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Next development cycle?

First post
Author
Sgt Ocker
What Corp is it
#141 - 2017-02-01 04:55:35 UTC
Ima Wreckyou wrote:
Rain6637 wrote:
Right now I'm just curious to know whether alpha clones have panned out financially. I've let one or two subs lapse and the difference is probably the reduced sting of still being able to log in. Fanfest has to be filled with something but otherwise I'm okay with development related to monetization.

That and that the SP are no longer only obtainable by time but could theoretically be purchased if needed. So you don't really lose something if your sub lapses.

Yeah it would be interesting if this actually worked out or if it was all one big idiotic move driven by the fear of some aging upper management to miss the boat on some over-hyped business model.

You do understand you have to pay a subscription to apply the SP your going to buy, unless your applying it to Alpha skills.

Also once you get over 80mil SP buying Injectors to skill up is a very expensive exercise. At the current price of 630 mil per injector your looking at approximately 1.9 bil + a plex for a week of skill training.

It really is cheaper to keep your account subbed if you want to train it.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Ima Wreckyou
The Conference Elite
CODE.
#142 - 2017-02-01 05:25:48 UTC
Sgt Ocker wrote:
Ima Wreckyou wrote:
Rain6637 wrote:
Right now I'm just curious to know whether alpha clones have panned out financially. I've let one or two subs lapse and the difference is probably the reduced sting of still being able to log in. Fanfest has to be filled with something but otherwise I'm okay with development related to monetization.

That and that the SP are no longer only obtainable by time but could theoretically be purchased if needed. So you don't really lose something if your sub lapses.

Yeah it would be interesting if this actually worked out or if it was all one big idiotic move driven by the fear of some aging upper management to miss the boat on some over-hyped business model.

You do understand you have to pay a subscription to apply the SP your going to buy, unless your applying it to Alpha skills.

Also once you get over 80mil SP buying Injectors to skill up is a very expensive exercise. At the current price of 630 mil per injector your looking at approximately 1.9 bil + a plex for a week of skill training.

It really is cheaper to keep your account subbed if you want to train it.

Yes, it is absolutely clear to me how all of this works. It is still a difference if something can possibly be purchased no matter how inflated the price is or if it is only obtainable by the amount of time you are subbed. It does not depend on the amount you get for the ISK, just the psychological effect of the possibility is enough to make the difference.
mkint
#143 - 2017-02-01 07:11:10 UTC
Ima Wreckyou wrote:
Sgt Ocker wrote:
Ima Wreckyou wrote:
Rain6637 wrote:
Right now I'm just curious to know whether alpha clones have panned out financially. I've let one or two subs lapse and the difference is probably the reduced sting of still being able to log in. Fanfest has to be filled with something but otherwise I'm okay with development related to monetization.

That and that the SP are no longer only obtainable by time but could theoretically be purchased if needed. So you don't really lose something if your sub lapses.

Yeah it would be interesting if this actually worked out or if it was all one big idiotic move driven by the fear of some aging upper management to miss the boat on some over-hyped business model.

You do understand you have to pay a subscription to apply the SP your going to buy, unless your applying it to Alpha skills.

Also once you get over 80mil SP buying Injectors to skill up is a very expensive exercise. At the current price of 630 mil per injector your looking at approximately 1.9 bil + a plex for a week of skill training.

It really is cheaper to keep your account subbed if you want to train it.

Yes, it is absolutely clear to me how all of this works. It is still a difference if something can possibly be purchased no matter how inflated the price is or if it is only obtainable by the amount of time you are subbed. It does not depend on the amount you get for the ISK, just the psychological effect of the possibility is enough to make the difference.

What makes you think CCP cares about the isk value of SP? SP has a $ value which is far more interesting. The $ value of that SP is far more than the $ value of a sub (CCP gets paid twice for the same amount of SP.) I don't think the availability of injectors could possibly cause any lost revenue (unless there are mass protests and boycotts nobody's talking about), but the opposite is far more likely... that new Omegas spend the extra $ for SP. I am interested in revenue questions though.. how many omegas went alpha, how many new alphas went omega, how many old subs went omega, how many old trials went omega, what has been the retention rates for new omegas and returning omegas, what have been the conversion rates for new alphas, how much $ are new omegas spending on average.

