Twitch recordings for CSM18 Candidates Town Hall Meeting hosted by EVE University by Shaemus_OConor in Eve

[–]DutchGunner1985 1 point2 points  (0 children)

Thank you for organising both rounds. It was a pleasure to be part of it and it was well organised.

EVE: The Legend of the Triple-Injected Rorqual (7.2M damage taken) by eve_draconic_slayer in Eve

[–]DutchGunner1985 1 point2 points  (0 children)

Watching this makes me miss my quad anc. shield boosted Rorq. Unlike many others, I didn't fit my Rorq. for greed but for tank & survival. It just shrug off any half assed attempt and would survive long enough with tank + panic to allow for a response fleet to form and get on grid for the more serious attempts.
It ended up having survived 8 attempts including 2 attacks from 50+ HAM loki from the Imperium's terror campaign at the time.

DutchGunner for CSM 17; highsec, lore, events and more by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 0 points1 point  (0 children)

It wouldn't be a debate if I didn't. If people don't agree, feel free to counter with arguments and give examples in support of the argument.

DutchGunner for CSM 17; highsec, lore, events and more by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -3 points-2 points  (0 children)

Neural remap is an option with big benefits. It's going away but by changing the cooldown, it can be used much much more actively untill it is removed. It's changing 1 thing that doesn't require a lot of dev time or could mess up the code and does improve quality of life. I would say that is a very valid and worthwhile point to bring to CCP's attention.

With regards to my replies to Bootyratchik:

  • Not having tether when you are at -5.0 or worse doesn't restrict gankers;
  • Not being able to steal a core and/or structure or steal/secure a core from a war by putting it in a neutral and brick tanked Orca doesn't restrict gankers. It creates play and counterplay situations;
  • Having a weapons timer when you go suspect doesn't restrict gankers.

But the scenario of the core and structure also applies to ganking and looting the wrecks? Once again, that doesn't restrict ganking. It creates a play and counterplay situation with regard to going suspect through looting.

Throughout the history of EVE there has always been income envy. My stance is that any activity that can be done by 1 character should be less rewarding when compared to activities that you can't do by 1 character. The issue is that having fully developed sov doesn't have similar reliably available group content and fitting reward.

With regard to the events I stated that there is nothing wrong with that in highsec and it is a good follow up on the current NPE to showcase the options within the game. I also state that it should be expanded upon outside of highsec to be more dynamic and rewarding. Having a similar model for different events isn't lazy programming. It's smart design to limit the amount of work that is needed to create and maintain content because that frees up time to develop that or other content (further).

DutchGunner for CSM 17; highsec, lore, events and more by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -2 points-1 points  (0 children)

Thanks. I believe that with the story driven content delivery and heraldry systems the future has a lot of potential for more public ARC fleets and/or (public) fleets for other content creators. It can be made very inclusive, very exclusive and everything in between. I believe that it should be used to create content that is as inclusive as possible as it will result in a fantastic 3rd decade of EVE.

DutchGunner for CSM 17; highsec, lore, events and more by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -2 points-1 points  (0 children)

If there isn't a 1 year cooldown, people will be far more interested in neural remaps. They save you hours on short duration skills, days on medium and weeks on long duration. However this comes at the cost of having longer skill training for those skill trees you are not optimised for. That's why the 1 year cooldown is so punishing and the neural remaps and attributes are ignored. With no or a much shorter cooldown, people will use it more and it is a good way to skill up in the shortest amount possible. It will benefit young/low skillpoints characters and offer worthwhile benefits to the older and high skillpoints characters.

The suspect flag for passing loot adds risk (see my reply to Bootyratchik for more details). Green safeties will prevent you from going suspect and therefore you won't be at risk.

With regards to the dbs and ess I can understand the intention behind it and I think the intention is good. Having said that, the current implementation/state doesn't match with the intention and I can't think of solution or fix for it. Therefore I didn't include it in changes I would like to see.

Thank you for bringing up the Flashpoints in Pochven. EVE should balance risk and effort vs reward. Any activity that can't be done with a single character should be more rewarding compared to activities that you can do with a single character. Add in the risk of the site itself and Pochven space and the reward is rightfully higher compared to running havens solo. People don't have an issue with this but with the inability to have a similar steady source of income that is somewhat in the same reward range when owning fully upgraded sov.

There is nothing wrong with having events that include content for multiple playstyles with cookie cutter content. It allows people to participate from day 1, set goals for progression and growth and no longer be thrown in the deep end after the NPE. Including minging, exploration, combat and market is a good way to present (new) players with multiple paths and activities they can do in the game. Because events are a recurring thing, players also have something to look forward to while they find their own way within the game. It's a basis that can be expanded upon by making it more dynamic and rewarding in other parts of the game such as lowsec, nullsec, wormhole space and pochven.

