These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Forums

 
Capture Portrait
  • Date of Birth: 2009-11-21 20:39
  • First Forum Visit: 2012-08-20 00:39
  • Number of Posts: 795
  • Bounty: 0 ISK
  • Likes Received: 0

Kenneth Feld

Security Status -2.0
  • Habitual Euthanasia Member since
  • Pandemic Legion Member since

Last 20 Posts

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    Nasar Vyron wrote:
    Kenneth Feld wrote:

    No such thing, fuel and stront will be part of the materials for reactions, the longer the reaction the more fuel, so it will be proportional to your reaction, not to the structure


    Quote:
    The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry.


    Number, not length, but I knew what you were trying to say at least. However, that's part of the problem, even idle towers still consumed fuel if they weren't being actively used/reacting (an idiot forgets to fill/online the silos - I've never done this ever ever). This new plan by CCP is basically just consuming fuel only when needed, which would be akin to offlining a stick each time your reaction finished then onlining as soon as you've filled and onlined the silos. Basically lowering waste thus reducing fuel usage.

    I digress, the problem is we don't know what these are likely to actually include nor amounts, we are all just making assumptions until data is released. All we can do is base our assumptions off what we have seen to date. Which is that they have been lowering the rate at which these consume fuel compared to their predecessors. So while we know they are adding ice products, we can predict it will likely be under the current consumption rate. All this still overlooks the fact that fuel blocks also take PI. Different PI than what is actually used in the manufacturing of these structures (which is a one off for each structures, not a consumed commodity).

    After all is said and done we will very likely have excess materials after these changes are pushed through when what we need is more consumables and isk dumps. Adding a low fuel usage to tethering will not be the end of the world, but it will work towards adding to material consumption as well as bring some amount of balance to a very powerful mechanic.



    Reading is hard - re read the sentence you quoted - small amount per RUN

    each RUN takes more TIME, therefore more fuel/ice

    Did i really need to explain that to you?

    As far as towers, you will be able to do 100's of towers worth of reactions in a single drilling platform, so that is why they are adding fuel/ice to each reaction BPO

    I do have a very good idea of what and how much, i am not CSM or anything like that, but have participated with CCP on these discussion for the past 2 years.

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    Nasar Vyron wrote:
    [quote=Kenneth Feld]


    4) I've been doing industry **** involving towers for a decade. So yes, of course I have considered this. Read points 1 2 and 3 maybe you'll start to understand. Unless an insanely high fuel usage is placed on these Moon reaction modules (if it's even a separate module) there will be an overabundance of fuel blocks not being used. Again, you have to look at modules fuel usage, the vast majority of them require very little fuel once they are up and running compared to the number of towers they have replaced.




    No such thing, fuel and stront will be part of the materials for reactions, the longer the reaction the more fuel, so it will be proportional to your reaction, not to the structure

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    Winter Archipelago wrote:
    Kenneth Feld wrote:

    Citadel didn't replace POS, it replaced POS AND Outpost

    Outpost never required fuel

    ...

    Have you thought about the greater implications of fuel demand to keep these citadels running?



    Outposts were also limited to one per system. Have you thought about the greater implications of allowing dozens and hundreds of Upwell structures per system without any way of reducing the god-awful method of removing them? Or, perhaps, having to have your meatshields pay to have a lot of structures around trade hubs and drawing in billions of ISK would be a bit too much for you.



    Actually, I like it littered, makes it feel like people are there. I mean it is only high sec, low and null have barely anything comparable.

    Personally I have 2 responses:
    1. Raise install fees, both the floor (double) and the ramp significantly - that will reduce the urban sprawl
    2. Wardec them and start shooting you candy ass *****

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    mrjknyazev wrote:
    Kenneth Feld wrote:
    mrjknyazev wrote:
    Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something.



    the reaction jobs will require it


    I doubt it will be big enough to replace the amounts needed for large POS.



    I bet they are already working on making it close......

    Also, POS only needs stront when it gets hit, it doesn't actually "Use" stront

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    mrjknyazev wrote:
    Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something.



    the reaction jobs will require it

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    Voddick wrote:
    Simple: Structures should consume fuel regardless of fitted / online modules.

    If the structure runs out of fuel, then the modules, teathering, and ALL invulnerability timers are lost. Thus you could remove a structure in a single sitting.

    This will likely be required at some point to prevent HS from becoming literally clogged with structures. Also, this is the mechanic currently in place for POS so it makes since.





    Have you thought about why citadels were made in the first place?

