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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
2981
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Posted - 2014.05.26 22:34:00 -
[61] - Quote
If clones are essentially worth nothing, then that is fine.
With a system like this though, there is no reason clone packs shouldn't be 100% free.
If an established corp wants to use clone packs to lock their own districts and farm the clones there will be nothing stopping them, yes, but on the same note there is no reason they couldn't make an alt corp or buddy up with another corp and do the same thing.
I honestly see no reason that clone packs should not be free under these proposed changes. Otherwise PC will only be for those who already have districts and the barrier to entry will be far too high for anyone to ever care. |
Kain Spero
Goonfeet
3596
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Posted - 2014.05.27 00:12:00 -
[62] - Quote
Clone packs can't be free due to the need for conservation of ISK. You can't have money appear out thin air. If self-attacking is profitable and requires no logistical burden then the acceptable labor burden to use clone packs to generate ISK will be much higher. Also, clone packs having a cost is a driver for owning districts as districts then still present the most economical method of making war. One of the keys to balance is always risk vs reward.
Again the ROI (return on investment) numbers for a clone pack of 45 mil:
Kain Spero wrote: Again, if you actually win your fights you can recoup the costs of clone packs much more quickly than previously. After speaking with a few people I do see that the adjustment of being forced to kill every clone in battle may need to not happen in this pass.
Some numbers:
3x Clone Packs at 45m = 135m upfront cost
ISK paid out destroying 450 clones on a hub = 90m + ISK from clones lost while attacking (avg 80 attacker clones x 3 x 200k) = 183m ISK
Potentially profit after just taking one hub = 48m ISK
The ironic thing is the worse your KDR while still winning your fights the more likely a corp will turn a profit breaking into PC.
The ROI numbers for old 36 mil ISK clone packs:
Kain Spero wrote:3x Clone Packs at 36m = 108m upfront cost
ISK paid out destroying 450 clones on a hub = 45m + ISK from clones lost while attacking (avg 80 attacker clones x 3 x 100k) = 69m ISK
Potential profit after just taking one hub = -39m ISK
Days to wait until hub is full = 450 total - 70 remaining from attack / 80 = 5 days
Days of full clones without launching attacks needed to make profit for passive generation = 39m Cost / 8.8m ISK in clones sales per day = 5 days
That's 10 days you have to hold the district in order to turn a profit in addition to winning the initial matches.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
2981
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Posted - 2014.05.27 00:58:00 -
[63] - Quote
Its not like pubs have any continuity of isk either.
This also doesnt include the losses incurred in the use of any decent gear. Being profitable with a clone pack will require a top PC corp smashing some small corp that doesn't have the skill to compete.
Which might seem fine on its own but the barrier to entry for any new corp is far too high. Completely active ISK with such a substantial price on clone packs means you pretty much cannot compete without districts... similar to how it is now.
The math looks great for a corp already in PC but for corps that are not.. its pretty much impossible to get in...
Even if you limit a corp to a single clone pack attack per day or something. There has gotta be a better way to lower the barrier to entry for corps without districts. |
Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1738
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Posted - 2014.05.27 09:15:00 -
[64] - Quote
ZDub 303 wrote:The math looks great for a corp already in PC but for corps that are not.. its pretty much impossible to get in...
I hope you realize that now that you've said this, some corp is going to go out of their way to prove you horribly wrong. That's always how these things work. |
Firbolg Barun
Dust2Dust. Top Men.