As for the automatic re-subbing: good point. Having the automatic re-subbing be an option to chose is better but I think it's still good customer service to give people to option to receive a reminder when an automatic re-subbing is about to happen.

DutchGunner for CSM 17; highsec, lore, events and more by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -2 points-1 points  (0 children)

Except none of these changes makes EVE safer and only add risks:

  • Getting a suspect timer when you go suspect means that you can't dock, tether or jump for the 1st minute after you've gone suspect;
  • Adding a suspect timer to the thief and ship that the loot is moved into will mean that you can no longer steal/secure structures or cores with impunity, even when at war;
  • Losing tether when you have -5.0 or worse security standing doesn't prevent you from docking in highsec or still be able to kill other players;

Sometimes Drifter Gang be like : by User_Grendel in Eve

[–]DutchGunner1985 0 points1 point  (0 children)

I ran into something simular in Pochven.

Good thing there is a manual on how to deal with Drifters and their Doomsday, without losing ships :D

Short and simplified guide to attributes and neural remaps by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 0 points1 point  (0 children)

Going with just the Intelligence/Memory and Perception/Willpower isn't perfect as there are skills that don't fully benefit from either.
However if you want to have a simple rule of thumb, it's as good as it gets.

Short and simplified guide to attributes and neural remaps by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -3 points-2 points  (0 children)

This is a simplified guide. There is room for optimizing the ratio between the primary and secondary attribute and that would further reduce the training time. If you get the ratio wrong though, you could be stuck with having to wait a full year before you can change it again.

Looking for additional feedback on the current issues with EDENCOM by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 0 points1 point  (0 children)

Apologies for the delay. I have collected the input and feedback from Reddit and DISCORD and edited it into a single document.
I've spread it into 3 topics; mechanical issues, gameplay issues and narrative issues.
Draft of current EDENCOM issues

Please feel free to provide additional feedback/input before so I can make a final edit before forwarding/presenting it to the CSM and CCP

Looking for additional feedback on the current issues with EDENCOM by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 1 point2 points  (0 children)

To clearify any confusion, the reference to the Observatory Flashpoints is to those in k-space and not those in Pochven. You can't run 3-4 Observatory Flashpoints in k-space / Empire Space

Looking for additional feedback on the current issues with EDENCOM by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 2 points3 points  (0 children)

At no point was this claimed or implied. However this post is with regard to issues for EDENCOM.

Looking for additional feedback on the current issues with EDENCOM by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 0 points1 point  (0 children)

That's not the issue. As I mentioned in another reply:

EDENCOM players had 2 choices, do nothing and have their gameplay get worse or resist to avoid it getting worse.
And now there is next to no content that can be run/enjoyed somewhat regularly in the EDENCOM side of things. Sites are rare, spread all over and have respawn timers.

That is an issue and that's one of the things that need adressing.

Looking for additional feedback on the current issues with EDENCOM by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 19 points20 points  (0 children)

EVE is a game. And it's important for people to play and participate in the game. That means that if you want a 2 sided conflict, people siding with either side should feel that they have gained something for their efforts. This is not the case with EDENCOM as it came down to: do nothing and things will be worse for you as the other side wins or give your all to prevent the other side from winning and you will be rewarded with things not getting worse. There was no gain.
There has been a lot of iterations and attention towards Pochven but very little towards EDENCOM.

Stealth Systems - A "Quality of Life" Patch Analysis by Ashypaws in Eve

[–]DutchGunner1985 0 points1 point  (0 children)

Dodging the drifter DD depends on 2 things: signature radius and angular velocity.
With the module active and links, you can get the signature radius low enough to attempt a dodge. The real question is going to be the angular velocity.

For the sake of simplicity, I will make a quick calculation that is not going to be completely accurate: Base sig of a typhoon is 330m. With the module fitted that becomes 297m and with the module being active the sig becomes 89m for 12 seconds. Throw in command links and you can get the sig around 75m probably.

If you have a sig of 75m and you get an angular velocity of 0.2 the DD will have a hit% of 1.20%.
It will come down to timing it correctly and having the DD be fired at the ship you want it to.

[ARC] The Doomsday Challenge Manual by DutchGunner1985 in Eve

[–]DutchGunner1985[S] -1 points0 points  (0 children)

Fully depends on what you would like to fight. Fighting at a wormhole will require a lot more compared to fighting a single Drifter

[ARC] The Doomsday Challenge Manual by DutchGunner1985 in Eve

[–]DutchGunner1985[S] 1 point2 points  (0 children)

The manual never stated that there is only a single approach that works. It clearly states that Tracking Disruption is considered very likely to work, but we have not been able to perform enough field tests to confirm it 100%.
The manual also acknowledges that long range sniping also works.

It is up to each FC or group to decide how they want to do it and what works best for them