Not sure what any of this has to do with the disappointing sparse and/or tight lipped development cycle, but yeah, it would be interesting data.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Salvos Rhoska
#144 - 2017-02-01 09:07:42 UTC  |  Edited by: Salvos Rhoska
Alpha/Omegas have almost certainly been good for CCPs bottomline.

Players that did not sub before when their trial expired, are now more likely to eventually sub as they are retained as Alphas indefinitely, and also more likely to buy PLEX to fund an Alpha account (even without subbing).

Customer retention is the single most important element of marketing.
Alphas mean players are retained, rather than thrown out on the street after trial OR sub expires.
Its quite ingenious really, and a huge improvement on the old system.

The return of players and retention of Alphas also looks good in terms of population figures.

Extractors are peculiar, due to the system of their introduction into the game.
The Aurum corner is a bit awkward, but players that are interested can easily enough figure out how to acquire them, and from what Ive seen, their ingame isk value remains largely proportional to PLEX, and hence also injectors.

As others have pointed out, injectors have a psychological factor and if you have spare isk lying around, or have already subbed for an extended period, its very satisfying to get to your SP goals faster. Furthermore, players with enough SP to suffer the % efficiency loss, also generally have far more capacity to earn isk, and thus afford the injectors even at their reduced efficiency.

Its also very satisfying for players to be able to profit off of their SP investment in skills they no longer need after their characters start to develop distinct roles/profiles. I was so glad to harvest the hell out of my mining toons SP, and instead invest them back into it as a cloaked explorer/scout. Really feltgoodman.

I dont think CCP is earning as much as they could from Aurum (and hence extractors especially) due to it being bundled with sub deals, but the Aurum still functions to sweeten the deal a little bit.
Salvos Rhoska
#145 - 2017-02-01 11:35:40 UTC  |  Edited by: Salvos Rhoska
March rabbit wrote:

Adding new regular missions does not lead to 'oversupply' and such stuff. You simply do this mission or another one.
New anomalies made 'similar to already existing ones' won't hurt at all.
HS rogue drone signatures are dead because of alloys.

It can lead to supply/value of items specific to LP stores or mission type, making others less valuable.
I dont think we need more anomalies. There is already a wide and comprehensive range.
We could perhaps use more Sig sites, which require probing, as opposed to "free" anomalies.
HS drone signatures are dead due to the rarity of SoE drops, and yes, cos alloys are largely worthless.


Daytripping to WHs are mostly PvP activity. You can prepare to kill sleepers but most of all you should prepare to deal with players. I would not call it "PVE".

WHs constitute PvE Dungeons, with changing access points, environmental effects, with other players within it.
All content in WHs constitutes PvE. Sleeper, Data/Relic and Resource/Ghost/Combat Sig site and anomalies there are all PvE. That someone may attack you while doing them, does not change that.
It merely means someone forces you into PvP, whilst pursuing your PvE activities (which is also true of ALL of EVE sectors).


Standings are mostly dead these days too. Actually i cannot give examples of what good standings with NPC corps/factions do these days Shocked

Iirc Standings affect mission agent access, refinery tax and broker fees. Iirc, at -5, faction navies will attack you. Also gates access to faction epic arcs.
Its not much, but its something.
LP>isk>drops>salvage are largely the impetus for running Missions.
My personal view is that CCP may be looking into making Standings more significant in how NPCs react to players
.

Take note that most of these have pretty limited time to complete (Escalations need to be finished in 24 hours for example, most missions won't wait you to return from 2 week-long vacation).

The deadline is not the issue. The point is they are multi-tiered PvE activities that are completed in increments.
SoE, COSMO and other story arcs have lax completion times, and require extended incremental efforts to complete.
As I said before, I have no issue with more long story arch PvE systems, provided they dont unduly influence the market.

