

Yeah that's what I said Norrdec, bad corps and stupid people. Not the most reliable sources. Certainly not enough to go to war over an outpost with anyone who controls an outpost. Still, you can always run through the gate and log out of sight of the guard to come back later and steal some epri. Or kill the guard and do the same. As I said, I'm mostly just concerned that almost every change seems to increase the barrier to entry. This one in particular doesn't bother me, again, like I said, just using it as an example.

Awww, the numbers I was talking about were the numbers of players who are active in null sec vs the number of players who are active in high sec on eve. Nor is eve the only game where such studies have been done. Not even the only market sector. You're still arguing with the strawman anyway.

Let's see, good corps will watch their gates. Whether any corps turn out to be good is another question. Recycling won't provide epriton based commodities. Selling a useful military resource you have a monopoly on is stupid. Where do you suggest alpha players will be getting mechs from? Taking advantage of stupid people and bad corps? At least now they're able to get a 'negligible' amount of them. Take that away and they will need to implement other changes to increase the flow of epriton to alpha if they want to increase the number of people pvping, as I mentioned. In fact, I think they already need to.

Annnd way to miss the point on your little dictionary search there. Thanks for the support though.

@Rodger

Australians speak English. Australian English if you like. His argument has been better than yours, signed, someone who disagrees with his argument. I can't wait either. Yes, I noticed, as I mentioned, did you read what you quoted, or only the section you're currently quoting? None of those changes will affect the flow of epriton to alpha. No, it doesn't, it promotes reduced pvp, as I mentioned in the very sentence you decided to quote two words out of. He has the numbers, anyone who has thought about it and researched it a little bit has also seen the numbers, most people don't like pvp, I do. You already quoted the section referring to this, why don't you go read it again.

Rodger Wilcoe wrote:

plethora of other

There is no plethora! See, I can argue with the strawman by selectively quoting too. Go me, now everyone knows I'm right. Plethoras don't even exist!

@Norrdec

It's a valid point, I'd counter with the fact that ninja mining is pretty easy right now, I'd expect that to stop as things progress. I may be wrong, but it's not something I'd leave to chance, especially when the rational decision is to avoid selling it no matter how you obtain it. If you want pvp activity, you need people who can pvp competitively. Guys who can't build decent mods, mechs, or heavies are not exactly going to be taking over half the map. You want people to get involved, they need to be able to do it on a reasonably level playing field.

Sorry, that was a bit of an attack, but I don't really know what else to say to you when you discuss percentages as totals. Most of his posts have provided something of substance to back up his argument, although I notice a dev has gone through and edited a few, so perhaps they were also full of pointless attacks at first. Most of the counterposts have had very little of substance and have involved things peripheral to the discussion, complete misinterpretations of his words, ad hominem attacks, and all the other goodies that make an argument look really weak.

That said, I don't think that removing safe alpha access to high level commodities is a big deal, assuming a few other changes are in the works regarding the market and/or gatewatchers. Epriton monopolies on beta are fine, provided there are means and motivation for alpha players to obtain reasonable quantities of it as well (which won't be the case if things are left as they stand and the population grows, but I trust the devs understand that).

There's a big rift on this forum between people who think increasing incentives will increase pvp activity, people who think lowering barriers to entry will increase pvp activity, and people who just don't want to be treated as second class citizens because they don't like pvp. Sadly, Jack is correct in saying that the majority of the playerbase falls into category three, even though the majority of forum posters fall into category one or two.

That aside however, I fall between category one and two. I think you need incentives, but you also need to keep entry barriers low. The problem I'm seeing is that more incentives are being provided but most of them are also raising the barriers to entry. Net change in pvp activity? Zero. Less activity actually if the barriers are already high, it's not going to be linear.

This is a good example. What happens when corps are big enough to guard their gates permanently? You said it yourself, we already stand at a point where no one wants to sell their epriton or epriton based commodities to alpha players. In the future, permanent gate guards and response teams along with no high level commodities from recycling means the only people who can compete are the ones who the incentives mean nothing to, they have already obtained those incentives.

70% of 10 is not very much compared to 7% of 1000. Now I'm hoping that you're just pushing an agenda, otherwise I would lose what little faith in the human ability to reason I have left.

I don't see him changing his opinions. I see him pointing out that it's not a huge amount of espitium, but something is better than nothing. Why is that difficult to understand? Seriously, I'm starting to get just a little bit suspicious that you guys might be pushing an agenda rather than discussing it rationally.

Rodger Wilcoe wrote:
Mammoth wrote:

Seems like people aren't even reading what smokey says.

