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Team Super Friends - Bounty Hunting Feedback & Much more

First post
Author
Xer Jin
Super Space Chickens
Space Chickens Alliance
#81 - 2012-11-02 16:10:12 UTC
Bienator II wrote:
CCP SoniClover wrote:
Kalaratiri wrote:
Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?


The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won´t affect MJD as things stand (nor will disruptors ofc).


first concern is that this will make it far to easy to run with a BS.

1) align to a safespot
2) activate MJD
3) warp right after you jump


i made the suggestion to totally invert the penalties. Instead of adding the cooldown to the MJD, add it to the warpdrive. This will allow to catch BS after they jump but make it more fun at the same time since you could use the MJD multiple times in a row. (cap usage should be increased)


you dont need to align but you have 12 seconds to wait before you can actually jump. if a scraming frig cant get on the bs in 12 seconds that pilot is doing it wrong and needs to l2p
CCP SoniClover
C C P
C C P Alliance
#82 - 2012-11-02 16:11:00 UTC
Xer Jin wrote:
CCP SoniClover wrote:
Kalaratiri wrote:
Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?


The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won´t affect MJD as things stand (nor will disruptors ofc).


i like this idea Big smile i feel it keeps it mostly fair i still think 12 seconds for the ramp up is heavyX (maybe we could get a skill to lower thisQuestion)


The Micro Jump Drive Operation skill (which you need anyway to be able to use the MJD) does this. It reduces the time by 5% per level, so fully trained the spool up time is 9 seconds.
Bienator II
madmen of the skies
#83 - 2012-11-02 17:06:25 UTC
Xer Jin wrote:
Bienator II wrote:
CCP SoniClover wrote:
Kalaratiri wrote:
Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?


The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won´t affect MJD as things stand (nor will disruptors ofc).


first concern is that this will make it far to easy to run with a BS.

1) align to a safespot
2) activate MJD
3) warp right after you jump


i made the suggestion to totally invert the penalties. Instead of adding the cooldown to the MJD, add it to the warpdrive. This will allow to catch BS after they jump but make it more fun at the same time since you could use the MJD multiple times in a row. (cap usage should be increased)


you dont need to align but you have 12 seconds to wait before you can actually jump. if a scraming frig cant get on the bs in 12 seconds that pilot is doing it wrong and needs to l2p

i know that you don't have to align to activate a mjd

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

croakroach
24th Imperial Crusade
Amarr Empire
#84 - 2012-11-02 17:14:04 UTC
Vincent Athena wrote:
croakroach wrote:


What other avenues for bounty hunting are there going to be that i may have missed?

Hunt in high and low sec and accept the consequences.
Look for those rare people with buyable killrights and a bounty, activate the killright, go for it.

But basically, you got it.


Then the current mutual wardec problem and/or pricing needs to be resolved. Aggressors are getting locked into mutual wars and the cost of their wars increase dramatically. Newer players are not going to want to risk a wardec only to get locked into a mutual war with Dec Shield or others, have their war costs increase, and be forced to disband due to a poor mechanic.

Likewise large alliances with bounties will not have the cost benefit, 1b bounty with 500m war cost? How many kills do you have to get to make your money back?

The mechanisms are there to collect the bounties in highsec, but i feel it needs some tweaking to make it enjoyable. Would anyone else agree here?

LtauSTinpoWErs
Caldari Provisions
Caldari State
#85 - 2012-11-02 18:42:00 UTC
Is CCP considering implementing navy cap booster 50's and 25's for the Small and Medium Ancillary Shield Boosters? If not, wouldn't it be fair to increase the capacity for those two shield boosters so they could then fit the same amount of regular cap boosters as the intended navy ones (since there are no navy cap boosters in these sizes as of yet). Thank you.
Kronic Offender
Doomheim
#86 - 2012-11-03 12:56:59 UTC
With regards to the new bounty system I have the impression that someone could be perma-bountied if people continuously add to the bounty pool. Is this true?
Cornette
The Scope
Gallente Federation
#87 - 2012-11-03 17:12:47 UTC
I have a question about the bounty system: If there is a bounty on a corporation or alliance, is that bounty divided witht the numbers of members they have and does that also include inactives, trial accounts and alt chars on the same account?
CCP SoniClover
C C P
C C P Alliance
#88 - 2012-11-03 23:03:24 UTC
LtauSTinpoWErs wrote:
Is CCP considering implementing navy cap booster 50's and 25's for the Small and Medium Ancillary Shield Boosters? If not, wouldn't it be fair to increase the capacity for those two shield boosters so they could then fit the same amount of regular cap boosters as the intended navy ones (since there are no navy cap boosters in these sizes as of yet). Thank you.


We're not adding these for winter, but might very well add them later, even in a point release of Retribution (no promise though Smile)

Kronic Offender wrote:
With regards to the new bounty system I have the impression that someone could be perma-bountied if people continuously add to the bounty pool. Is this true?


Yes, this is possible.

Cornette wrote:
I have a question about the bounty system: If there is a bounty on a corporation or alliance, is that bounty divided witht the numbers of members they have and does that also include inactives, trial accounts and alt chars on the same account?


The pool on corporation/alliance is shared for all members, so each kill on these members pays out from this shared pool until it is drained.
CCP SoniClover
C C P
C C P Alliance
#89 - 2012-11-03 23:04:27 UTC
Double post
Maximus Andendare
Stimulus
Rote Kapelle
#90 - 2012-11-04 05:48:22 UTC
CCP SoniClover wrote:
Double post

CCP run by humans?! Make mistakes?? O.O

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Bloodpetal
Tir Capital Management Group
#91 - 2012-11-04 17:42:30 UTC
What is the final word on the ASB changes?

Or where is it in testing atm?

Where I am.