As I also said, industry/trade and PvE combat capacity progression constitutes an incremental advancement that takes many hours. To set-up a PI empire takes a great deal of micromanagement. To setup a successful trade empire requires accumalation of capital over an extended period. All forms of industry require gradual and incremental improvement of ones process, so as to take on larger and more expensive projects. PvE combat requires skilling into specific hulls inorder to advance to more lucrative options.

There is a very real PvE endgame in EVE, in many forms. To have a PI empire in lucrative space with many characters and efficient systems. To be able to build the most of what is lucrative, or the largest/expensive of all. To become a multibillionaire trader that becomes a banker/investor. To rat in a Capital ship or Titan.These and many more variations.

Oranen
Wing and a Prayer
#146 - 2017-02-01 22:59:40 UTC
Hopefully it's a bug reduction cycle and cleaning up various other things in game before adding more bug ridden stuff.
Arthur Aihaken
CODE.d
#147 - 2017-02-02 00:21:13 UTC
Oranen wrote:
Hopefully it's a bug reduction cycle and cleaning up various other things in game before adding more bug ridden stuff.

Good luck with that...

I am currently away, traveling through time and will be returning last week.

Orakkus
Brutor Tribe
Minmatar Republic
#148 - 2017-02-02 00:24:04 UTC
Arthur Aihaken wrote:
Oranen wrote:
Hopefully it's a bug reduction cycle and cleaning up various other things in game before adding more bug ridden stuff.

Good luck with that...


They've been a lot better about that over the last couple years than they have in the past. Like.. LOADS better.

He's not just famous, he's "IN" famous. - Ned Nederlander

Oranen
Wing and a Prayer
#149 - 2017-02-02 00:56:54 UTC
Systems traffic controlled, systems with 20 people in it with tidi, market for an entire region down for 1/2 a day, rubber banding like crazy, double warping.

So much better.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#150 - 2017-02-02 05:03:01 UTC  |  Edited by: Shae Tadaruwa
Oranen wrote:
Systems traffic controlled, systems with 20 people in it with tidi, market for an entire region down for 1/2 a day, rubber banding like crazy, double warping.

So much better.

boot.ini

They don't compare in the slightest. Orakkus is correct.

Also, TiDi with 20 in system is totally possible and not a problem. Why would this be an issue that needs fixing?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

March rabbit
Aliastra
Gallente Federation
#151 - 2017-02-02 06:34:31 UTC  |  Edited by: March rabbit
Shae Tadaruwa wrote:
Oranen wrote:
Systems traffic controlled, systems with 20 people in it with tidi, market for an entire region down for 1/2 a day, rubber banding like crazy, double warping.

So much better.

boot.ini

They don't compare in the slightest. Orakkus is correct.

Also, TiDi with 20 in system is totally possible and not a problem. Why would this be an issue that needs fixing?

Boot.ini happened once. And we have half-dead market for couple month already.
For some reason i think CCP won't fix it. No need. Players will get used to it. Like we get use to anything like new camera, new design, new Aura, etc....

The Mittani: "the inappropriate drunked joke"

Sgt Ocker
What Corp is it
#152 - 2017-02-02 08:45:48 UTC
Salvos Rhoska wrote:
Alpha/Omegas have almost certainly been good for CCPs bottomline.

Players that did not sub before when their trial expired, are now more likely to eventually sub as they are retained as Alphas indefinitely, and also more likely to buy PLEX to fund an Alpha account (even without subbing).

Customer retention is the single most important element of marketing.
Alphas mean players are retained, rather than thrown out on the street after trial OR sub expires.
Its quite ingenious really, and a huge improvement on the old system.

The return of players and retention of Alphas also looks good in terms of population figures.

Extractors are peculiar, due to the system of their introduction into the game.
The Aurum corner is a bit awkward, but players that are interested can easily enough figure out how to acquire them, and from what Ive seen, their ingame isk value remains largely proportional to PLEX, and hence also injectors.

As others have pointed out, injectors have a psychological factor and if you have spare isk lying around, or have already subbed for an extended period, its very satisfying to get to your SP goals faster. Furthermore, players with enough SP to suffer the % efficiency loss, also generally have far more capacity to earn isk, and thus afford the injectors even at their reduced efficiency.

