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Dev Blog: Little Things From Super Friends!

First post First post
Author
Eternal Error
The Scope
Gallente Federation
#41 - 2013-02-06 15:15:11 UTC
I think reducing the ally can fight timer to 4 hours from 24 isn't necessary. Additionally, you need to make it VERY CLEAR in all the text, mails, etc. about wars that this is happening, because it will be the only timer that isn't running on a 24 hour cycle.
Zilero
Aliastra
Gallente Federation
#42 - 2013-02-06 15:23:03 UTC
I love you! Blink
Don Swanson
Tradors'R'us
IChooseYou Alliance
#43 - 2013-02-06 15:26:18 UTC
Callduron wrote:
[quote=CCP Punkturis]War cost
Inactive characters don't count in war cost any longer.


Can we get some clarity on this part, what is considered inactive?
Luc Chastot
#44 - 2013-02-06 15:27:50 UTC
Changes look nice; however, more than skill points displaying in the medical clone window, I'd prefer a complete revamp of the clone mechanics. I'm not quite where it's scary to pay for my clone yet, but neither am I looking forward to it.

Make it idiot-proof and someone will make a better idiot.

Callic Veratar
#45 - 2013-02-06 15:28:07 UTC
Don Swanson wrote:
Can we get some clarity on this part, what is considered inactive?


Not subscribed.
Rek Seven
University of Caille
Gallente Federation
#46 - 2013-02-06 15:29:45 UTC
A step in the right direction for the war mechanics. Maybe we will eventually see rewards given to "winners" of a war...

On a side note, Punkturis should totally hold a competition for an eve player to name her baby.
Ranger 1
Ranger Corp
Vae. Victis.
#47 - 2013-02-06 15:29:45 UTC
Don Swanson wrote:
Callduron wrote:
[quote=CCP Punkturis]War cost
Inactive characters don't count in war cost any longer.


Can we get some clarity on this part, what is considered inactive?

If it works like bounties, which is likely, inactive is after 5 months of not logging in.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#48 - 2013-02-06 15:31:10 UTC
Luc Chastot wrote:
Changes look nice; however, more than skill points displaying in the medical clone window, I'd prefer a complete revamp of the clone mechanics. I'm not quite where it's scary to pay for my clone yet, but neither am I looking forward to it.

I'm leaning that way myself, but I think that is a little out of the scope of what Team Super Friends was tasked with. That's a bit larger project. Smile

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Horath Blackguts
Sebiestor Tribe
Minmatar Republic
#49 - 2013-02-06 15:32:08 UTC
I wish we could fire probes out of probe launchers continuously like guns so we don't have to keep clicking on the launcher button.
Ranger 1
Ranger Corp
Vae. Victis.
#50 - 2013-02-06 15:32:55 UTC
+1 for adding your skill points in the medical window. I was thinking that it was needed not a week ago.

Well, if not "needed" in the strictest sense of the word... it certainly made sense and will be handy to have there.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Bloodpetal
Tir Capital Management Group
#51 - 2013-02-06 15:34:00 UTC
Horath Blackguts wrote:
I wish we could fire probes out of probe launchers continuously like guns so we don't have to keep clicking on the launcher button.


^^^ This would be awesome.

Where I am.

Che Biko
Alexylva Paradox
#52 - 2013-02-06 15:34:12 UTC
ITTigerClawIK
Galactic Rangers
#53 - 2013-02-06 15:43:05 UTC
CCP Punkturis wrote:
My last dev blog before I go on maternity leave (don't worry, I'll be back) so you better leave nice comments!!! Blink



i never read who actually does the blogs but with yours i always know its you cause your the only person who puts pink in them... that and lots of graphs, not to say our econamy expert does not provide , he just doesnt give me my graph fix in such interesting ways as you do :-P

also congrats ^_^ and enjoy your time off.
Ranger 1
Ranger Corp
Vae. Victis.
#54 - 2013-02-06 15:47:37 UTC  |  Edited by: Ranger 1
Bloodpetal wrote:
Horath Blackguts wrote:
I wish we could fire probes out of probe launchers continuously like guns so we don't have to keep clicking on the launcher button.


^^^ This would be awesome.


On the other hand it would be nice to have a mechanic in place that allowed for the practical tracking down and destruction of said probes if properly prepared. It would add another layer of cat and mouse, as well as give a prober something to think about when equipping (the possible need for spares).

If you are actively moving your probes around they would be relatively safe in space (or if you recall them between uses of course), but if you just leave them sitting there you risk having them tracked down and destroyed. After all, they are actively "pinging" a section of space and shouldn't really be difficult to locate precisely.

Probes are a mixed blessing, and I'm not overly pleased that the speed with which they can be launched and used has eliminated long range sniper fleets as a viable tactic for all practical purposes.

Anyway, back to the thread of praise... may she never derail!

