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CCP Survery about Industry - Your opinion matters!

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Author
Kesker
The Sagan Clan
#21 - 2014-07-23 12:53:48 UTC
Well the rest of these fine folks are hitting the nail on the head.

I've already dropped my tower. The cost of fuel, plus paying for jobs is a slap in the face.

It's liquidation time, and auction a much less valuable toon now.

ONE LESS PAID SUBSCRIPTION FROM ME CCP
DooDoo Gum
Center for Advanced Studies
Gallente Federation
#22 - 2014-07-23 13:45:51 UTC
Do you still need us to do the survey, or does the rate of dropped subs answer your question sufficiently?
telxkiskisrowr
School of Applied Knowledge
Caldari State
#23 - 2014-07-25 18:46:55 UTC
most serious refiners in null sec already had the skills at near max because we only had 35% yield stations available. The refining issue doesn't much affect the people who already had to have max skills to get close to 100%. Am I sad that loot reprocessing got hurt? Of course, but it isn't comparatively any worse than the nerfs many of my friends have had in pvp ships over the years.
From what i am seeing I think the price for jobs at a POS should have some mitigation as well as by sec status. Maybe low sec stations start at 51% refine or charge somewhat less taxes. Null sec refine at 52% or fewer station taxes again. The only reason is because it is so much harder to keep a pos alive in low-sec and null sec.
I think null and especially WH space should have a much lower maximum cap on the system index. I don't care if 50 producers are in a 0.0 system if they are 20 jumps from the nearest other facility there would still be lenty of workers. Might be easier to implement a regional or at least constellation mitigation factor.

disclaimer
All in all I'm kind of excited by the new patch but i have been out of action for a few years. I only resubbed recently.
HighlanderUK
Interstellar Business Machines Corp.
#24 - 2014-07-28 23:00:59 UTC
just the stuff you missed in your big Indy rebuild......

you removed the slot issue @ stations, but not the near decade old limit of 11 jobs per factory/lab, come on this is supposed to be the future -- not gimped to an Earthly 11 jobs maximum.

while i'm on topic, how about boosting the trade slot limit from 305 to allow trading in other regions at the same time, i cant sell everything i make with just 305 selling slots. again its a skill restriction dating back many years (since trade skills were added).

your going in the right direction updating S&I, but it needs a little more polish. then i will be a happy Scotsman (rare I know).
Eldan Sangofil
Sangofil and Co
#25 - 2014-07-31 11:09:58 UTC
Hello,

I agree with Jason Chase and Kesker,

Isn't it a little bit strange that we have to pay for jobs in our own laboratories?

A POS is almost unrentable now...
Jubei Hangoon
Garoun Investment Bank
Gallente Federation
#26 - 2014-08-04 12:31:45 UTC
As a small scale industrialist in 0.0, I'd really like a way to get my hands on moon goo without having to travel to Jita.

When is the last time you saw a serious PvP ship that used T1 modules? I want to support my team, but don't want to be tethered to Jita so tightly. Currently I'm having to make Jita runs weekly to do minimal T2 industry and invention. Maybe a scannable site with enough goo for a few dozen PvP ships worth of manufacturing?

Also, please add a little bit of each racial isotope into each ice. So Caldari ice also produces a few % of Gallente, Minmatar, and Amarr fuel. That way in the event of a blockade a small industrialist could support limited action for his team. That way when the corp decides to go to Gallente space I can still support the team.

Finally PI: Please add a way to save planetary layouts. The way the game happens people have to move, each time they reinvent the wheel (in a manner of speaking). Setting up a fully upgraded manufacturing planet takes WAY too much time even if I've done it dozens of times.

As a personal wish: Some kind of skill that extends the range of extractors?
Yasuo Zhao
Perkone
Caldari State
#27 - 2014-08-06 11:02:26 UTC
that there are 3 types of a ores is in my opinion nonsense.

I saw how Pyroxeres was more worth then the 10% more yield type because Pyrox is needed for Missions...

Pls CCP dont make this complex game even more complex with such content
Decarthado Aurgnet
Imperial Combat Engineers
#28 - 2014-08-07 19:06:09 UTC
The implications of which things are worth more and which markets are doing how well aside ... whichever of you helped to add the option to pay for industry jobs with either the corp or personal wallet (and made it work in POS towers) needs a box of cookies. That's a box of cookies each, not one box to share. That small change cut the amount of time I need to spend installing jobs by no less than 2/3.