Its also very satisfying for players to be able to profit off of their SP investment in skills they no longer need after their characters start to develop distinct roles/profiles. I was so glad to harvest the hell out of my mining toons SP, and instead invest them back into it as a cloaked explorer/scout. Really feltgoodman.

I dont think CCP is earning as much as they could from Aurum (and hence extractors especially) due to it being bundled with sub deals, but the Aurum still functions to sweeten the deal a little bit.

You know Any unsubbed account can be deleted from the servers after 3 months (90 days) of inactivity.

Yes customer retention is the single most important thing - And one that CCP has been failing at since around 2013.
Alpha's haven't added much to the PCU and new account creation is back to what it was pre Alpha days.

I'd like to see a split between Alpha and Omega accounts in the PCU - See just how many are no longer contributing to the CCP bottom line.

Buying plex to fund an Alpha account? With the restrictions on Alpha's, a Single Plex would last a year and that is if you lost 3 or 4 maximum skill fit T1 cruisers a day.

injectors have a psychological factor - Yes they do, when working out the most cost effective way to train my character - I'l plex my account for a month for 1 billion isk and not consider spending 7 billion isk for the same amount of SP.
Psychologically, spending 640 mil for 150k sp is just not an option..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Indahmawar Fazmarai
#153 - 2017-02-02 14:46:43 UTC  |  Edited by: Indahmawar Fazmarai
Salvos Rhoska wrote:
Indahmawar Fazmarai wrote:
Points numbered, bolded and underlined below.

-1) Add regularly more dungeons (get in, perform task, get reward)
I have nothing against this, in principle. However this can lead to item supply imbalances, and the abandonment of other PvE dungeons as obsolete (thus wasting the effort of their implementation (for example HS Drone Combat Signature sites are complete crap)). CCP also runs occasional PvE oriented events and limited duration dungeon systems (such as the Blood Harvest).

Noteably, daytripping into WHs also constitutes the form of a dungeon, albeit one beset with other players, that you enter with only with what you have. Get in, perform your task, take reward, get out. Arguably activities anywhere that are not secured, is a dungeon. There are untold riches there, but there may also be competitors for the same PvE content.

-2) Allow dedicated players access NPCs and obtain advantages specific and exclusive to die hard PvErs.

These currently exist as LP rewards/stores and the Standing boosts.
Heuristically, or "intuitively", if you prefer, CCP seems to be following a direction of more NPC dynamics as with mining fleets. I expect there will be more, especially regarding the importance of standing in how the NPC environment reacts to player action.

-3) Add long-term PvE tasks which require many hours to complete but can be completed in short incremental batches of gameplay
These currently exist as Escalations, Expeditions and the various storyline quests, such as COSMO and SOE.
Sure, why not add more, considering however the caveats in point 1.

Iirc, NPC Mssions also escalate into a storyline mission with special rewards after completing a set number (was it every tenth?), thus requiring you to grind incrementally through the others to get to that.

The essentially PvE careers of research, manufacture and PI (and trading) also constitute this, as requiring many hours, but the progression of value is achieved incrementally. If you are sourcing your own materials, that too takes hours of incremental playtime.

-4) Add purely cosmethic indestructable structures without effects on other players, either as rewards for PvE, Microtransactions or The Grind
Can you elaborate on some examples of what you mean as "cosmetic indestructible structures"?

-5) As general direction, don't remove the existing PvE content, just build on top or beside of it
I dont see that this general direction has been violated. What PvE content was removed? The hacking can loot minigame? I think Ghost sites where removed from HS during my absence (can anyone confirm?). This was detrimental to my profits and made my dedicated hull useless for that, but Im not all that mad. I just focused on other tasks instead.

-6) As general direction, if PvP provides a reward for a new opportunity, a similarly valuable reward should be obtainable for a new PvE opportunity
I dont see how this general direction has been violated. There have been several resource ships released (Porpoise) alongside combat ships (which are also used for PvE). Citadels are implemented along EC, for use by industrialists.

