+1 Stop making simple, good suggestions, I need to rage at something sad((

+1 Nothing else to say smile

403

(217 replies, posted in General discussion)

Balfizar wrote:

I wouldn't really per say that 62nd likes knocking down sand castles. We do enjoy good fights and roaming not interested in owning the whole game and saying I win like some other groups that have Ben actively trying to do this since launch.

I don't mean it in a bad way smile But for example Squid enjoy good fights and don't want to own everything, but we have a different play style to 62nd I would say. Maybe defensive and offensive would be better words, but the point still stands, without defenders, what's the point of attackers?

404

(24 replies, posted in Feature discussion and requests)

Heres continents for you. Your mining / farming ops can't be scouted, and no one wants to guard you with a squad everyday, so you mine / farm a few times and get ganked. You say f this and stop mining / farming there. Then :elitepvp: guys come on the forums and say wtf devs theres nothing to shoot at, its too easy for them to get away, etc, etc, and want security knocked down even further.

Or option B as someone just pointed out to me, Large Corps run 10 Detector alts along any borders or whatever.

The point is you can't just think about what you think is cool, you have to be realistic about how other players will actually play, which is almost always NOT how you want them to.

To be fair if we're talking about POSes and Terraforming, etc as part of this so you can somewhat defend yourselves then fine, but as the game is now, I really hope not.

405

(217 replies, posted in General discussion)

I see your point Arga, but my argument is essentially that there are two kinds of corp in an environment like beta in this game (most are actually a mix of the two but lean one way or the other). You have those that want to build sandcastles, and those that want to knock them down. Both need the other to make the game interesting, but if gameplay ends up favouring one over the other too much, one side will end up leaving, and when they leave, most of the purpose for the other side disappears too.

I would say 62nd lean towards knocking down sandcastles smile and I understand what they like about this system and don't think it all needs to be junked necessarily,  but I see from the other side that those who want to build their sandcastles feel like they got screwed and the game doesn't regard their playstyle as important, and if the game doesn't want those players, why should they stay? And if they don't stay who do you shoot?

Edit: I don't have any issues with more corps on beta, I would welcome it, but heres the thing, outposts are now easy to attack but hard to hold. You think a small new corp would hold an OP at any decent stability when ppl can get loot from hitting their SAPs?

406

(24 replies, posted in Feature discussion and requests)

Egil wrote:

It's time that Nia finally becomes a continent.
It's easy..just make all water between the islands land instead. And maybe this new land could be misty/radiated with high penalties to detection. No need for advanced terrain..just make it flat like a radiated desert.
I know this sounds like a quick fix..but I'm so sick of chokepoints. :-)

I know this has been posted about before, and I know the devs might even be working on it.
But what harm does another small topic do? ;-)

One day someone will understand that no security on beta = no industry on beta = No one on beta but roamers = Some kind of :elitepvp: arena, which kills the rest of beta gameplay, and tbh I can go play Team Fortress or something for that kind of PvP.

407

(217 replies, posted in General discussion)

Egil wrote:

It's all working as intended. If the big lazy alliances leave the game. We won't miss them.
The devs are clear with this patch. They don't want big stomping alliances owning beta! Intrusion 2.0 is all centered around corps spread across Nia. THIS is the game I want to play.

I even think that there should be a high penalty for one corp owning more stability than for example 140. So a bigger corp can't just stomp a smaller one out of their outpost.
In my eyes these are exciting changes. We'll see in the coming weeks how it plays out.


Aren't we all allowed to have fun in this game however we choose to play? Is it not possible to have good stuff for small gang PvP without making it mind numbingly boring / rage inducing for others?

I see the good points of this patch for the smaller PvP focused corps, but if you guys can't see some of the issues we're talking about, I think you're either a) Deliberately ignoring it or b) Think that your way is the only right way to play the game.

Also where are these Alpha corps who want outposts? I see the same names on them all so far

408

(217 replies, posted in General discussion)

Mara Kaid Pirate of Nia wrote:

As a side note: I'd also like to know here if anyone besides war and 62nd has gone to fight a force at an intrusion sap. If anyone has any thoughts about that. Frankly I'm glad to see the larger alliances already complaining they have to hold their saps, because the harder it is, the more they are kept in check from controlling multiple lands.

When you use eve as an example we have to also remember the large areas of space that were just left empty because it was so easy to go on the offensive.

I'd quite like to go fight at a SAP but after two-three hrs of sitting on our own SAPs, I really can't be bothered sad

The fact is we want to hold our beta stations, so we do it, but there's a limit to how long ppl will want to do it for, and tbh no defenders = no fights if you attack.

