701

(1,455 replies, posted in General discussion)

This is how movement should be done.

I have alts in Alpha that drop TPs when I need them.   I had to invest time, money, blah blah.  In the future with lots of people, this would be easier to do.  People share the task.   It would require coordination, communication.

but instead, we dont need it because we have the  click-i-can-be-anywhere-anytime  method instead










Arga wrote:
Cassius wrote:

I suppose the same thoughts behind SpT should also be applied to mobile teles? because clearly they should not be used either, correct?

This is an excellent point.

There is already a timer on TP's, the initial charge time as well as a recharge between jumps, and a minimal distance between TPs.

If an FC wanted to take 30 minutes, risk a scarab or multiple sequars, to setup 10 tps and distribute 3 troops to each beacon, then drop in 30 troops in 3 minutes, that seems fair.

Being able to spark unlimited troops repeatedly, in comparison to TP's at least, is much more powerful.

702

(1,455 replies, posted in General discussion)

The day sparks came out, I knew the rules were broken and thought of 20 ways to abuse it. 

I had that thought in one single second.

I am shocked that it remains this way still.

You all defend it because you have warped ideas about what territory control is.

You have been smoking the pipe of easy logitstics now for some time.

Wait, you mean I dont have lol travel any more?

I can control everything with no effort?

I dont have to commit to a location?

You dont want it changed because it is easy mode, and well that is that I guess.



Why even bother playing? 




Cassius wrote:

Gunner, you are correct that with spark Teleport 20 people are able to control 10 outposts

So change the spark system because of that? Lol no. As you yourself point out, player population in the future will change the control. Your posts are bringing up far more basic issues with the game, and really they all point to the #1 issue. Population. All decent points. None of the decay in the game has its root causes in SpT, though. The population was shrinking long before it and Gamma were introduced.

Do you guys really think we at STC don't understand the factors that have lead to the current power structure within the game?

Lots of us love the game Gunner, not just you. On serious gameplay rules and balance, I never post politics I post with what I think will allow the game to grow.

Arga, I'm quoting EvE's system because other (not you) suggest it as an example (clone jump timers) why there should be a longer cooldown. EvE has the same issues, just on a larger scale.

703

(1,455 replies, posted in General discussion)

Imagine if beacons werent nerfed how badly the spark mission abuse would have continue to translate in to billions and billions of currency.

I think that is a good example most people who know about it can relate to.



Once sparking abuse translates in to omfg wth is going on we are 5,000 greenlight players that are quitting now, then people take it seriously?





One good thing so far though is a timer that starts if you undock.  I think Arga brought that up.  That allows people to keep the ridiculous mission gathering, that also allows people to manage inventory and whatnot.

So, if players commit to undock and do whatever, they are stuck there on island for an hour.

Wow, imagine the concept of actually staying in one place.  You guys dont even remember what it was like to actually have to travel.   So many concessions for the last few people playing.


sigh

704

(1,455 replies, posted in General discussion)

This problem will be magnified soon and only a few people can see that far ahead.



Ill use walls 1.0 as an example of assumption vs. reality.


We, always seem to have to show everyone why its broken.  I am not a beta tester.

nobody plays minecraft   ;P



For real though, that shi looks crazy

706

(1,455 replies, posted in General discussion)

I hear the bells of progress    \o/

707

(1,455 replies, posted in General discussion)

I think I'd rather keep this more on topic with Sparks and troops movement than getting in to Corp Dialogue mud slinging.

Arga and Celebro have some more well thought out things to say on the subject then I do, I think.

What Mongolia said too.




Truth is any threat to sparks is a threat to the broken thing about doing 7 missions instantly using the spark system.

That is where the real money is/was.  At least the beacons were balanced out of that nightmare it was starting to be.

708

(1,455 replies, posted in General discussion)

You never won anything.  You just moved in to a vacant lot.




Martha Stuart wrote:
Gunner wrote:

.

If you cant defend 12 stations day in and day out with 10 people, you have too many stations or not enough people.

We can defend them, you are the ones that are failing.  hence why we control 12 Beta outposts.  this whole thing is about making it easier for your 6 man corp to compete against a fleet.  Sorry, but a small nation shouldn't be able to take on the U.S. military.  You are trying to work the system so everyone else has to play the way you want.

709

(1,455 replies, posted in General discussion)

That is narrow and inaccurate.    The PvP stats and ability  of 62nd, <12>, WAR, speak for themselves, my friend.  You guys all know that. If we are on the field, there is a very good chance the people who are opposite our guns are dying.