In rebuttal, I would further point out that PvP is for its overwhelming majority, not profitable. There are any number of arguably PvE activities which far outstrip isk/hr of PvP. The "reward" from PvP, is largely in defeating/denying the enemy, thrill of combat vs humans etc. There is usually very little actual concrete reward.

Furthermore, any and all materials won (or destroyed) in PvP, are ultimately sourced from PvE.
With the exception of CCP gifts/awards, everything in EVE originates from PvE.
PvP does not generate any items as rewards, it only destroys them or exchanges their owners.
Thus all material reward from PvP, is linked to PvE rewards, not the other way around.
PvE sources and provides materials.
PvP destroys them and facilitates their exchange of owners (either by looting or trading).
Thus the more PvP destruction there is, the higher the value of PvE sourced materials, and vice versa.

Ergo: PvP defines the value, in reward, from PvE.
Now re-read and reconsider formulation of your 6) above.

-7) As general direction, PvE should be viable as a perennial activity (endgame)

Incursions comprise this general direction, as does on a smaller scale advancement into L4 missions, and then to Burner missions. Carrier or even Titan ratting is an enormously lucrative PvE endgame that takes aaages to skill into.

Combat PvE is gated in this fashion. You can only earn a certain amount in a certain ship class, in a certain sector of space. If you want to earn more, you must fly larger ships in sectors with more demanding content.

As to industry related PvE, acquiring the skills, resources and safety to provide for construction of the largest and most expensive items in EVE, is certainly a very distant and demanding endgame.

As to trading, the endgame is eventually becoming an investor/banker dealing in x billions.


I was pondering to write a long detailed point-by-point answer, but come on: all you say is that all which I ask already exists in the game, which is a little silly to claim when I write about what new things would I want. I feel like I asked for something that doesn't haves spam in it...
Jenn aSide
Dreddit
Test Alliance Please Ignore
#154 - 2017-02-02 15:19:52 UTC  |  Edited by: Jenn aSide
It's always entertaining to see the usual people writing virtual 'books' about PVE on the General Discussion forum, especially when you know 2 things.

The 1st is that those same people never seem to post in the actual Missions and Complexes forum . The 2nd and more important is that NONE of these people bothered to show up for the PVE themed CSM townhall meetings...which they would have known were happening if they visited the actual PVE section of these forums.

It suggests to me that people like that aren't really PVErs at all, but rather just rabid anti-PVPers hiding behind a pro-PVE facade.

You can tell when they can't really fit ships for PVE, can't talk about the real differences between various NPC races (ie they think the difference between and angel and a gurista is the type of EWAR they use and what kind of damage they shoot at you and that's all), and can't tell you any of the defense/safety 'tricks' real PVErs use to keep themselves safe in this PVP centered game.

If they spent as much time learning the ins and outs of EVE's seriously deep and plentiful PVE they wouldn't have near as much time to complain about PVE on the exact wrong forum section.
Salvos Rhoska
#155 - 2017-02-02 15:44:10 UTC  |  Edited by: Salvos Rhoska
Indahmawar Fazmarai wrote:
Salvos Rhoska wrote:
Indahmawar Fazmarai wrote:
Points numbered, bolded and underlined below.

-1) Add regularly more dungeons (get in, perform task, get reward)
I have nothing against this, in principle. However this can lead to item supply imbalances, and the abandonment of other PvE dungeons as obsolete (thus wasting the effort of their implementation (for example HS Drone Combat Signature sites are complete crap)). CCP also runs occasional PvE oriented events and limited duration dungeon systems (such as the Blood Harvest).

Noteably, daytripping into WHs also constitutes the form of a dungeon, albeit one beset with other players, that you enter with only with what you have. Get in, perform your task, take reward, get out. Arguably activities anywhere that are not secured, is a dungeon. There are untold riches there, but there may also be competitors for the same PvE content.

-2) Allow dedicated players access NPCs and obtain advantages specific and exclusive to die hard PvErs.

These currently exist as LP rewards/stores and the Standing boosts.
Heuristically, or "intuitively", if you prefer, CCP seems to be following a direction of more NPC dynamics as with mining fleets. I expect there will be more, especially regarding the importance of standing in how the NPC environment reacts to player action.