28
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Posted - 2014.05.27 10:06:00 -
[65] - Quote
Himiko Kuronaga wrote:CCP Rattati wrote:Dear players,
As part of Hotfix alpha we will be making a few changes to the Planetary Conquest system. Goals: GÇó To replace income from passive sources with an increase in active income earned by fighting in Planetary Conquest battles. . That is a short term solution to appease idealists who haven't thought anything through. Say I defeat everybody in PC and take 100%. I'm so good in fact that my team manages to completely de-moralize every last team in PC into refusing to fight. So now I'm sitting on an empire that generates no income. What kind of a stupid system is that and why did we even bother taking land if it does nothing? Never mind the economical pointlessness of the concept, it'd just be bad game design. Win everything and get nothing. Great idea. The only reason you would remove passive income is to appease bad players who never belonged in PC in the first place. Bad players losing in a territory war is a normal thing, it's supposed to happen. The rich get richer and the poor get poorer. That's what a slippery slope is and it's working exactly how it needs to.
Those tears man... those tears... |
Firbolg Barun
Dust2Dust. Top Men.
28
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Posted - 2014.05.27 10:09:00 -
[66] - Quote
XxGhazbaranxX wrote:I've grinded all the isk I've earned and I would throw any amount away just to see those rich, mechanic abusing people lose it all. See how they protostomp then when they have to worry about isk like everyone else.
^ I agree with Ghaz
Also, buff plasma cannons! |
Firbolg Barun
Dust2Dust. Top Men.
28
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Posted - 2014.05.27 10:25:00 -
[67] - Quote
Benjamin Ciscko wrote: We must appease the carebears it must be done.
YOU, the district lockers, are the carebears.
If you did not lock districts before, you would not be against this change.
Scrubs. |
Titus Stryker
Ancient Exiles. General Tso's Alliance
353
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Posted - 2014.05.27 10:28:00 -
[68] - Quote
I still don't understand how this will be helpful, hopefully that is because I am not so bright and the smarties have it figured out rather than it just being a bad system.
I stream DUST on YouTube
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Dust User
KILL-EM-QUICK RISE of LEGION
282
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Posted - 2014.05.27 11:07:00 -
[69] - Quote
Heinrich Jagerblitzen wrote:Dust User wrote:How are corps suppose to make the ISK to buy the new and improved 45,000,000 ISK clone pack?
And before someone chimes in with taxes, give me a break. It would take months to bring in that kind of ISK from taxes. Snappy quick answer: How long does it take a single player to earn 9 million (the price difference in clone pack) by grinding pubs using BPO gear? Are you really trying to make the case that corps suddenly have to spend months longer to get into PC? Give me a break. Longer serious bizness answer: How are corps (that are not in PC already) making the money for clone packs today? How has any corp ever made the isk needed to buy a clone pack before they actually had districts to print isk for them? Remember, PC is high level content, and it should take some level of effort and time to prepare a corp to compete and enter Molden Heath to begin with. The fact that there's time and effort involved in ramping up towards PC (both financially and in troop training) isn't really a problem. Before I was in Onslaught I was a member of D3LTA FORC3, one of many corps early in the game's history that made a pointed effort to save isk because we knew PC was a personal goal for the corp. Charismatic leaders with a goal for the corp to work towards don't have any problem finding that isk. Besides, the per-clone cost isn't being raised at all here, corps are just buying more clones at a time (giving them a greater margin in battle to win the initial attack with). We're really only talking about a 20% greater investment to buy a clone pack after all. In terms of taxation - that means the difference between a 5% tax and a 6% tax. Or raising a 10% tax to 12%. This is quite reasonable to ask especially if it means the corp is able to provide content previously unavailable to its members. I'm confident that many corps will find the difference between participating in PC or not worthy of this slight additional investment. Also - tax is hardly the only way to raise funds. 9 million isk today is fairly trivial and could easily be found by even a handful of small donations from individuals from within the corp. Again, corp leadership confident in their ability to win an attack and enter MH may even front this initially themselves, if it means greater income once the corp is in MH and fighting other corps regularly. I think you're dramatically underestimating the myriad ways that players can work around a clone pack cost bump to achieve their goals.