You took a long long break and have returned to a ghost town which is easy to move in to.  You can try earning it next time. There are only a few people here that can say they worked for it, you are not one of them in this case, Zortarg.



Zortarg Calltar wrote:

i see only one thing. just like i have seen with other in the past year or so:
when ppl were once part of a powerfull coalition there was no problem. now their "power" is gone. and the once small alliance is now the "powerfull" force. i only see the ppl once used to power complaining and *** about some game mechanics that are absolotuly not a problem. and as you have pointed out yourself: the problem is the low population.
its not the spark teleport.
you just cant take a beta with your 4 ppl aianst 14. and thses 14 are th e big bad blob (from your point of view). you *** around and are looking for a skapegoat insted of admitting that you 4 ppl just simply cant beat the 14. and thats your problem. but you cant admit it so you *** about something else. as others have done before you.

this topic was senseless from the start and im done with it.

710

(1,455 replies, posted in General discussion)

"Only once"



The rope a dope, as Marta calls it, isnt a trick.

At points in the games future, which I can see clearly, there will be tactical decisions that have to be made to defend Beta thingy at this time or this Gamma thingy or this other thing.  You will have to make tactical decisions.

You guys just cant see the future of things here because you are used to such low activity.

In the future of the game, lets say with 25 player factions (gasp).  You may have to make a choice of just using forces in one area, not in 20 island with 10 guys.   Now, people are operating with 10  guys managing 20 island.

The only way to do that is to be everywhere anytime, with no restrictions.


There has to be a restriction to movement.   My force of 1000 players bouncing stations every 5 seconds four months from now, will be a testament of how crazy the whole concept is.


Its funny because once the very obvious problem is magnified x 1000 you all will say "hmm yeah this is kinda *** up"



I promise you will.

711

(1,455 replies, posted in General discussion)

Dev Zoom,


I am pointing out the logical conclusion that if decisions A B C D E F and G have lead us to where we are now, there is a very good chance that a lot of them worked against you.

How few people have to be subbed for you to reach that conclusion?

That is the denial I am trying to bring to light.

I love this game.  I must be in a tiny tiny minority though.  The statistics dont lie.





DEV Zoom wrote:
Gunner wrote:

==== Tactic A

I lure your blob to location A and trick you all to flag up.

You are stuck there for 30 minutes.

I hit location B.

just won EVE

You are so afraid of this simple tactic and this is the tactic that Zoom cant even wrap his head around that he tells us that he just doesnt understand.

Yes, that tactic might work for the first time. After that it will just cripple the gameplay without any advantage to it.

Gunner wrote:

This game is crippled and the quantity of people remaining is an insignificant number.  There are zero people playing right now, imo.

At what amount of subs does the game hit rock bottom?

The remaining players are in denial.  The game isnt dead, but all the decisions that were made in the last two years has lead us to this point, therefore I conclude that some of them are very wrong ones.

You just attributed the demise of the game to a mechanic which 95% of our players don't even reach in the first place.

712

(1,455 replies, posted in General discussion)

You are 100% correct.

We can operate in small groups because we are not wrapped around one FC.  You guys are afraid to do that.  You only have two players remotely capable of operating the way we operate.






Martha Stuart wrote:

They scenario that they want is the gank or the ropeadope.  For example:  hypothetically, lets say 2 62nd toons go to Uria.  They start some *** or in some other fashion make us think that there will actually be a fight there.   We jump in, ready to defend.  The two 62nd players disengage at Uria and run for it.  After the defense force has jumped into Uria, the real attack begins.  The main 62nd fleet then attacks the real target.  Be it a SAP, miner, whatever.  But the real attack wasn't Uria, it was at Dana.  The attack at Uria was just a feint to get the fleet to jump and strand themselves at Uria, so the main attack can then have free reign for as long as the cool down timer lasts, with no threat of a defense fleet showing up.  The only reason people want this is because they don't want to actually fight someone who might beat them or inflict major casualties. 

They want to be able to kill some mission runners, ratters, haulers, without having to fight off a possible overwhelming counter-attack.  This is the only reason you would want a mechanic like this.  In effect, they are trying to level the playing field against superior numbers, because they are at a major numerical disadvantage.  They know they can't field the fleet we can, so they will most likely lose completely in a stand up fight.  Hence why they want to gank with no threat of someone showing up to shoot them.  There is no other reason to add a cool down timer, besides not wanting to actually fight.