War Kitten
Panda McLegion
#92 - 2012-11-05 20:51:18 UTC
CCP SoniClover wrote:
Kalaratiri wrote:
Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?


The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won´t affect MJD as things stand (nor will disruptors ofc).


Saying "Hey, this new module is out there, go test it" and then leaving off lots of the functional interactivity that needs testing is pretty silly if you ask me.

What is the final design for the MJD's interation with bubbles and interdictors? Is this next release the final design, or just more partially done work?


I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

War Kitten
Panda McLegion
#93 - 2012-11-05 20:55:23 UTC
CCP Tuxford wrote:
Panhead4411 wrote:


Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.


As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck.


Bah, more junk feedback.

Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes?

It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP Tuxford
C C P
C C P Alliance
#94 - 2012-11-05 23:13:54 UTC
War Kitten wrote:
CCP Tuxford wrote:
Panhead4411 wrote:


Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.


As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck.


Bah, more junk feedback.

Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes?

It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.


I guess I misunderstood the question a bit let me try to explain as best I can.

1. You activate the module. If you fail any of the checks, like if you are scrambled, then the module fails to activate. You can try to activate it again immediately (although unless you get rid of whatever is blocking the activation you´re gonna get the same results.
2. If successful you go into this spool up phase where you can´t do anything (well any movement really) until it tries the jump
3. If the module succeeds activating it spools up for some seconds and then attempts the jump. If it fails there you can still move freely but since the module successfully activated it is still subject to the module reactivation delay and you can´t activate it for some time (think it´s 5 minutes or something).

https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates

War Kitten
Panda McLegion
#95 - 2012-11-06 12:15:40 UTC
CCP Tuxford wrote:
War Kitten wrote:
CCP Tuxford wrote:
Panhead4411 wrote:


Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.


As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck.


Bah, more junk feedback.

Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes?

It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.


I guess I misunderstood the question a bit let me try to explain as best I can.

1. You activate the module. If you fail any of the checks, like if you are scrambled, then the module fails to activate. You can try to activate it again immediately (although unless you get rid of whatever is blocking the activation you´re gonna get the same results.
2. If successful you go into this spool up phase where you can´t do anything (well any movement really) until it tries the jump
3. If the module succeeds activating it spools up for some seconds and then attempts the jump. If it fails there you can still move freely but since the module successfully activated it is still subject to the module reactivation delay and you can´t activate it for some time (think it´s 5 minutes or something).


Reading that, it sounds like my third scenario then.

- BS pilot aligns and activates his MJD.
- BS pilot is now locked out during spool-up period of 9-12 seconds.
- Plucky Rifter pilot sees this and points the BS pilot during spool-up.
- BS pilot is helplessly drifting until spool-up period ends and MJD tries to activate.
- Plucky Rifter's friends arrive and hard-tackle is established.
- BS pilot's MJD fails to finish, 5 minute timer starts.
- BS pilot can now fly his ship again and activate modules.

Further Question:

When the BS pilot is in spool-up, do his already activated modules (resistances, reppers, neuts, guns) turn off or keep running?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

JessiJames
Bats Country
#96 - 2012-11-08 09:18:33 UTC

Microjumpdrive:


One problem that imo really has to be changed:


When the module is activated but then stopped by a scram, it spools and fails, entering the 5 min cooldown. Not good. It should just be stopped, same as a MWD deactivates, and be enabled for another activation as soon as unscrammed.

Tackle ships that can not stay near in actual scram range at the BS for some reasons would stay out of that range and watch for the MJD effect graphics, go in, scram, and leave the BS sitting there for 5 minutes (meaning if it had a reason to try leaving it will die).With only 1 it may seem unlikely to pull off, with 2 or 3 it will happen. Arazus, cloaked bombers, etc. And their risk is zero since they never commit.



Even if you disagree with above likely to happen (it will), the reason for cooldown is to prevent bunny-hopping on the grid, not to punish someone who pressed a button and found nothing happend.
Manssell
OmiHyperMultiNationalDrunksConglomerate
#97 - 2012-11-08 17:05:04 UTC
CCP SoniClover wrote:

We're not adding these for winter, but might very well add them later, even in a point release of Retribution (no promise though Smile)



Please do this. It would seem a bit odd to institute a blanket change designed around one size module to all size modules if the change effects them rather differently.
Kano Tranker
Sebiestor Tribe
Minmatar Republic
#98 - 2012-11-09 13:05:02 UTC  |  Edited by: Kano Tranker
Are you planning on seeding any of the modules (and skill books) now that it is on buckingham or are you handing out items as before? If so Could you issue a pack of stuff to me for testing. Thanks.

Edit: Ignore this ... get to C-6 for stuff.
Zhephell
Viziam
Amarr Empire
#99 - 2012-11-09 19:55:32 UTC
CCP SoniClover wrote:
Kalaratiri wrote:
Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?


The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won´t affect MJD as things stand (nor will disruptors ofc).


i'm a little confused, you said that it ll work like a mwd, and in its atributes i has -1 warp srcambler strength.
Is it supposed to resist a warp disruptor that have 1 warp scramble strength if you activate it? or it ll be stopped by warp disruptors that has 1 warp strength like it is now at the buckingham srever?

I hope it must be updated to be only stopped by +2 warp scrambler strenght module or higher, i think it can be an interesting module to give some chance to long range ships that are very vulnerable in small gangs, and very expensive.

But if finally it is supposed to be stopped by modules with 1 warp strength, please change its atribute description, a lot of people can be confused and lose their battleship, and that ll be annoying in the tranquility.
Thomas Gallant
Quafe Company Courier Shipping
#100 - 2012-11-10 01:44:07 UTC
I do wonder, is there any limit on the number of people you can place bounties on? I can see some people deciding to slap a "wanted" message on every single person they come across for kicks