Remove T2 BPO's or make them inventable at extreme cost.

Endo Saissore
Afterburners of Eve'il Inc.
#29 - 2014-08-14 15:34:23 UTC
I tried industry out a year ago. It didn't stick with me. Too much hassle and uncertainty. I dabbled in exploration and whenever I came across a bpc I would just sell it because I couldn't be bothered.

Since the industry update I have gotten into manufacturing. The interface is incredibly easy to figure out. I didn't need a third party wiki to find out what the hell it all meant.

So from an accessibility standpoint you guys did a great job. One more player is building things in eve now.
Dangeresque Too
Pistols for Pandas
#30 - 2014-08-20 17:47:35 UTC
Endo Saissore wrote:
I tried industry out a year ago. It didn't stick with me. Too much hassle and uncertainty. I dabbled in exploration and whenever I came across a bpc I would just sell it because I couldn't be bothered.

Since the industry update I have gotten into manufacturing. The interface is incredibly easy to figure out. I didn't need a third party wiki to find out what the hell it all meant.

So from an accessibility standpoint you guys did a great job. One more player is building things in eve now.


Except that now you have to have a 3rd party tool to honestly and directly tell you if what you are manufacturing is profitable, since many things in Eve right now are unprofitable due to input resource hikes and overstocking before said change took effect.

To me it seems they did manage to do what they wanted, get more people into industry but make it more ambiguous as to if they are actually making money with the increased materials costs, the new job cost, and the system index multipliers that aren't clearly listed anywhere in game for you to be able to tell if you can build something cheaper somewhere else.

Granted the game does need more ISK sinks to even begin to catch up with the ISK faucets, but they should be clearer with how wide the drains are.
Pah Cova
Made in Portugal S.A.
#31 - 2014-08-27 18:48:42 UTC
Hi there.

As far as I see, miners are selling all their mining chars, i´ve seen guys selling 15 and 20 mining chars, why they would do that?
Lets see...
Now the ore are traded as compressed ore and not on mineral, miners are loosing isks.
The new regfinning system makes them raise their skill to maximum if they want to get more mineral, however when they want to sell it, no one wants the mineral, they prefer to by compressed ore, at least in null sec.
Then comes the industry... tons of the same structures just to get the bónus and in the end CCP took away that bónus because of the teams costs.
So, now produces on POS worth nothing, I believe soon CCP have to put their hamsters and slaves to work on NPC stations just to supply the players.

Changes are needed of course, I like changes and I guess everybody like changes, however change should not be made at our time expenses because we know that when we get on goal (max skills) you will find a way to make them useless again as always. That have happened several times in the last 4 years and will continue until people say enough is enough and leave the game once and for all.

Why didnt you put T2 BPO´s on market provided by NPC´s? And instead of using decryptors for ME/PE level, use them for decrease manufacturing time, use the datacores for T2 manufacturing as required item.
You want teams, that is ok, but let the people do their munufacturing jobs as allways without those guys and without paying in their own structures, you can make the teams on the same way, however who wants them have to pay for them.
You want to give bonus to manufacting in POS, use ihub upgrades instead of 50 ammunition arrays in the same POS,, you can even make ihubs usefull for wormholes, give those guys an assist and give them at least some sites to run, some of them as none for days and weeks.
Give some ice to wormholers too, in exchange give null sec some gas sites I never see any in all systems I passed.
The reprocess system I agree with the changes.
Move the data sites away or make them worthy, they worth nothing at all, put relics sites in drone space too, drone space still the uggly duck of eve.

Hope you guys read these words, i´ve experienced some eve professions but you guys always have to break my game. I´m tired to make skills that later became useless, or at least let us redistribut our skillpoints for something usefull.
Asshin Riraille
Fraternity Academy
Fraternity University
#32 - 2014-09-03 02:05:13 UTC  |  Edited by: Asshin Riraille
Vapuk Kripit wrote:
I believe a major priority should be to address POCO taxes.

The emergence of griefer-like taxation levels in HISEC is starting to make PI unviable for noobs like me starting out in EVE.

This is an ISK hungry game - and it is a very attractive option to sink a lot of time and effort in to getting a PI operation underway so that new players can enjoy the broad range of gaming experiences EVE offers.

But if that investment can be quixotically put at risk when a griefer corporation takes over the POCO and whacks taxes right up to >30% - it means there is no real return on investment.

I've already had to write off one PI base for this thing. And the same corporation has started taking over POCOs (and upping the tax rates) where I relocated to.

