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  • Date of Birth: 2011-06-04 16:21
  • First Forum Visit: 2011-09-07 14:37
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Yroc Jannseen

Security Status 5.0
  • Enlightened Industries Member since
  • Goonswarm Federation Member since

Last 20 Posts

  • Little things / Small QoL suggestions in EVE Technology and Research Center

    Suggestion: Fuel Consumption Per Hour Column on Structure Browser
    Keywords: Fuel, Structures, Citadels, Engineering Complex, Structure Browser.
    Note: Useful for calculating total fuel block consumption and budgeting. Also expose this stat within the API.

  • 118.10 - Issues Thread (PC) in EVE Information Center

    Rigs bonuses still do not apply to legacy sov structures in engineering complexes. IE IHub upgrades are not receiving ME or TE rig Bonuses in a Raitaru with M-set ME and TE Structure Rigs.

    This was in the patch notes:
    "Standup L-Set Structure Manufacturing Efficiency rigs now correctly affect the production of Sovereignty structures."

    I recommend you guys QA all sizes of rigs with sov structures unless it's intended gameplay that only L-Set structures give bonuses to these for some strange reason.

  • [November] Rorqual Astrahus citadel docking fix in EVE Technology and Research Center

    Querns wrote:
    Considering the rorqual's primary ability to haul ore, not to mention its (assumed) direct mining role coming with the rebalance, denying the rorqual the ability to dock in an Astrahus is, frankly, absurd.


    I guess the follow on to this is, will the Rorqual be able to dock at medium sized Mining Platforms, which presumably will be bonused for refining?

  • [November] Rorqual Astrahus citadel docking fix in EVE Technology and Research Center

    As the honorable representative from the great organization of GSOL, we are completely opposed to this change with every ounce of our being.

    Save the Whales.

  • Dev blog: Structure fitting in the EVE: Citadel Expansion in EVE Information Center

    John McCreedy wrote:
    Raphendyr Nardieu wrote:
    John McCreedy wrote:
    Fuelling stations now, great. The game is getting further and further away from the things that make it fun and clogging you down with more and more micromanagement. You should be freeing up our time to focus on the fun things in Eve, not tying us down further with logistics.


    Well. I see your point, but I presume you are meaning that you need to start fueling stuctures that replace outposts as nothing is chanhed for the stations.

    Also, in the other hand. There will be lot of people with e.g. medium Citadels who don't need to fuel them at all! So it's so much easier for them compared to current POSes.

    Also, if you want easy XL citadel to replace your outpost, don't add any services to it. Whow. no fuel costs...

    Note also that getting and transporting fuel t your citadel can be content to others.


    I've re-read that part of the blog and it makes no distinction between Citadel sizes and therefore implies that fuel is required for the running of them all. We have existed for almost thirteen years without stations requiring fuel and all of a sudden, some bright spark at CCP thinks this is a good idea. It's not. It's not because it makes the game less accessible to those with less time on their hands.

    As for not adding services, what would be the point in all that outlay just to have a place to log off? Use a safe spot and safe log. Use a Cap ship for refitting/re-shipping for far less time, money and ongoing effort. Not adding services defeats the entire object of building a Citadel in the first place. Better to add fuel requirements to those structures that will eventually replace what most people use a POS for: Moon miners and reactors and jump bridges.

    To CCP I say this: Look at your competition in the MMO market. Where an equivalent applies to Citadels, for example Guild Halls in GW2, Stations in STO or Ships and apartments in SWTOR, none require their players to fuel the bloody things. They allow for players to jump straight in to the aspect of the game they find most fun, be it PvP or PvE or just exploration. Why should Eve make it harder for players to enjoy the same experience?


    You seem pretty upset about the fuel thing, but you know the amazing thing about "stations", they have hangars where you can store things and hopefully in the future we will have Courier Contracts for a citadel. So instead of the POS dynamic where we need to schlup blocks out to a tower every 38 days in a fancy ship like a JF or Rorqual, you could do all that hauling at once for many months, then later on dock up in a interceptor and move blocks from column A to B. Use a corp hangar, let your friends do it.