Fair points, we'll just have to wait and see how it all pans out. |
Gelhad Thremyr
Quebec United
292
|
Posted - 2014.05.27 13:28:00 -
[70] - Quote
Seriously i can do 2 mil in bpo within an hour and a half, preparing a pc plus the game takes about 30 to 40 min. Why bother anymore. There is no prestige anyway from having a district anymore under that system, although i dont have anything to propose.... |
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The dark cloud
The Rainbow Effect
3152
|
Posted - 2014.05.27 17:20:00 -
[71] - Quote
I somehow got the impression that CCP thinks that there is too much ISK in the system. And when there is too much ISK then the AUR sales drop down. So the logical reaction is to eliminate the only passive income source. I wouldnt be surprised if the cost for equipment would increase soon. |
WhataguyTTU
0uter.Heaven
302
|
Posted - 2014.05.27 18:04:00 -
[72] - Quote
Ummm.... what happens when you send a clone pack and people no show. If your enforcing kills for ISK, less prepared corps have more incentive to avoid getting smashed while costing the attacker to lose money and any chance at earning biomass payment.
There are already too many no shows. =*( |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
50
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Posted - 2014.05.27 19:48:00 -
[73] - Quote
WhataguyTTU wrote:Ummm.... what happens when you send a clone pack and people no show. If your enforcing kills for ISK, less prepared corps have more incentive to avoid getting smashed while costing the attacker to lose money and any chance at earning biomass payment.
"Oh but you get that juicy district."
Corps will not have incentive to hold any more districts than the amount of battles they want to have daily. This adds to the incentive of no-showing when you don't want that many districts. There are already too many no shows. =*( I guess they want the attackers to kill each other...or just spawn in militia fits and suicide cook locus grenades. |
Firbolg Barun
Dust2Dust. Top Men.
35
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Posted - 2014.05.27 20:03:00 -
[74] - Quote
The dark cloud wrote:I somehow got the impression that CCP thinks that there is too much ISK in the system. And when there is too much ISK then the AUR sales drop down. So the logical reaction is to eliminate the only passive income source. I wouldnt be surprised if the cost for equipment would increase soon.
Or maybe they did this to enable player generated content, because that drive moneyspending more than removing the ISK fountain. Get rid of your tinfoil hat sir. |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
131
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Posted - 2014.05.28 00:52:00 -
[75] - Quote
the changes look good. It seems like with no passive income, the amount of districs are limited to the number of players a corp or alliance can field to sucessfully defend a district or not. More fights, less territory for a corp to hold, more focus on the corp size being a factor.
The bad thing is, its not really worthile to own or defend a district either. I still can't visit it, explore it on some free time between battles, and to be sure to have a fighting chance its 90 milion isk gamble (without paying for the proto suits)for what will not be 90 million isk payout. Especially after a tough fight i would have to buy a new clone pack. Every 48 hours. Thats raising the bar for corps not lowering it.
My Suggestions in no particular order.
- corps can sell a fixed amount of clones at a FIXED market price, yet only to other corps.
-No NPC trading, with a percentage tax. no mony to be made passivley, no clones generated over the pop limit. this makes players depend on the business savy meta game rather than sitting on you butt.
-clone sales come out of your district. Sell 150 clones and you lose 150 clones.
Defend your district, earn some isk for the fight, if you decide to sell clones, you can make a profit if you can find a buyer in time yet become substantially weaker for the next fight. Sit on your clones no revenue will be generated. The better you defend your district the more clones you will have avaible to sell, Having a fixed price gives every corp an equal shot to make money once they have taken a district. this wy rich corp/CPMs who exploited the gam mechanic will not be able to abuse market forces and sell clone packs at a higher or lower price than the standad set by CCP to be followed for the entire community.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
131
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Posted - 2014.05.28 01:19:00 -
[76] - Quote
also, here how people who already have land in PC can exploit this, especially if they're on the same planet. Move 1 'logistically efficient' or free clone pack to a ''friendly district' a few people's alts show up and get annihilated. Winning team sends money back to friendly corp. 30 million isk profit, or 150 million a day if you have 10 districts(for 5 fights). or 450 million a week.for those ten districts. thats for the 1st week.After that it sort of pays for it self, even if you have to buy clone pack for 5 fights you'll be investing 5x45 mill = 225 million, still gonna make 225 million profit a week, nearly 900 million isk a month. Thats by farming just 10 districts.