I thought PI was introduced partially as a way of engaging newbie players by offering the lower level returns in hisec to allow them to get a toe-hold in the game - griefer taxes effectively close off this avenue - is this the desired effect?

I do not know enough about the mechanics of the game to suggest how this should be addressed, but there is no sanction on a griefer corp doing this. One option would be for POCO owner to receive a penalty for liquidated bases - to be reimbursed to the PI owner.

Alternatively, some provisional taxation burdens on POCO owners - again - so that if a base is liquidated due to griefer taxation, the POCO owners have to pay future taxes based on prior revenue records. Again incentivising retaining PI bases.

I know to those that just want to harvest tears - these may be small penalties - but in hisec, there has to be some kind of expecation of some consequences of griefing? There is for ganking! And taxation griefing can easily have the same ISK impact on PI base owners!

So true.

I just founded PI and it looked interesting, so I started planing. But after I saw that I need to play a lot(I found some with 35% tax) just to move things from my buildings to my ship the whole concept started looking like a slavery where new players got scammed by older players. I think it's not fair, that they have the opportunity to tax us, just because they where here earlier and constructed a ~80m worth POCO....

Please make POCOs in High sec NPC controlled only, with a fixed tax like 10%, or allow multiple POCOs in a same Planet.
smokeydapot
Moon Of The Pheonix
#33 - 2014-09-09 13:36:08 UTC  |  Edited by: smokeydapot
Now I have found where something of industrial relevance is it’s time to destroy it in true eve fashion.

First the R.Db items.

Well they are useless unless you are some age old lucky or multi trillion isk person that has had the luck of having a T2 BPO.

I am yet to find a single use for these items and I’m forced to agree that T2 BPO’s need to make a comeback and in my honest and experienced opinion these need to be reintroduced in data or relic sites ( the how, why and balance of I am leaving to you although this is probably a bad idea ).

Second useless build requirements.

This solely refers to titans build requirements I have recently focused on industry and something really bugs me with the titans BP’s and this is the fact that to build them the BP requires that two certain components are needed to construct these marauding monsters of new Eden let me elaborate.

The components to build these monsters are:
Capital Propulsion Engine
Capital Turret Hardpoint
Capital Sensor Cluster
Capital Armor Plates
Capital Capacitor Battery
Capital Power Generator
Capital Shield Emitter
Capital Jump Drive
Capital Computer System
Capital Construction Parts
Capital Doomsday Weapon Mount
Capital Ship Maintenance Bay
Capital Corporate Hangar Bay
Capital Jump Bridge Array
Capital Clone Vat Bay


Now I don’t know to the readers overall experience within eve ( it’s probably little with the actual functionality of these ships ) but these last two items in the above list draw grate concern with myself, Why have parts such as Capital Jump Bridge Array and Capital Clone Vat Bay when the base hull does not have the functionality of putting up a bridge or installing a clone without additional modules ?

This is just building for the sake of building no wonder industrial focused people are leaving the game and or selling their characters who knows what else requires such pointless and useless parts. ( Looks like the Rorqual requires Capital Clone Vat Bay parts for construction aswell ).

Third Player Owned Structures ( POS’s ).

This part of the game needs the most attention these should be the end game for industrial focused corporations / alliances as it is only at these structures that super capital ships can be constructed at ( at least to myself the fact of super capital construction suggests end game industrial ) and yet the fitting requirements are poor to say the least, POS defences are a joke ( you cant counter capital ships successfully with anything more than a POS and loads of guns ) and even then the POS can’t decide on a target if it’s unmanned for more than a minute or two.

Refining should be better at POS’s than it is. The fuel use should be less for regular space users ( i know it gets a modifier in SOV space and I believe it gets one in FW systems as well ). The recovery of low end moon materials should be altered to make it more financially viable to deploy and defend structures on such moons, and not to mention the fitting requirements should be lower for structures such as defences ( Missile battery’s are scarcely used for the fact they require CPU and when the POS is reinforced these structures go offline compared to turret battery’s that don’t ).

All in all i find the changes you have done to industry to be nothing more than cosmetic with little thought to industry in its entirety, Refining base yield needs to be grater if not in stations then at POS’s you could even alter the skills to give a better modifier to gain better yields from the ore that corporations and alliances spend not just hours or days mining but weeks and months.

In the words of Philip j Fry “fix it” before industry dies a slow and painful death with POS’s being the first to go.