-3) Add long-term PvE tasks which require many hours to complete but can be completed in short incremental batches of gameplay
These currently exist as Escalations, Expeditions and the various storyline quests, such as COSMO and SOE.
Sure, why not add more, considering however the caveats in point 1.

Iirc, NPC Mssions also escalate into a storyline mission with special rewards after completing a set number (was it every tenth?), thus requiring you to grind incrementally through the others to get to that.

The essentially PvE careers of research, manufacture and PI (and trading) also constitute this, as requiring many hours, but the progression of value is achieved incrementally. If you are sourcing your own materials, that too takes hours of incremental playtime.

-4) Add purely cosmethic indestructable structures without effects on other players, either as rewards for PvE, Microtransactions or The Grind
Can you elaborate on some examples of what you mean as "cosmetic indestructible structures"?

-5) As general direction, don't remove the existing PvE content, just build on top or beside of it
I dont see that this general direction has been violated. What PvE content was removed? The hacking can loot minigame? I think Ghost sites where removed from HS during my absence (can anyone confirm?). This was detrimental to my profits and made my dedicated hull useless for that, but Im not all that mad. I just focused on other tasks instead.

-6) As general direction, if PvP provides a reward for a new opportunity, a similarly valuable reward should be obtainable for a new PvE opportunity
I dont see how this general direction has been violated. There have been several resource ships released (Porpoise) alongside combat ships (which are also used for PvE). Citadels are implemented along EC, for use by industrialists.

In rebuttal, I would further point out that PvP is for its overwhelming majority, not profitable. There are any number of arguably PvE activities which far outstrip isk/hr of PvP. The "reward" from PvP, is largely in defeating/denying the enemy, thrill of combat vs humans etc. There is usually very little actual concrete reward.

Furthermore, any and all materials won (or destroyed) in PvP, are ultimately sourced from PvE.
With the exception of CCP gifts/awards, everything in EVE originates from PvE.
PvP does not generate any items as rewards, it only destroys them or exchanges their owners.
Thus all material reward from PvP, is linked to PvE rewards, not the other way around.
PvE sources and provides materials.
PvP destroys them and facilitates their exchange of owners (either by looting or trading).
Thus the more PvP destruction there is, the higher the value of PvE sourced materials, and vice versa.

Ergo: PvP defines the value, in reward, from PvE.
Now re-read and reconsider formulation of your 6) above.

-7) As general direction, PvE should be viable as a perennial activity (endgame)

Incursions comprise this general direction, as does on a smaller scale advancement into L4 missions, and then to Burner missions. Carrier or even Titan ratting is an enormously lucrative PvE endgame that takes aaages to skill into.

Combat PvE is gated in this fashion. You can only earn a certain amount in a certain ship class, in a certain sector of space. If you want to earn more, you must fly larger ships in sectors with more demanding content.

As to industry related PvE, acquiring the skills, resources and safety to provide for construction of the largest and most expensive items in EVE, is certainly a very distant and demanding endgame.

As to trading, the endgame is eventually becoming an investor/banker dealing in x billions.


I was pondering to write a long detailed point-by-point answer, but come on: all you say is that all which I ask already exists in the game, which is a little silly to claim when I write about what new things would I want. I feel like I asked for something that doesn't haves spam in it...


This is a weak and pointless response.

There is nothing here that rebuts anything I said. Just an excuse and a Monty Python vid.
I gave you the benefit of the doubt, and opportunity to defend, but its clear that Malcanis and others where right about you.
You really don't have anything to offer, and are not interested in constructive discussion.
Jenn aSide
Dreddit
Test Alliance Please Ignore
#156 - 2017-02-02 15:55:16 UTC
Malcanis wrote:
Indahmawar Fazmarai wrote:
Malcanis wrote:


You've been banging this drum for 8 years. EVE is still here and, mysteriously, so are you.


I'm here because it's free. All the fun for no sum! Blink

PS: it's been more like 5 years, since Incarnageddon.