Redline for Thee, but no Redline for Me.
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Jacques Cayton II
Pradox One Proficiency V.
805
|
Posted - 2014.05.28 14:01:00 -
[77] - Quote
CHANCEtheChAn wrote:So now that all the little guys are in PC to be able to gain ISK by farming
It gets nullified
While veteran corps that have been farming forever (NS, AE, ERA etc.) Stay with 50 billion ISK+ without having to no longer fight
And clone packs increased to 45 million ISK a pack
So cargo hubs would theoretically take 135 million ISK to take (If you win every battle)
And the only people with that kind of ISK are corps that have been farming forever (NS, AE, ERA, etc.)
CCP Logic
I could afford 23 clone packs huehuehuehue
We fight for the future of the State not our
personal goals
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Zombie Supreme
Molon Labe. General Tso's Alliance
172
|
Posted - 2014.05.29 16:07:00 -
[78] - Quote
Kain Spero wrote: Some numbers: 3x Clone Packs at 45m = 135m upfront cost ISK paid out destroying 450 clones on a hub = 90m + ISK from clones lost while attacking (avg 80 attacker clones x 3 x 200k) = 183m ISK Potentially profit after just taking one hub = 48m ISK
In your math you are forgetting the average cost of 200k per dropsuit lost. 600k for each tank lost 800k for each ADS lost. NTM you r number are all wrong most likely you not going to actually kill 450 clones. They will lose 150 for each attack, but you only get paid for clones that get killed. Clone pack attacks are total ISK loss anyway you look at it. I really don't have an issue with the clone pack changes. The problem is how unprofitable normal district to district attacks will be.
Kain Spero wrote:If you attack with a district then you would weaken the district you attack from and open it to attack. Also, if you think friendlies can organize self attacking over 100 districts every night, fill those matches, and extract ISK more power to them.
Weaken you district to attack? With these new PC the biggest problem of all is there will be no reason for corps to want to take districts, beyond a few. All a district does for you now is give you the ability to not have to buy a clone pack. It is pointless for a corp to hold more then 5 - 10 and that's only if they want to fight everyday 2 times a day. Which I can't see why anyone would because winning these battles best case your players still walk away with less ISK profit then they would earn in a pub match. |
Hawkin P
Molon Labe. General Tso's Alliance
392
|
Posted - 2014.05.29 16:44:00 -
[79] - Quote
The Real PC Numbers & how these changes will end up killing PC.
https://forums.dust514.com/default.aspx?g=posts&m=2184984#post2184984 |
Nothing Certain
Bioshock Rejects
775
|
Posted - 2014.05.29 22:03:00 -
[80] - Quote
ZDub 303 wrote:Its not like pubs have any continuity of isk either.
This also doesnt include the losses incurred in the use of any decent gear. Being profitable with a clone pack will require a top PC corp smashing some small corp that doesn't have the skill to compete.
Which might seem fine on its own but the barrier to entry for any new corp is far too high. Completely active ISK with such a substantial price on clone packs means you pretty much cannot compete without districts... similar to how it is now.
The math looks great for a corp already in PC but for corps that are not.. its pretty much impossible to get in...
Even if you limit a corp to a single clone pack attack per day or something. There has gotta be a better way to lower the barrier to entry for corps without districts.
I've been seeing this argument but I don't understand how you think this is worse than the current situation where the large corps have reason to hold many districts. Yes, large dstrict holding corps will be able to beat smaller corps if they have the players to do it. That is the eay it should be, but they gave no incentive to hold onto 50 districts so smaller corps can launch attacks against corps they think they can beat. The biggest and strongest will still be the biggest and strongest but there will be chances for fights against others, not just one massive attempt or nothing.