Rather hard when he keeps changing his stance. One moment his concern is that new players will be at a disadvantage, then suddenly shifts to it impacting older players like himself with 300k+ EP. I also had to laugh when you said coherent, are we talking about the same person?

IDK, maybe english isn't your primary language. To me it was extremely obvious that he was highlighting the fact that if someone with 300k EP gets so little espitium, someone with 40k is going to get even less. I guess if you somehow missed that (as I said, perhaps you're not a native english speaker), it would be a bit difficult to find anyone coherent so long as that's the language being used.

Besides which, I don't quite understand how someone discussing a new point could possibly impact your ability to read what they're saying. Really? It's hard to read what he says because he said something different?

Seems like people aren't even reading what smokey says. I would have lost my temper long ago. He makes a coherent post, someone responds with a bunch of insults, he sifts through to find anything of substance to rebut, someone else responds with a bunch of insults and a little chestbeating. It doesn't do your argument any favours when you don't actually have anything to say to him.

Personally, I don't agree with him, but the more you guys derail with the ad hominem and irrelevancies about how some guys he knows make money etc, the more I try to find reasons to. roll

19

(31 replies, posted in General discussion)

I don't know about that Arga. ATM there are advantages to letting neutrals use your territory (not that anyone has realised or is taking advantage of that, but it's beside the point). Post changes, if you're anywhere near someones outpost, you're automatically a hostile (again, this is currently the case, but through player behaviour, not game mechanics).

20

(31 replies, posted in General discussion)

Well they already provide a massive logistical advantage, and it's growing, along with some minor tactical advantages being added. Any further additions are going to result in 'no one cares to fight you for it because the only people that can already have one'. In fact, I'm inclined to think that's already the case.

It strikes me that perhaps some more incentive to holding more than one outpost would be a good idea though. Particularly with these incoming changes increasing the difficulty of doing so.

21

(31 replies, posted in General discussion)

Grim Faust wrote:

They need to buff up the perks to owning an OP or being on beta so that people actually want one.

How many outposts have no owner right now? Looks like people want them to me. Now they'll have to live there if they want to hold them too. Plus:

"getting paid when other groups use the outpost"
"block other corporations from entering"
"high discounts for services"
"maximum relation benefits"
"lock the Outpost docking mechanism"
"Aura-type bonuses"

On top of higher level facilities plus fast access to epriton, t4-5 kernels, higher level decoders from ratting and better artifact sites. There's a long list of advantages to outpost ownership. If you can't figure out a way to use them effectively that's not the games fault.

There needs to be a balance between enough incentive to take one, and so much incentive that you can't take one unless you have one.

22

(106 replies, posted in News and information)

Looks awesome.

The only problem I can think of is that getting sniped will happen and it will be annoying too with a 50% starting stability adding ~3 days to the capture time. Perhaps lower starting stability a bit and add a few levels of NIC investment? That way if you're confident you can hold it you can throw a bunch of NIC at it to get a decent stability, but if you just sniped it from the middle of a massive fight you had no business being involved in you don't screw the real winners too badly unless you have more money than sense.

Overall though, the concept is excellent, and you can play with the specific numbers anytime.

Purgatory wrote:

Why else? How about because one guy does balancing and people are prone to make mistakes?

They need to nerf blue mechs being faster than all the others, speed and range are the two important factors in this game. Blue mechs had the best speed to make up for less range. They no longer need to be faster.

So say 'I think shortening the range was a mistake and has led to an imbalance' rather than 'b-b-b-but you said missiles would be medium range'. It's hard to get a productive discussion going if you base it on information that is months out of date.

If you feel green mechs are not strong enough, and can provide some reasoning for that, say so. If you feel green mechs are not strong enough because a few months ago someone may have said they would be stronger, there's not really much to talk about is there? Obviously as they've watched the game, the LOS advantage of missiles has stood out to them as being stronger than they originally expected, and they're working to counteract it.

Personally I think the 'things devs actually said' to 'things players infer devs were trying to say' ratio tends to be very poor in most games anyway, so the least you could do is provide a quote if you really want to argue your case that way.

Purgatory wrote:

Trolling is against the forum rules. Could a moderator please remove mammoths consecutive trolling posts?

Sorry, I'm just repeating what you and Dan said. 'It should be this way, I remember hearing that once'. You called it trolling, not me smile

With the implication of course being 'situations never change, knowledge never grows'.

Your memory may be correct, and at that moment in time, they did want missiles to be the midrange choice, but right now, they've decided balance is better served by having missiles as the short range choice. Why else would they shorten the range?

Only they're not the short range choice, because they can shoot 750m without hitting a hump in the ground, but that's beside the point. I was simply highlighting the speciousness of the entire argument.

Also, green needs an accum nerf.