713

(1,455 replies, posted in General discussion)

The cooldown is based on the PvP flag conclusion.

You can't spark if you have committed a hostile act for xx minutes, even 30 is reasonable.

Simple.


I am not even that interested in removing spark for non pvp situations.


==== Tactic A

I lure your blob to location A and trick you all to flag up.

You are stuck there for 30 minutes.

I hit location B.

just won EVE

You are so afraid of this simple tactic and this is the tactic that Zoom cant even wrap his head around that he tells us that he just doesnt understand.


=====

If you use the superblob tactic, I use it against you.

If you cant defend 12 stations day in and day out with 10 people, you have too many stations or not enough people.

This game is crippled and the quantity of people remaining is an insignificant number.  There are zero people playing right now, imo.

At what amount of subs does the game hit rock bottom?

The remaining players are in denial.  The game isnt dead, but all the decisions that were made in the last two years has lead us to this point, therefore I conclude that some of them are very wrong ones.



Zortarg Calltar wrote:

stuff.

714

(1,455 replies, posted in General discussion)

The game isnt large at all because you can be everywhere with a click.

It may as well just be one piece of land with all the stations in the center, because that is actually what it is when you can move to them in a seconds, then back and forth.

its tiny

715

(1,455 replies, posted in General discussion)

WE KNOW YOU DONT UNDERSTAND, that is the problem



PvP is like chess, you have to see 20 moves ahead and you dont see the FIRST move.



DEV Zoom wrote:

If this is the problem then I don't understand how a cooldown would help, since you would get the timer AFTER you've already teleported there and contributed to whatever PvP defense necessary.

The issue with transport assignments should be solved with the new system, that one doesn't require a spark teleport change.

716

(1,455 replies, posted in General discussion)

EVE reduces 24 hour timer to 19 hours


"For Odyssey 1.1 we are adding a skill - Informorph Synchronizing - which will lower the time between jumping clones by one hour per level."


-----    After years of staying at 1 day, they drop it down to a more reasonable 19 hours (with level 5 trained)


I think you guys get the point here.




https://forums.eveonline.com/default.as … ost3447832

717

(7 replies, posted in Q & A)

i pick Collusion

Homer J Simpson wrote:

For just $10 a Month you to can feed a Hungarian Dev! tongue


“The simplest acts of kindness are by far more powerful then a thousand heads bowing in prayer.”


^

$10.00/month   -   Skill Points come in at 100%     - 10 sparks cap
$5.00/month         50%   - 5 sparks caps

Free  - skills points don't increase, maybe one or two other debuffs, maybe only 1 spark

New accounts, 2 weeks free play and free 100% training, ie Steam new players and other new players.

Cosmetic stuff - add in cosmetic things like skins/paint.   Mechwarrior Online is making bank off paint colors and patterns etc.   I know that may not even fit in with this game engine, but I would buy some cool paints for my bots in a second.



Steam players are all focused on free to play model these days, even though I am not a big fan of it, I think it will be the only thing that saves this game.





The current payment model has failed, in my opinion.

I consider the number of people playing and subbed now @    0%

720

(13 replies, posted in General discussion)

skyways, like warpgates in eve

something

721

(9 replies, posted in General discussion)

lol firefall

722

(13 replies, posted in General discussion)

If cheap little cars were made in Hungary, would they be Hungo's?

723

(1,455 replies, posted in General discussion)

I can be everywhere anytime I want.

I win EVE

724

(1,455 replies, posted in General discussion)

so, when you guys start to see gangs of 200+ people after greenlight instantly moving from island to island and station to station, you guys will start to get it


All the -1 here in thread are people just abusing the mechanic for missions, logistics, pvp protection


"easy moders"

725

(1,455 replies, posted in General discussion)

EVE has 24 hour timers on clone hopping and this game as 0 second timers and you can place 10 clones.

EVE had it right from the start.


There is still a kill yourself to medical clone option, but really..

It's ridiculous and it is the way it is because of concessions to players.

I can be anywhere I need to be with eight account and 10 locations each.


It needs to be fixed, somehow.

The 10 people left that are playing this game just abuse the mechanic for missions and PvP related moving etc.


fix it


thx





I would be happy with 1 hour, even a half hour.      or    PvP = 30 minute wait




anything ---