409

(217 replies, posted in General discussion)

DEV Zoom wrote:

The difference between the time to complete a SAP and the time it's open might be too big, we're considering that.

There is one simple rule here to keep in mind: the shorter the time until a SAP is open (or the more time it needs to complete), the more advantage we give to defenders, and/or the more people are needed to complete it.

But honestly I see some old mindsets applied to the new system, which won't work. If you are not able to show up every 2-4 hours at one of your SAPs, chances are you own more outposts than you can handle. This works as intended and it pretty much regulates itself. Yes, the current low population means that the majority of the corporations will only be able to hold one outpost. If you are able to see this objectively, there is nothing wrong with it.

I also feel like some of you think there is stability 100 and nothing else. Stability 100 is not something we intended to be commonplace, if one corporation can reach it, it means they achieved total domination in the area. Which is exactly what Intrusion 2.0 was designed for.

"Clockwork intrusions" are in no way enforced. Both defenders and attackers make their own choice to play the game like that, it's their decision to desperately win each and every intrusion, if they really feel this is needed for their goals.

Tbh its a bad design and you should think about how players actually play your game, not the way you wish they would. "Clockwork Intrusions" are effectively enforced, since low stability Outposts are fairly useless. The likely outcome is one or two corps have high stability and other SAPs are farmed for loot, which means scanning stations and going there at the right time, not living there (Since Alpha 2 facilities are superior to low stability beta outposts)

Having no advantage for defenders is a bad idea because it takes no account of the effort they put in to take and secure an Island in the first place, when with minimal effort, 5 guys in EWars can keep dropping SAPs while you sleep. A territorial warfare system that's based around not fighting is bad. And in case you think it's a population issue, look at Eve, players go to alliances that play in their Time Zone, no one has 24hr coverage unless they're part of a huge coalition, which I would guess you guys don't want since Alliance features aren't implemented despite the fact that 90% of beta dwellers are in alliances.

@ Mara - Controlling one Island is a pain in the *** with SAPs every few hours, also remember timers are closer because they were all started at the same time recently, expect to see more divergence in SAP times within the next week.

410

(217 replies, posted in General discussion)

From the point of view of station owners, the whole system is just a giant pain in the *** tbh. You have to guard SAPs for an hour each, so 4 hours total on Alsbale for example. As scanning stations is so easy and the scans are so accurate, everyone knows the timers, which means as the defender you have to know the timer, which means another boring (but quick) task to be done. I'd also suggest you give up on "random" timers all together, I mean seriously, Eve went through all these terrible systems, and eventually settled for the least bad option of giving some control of timers to the defender.

The talk from the Devs was about living on your Island, but that's not enough, you have to live on your SAP for that hour as they are so quick to complete.

Tbh I'm not gonna take another week of calling multiple gangs daily to sit on SAPs for an hour, especially when as far as I can tell, Destructive SAPs for example are basically undefendable from a gang of roughly the same size.

Basically the benefits are not that great, take far too much effort to obtain and defend, and a gang of 3 Ewars can make your hours of SAP guarding worthless when you go to bed.

I'm all for improving small gang PvP, but tying it in to a crazy Territorial Warfare / Loot Pinata system is not the way to do it.

411

(65 replies, posted in Balancing)

I would say in a lot of cases of imbalance, the problem is the way bonuses stack up in certain focused builds. In my opinion, stacking penalties would be something worth looking at. In many cases, nerfing the module is a bad option, because you end up with something that's only worth using if you have 3 of them fitted, or not even worth using at all. Stacking penalties allow for modules to be powerful individually without having to worry so much about fitting multiples being overpowered. There are a lot of games out there that use a stacking penalty / soft cap to deal with exactly these kinds of problems, and in my experience they seem to work reasonably well.

412

(35 replies, posted in General discussion)

Scyylla wrote:
Jetblack wrote:

i suspect the new intrusion system will force a major change in life on beta's.. where before corps/alliances fought for survival... it will now force these people to actively defend or leave beta's... the demand for actively assembling defence forces 3-4 times a day inall probability outside their normal gaming hours to defend a sap for a yet still a pointless outpost... will be too high given the very low population of beta inhabitants.

Beta's will effectively become a roaming culture only.

time to cry

Remember that works both ways. Will an outpost holding enemy be able to constantly attack an opposing forces SAP's? What I see this Int 2.0 causing is a reduction in the blob warefare as a whole. It encourages small scale pvp on an almost constant basis. A very good thing.