    To have a home....

    How many people lived out of a POS in high sec? NONE - why - cause they required fuel and you lost your **** when they blew up

    Now, we have citadels, although you don't necessarily lose your ****, if someone forgets to fuel it one weekend and it gets blown up, why bother using them, just stay in a station

    Oh crap, 2-3 years of development down the crapper cause you can't figure out how to fix your overview or use the structure browser. Boo Hoo hoo

  • Upwell structures should consume "base" amounts of fuel or ISK in Council of Stellar Management

    Nasar Vyron wrote:
    100% behind this. I always felt it was ridiculous that an unfueled POS drops it's shield yet an unfueled citadel keeps tethering.

    .



    Citadel didn't replace POS, it replaced POS AND Outpost

    Outpost never required fuel

    So, if it does require fuel and I litter HS and put 10 years of fuel in them, would that be ok with you?

    What about if it has online modules, would that then no longer require extra fuel?

    Have you thought about the greater implications of fuel demand to keep these citadels running?

  • WTS Molok + Chemosh BPC - Auction - Verified in EVE Marketplace

    *snip* ~ ISD Decoy

    Quote:
    27. Off-topic posting is prohibited.

    Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.

  • [119.6] Fleet QoL improvements and more little things from Five 0 in EVE Technology and Research Center

    marly cortez wrote:
    Like the fleet Boss item, sorts a lot of issues there and impounded state change is a great help but the one issue a lot are having is the inability to lock down BPO's in structures, it's there in the right click menu but non functional as of this time, any hint on when this might be made to work for us?.




    https://twitter.com/KennethFeld_EvE/status/863013575513735171

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    So, I am confused......

    What is left that isn't destructible?

    Did you think after 3 years of telling you they want everything to be destructable, they would say "April Fool's" you can keep your outposts?

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    Valkorsia wrote:
    Kenneth Feld wrote:


    CCP have been extremely forthcoming in their plans ....



    Not sure what planet you've been on since 2014, but CCP has never detailed specifics until a week ago - which, of course, is why we're here giving feedback in a feedback thread.


    Sgt Ocker wrote:
    As for waiting 3 years to speak up.. Many have been speaking up asking questions for that time, unfortunately (as CCP do) no information was available until they decided it was time. That time was a week ago and it is only now we see just how badly this could go for many groups


    Sgt Ocker is correct.



    How the hell can you possibly think that anything they did or anything they gave you wouldn't be destructable?

    Even if they reimbursed you PI and stuff for the outpost. The outpost was going away and no matter what you replaced it with, it would be destructible.

    I don't get how you figured out only last week, no matter what, **** will be in fact, destructable.


    Were you hoping to get something "Grandfathered" so that it would last for all eternity?

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    Cherri Minoa wrote:
    The obvious answer to outposts was the one first discussed: just remove all functionality except docking and leave them as historic structures like a disused church or castle. Nobody needed to stir up a storm to promote citadels. In Providence and Dital you can't spit without hitting a dozen citadels. We've embraced them already.

    The shame is that CCP say they desperately want to attract new players, but then repeatedly introduce changes that benefit nobody but the same old mega alliances. Providence is almost unique in providing the "null sec experience" to new players. I have over 300 neutral corps and alliances on my access lists and intel channel, and probably the same number of unlisted entities operating in our space. Why break something that is working so well?

    This proposal has been described as "The Death of Provi." Well, maybe. I've lived in Provi so long, and seen our death announced so many times, I take it with a pinch of salt. Provi has a habit of not turning up to its own funeral. But yes, it is a threat. A threat to everyone, red grey and blue, who finds so much fun in our systems.

    The bigger tragedy is that this may signal "The Death of the Sandbox." The unique selling point of EVE is that content is created by the players, for the players. That's what we've done in Providence. We don't cry when other players drive a bulldozer over us., we accept that kicking the fertiliser out of Provi is part of the game. What we object to is when CCP drive a bulldozer over us and turn the game into yet another theme park.

    At least when you log on to World of Warcraft you know it's a theme park. Now in EVE, you spend years building something in what you thought was a sandbox, and then you find you are just pawns - expendable characters - in a story being written by CCP.



    I can only assume you have been asleep since early 2014 when the first dev blog came out for new structures and the ENTIRE theme was EVERYTHING should be destructible. You have waited 3 years to finally say you don't like it?

    CCP have been extremely forthcoming in their plans in that regard.