P.S. The only POS array I have found any use for within industry is the compression array all the rest just gather dust in my items bay waiting for the possible day where they become useful once again.
Gabriel Rova
Distant Light Syndicate
#34 - 2014-09-15 20:57:04 UTC
Short and to the point:

I think the moons in high sec should be harvestable.
Reactors should be able to be setup in high sec.
I also think that keeping a POS online should not cost so much.
ergherhdfgh
Imperial Academy
Amarr Empire
#35 - 2014-09-24 15:10:22 UTC
Everything you guys try to "fix" you break. My inventory UI is still broken from when you tried to "fix" that like 2 or 3 years ago and now you break something as basic as the info tab.

So I was just talking to a corp mate who is new to invention and trying to walk him through some stuff so I go to the market to find a BP to link to him so I can explain to him about the skills and data cores and how it all works and guess what the invention tab on the BPO is greyed out so I can't find that info.

Luckily since I was talking basic theory and did not need a specific item I could just go to contracts and be confident that I could find a BPC there so I do and right click on show info and once again the invention tab is greyed out.

So then I go into "view contract" and then click on the info button in there and bingo now I can see the info that I am looking for. So I drag that into corp chat to show my corpie and guess what happened. Yep you guessed it, it went back to the generic BP info UI where the invention tab is greyed again.

So if you are looking for invention info like if you want to train skills to work towards inventing something or start researching data cores to invent something and no one is selling BPCs in contracts the only way you have to find that info is to buy the BPO make a copy and then look that the info UI on that copy. Am I the only one that see's that as being a huge **** up?

This game used to have a lot of ways to look up various kinds of info and link it to people and more and more you are eliminating those ways and claiming it's to make things simpler and more intuitive. This game is very complex and heavily reliant upon vets taking newbies by the hand and teaching them stuff. So your answer to making the game simpler and more new player friendly is to make finding basic info very difficult and make linking that info impossible?

By the way if I sound a bit pissed it's only because seriously every time that I dock and my station hangar becomes my ship's cargo hold and I have to re-setup my inventory window and I want to just throw a bricks with the CCP logo on them through random windows in Reykjavik so the locals show up at your door with pitch forks and torches.

Of course I'm joking about the bricks but I'm not about my frustration with you guys braking everything that you touch and then moving on to the next thing to break.

You guys are thinking to narrowly about doing certain tasks if you already have everything you need in place and forgetting that sometimes people just explore info tabs looking for their next project. Think more general and less specific.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#36 - 2014-09-24 15:32:07 UTC
just as a side note to what I posted above:

In my discussions with the corpie in question he mentioned that it makes sense that the invention tab on the BPO be greyed out since you can't invent from a BPO. I would like to point out that only makes sense if you have the very limited perspective of having that BPO in your possession and are trying to do something very specific with it. If you step back to a more general perspective that makes very little sense.

I would like to point out that in the past the info used to be available in the info UI of BPOs and BPCs alike. I would also like to point out that BPOs can be found in the market and also typed in chat then highlighted and right clicked then linked to also can be found indirectly through the info tab on both the base tech 1 item as well as the tech 2 version. That is a lot of ways to get to the information that one might be looking for. The current set up gives you only one very specific way of finding science skill and data core information for inventing that is contingent upon you either having a BPC in your possesion or a BPC being for sale in contracts. I could find no other way to locate this information.

This is a game about knowledge and information. Making basic research and investigation difficult or impossible is not good for the fun factor of the game. There are times when I spend hours in station just looking **** up or at least there used to be.

Want to talk? Join Cara's channel in game: House Forelli

Croc Evil
Croc's Family Business
#37 - 2014-09-24 18:19:06 UTC
ergherhdfgh wrote:


I would like to point out that in the past the info used to be available in the info UI of BPOs and BPCs alike. I would also like to point out that BPOs can be found in the market and also typed in chat then highlighted and right clicked then linked to also can be found indirectly through the info tab on both the base tech 1 item as well as the tech 2 version. That is a lot of ways to get to the information that one might be looking for. The current set up gives you only one very specific way of finding science skill and data core information for inventing that is contingent upon you either having a BPC in your possesion or a BPC being for sale in contracts. I could find no other way to locate this information.

This is a game about knowledge and information. Making basic research and investigation difficult or impossible is not good for the fun factor of the game. There are times when I spend hours in station just looking **** up or at least there used to be.