Because, that's why.
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Kain Spero
Goonfeet
3615
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Posted - 2014.05.30 06:28:00 -
[81] - Quote
Zombie Supreme wrote:Kain Spero wrote: Some numbers: 3x Clone Packs at 45m = 135m upfront cost ISK paid out destroying 450 clones on a hub = 90m + ISK from clones lost while attacking (avg 80 attacker clones x 3 x 200k) = 183m ISK Potentially profit after just taking one hub = 48m ISK
In your math you are forgetting the average cost of 200k per dropsuit lost. 600k for each tank lost 800k for each ADS lost. NTM you r number are all wrong most likely you not going to actually kill 450 clones. They will lose 150 for each attack, but you only get paid for clones that get killed. Clone pack attacks are total ISK loss anyway you look at it. I really don't have an issue with the clone pack changes. The problem is how unprofitable normal district to district attacks will be.
Not forgotten. When comparing the old ROI of using clone packs to take a hub to the new ROI suit costs are expected to be equal. The end result in the scenario stands that after taking a hub in the current system you are in the hole over thirty million ISK while you have a baseline of positive 48 million ISK. A positive increase in ISK at the end of hub capture of 87 million ISK.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Firbolg Barun
Dust2Dust. Top Men.
44
|
Posted - 2014.05.30 12:57:00 -
[82] - Quote
The big fallacy of every calculation in this thread: Assuming that you will be able to constantly spam optimal 200k ISK fitted protosuits in PC.
Get guud. |
Firbolg Barun
Dust2Dust. Top Men.
45
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Posted - 2014.05.30 13:09:00 -
[83] - Quote
Heinrich Jagerblitzen wrote: o7
Great post Hans!
All of these proposed PC changes kind of make me want to log on when they are deployed. Commando meta is impending on us, standard/adv suits with 10% dmg and high HP.
But then, meh, game is dead. |
Fox Gaden
Immortal Guides
3543
|
Posted - 2014.05.30 13:23:00 -
[84] - Quote
Argetlam Thorson wrote:Let me put forth an idea in the form of a story. I'm a vase store owner. I've got 5 in town (don't ask why people need so many vases). Jim opens up a shop next door to one of mine. I don't like this. Not one bit. I decide to go to war. I invite a few of my best friends over and we start throwing vases at Jim. He throws some of his back. End of the day hits and Jim and his cronies are out cold. Lots of vases are lying broken on the ground, our inventory is down at the Main Street shop, and we now own his shop. The broken vases are near worthless, they can be sold to crafters for pennies on the dollar. All the fully intact vases can still be sold to Genolution...I mean customers, if we choose. Another shipment of vases comes tomorrow to every shop, so we transfer some from the Oak Street branch to the Main Street branch (so we have more to throw if Jim comes back), leaving Oak with some space. Max shipment is 80, total space available is 400. We may sell as many as we like each day, taking away from the 400 cap, leaving us more vulnerable if we sell more ammo to make more money. Or we can sell none, keeping ourselves fully stocked. Meaning every day you must make a choice, how many vases do I think I can sell and still win a fight with Jim.
I'm not saying all of this to come off as a sarcastic jackass. I just feel like getting paid based on unkilled clones/unbroken vases that you sell manually makes more sense than getting paid for the remains, which should be near worthless. Also, with this system it would encourage people to win with the least deaths on both sides. I'd like to hear thoughts thrown around about whether or not this would potentially work for a PC system.
EDIT: What if active payout for the winner was something like: (Number of clones remaining from pack) (individual Clone Cost) + (Number of clones destroyed in battle) (1/10) (Clone Value). Just an idea. Argetlam Thorson here squadded with me last night and complained that no one had responded to his post, so I said I would take a look at it.