There are oodles of F2P and B2P PvE focused games. Why is EVE, a game you claim greviously disappoints you, and which you apparently believe hates you back, worth your time? Go play Elite, why not? I discinctly recall that you delcared you would, albeit only until Star Citizen launches. So why not play a game which is PvE focued and pvP is strictly optional - it even has spaceships and direct control.

Realtalk: you've been threatening to quit over these quixotic windmills for half a decade. Why not ask yourself if you actually do like EVE, with all it's ganky, blobby, unfair, cruel risks, and worst of all, it's indifference to Fazmarai-demands, and maybe start engaging with it as it is?


We could ask that question till the cows come home (and both of us have asked multiple people the same question, no one ever answers lol).

But I'm going to hazard a guess using your post.
Quote:
with all it's ganky, blobby, unfair, cruel risks, and worst of all, it's indifference to Fazmarai-demands


Some people in real life pay for some kinky things, things I would not find pleasurable in the least no matter how much (or how little) Leather the lady wielding the whip has on (lol).

Likewise, some people find a very perverse pleasure in being the eternal downtrodden underdog/freedom fighter struggling against the injustice of it all in a video game. They won't go play other video games that seem to suit their stated desires much better, because they need that struggle to feel like they are alive.

This is why every post we ever saw on these forums about how some other game was going to kill EVE (like Star Trek Online, Elite, Star Citizen, No Man's Sky, SWG, SWTOR, Black Prophecy and Jumpgate) was utter bullshit. Those guys posted about those other games to try to influence CCP to change the game in their favor, not because there was any risk of them leaving for them.
Salvos Rhoska
#157 - 2017-02-02 16:14:03 UTC  |  Edited by: Salvos Rhoska
Jenn aSide is an expert in Combat PvE.

She posts extensively on the topic in relevant forums, to both noobs and endgame players, providing invaluable advise with often very specific details, for free.

I disagree with her on theoretical/principle issues occasionally, but there is no disputing her expertise regarding Combat PvE throughout EVE, or her contributions to the community on that.
Indahmawar Fazmarai
#158 - 2017-02-02 21:17:38 UTC
Salvos Rhoska wrote:
Indahmawar Fazmarai wrote:
Salvos Rhoska wrote:
(...).


I was pondering to write a long detailed point-by-point answer, but come on: all you say is that all which I ask already exists in the game, which is a little silly to claim when I write about what new things would I want. I feel like I asked for something that doesn't haves spam in it...


This is a weak and pointless response.

There is nothing here that rebuts anything I said. Just an excuse and a Monty Python vid.
I gave you the benefit of the doubt, and opportunity to defend, but its clear that Malcanis and others where right about you.
You really don't have anything to offer, and are not interested in constructive discussion.


Come on. I wrote a bulletpoint list and the first thing you did was not ask "and how would this or that pan out", rather say "what you ask for already exists". Then there's nothing to discuss, is it?
Nana Skalski
Taisaanat Kotei
#159 - 2017-02-02 21:34:44 UTC
Jenn aSide wrote:
[Some people in real life pay for some kinky things, things I would not find pleasurable in the least no matter how much (or how little) Leather the lady wielding the whip has on (lol).

What if you would? Nobody really needs to know, you know. Cool
Oranen
Wing and a Prayer
#160 - 2017-02-03 11:31:36 UTC
Shae Tadaruwa wrote:
Oranen wrote:
Systems traffic controlled, systems with 20 people in it with tidi, market for an entire region down for 1/2 a day, rubber banding like crazy, double warping.

So much better.

boot.ini

They don't compare in the slightest. Orakkus is correct.

Also, TiDi with 20 in system is totally possible and not a problem. Why would this be an issue that needs fixing?


It happens on a daily basis in high sec now with 20 people and 22k people on the server. I assume it's a known issue considering a dev posted to reddit last week they are looking for the cause of the issue. They know it's a problem yet people act like it's a local internet issue.

It's not TIDI from an overloaded node (as referenced by the dev post) but a cause on their end (like the rubber banding and double warping) they haven't been able to track down.

I can only go by what I see personally and the dev says. If you really are fine with TIDI in a system with 20 people and 22k online total in a high sec region good for you.