I can only think of one group that has the stockpiles to constantly attack enemy SAPs, I hear small gang warfare's not really their thing though sad

413

(35 replies, posted in General discussion)

Personally I quite like the idea of constant PvP, but the problem is that constant PvP means lack of opportunity to do Indy / Carebear stuff on Beta, which means those guys won't be on beta, which means your corp is not really living there. If you're not really living there why own an outpost? Especially since you need 60% stability to get the same facilities as an Alpha 2 station. I would say messing with other peoples outposts looks a lot more fun under the new system than holding your own.

The alternative of course is that no one really cares, and SAPs become free loot sources, but I'd argue that's not exactly ideal either.

414

(35 replies, posted in General discussion)

Fair enough, I may of course be completely wrong about Intrusion 2.0, however, I doubt it.

415

(35 replies, posted in General discussion)

Very underwhelming patch tbh. Some decent small changes, some not so much, and Intrusion 2.0. I'm aware that devs speak to some "players", but you should really consider talking to those few that actually still play.

Well yeah Syndic it will promote playing the game, it will promote everyone logging on and sitting on their own SAPs until they feel their outpost is secure. Plus don't forget there is a four day period where no SAPs can be taken and Beta Outposts become Alpha 1 Terminals in terms of production

DEV Zoom wrote:

Anni is right.

And the decision for 5% was made to give enough time to react for those who have assets at any outpost, since with 50% you can already close them.


Well there are already 4 days for people to get stuff out, etc. Plus there's been plenty of warning this is happening. Also there are plenty of numbers between 5 and 50 that would give something to owning corps without locking anyone out.

I think this system is an improvement on the old one, that said, I do have two issues with it.

1) Defenders can't take their own SAP. So if no one attacks, we still have to sit and protect a SAP for one hr, and I assume we will have to sit there, as the blog says SAPs are now easier to complete, so an active hacking SAP will take what? 5-10mins? SAP loot seems to be something thrown in there to make up for this.

2) Starting at 5% Stability. I'm particularly annoyed about this one, because we only fought an intrusion for Fort Douglas Outpost a few days ago, which was outside of our Time Zone, and cost us in NIC and Materials. The following day, we get this blog which basically says, we could've just ignored the intrusion, taken one SAP under the new system, and have the station at 5% stability anyway. This is basically a reset of the ownership of all stations, which makes all Intrusions up till now pointless.

419

(84 replies, posted in General discussion)

Not quite sure about destructible upgrades, but certainly destructible something. NIC sink, conflict driver, etc. All good stuff.

420

(24 replies, posted in Feature discussion and requests)

Fix Killmails pls, explosion dmg, EWar, not appearing if you didn't shoot the target in the last 10secs or whatever, etc, etc.

Bumping this thread to say yes pls. And while we're at it why not give us sub squads so we can have different Nexus mods running for different groups in the squad, and a broadcast sytem for targets, reps, etc, and a visual indicator on the squad leader on the terrain display, and generally lots of stuff to make squads less of a pain in the arse.

I refuse to play this game anymore until I can buy a monacle for $70. Sort it out Devs

0110011100001111001010001 wrote:

I see both styles of play being obtained in a large world.

Eve fits as a great example.  If your looking for your own slice of heaven you can go out into 0.0 and find it.
If your looking for those "hot spots" for some interesting small, unpredictable PVP encounters, go to one of the many KNOWN low sec hot spots.  If your looking for blob v blob then go join one of the massive alliances in any one of the four corners of the world.

In this case bigger IS better...in nearly every way.

Exactly my opinion on this

424

(50 replies, posted in Balancing)

I would guess that the random spawns were a deliberate nerf to kernel farming, and at least in theory I support that idea, the problem is there are very few new players, so you have the old corps with full research and the newer corps who have a much harder time to get that research and have to compete against the old corps because there is NO ONE ELSE to fight. I believe the devs were surprised at how quickly research was completed and changed thing to slow it down (drop rate nerf, etc), this would be fine in a growing game with corps and players of various ages, but sucks with the game how it is. However it would probably be a bad idea for the devs to balance the game around the 200ish players that are actually playing, they do have to think long term and try to balance the speed of gaining research from now on.

I don't think anyone can seriously argue this has decreased the "fun" of farming, its just a (probably intentional) nerf to the speed of gaining kernels.

425

(118 replies, posted in Balancing)

tl:dr Hunter doesn't understand anything about balancing, believes Heavy Mechs should be an I win button and thinks new players should preferably be banned from beta or if not should immediately blow up if he looks at them funny.