  • Dev Blog: Exploring The Character Bazaar & Skill Trading in EVE Information Center

    Scott Dracov wrote:
    I think it can be said with some element of certainty that even CCPknows this is a horrible idea but wants to push it through regardless of negative feedback.

    I would like to know the names of the CSM patsies that voted yes to this if anyone has this information please share it.

    I do not recall any CSM voicing support for this skill selling scheme in this thread... has any single CSM done so?

    who voted for this abomination?

    who benefits?

    who do we burn at the stake for allowing CCP to get away with this?


    Gorski seems to support it.

    http://crossingzebras.com/skillpoint-trading/

    You also seem to be horribly mistaken if you think the CSM or the game in general is some sort of democracy.

  • Dev Blog: Exploring The Character Bazaar & Skill Trading in EVE Information Center

    Horus V wrote:
    People who trained skills for more than 10 years must now feel very stupid lol


    Like those people that researched BPO's forever.

  • Dev blog: Sovereignty, Jump Fatigue reductions and more in Parallax in EVE Information Center

    EvilweaselSA wrote:
    Can we have the offline/online thing added to non-strategic ihub upgrades as well (I'm thinking mostly of quantum flux generators)?


    Seconding this. This would probably increase use of these upgrades.

  • Dev blog: Sovereignty, Jump Fatigue reductions and more in Parallax in EVE Information Center

    CCP Masterplan wrote:
    CCP Masterplan wrote:
    Yroc Jannseen wrote:
    Currently Ihub Upgrades require Station Manager, what may be considered a "higher" or more restricted role than Starbase Config.

    What's the logic in dropping ihub upgrades down to a lower role?

    You might have a point there. I'll double-check this just in case I used the wrong title name in the blog.


    Yeah good spot, you're right. I listed the wrong role in the blog. This has now been updated to show the Station Manager role requirement instead.
    +5 blog points to you!


    Excellent, thank you for verifying that.

    For the fee paid by the character installing strat upgrades, can that be set to be paid from a Corporation Wallet if you have access?

  • Dev blog: Sovereignty, Jump Fatigue reductions and more in Parallax in EVE Information Center

    Currently Ihub Upgrades require Station Manager, what may be considered a "higher" or more restricted role than Starbase Config.

    What's the logic in dropping ihub upgrades down to a lower role?

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    xttz wrote:
    CCP Ytterbium wrote:
    Tobias Frank wrote:
    Looks promising!

    Also, will we get docking scenes in the new citadels as we have now in stations/outposts when we are docked? Ship spinning is an important feature!


    No docking scene. When you dock, the camera will be centered around the structure instead, so you can now play structure spinning.


    Walking in stations nerf confirmed!


    And nothing of value was lost.

  • Dev blog: Citadels, sieges and you v2 in EVE Information Center

    With Towers requiring fuel before it was very easy to see when a tower was abandoned, it simply went offline and while there was DPS to go through their was no reinforcement state.

    Do you have any plans for some sort of abandoned state if a individual or group appears to no longer being using the structure, that won't require the reinforcement cycles?

  • Jump Fatigue Feedback in EVE Technology and Research Center

    Some interesting ideas have been presented in this thread some going along similar lines to the sov clearing fatigue idea.

    https://forums.eveonline.com/default.aspx?g=posts&t=444067&find=unread

    The jump endurance idea is very interesting.

    Serotta wrote:

    Jump Endurance
    Opposite of jump fatigue, accumulates when pilots have no jump fatigue. A pilot will get max endurance after 24 hours of no jump fatigue. A pilot will get a jump fatigue reduction on their next jump that is proportionate to their jump endurance. So a pilot with max endurance will effectively get one jump of no fatigue. Additionally there could be a skill to speed up you jump endurance accumulation like exists with jump clones.