This information is easy to find. Open info for BPO, select copying tab, there you have BPC as outcome. Double click it or right click for popup menu ... you there
ergherhdfgh
Imperial Academy
Amarr Empire
#38 - 2014-09-24 18:59:15 UTC
Croc Evil wrote:


This information is easy to find. Open info for BPO, select copying tab, there you have BPC as outcome. Double click it or right click for popup menu ... you there


Thank you very much. While that does work as you stated that is not in the least bit intuitive nor is it congruent with how things have been done in the past. I spent probably 45 mintues trying to figure this out in game and had to come to the forums to find this route also this is no better than the copy I found in contracts as when I try to link it in corp chat it links the BPO which again has a greyed out invention tab.

What you proposed here isn't really any less complicated than what I did by finding a BPC in contracts and does not solve the link problem but it does help clarify. I can see now that there are two separate issues. One is that the took something simple and intuitive and made it complex and hard to figure out. The second issues seems to be that they broke BP linking so regardless of what type of BP you link it shows up as a fresh BPO with no research. At least for T1 BPs. I've not tried to link T2 BPs yet.

This seems to be a trend with CCP. The old website used to be very functional. It was beautiful as far as function is concerned. I could always easily find what I was looking. They changed the eveonline website and now it is very pretty but insanely difficult to find basic things that you are looking for. I have no issue with CCP prettying things up a bit as long as they maintain functionality but when they destroy functionality to pretty things up that's just seem amateurish to me.

They prettied up the eve website and fuxored it's functionality. They prettied up the inventory and fuxored it's functionality. Now they prettied up the industry and information UIs and again fuxored functionality.

Want to talk? Join Cara's channel in game: House Forelli

Goin Off
Manson Family
Advent of Fate
#39 - 2014-09-27 15:59:47 UTC
This team concept and the new changes especially to industry have IMHO totally messed up industry.

Firstly, I have 5 pos's in hisec, managed by other toons and a couple of corps, two of the pos's have been online for years, the other 3 I use as necessary. Apparently no advantage to owning and maintaining pos's in hisec any more! As if the cost to keep them up and running wasn't enough of an isk sink, now I'm paying exorbitant costs to NPC corps to install jobs in pos's with NO benefit for my corp.

Secondly, this team concept CCP has created, beyond being another isk sink targeting smaller corps while handing industry to the large corps/alliances has caused me to rethink my position when it comes to EVE industry in general.

None of the recent changes CCP has made in the last year has done anything to make EVE more fun! All CCP has done is added layers of complexity, confusion, and change meant to turn EVE into a game for large corporations/alliances and if you don't join one you basically whelping ships and getting very little fun for your subscription.

I used to really love to do the indy stuff and was able to generate a significant isk revenue stream with 132 build slots available across 12 of 21 toons. Plenty of cyno alts and two highly skilled pvp toons.

I currently have 7 accounts with 21 toons most of which are/were industrialists and those characters are all about making isk for this character to be able to afford ships and stuff for pvp along with a few other pvp toons. Maintaining that many accounts in case you at CCP don't know it is an expensive and tedious. In recent months and more specifically with the summer expansion targeting industry I haven't been able to grasp/digest the changes in this expansion and be able to justify continuing along the industrialist profession. That being said I'll probably begin to consolidate my accounts, sell off my indy assets and play EVE for free until the isk runs out.

This toon was my first and will likely be my last in EVE. EVE is morphing into a game where it's hard to find something to do that's fun, lucrative, offers any kind of ability to relax without being constantly "on guard". Don't get me wrong, I play the game primarily to PVP and If you look at my KB stats I'm actually pretty good at it. However, the changes over the years have done everything to move assets and advantages towards the large alliances. Making it impossible for the small alliance to compete at virtually any level. My current alliance keeps plugging away, but IMHO will continue to struggle because we DON't desire to join a large alliance for the safety and security in numbers.

I used to mine ice and minerals in hisec, however, it's just not fun anymore!! Hisec gankers have ruined that career, along with the constant war decs that basically just create work for industrialists, loss of revenue and in my case parking 12 toons for a week or more.

Sorry about the wall of text but just consider this an observation of how CCP is going wrong. Indy toons basically parked, hisec mining toons parked (Don't care to hassle with gankers) .

