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Thread Statistics | Show CCP posts - 13 post(s) |
Drapedup Drippedout
G.U.T.Z
66
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Posted - 2013.10.31 12:22:00 -
[1] - Quote
CCP Eterne wrote:Hello everyone,
I see there is some confusion about this because it wasn't messaged properly. I'm rather confused how it was left out of the official messaging for the hotfix deployed on October 24.
Regardless, this is the patch note for the hotfix:
"Apply a limiter, capping the warpoint gained per minute of the players who are farming warpoints or cheating."
This is to prevent people from setting up a scheme where a friend runs in and dies, then gets revived by a teammate, only to die again, and this happens over and over.
We of course want your feedback about it on if the limiter is too strict.
You guys are ******* morons. You can't fix a specific scenario, so you just decide a blanket nerf is the best option? How about you put a spawn timer on a newly revived clone for 3-5 secs that if revived and killed in that time frame, they are worth 0 WP? Why not put a cap that no more than 2 of the same nanohive or uplink can be active at once? Instead just a blanket nerf to all WP production? Is this a round about way to try to nerf the uplink/nanohive madness? If so, terrible idea. Again, because you're limiting everyone. All vehicle specialists get is a tank to kill and destroy, you've effectively crippled their WP gain in a minute because you're trying to stop a nanite injector issue? Get real, you're lazy and looking for a quick fix-all.
"Apply a limiter, capping the warpoint gained per minute of the players who are farming warpoints or cheating."
Find a way to satisfy the second part of your statement. Stick to limiting farmers and cheaters not EVERYONE. Instead you just limited anyone else who may be playing a legitimate game and simply dominating the battlefield. Everything in this game is centered around WP; orbs, match SP bonus, and ISK and you've just nerfed it for those who may go on a 'hot' streak?
******* geniuses. |
Drapedup Drippedout
G.U.T.Z
66
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Posted - 2013.10.31 12:44:00 -
[2] - Quote
[/quote]
No and no. Your fourth point is especially troubling because it's as if you aren't aware of the fact that the marketplace carries these variants for us to buy and use. Some of these variants are diverse (only ammo, only triage, a combo thereof) and some are statistically indistinguishable from one another (ie. multiple proto uplinks with exactly the same stats--spawn speed, number of spawns, etc.) and are only different in name. Why, then, would I purchase these variants, if I were capped on how many I could use overall? The max carry and deploy stat has clearly always been associated with each individual piece of equipment, not the equipment class. Your position is based on your own bias against aggressive logistics play and does not represent the reality associated how the equipment was designed and the many variants within a type that were designed. The current system encourages me to purchase and consume a variety of items because I benefit by doing so. You would have it so my demand for all these items would decrease as I'd now be choosing several variants only based on which brand name I prefer. It would no longer benefit me to purchase and consume a wide variety of equipment variants because you would limit my ability to utilize those variants at the same time. Lame.
Please stop trying to be the playstyle police.
[/quote]
Correct me if wrong, but I thought those variants were there for Aurum use. Which would allow someone with nano's or uplinks at lvl 4 to run the lvl 5 prototype variant. What I believe Nova Knife is saying is that the aurum variants are not intended(I believe he cited, "CCP has said as much" as well) for you to purchase and run alongside the non-aurum variant. He's not the playstyle police, if CCP said it, then you my man are using an exploit as a playstyle. Enjoy it, apparently it won't be around much longer.
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