    As far as your "Ax grinder" statement, remember the current team 5-0 is NOT the team that started structures, not many currently on 5-0 were on the previous team at citadel expansion. They haven't made up anything new just to **** over Provi, they have pretty much followed the vision of the previous team and carried out their plan.

    rest assured, you can put away your tin foil for the time being. Don't mind the black helicopters flying around your house either....

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    Andraea Sarstae wrote:
    As for POSes, the one use that has not been replaced is that of a cheap base for a short trip somewhere. A young corp or newbros can buy themselves a small tower, go into a WH and set up shop for an afternoon, a few days or a week, and then take it with them when they leave. You can't do that with a structure that takes 24 hours to anchor, and 7 days to unanchor.

    So, why not just leave them in game as portable bases, with corporate hangars, and simple remove all the industry functionality from them? Or come up with a small citadel class that anchors and unanchors in under an hour?

    I feel like that's the most glaring hole in the Starbase->Citadel design.

    Also, the 7 day unanchor timer with the fact that expensive rigs get destroyed really is one of the driving forces behind citadel spam. Since it costs nothing to just leave them there, but it does cost time and ISK to take one down, people just leave them behind.

    So, yeah, that needs to be addressed as well.



    Mobile depot is the word you are looking for

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    xttz wrote:
    What is happening with the industry index bonuses provided by outposts?

    edit: are jumpclones moved into the new structures too?



    Medclones?

    Offices?
    Corp ****?

    What about deliveries?
    What about stuff in corp umm, what is the place where corp assets go when you unrent a corp office? Lockdown?

    Locked BPO's in outpost?
    Locked BPO's in lockdown?

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    xttz wrote:
    What is happening with the industry index bonuses provided by outposts?


    There was talk of an iHUB upgrade to reduce by 30%, but was also sort of led to believe that would be an admin hub thing, not a current iHub think, so not sure what happens between outpost removal and admin hub release.

  • [Mini-blog] The Next Steps in Structure Transition in EVE Technology and Research Center

    What about all the Minnie stations upgraded for office slots, which was almost a required upgrade when you built supers in a pos with BPO's in station. Do you have an idea what rigs bonus that will translate into?

    Secondly, now that outposts are almost completely gone: OUTPOST CONSTRUCTION SKILL rank 16 and it is useless....

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    Burst Projectors

    That time should be quadrupled at least.

    40 sec warp bubble - LOL - no thanks

    The rest are just as laughable and they will get used no more than they do now, which is probably about zero

  • [March] Mobile Warp Disruptor changes in EVE Technology and Research Center

    James Zealot wrote:
    Literally 45 seconds of work

    https://zkillboard.com/kill/49662844/

    To be fair, you'd have to split that 37 times :P Still can't get that for 45 seconds of work in PvE :P



    Nah, I supplied all the ships and ran the operation, I gave out some door prizes along the way

  • [March] Mobile Warp Disruptor changes in EVE Technology and Research Center

    Orca Platypus wrote:
    Kenneth Feld wrote:
    Orca Platypus wrote:
    Bronson Hughes wrote:
    Orca Platypus wrote:
    Either you never ratted yourself, or think that 6 million ticks the aforementioned abomination produced is "still ratting".

    Low tick rates are better than the zero tick rates you get when you dock up your T3 in fear of a Thrasher, or paying to replace a high-tick T3 because you shitfit it.

    Your call.


    Having low tick rates for hour is beaten by having proper tick for 20 minutes and spinning ship for the rest of the hour.

    PvE T3 has no chance against Thrasher. PvP T3 has no chance against rats. Pick your poison.



    If you gave up PvE and focused on PvP, you might make more isk

    Then you could afford more bubbles


    If you make more in PvP than in PvE, god, you suck at PvE so badly.



    Literally 45 seconds of work

    https://zkillboard.com/kill/49662844/

  • [March] Mobile Warp Disruptor changes in EVE Technology and Research Center

    Orca Platypus wrote:
    Bronson Hughes wrote:
    Orca Platypus wrote:
    Either you never ratted yourself, or think that 6 million ticks the aforementioned abomination produced is "still ratting".

    Low tick rates are better than the zero tick rates you get when you dock up your T3 in fear of a Thrasher, or paying to replace a high-tick T3 because you shitfit it.

    Your call.


    Having low tick rates for hour is beaten by having proper tick for 20 minutes and spinning ship for the rest of the hour.

    PvE T3 has no chance against Thrasher. PvP T3 has no chance against rats. Pick your poison.



    If you gave up PvE and focused on PvP, you might make more isk

    Then you could afford more bubbles