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

CCP SoniClover
C C P
C C P Alliance
#55 - 2013-02-06 16:02:10 UTC
Hey guys,

Regarding forced peace length, then the issue here is that it is very hard to make sure members of corp A don't go to war with members of corp B during a forced peace duration. Some or all of corp A can simply create or join a new corp and declare war again. The longer the forced peace period is, the greater the incentive to do so becomes. So the forced peace period should be regarded more of a short breather or truce that gives both sides a bit of time to figure out the next steps, not as an extended guarantee of absolutely no conflict being possible, because there are plenty of ways around that. Making the forced peace period 2 weeks gives people plenty of time to carry out any immediate plans (such as rallying their buddies or relocating), while being short enough to not really make corp hopping or other shenanigans worth it.

Regarding inactive accounts, this is based on non-subscribed accounts. Unlike for bounties, this kicks in the moment an account is unsubscribed. Yes, we know this allows people to know how many active/inactive accounts a corporation has, providing this information is a conscious decision.
Ranger 1
Ranger Corp
Vae. Victis.
#56 - 2013-02-06 16:07:36 UTC
CCP SoniClover wrote:
Hey guys,

Regarding forced peace length, then the issue here is that it is very hard to make sure members of corp A don't go to war with members of corp B during a forced peace duration. Some or all of corp A can simply create or join a new corp and declare war again. The longer the forced peace period is, the greater the incentive to do so becomes. So the forced peace period should be regarded more of a short breather or truce that gives both sides a bit of time to figure out the next steps, not as an extended guarantee of absolutely no conflict being possible, because there are plenty of ways around that. Making the forced peace period 2 weeks gives people plenty of time to carry out any immediate plans (such as rallying their buddies or relocating), while being short enough to not really make corp hopping or other shenanigans worth it.

Regarding inactive accounts, this is based on non-subscribed accounts. Unlike for bounties, this kicks in the moment an account is unsubscribed. Yes, we know this allows people to know how many active/inactive accounts a corporation has, providing this information is a conscious decision.


I like how you are handling the inactive account issue, it makes sense in this case... and the decision on the two week peace period is sound as well.

We might actually give you some credit in all this as well if you hadn't (apparently) ditched your photo op with the team, mister! Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Adaahh Gee
Dark Venture Corporation
Kitchen Sinkhole
#57 - 2013-02-06 16:23:25 UTC
If a corporation with an active war dec joins an alliance, that war dec starts instantly for the alliance as soon as the new corp is joined, no warning goes out to alliance for a "24 hour timer".
If your alliance leadership has not informed it's members, or even if the corp in question has been war dec'd during their stasis period, no warning goes to alliance members.

Surely this is wrong, there should be a timer and notification sent?

You could be out in space in an indy ship, PVE carebear boat or whatever and you get an email saying "You are now at war" just as you land on gate in a trade hub, no notice period, no warning until you are already at war. If you are lucky, you dock up fast. If you are unlucky, there are war targets sat on gate.
Vincent Athena
Photosynth
#58 - 2013-02-06 16:31:52 UTC
Thanks for the work. The 4 hours for an ally to join will help when it comes to POS defense. But I'm a little concerned that this

"Forced Peace
To make the surrender option in a war more meaningful, we've now made it so that if one entity surrenders to another, those two have a forced peace period of two weeks."

will not have the desired effect. Defending corps do not like to surrender as afterwards they are seen as ISK pinatas. All the attacker need do after accepting a surrender is set up a new corp and have most of their PvP pilots move to it. Then dec again to slurp up another surrender payment.

But I got no better ideas.

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Ranger 1
Ranger Corp
Vae. Victis.
#59 - 2013-02-06 16:35:44 UTC
Adaahh Gee wrote:
If a corporation with an active war dec joins an alliance, that war dec starts instantly for the alliance as soon as the new corp is joined, no warning goes out to alliance for a "24 hour timer".
If your alliance leadership has not informed it's members, or even if the corp in question has been war dec'd during their stasis period, no warning goes to alliance members.

Surely this is wrong, there should be a timer and notification sent?

You could be out in space in an indy ship, PVE carebear boat or whatever and you get an email saying "You are now at war" just as you land on gate in a trade hub, no notice period, no warning until you are already at war. If you are lucky, you dock up fast. If you are unlucky, there are war targets sat on gate.


I haven't verified the issue you describe, but really shouldn't that be an issue you take up with your alliance (or corp) leadership? If the leadership isn't aware of the war situation, or simply neglects to inform their pilots, they should be taken to task for any losses incurred.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Vincent Athena
Photosynth
#60 - 2013-02-06 16:37:52 UTC
Ranger 1 wrote:

On the other hand it would be nice to have a mechanic in place that allowed for the practical tracking down and destruction of said probes if properly prepared.

That would allow for the creation of safe spots in areas normally not possible, like well out of plane.

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