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Dev blog: Grid Sizes & You

First post
Author
Primary This Rifter
Mutual Fund of the Something
#41 - 2015-12-09 16:31:31 UTC
Quote:
Larger grids give us more room to have ships landing from warp, and it also leaves room for us to further tweak warp deceleration curves which we ran into problems with last time we changed warp speeds.

Looking forward to this. I'm hoping for a significant improvement in deceleration for all ships.
ArmyOfMe
Stay Frosty.
A Band Apart.
#42 - 2015-12-10 19:08:17 UTC
Just became a heck of a lot harder to catch ppl doing anoms in 0,0 now since they have more time to react, which really is something you should look into fixing, cause this coupled with local chat is making 0,0 roaming a heck of a lot harder then what it should be.

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

ArmyOfMe
Stay Frosty.
A Band Apart.
#43 - 2015-12-10 21:07:10 UTC
Right, ccp i know some npc's are supposed to be powerfull, but getting jammed by gate rats 9015km away from the station is actually a bit to ******* much.....

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Joia Crenca
Science and Trade Institute
Caldari State
#44 - 2015-12-10 23:07:06 UTC
ArmyOfMe wrote:
Right, ccp i know some npc's are supposed to be powerfull, but getting jammed by gate rats 9015km away from the station is actually a bit to ******* much.....




Youch, are we seeing this with incursions too?
FT Diomedes
The Graduates
#45 - 2015-12-11 00:53:58 UTC  |  Edited by: FT Diomedes
ArmyOfMe wrote:
Right, ccp i know some npc's are supposed to be powerfull, but getting jammed by gate rats 9015km away from the station is actually a bit to ******* much.....


I was FCing a fleet the other day in a system where two gates are relatively close to one another - about 8700km apart. I had to send part of my fleet over to the other gate to kill the rats on that gate, because they were jamming us from the other gate.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#46 - 2015-12-11 01:11:55 UTC
Santo trafficante is going to love this. You can now spot a pod landing on grid with enough time to decloak and cycle your bombs, and you don't even need to watch d-scan anymore.

You can now sit not aligned to something and have aggro on the gate, and if people try warping in to attack your uber-tanked Svipul / Scythe instalock gayte camp, you just warp off. Now even your Scythe survives as long as it keeps its align time below 9s.

bueno!
ArmyOfMe
Stay Frosty.
A Band Apart.
#47 - 2015-12-11 01:41:50 UTC
FT Diomedes wrote:
ArmyOfMe wrote:
Right, ccp i know some npc's are supposed to be powerfull, but getting jammed by gate rats 9015km away from the station is actually a bit to ******* much.....


I was FCing a fleet the other day in a system where two gates are relatively close to one another - about 8700km apart. I had to send part of my fleet over to the other gate to kill the rats on that gate, because they were jamming us from the other gate.

I would have done the same, but it would have ruined my sec status Ugh

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Escobar Sr
Gang Bang You're Dead
Wrecktical Supremacy.
#48 - 2015-12-11 22:55:09 UTC
Trinkets friend wrote:
Santo trafficante is going to love this. You can now spot a pod landing on grid with enough time to decloak and cycle your bombs, and you don't even need to watch d-scan anymore.

You can now sit not aligned to something and have aggro on the gate, and if people try warping in to attack your uber-tanked Svipul / Scythe instalock gayte camp, you just warp off. Now even your Scythe survives as long as it keeps its align time below 9s.

bueno!


It's funny you're the first one who mentioned that :))) I almost got killed by an Exploration Ares couple days ago. Lucky Deceleration kicks in and I was able to warp off :)))) I find it quite dumb how a new mechanic meant to change a small bit is actually breaking more than it should... Sansha Rats TD'd me from @10000 km, was like "Get the .... outta here with this bul...t!"