For those of you that wish to troll me have at it, I could care less!! CCP you need to really wake up and analyse what's really happening with EVE, and, maybe EVE is really on it's way out. Analyse this though, when I first started playing EVE there were about average to see 45 to 55 thousand characters online at any given time, now barely over 30 thousand during prime time. Large alliances getting larger, small alliances/corporations getting smaller or evaporating into the ether of space. Rampant uncontrolled inflation in the markets for virtually anything in the game and all of the isk controlled by a small number of players/alliances. Your catering to the large alliances/power blocks serves only to keep the smaller corps from having fun competing all across the EVE universe and IMHO is contributing heavily to your loss in subscriptions.

If CCP cares to discuss don't hesitate to contact me in game, if ya don't care that's ok as well!! EVE for me is on the verge of no longer being fun and when it's not fun I won't do it anymore! Have fun, fight outnumbered, kill ****, and by all means take care of you family BEFORE EVE.
smokeydapot
Moon Of The Pheonix
#40 - 2014-09-29 23:15:54 UTC
Gabriel Rova wrote:
Short and to the point:

I think the moons in high sec should be harvestable.
Reactors should be able to be setup in high sec.
I also think that keeping a POS online should not cost so much.


Really not a fan of this stuff. High sec moon mining and reactions should be kept to low / null sec allowing corps and alliances to attack with capital support.

While I would like the old POS fuel system POS's need their own overall pass with fitting requirements being the front of the list.

The fuel requirement for a POS is static the only variation in the price is the material cost to produce the blocks this can be negated by providing your own BP and required materials to produce said blocks.


Goin Off wrote:

Secondly, this team concept CCP has created, beyond being another isk sink targeting smaller corps while handing industry to the large corps/alliances has caused me to rethink my position when it comes to EVE industry in general.


Being new to the teams concept within eve it looks to be a good idea teams are bid upon depending on how they modify the job installed.

These teams are an optional part of industry and the only one that makes them an isk sink and a necessity is you with the desire to get the modified job done with less materials and less time while footing the bill for the use of the team.

Goin Off wrote:
I'm paying exorbitant costs to NPC corps to install jobs in pos's with NO benefit for my corp.


I would need to investigate this myself and can think of a circumstance where you would pay an NPC entity to install a job and that would be if you install it from their station to your facility.

If you are still paying to install the job physically at your facility then this could be an oversight or unintended game play or even the cost of running a POS in high sec because you still need them starbase charters another cost of running a POS in high sec.

Installing jobs at the POS ( not remotely from station ) should cost you nothing you maintain the facility the job is running at by the fuel for the POS and buying and deploying the relevant structures / mods.

Overall your better moving your POS’s to low sec but from what i’ve read here so far there is an aversion to risk.
Risking that POS in low / null to get the reward of moon materials, reacting them materials or even making drugs to make something useful or just for profit.


ergherhdfgh wrote:

Thank you very much. While that does work as you stated that is not in the least bit intuitive nor is it congruent with how things have been done in the past. I spent probably 45 mintues trying to figure this out in game and had to come to the forums to find this route also this is no better than the copy I found in contracts as when I try to link it in corp chat it links the BPO which again has a greyed out invention tab.


So you would be a fan of providing false information to them making industry a new start.

I don’t see how providing new players with information on an item that is false will help. This will just bread a new eve player assuming that you can invent on an original BP. This part of the game functions correctly and as I would expect.

I don’t want information pertaining to a BPC being on a BPO information screen this would just lead to more questions from them wanting to get involved in the invention process.


Before you all go off at me let me leave you with this.

CCP is susceptible to the way it recruits people ( two involved in the ship balancing particularly ) provided ships with more slots but failed to consider that fitting requirements would be affected. These now devs and I use that term lightly are from some of the major alliances within eve.

The game has been focused around thousand man fights and mega sized alliances or even a coalition in the game the days of solo PVP or small scale industry are things of the past and this is the problem.

They have the T2 BPO’s they have all the valuable moons and large numbers of players that more than likely just sit and spin their titans or supers and the regular Joe well he struggles to make ends meat, every time he tries PVP he gets killed by 10 or more guys and can’t get a foothold anywhere without being beaten back to high sec with a 20 man dread blob or a few super capital ships for good measure.

I’ve seen the future and it’s alliance A and alliance B with if they are still around rooks and kings in the middle smart bombing whatever they can find.


I will resist the collective even if I have to change game to do it or maybe I can get a job at CCP and start bashing the guys that are constantly thinking of the bigger and bigger stuff and refocus them to include the 20 man corps, Maybe I should join some major alliance then submit my application.

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