EVE Corporation - Page 1792
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Manit0u
Poland17187 Posts
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KwarK
United States41976 Posts
Today I have to deal with "how can you say you did a good job when you didn't even kill a single proteus when they cynoed onto your outnumbered megathron fleet at zero?!?!?" There's no response to that beyond a facepalm. | ||
Jaaaaasper
United States10225 Posts
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Skilledblob
Germany3392 Posts
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KwarK
United States41976 Posts
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Jaaaaasper
United States10225 Posts
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KwarK
United States41976 Posts
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Boggler
Canada234 Posts
On April 23 2014 22:10 Firebolt145 wrote: http://www.reddit.com/r/Eve/comments/23pyj7/my_eve_story_how_i_built_and_lost_my_empire/ Decently cool story. Great post. +1 to you Firebolt! | ||
DefMatrixUltra
Canada1992 Posts
On April 24 2014 07:01 Jaaaaasper wrote: This is the coalition that has all of eve shaking in its boots? The most clueless and skill-less players in the game form a massive null-mechanics wrecking ball that is, in every reasonable sense, just plain unstoppable. This is a strong expression of EVE as a sandbox game vs. e.g a multiplayer arena game. What matters most in fleets larger than ~10 people is organization and preparation. You can see this in Goons. You can see this in groups like RnK. For any pilot, a huge portion of their skill is wrapped up into things that happen before they even undock. Understanding the practical and theoretical capabilities of all the ships in the game is such a big part of this game. Undocking without having that understanding is like feeling your way blindfolded through a thick forest. Even when we stop talking about individuals and talk about whole corps or alliances or coalitions, this concept breaks through. Preparation is 99.9% of success for large entities. That's why people criticize EVE as being Spreadsheets Online. Skill starts to mean very little because all the game mechanics stacked up against even the most drugged-out max-linked uber-pilot will crush that pilot into dust. If fleet A has 100 ships and fleet B has 100 ships that are 1% better, fleet B will crush fleet A into dust (assuming they draw from the same pool of awful pilots). Even if fleet A has the best fucking pilot in the game, their contribution will make a negligible difference. The weight of the game mechanics in large-scale situations is gargantuan compared to the weight of their utilization - this is a game design issue. CTRL+click F1 is a hell of a lot stronger than manually orbiting your target perfectly or other such complex maneuvers. Even in the wider game mechanics, like null sov mechanics, the game puts so much weight on numbers and preparation. There is no room in null for elite (and I use that term in the most generic of ways) groups to make any difference. There is no guerrilla warfare. There are no supply chains to be disrupted (on the "micro" scale). Everything is macro-oriented. Bring your big blob to smash their big blob. Shoot the structure and dominate the area with superior forces when the timers count down. That is the essence of the combat in null space. ---------------- To contrast that, a whole market in EVE can be dominated by one person. You can set up organizations and cartels and coalitions, but it's not enforced by game mechanics. If you're smart enough, clever enough, bored enough, you can carve out a huge chunk of the market yourself and become king of your own private ISK domain. That's why the EVE market always kept my interest even when I got sick of Falcons and people wanting to 1v1 my Slicer with Jaguars or Hurricanes or whatever. The market has its rules, but they are generic rather than specific. Most of the "gameplay" in markets is meta - it is beyond the scope of the game client itself. This also means it is very hands-off. I think null mechanics could use a big shove in that direction. Whoever has the biggest sledge hammer in null pretty much controls the political landscape. They are given a bit too much power, and it makes the game less interesting than it could be. If small groups could have some effect (any effect...) apart from being swallowed up by larger groups, then you'd see something a bit less controlled. Null wouldn't be the tyrannical dictatorship with a strict curfew and officers on every street. It would be a step closer to the shaky near-anarchy post-apocalyptic madhouse that every person envisions it can be when they sign up for FA or whoever the fuck. | ||
Skilledblob
Germany3392 Posts
http://eve-kill.net/?a=kill_related&kll_id=23120052 | ||
Ota Solgryn
Denmark2011 Posts
I was and am still hoping there is place in this game or with the TL corp or TL guys where I can fly around in an cloaked ship sniffing out easy or potential targets for ganks. I will soon be able to fly a cov ops frigate but still working on getting the most simple and basic ideas of the low and null sec mechanics. | ||
DefMatrixUltra
Canada1992 Posts
It wouldn't take much. Even a single alternative or near-alternative to bypass the need to generate and facilitate structure timers would change the whole nature of null sec. You don't even need to bypass the essential game mechanics. You could just e.g. decrease tax income or something very very simple like that. You would see a lot of things change if structure timers could be bypassed at all, even in very minor ways. | ||