And quick question for testing purposes: if EWAR such as jam, TD etc work from 9k KM away, do blood raider rats Neut you in falloff? xD
Lykouleon
Noble Sentiments
Second Empire.
#49 - 2015-12-12 01:47:11 UTC
I find your lack of graphs disturbing.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Joia Crenca
Science and Trade Institute
Caldari State
#50 - 2015-12-12 03:53:41 UTC
Escobar Sr wrote:
Trinkets friend wrote:
Santo trafficante is going to love this. You can now spot a pod landing on grid with enough time to decloak and cycle your bombs, and you don't even need to watch d-scan anymore.

You can now sit not aligned to something and have aggro on the gate, and if people try warping in to attack your uber-tanked Svipul / Scythe instalock gayte camp, you just warp off. Now even your Scythe survives as long as it keeps its align time below 9s.

bueno!


It's funny you're the first one who mentioned that :))) I almost got killed by an Exploration Ares couple days ago. Lucky Deceleration kicks in and I was able to warp off :)))) I find it quite dumb how a new mechanic meant to change a small bit is actually breaking more than it should... Sansha Rats TD'd me from @10000 km, was like "Get the .... outta here with this bul...t!"

And quick question for testing purposes: if EWAR such as jam, TD etc work from 9k KM away, do blood raider rats Neut you in falloff? xD



Testing before releasing is apparently only for weak dev teams?
Oovarvu
C.O.L.D.
#51 - 2015-12-13 03:54:16 UTC
i wouldn't be at all surprised if this change was made with a view to getting boosts on grid.
Scathe Slaughter
Systems High Guard
Tactical Narcotics Team
#52 - 2015-12-15 03:18:48 UTC  |  Edited by: Scathe Slaughter
I think the grid sizes are way too big. Much confusion is erupting because of the inability to rapidly decide whether to fight or flee. The best reaction to a ship landing on grid is to now warp away. Was it 3258 meters or kilometers away? I don't know, I just warped as soon as he landed. I didn't want to waste time looking, I might have died.
Der Eisbaer Oumis
Abiding Ormolus
#53 - 2015-12-17 23:11:02 UTC

#43
- 2015-12-17 23:07:45 UTC |
Did a 6/10 last night, without using gates the grid soze of each pocket crept towards 11,500km. One huge issue for low sec plexers and mission runners now is all anyone needs to do is get u to a 5 degree angle with a warpable point in space in the general direction.

They warp through the mission with so much ease and bm it, and then come bck.
no need to use combat probes in low sec anymore. and also now no warning for those doing the plex's.
This has happened a few times now and its getting ******* boring.

well done ccp

would i recommentd this game..fuk no
Adan Natrier
School of Applied Knowledge
Caldari State
#54 - 2015-12-23 15:35:36 UTC
being jammed @20,408k seems excessive. The more annoying effect is simply, on being locked at an otherwise unachievable range, being unable to cloak.

I'm very positive about the grid changes; even in just the preceding couple of months, I'd been unable to act on several situations because formerly-ongrid perches, at that day weren't and where the grid had shrunk to <100k, at least on that side). But it's bad enough having to share a universe with NPCs, though especially ones that so clearly break the rules. Short grids masked this, though it's not news. Without asking for new and dynamically interesting pve to be created overnight, maybe that 250k lock limit should apply if, for no other reason than mitigating discordant weirdness.
Adele Black
Epic Warfare
#55 - 2015-12-23 18:48:03 UTC  |  Edited by: Adele Black
This is good news, but please look over the NPC mechanics at the same time.
Orions Lord
GoonWaffe
Goonswarm Federation
#56 - 2015-12-24 11:07:47 UTC
Der Eisbaer Oumis wrote:

#43
- 2015-12-17 23:07:45 UTC |
Did a 6/10 last night, without using gates the grid soze of each pocket crept towards 11,500km. One huge issue for low sec plexers and mission runners now is all anyone needs to do is get u to a 5 degree angle with a warpable point in space in the general direction.

They warp through the mission with so much ease and bm it, and then come bck.
no need to use combat probes in low sec anymore. and also now no warning for those doing the plex's.
This has happened a few times now and its getting ******* boring.

well done ccp

would i recommentd this game..fuk no


He that's pretty smart thanks for the tip.
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