  • Yet Another Jump Change Idea in EVE Technology and Research Center

    Serotta wrote:

    Jump Endurance
    Opposite of jump fatigue, accumulates when pilots have no jump fatigue. A pilot will get max endurance after 24 hours of no jump fatigue. A pilot will get a jump fatigue reduction on their next jump that is proportionate to their jump endurance. So a pilot with max endurance will effectively get one jump of no fatigue. Additionally there could be a skill to speed up you jump endurance accumulation like exists with jump clones.



    Even without the other aspects, I think this idea of Jump Endurance is very interesting.

  • CCP karkur - you're our only hope - new Little Things in EVE Technology and Research Center

    Reposting two old ideas because they ares till a near daily annoyance.

    Multi-split or a functioning DIVIDE stacks.

    Example
    I have a stack of fuel I'm going to put in a bunch of towers, there's 8 towers, instead of shift dragging eight times allow on option to evenly divide the stack. In this case by 8.



    Specify a receiver for courier contracts.

    Example
    I use courier contracts to send good between two alts in two different systems. The character sending the goods is in one system and the intended receiver in the other. As it is now you have to do a courier contract AND an item exchange contract once the goods arrive. Please allow us to specify a receiver (like you can with any modern shipping system) that may be different from the "billing" or "shipping" character.

  • Jump Fatigue Feedback in EVE Technology and Research Center

    Really I think the jump curve is the big thing to look at.

    As it is now the situation in most ops has been go a few gates, jump destination, do whatever you are there to do, if it's been 40-50 minutes jump back and take a few gates again to get home. You basically know going in you'll likely have two jumps and hold that third one in reserve in case **** hits the fan. In an absolute extreme situation you can make a fourth jump but know that you'll be gating it home or done for the night. I think it would be helpful to have more jumps in that early range. Even bringing that first jump timer down to 30 vs 50 minutes would be huge in relieving some of the pain of combat caps.

    One little thing regarding the UI. I think it would be extremely helpful if the tooltip on the blue timer showed what your next blue timer will be, not just the red timer. Red timer at the low levels doesn't really mean a whole lot. Also it would cause some confusion at this point because most players have made the mental adjustment, but would you consider cutting out the ten minutes of the blue timer that means nothing? Experienced players all know you are only waiting until you are below ten minutes to jump, but this is confusing to people who are new to capitals.

    Please don't touch JF's

    Please look at getting rid go the Rorq's drone bonus and giving us 10ly range.

  • Dev blog: I feel safe in Citadel city in EVE Information Center

    CCP Nullarbor wrote:
    Lim Yoona wrote:
    What about existing NPC stations in 0.0 right now? WIll those be able to be destroyed too?


    No plans to change NPC stations at the moment. We are considering at some point (far into the future) that we will make player built outposts destructible, but its so far away we don't have to worry about the details of that just yet.

    https://www.youtube.com/watch?v=Hen92QFrDUo#t=38m47s


    How do you classify Conquerable Stations? Player built or NPC?

  • Dev blog: Citadels, sieges and you in EVE Information Center

    CCP Nullarbor wrote:
    Yroc Jannseen wrote:
    What role do you see Capitals playing in sieging these structures?


    Entosis is supposed to measure who controls the field and capitals should have a role to play in that. How effective that visions works out will depend a lot on the capital rebalance which is gaining some momentum at the moment.


    The problem with the grid control idea is that a lot of the "work" will end up happening after the fight is over, if there is one. This is different from the option of a DPS race during Dominion.

    So if there is a fight in a full index system, for the attacker that's potentially a lengthy fight followed by another 60 minutes of sov mining.

    Capitals should be looked at as somehow being involved in the entosis fight because they could at least add some proxy element to actually shoot.

  • Dev blog: Citadels, sieges and you in EVE Information Center

    What role do you see Capitals playing in sieging these structures?

  • Dev blog: I feel safe in Citadel city in EVE Information Center

    Will the roles to recover from PW'd cans be different, IE a higher level, from the access roles?