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Firebolt145
Lalalaland34483 Posts
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Manit0u
Poland17187 Posts
On April 24 2014 15:53 Skilledblob wrote: while we are at awful null sec pvp, this is what Legion of xXDeathXx welped against us last night to kill one cadmium or platinum tower http://eve-kill.net/?a=kill_related&kll_id=23120052 I see that Ishtar's seem to be the trend this days... | ||
Omigawa
United States1556 Posts
On April 24 2014 20:11 Manit0u wrote: I see that Ishtar's seem to be the trend this days... sentries op you'll notice that eve is super flavor of the month people get rich by predicting the next flavor of the month + Show Spoiler + amarr masterrace tho | ||
Skilledblob
Germany3392 Posts
On April 24 2014 18:47 DefMatrixUltra wrote: Guerrilla warfare is certainly possible in EVE. It's just not feasible. There are certain very high barriers required to change the mechanisms in the game from one state to another. These barriers currently reward the biggest blob. There are ways that exist in the game to carry out guerrilla warfare, but the paths are blocked by these high barriers. If you've got an enormous fleet put together to knock over one of these barriers, you might as well just use that fleet to complete the whole spiel. CCP really needs to go back to the drawing board a bit and think about how to add pathways around these barriers (and what I'm talking about are structure timers, essentially). It wouldn't take much. Even a single alternative or near-alternative to bypass the need to generate and facilitate structure timers would change the whole nature of null sec. You don't even need to bypass the essential game mechanics. You could just e.g. decrease tax income or something very very simple like that. You would see a lot of things change if structure timers could be bypassed at all, even in very minor ways. I think that the removal of easy acces from null sec to high sec would be the best way to introduce chances for smaller groups to beat larger ones. What I mean is if you for example remove jump freighters from the game and make null sec entities haul their wares with normal freighters they would be much more vulnerable to being caught and subsequently lose the ability to outfit their fleets. This would lead to two things, either big null sec alliances start producing in null sec which would give plentty of targets to disrupt the production or the alliances would have to make caravans on a very regular basis which would be timeconsuming and require a lot of manpower. this idea might ofcourse be utter crap but the important part is that CCP has to introduce more ways to "win" in nullsec then structure grinds and outblobbing the enemy fleet and making the logistics vulnerable would in my opinion be the best way. | ||
Galdo
United States338 Posts
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Omigawa
United States1556 Posts
If I wanted to sell this character, what would I need to train to maximize the asking price? The sale would be as a Tengu pilot. I will be focused on training Caldari Cruiser V, Caldari Strat Cruiser V and all subs V immediately, I'm most interested in support skills that I need to train after that. pw tlnet | ||
Skilledblob
Germany3392 Posts
from what I could see you should get Hull Upgrades 4, Capacitor skills, Heavy Assault Missiles 5, Navigation support skills, Shield tank skills | ||
Omigawa
United States1556 Posts
On April 24 2014 20:26 Skilledblob wrote: I think that the removal of easy acces from null sec to high sec would be the best way to introduce chances for smaller groups to beat larger ones. What I mean is if you for example remove jump freighters from the game and make null sec entities haul their wares with normal freighters they would be much more vulnerable to being caught and subsequently lose the ability to outfit their fleets. This would lead to two things, either big null sec alliances start producing in null sec which would give plentty of targets to disrupt the production or the alliances would have to make caravans on a very regular basis which would be timeconsuming and require a lot of manpower. this idea might ofcourse be utter crap but the important part is that CCP has to introduce more ways to "win" in nullsec then structure grinds and outblobbing the enemy fleet and making the logistics vulnerable would in my opinion be the best way. They could still Titan Bridge or use a JB network, I doubt any of the large Null blocs would care THAT much if JF were removed and I feel like it would just make life harder for the smaller, less organized groups in null (I doubt PL and CFC would give a shit if JF's left the game and would probably troll EVE-O forums about how spoor people without titans were now that they have to travel gate to gate, etc) I think the best idea that has been proposed for nullsec was the "Farms and fields", bottom up model of nullsec income generation. make the entities who occupy the space use it to generate income and give corps/alliances a way to tax the members more effectively/efficiently so that nullsec is about protecting your space, and protecting the people using your space, so that alliances can prosper, instead of having passive income generated from the top down via moons. but then again that might just turn into more of the same re: renters. so idk. Someone smarter than me needs to figure it out, along with sov mechanics that don't necessitate overload a node every time a critical timer comes up | ||
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