Argetlam, I am afraid that you are guilty of excessively torturing a metaphor.
I do agree with your point however. Having biomass be more valuable than intact clones makes no sense. From a logical perspective biomass should be worth a fraction of what a useable clone is worth.
I think however that this is a case where due to Dev resources being too limited to change the structure of PC in any significant way, and the limitations in what we can change in the current structure, the decision has been made to sacrifice immersion if necessary to meet game play requirements. In other words, yes it is stupid and arbitrary, but the proposed system may allow for competitive high end PVP without causing further damage to Public Matches and Faction Warfare.
In short, it stinks. But I am willing to hold my nose if there is no better options. It just makes it that much more important that they get PC right in Legion.
______________________________________________________________
That being said I wish there was a way of making the old system actually work. Here are a few things that might have helped.
- No clones are produced beyond the max capacity of a District. No automatic sale of clones. You can sell all the clones you want, at any time, but every clone you sell is one less clone in your district.
- The losing side losses at least 100 clones.
- Biomass is worth a small fraction of what an intact clone is worth.
- No NPC payouts to participants in PC battles. The Corps need to pay their solders themselves.
- Clone loss rates for travel is calculated against Clone packs as well as clones moved from districts. Clone pack travel is calculated as originating at the nearest high sec Temperate planet. (This makes location matter.)
- Increase payouts in public matches by 20% to help players not in PC save up to get into PC.
Unfortunately, although this setup would result in some very interesting wars if there were several Alliances involved in PC fighting each other, there are still two potential problems that I have not quite been able to work out.
- The first is that it might be a while before a new Corp getting into PC under this system would be able to start generating ISK. So that could be a barrier to entry.
- The second is that if the big blue donut formed again and most of the districts were not contested, then 80 clones could be sold from each of those uncontested districts each day, leading to the same situation we have now.
I am good at coming up with solutions. But PC might be just too broken to fix properly. While I donGÇÖt like the solution that has been proposed, as fighting for the sake of fighting makes district ownership completely meaningless, I realize that this solution may be the only way to coble together a system of competitive PVP out of the pieces we have to work with.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
51
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Posted - 2014.05.30 15:51:00 -
[85] - Quote
Fox Gaden wrote:Argetlam, I am afraid that you are guilty of excessively torturing a metaphor.
Oh, I certainly don't doubt it. But the core mechanics of my silly story are much the same as a theoretically workable PC system, and I thought an amusing story would facilitate discussion. Because, like you said, one of my biggest dislikes about the changes is that you're getting paid based on what you destroy, which doesn't make much logical sense.
As for the big blue donut being something that would not make it work, that should only be the case if there were good sized alliances (that were blue with each other) with enough well skilled players. Remember, many of those not in PC want to break in, so if all of your districts are open to attack because you want to get paid every day, all of those people can launch attacks. |
Fox Gaden
Immortal Guides
3546
|
Posted - 2014.05.30 18:02:00 -
[86] - Quote
Shepherd Grey wrote:Corps without land get a free clone pack every X amount of days, to do with as they wish.
Kain Spero wrote:All those ideas can and would be gamed by shell corps. The foundation is even already set up via all the locking corps that were created back in the days of locking for profit. What if a Corporation earned a free clone pack for ever 1000 matches won by Corp members? (The number could be adjusted for balance. I am just using 1000 as a starting figure.)
Yes, PC corps would grind out wins to get free clone packs, but the amount of high end PC players is small compared to the larger community. It would be the big Corps that have 500 to 1000 members that would be earning free clone packs rapidly. Of course, to take best advantage of this the PC players would want to be in large Corps, and they would want the members of those large Corps to win as many battles as possible. So to be most successful in PC they would be encouraged by the mechanic to recruit new players, and train those new players to be successful. Because the more players a Corp has being successful in Pub/FW matches, the more free clone packs the CorpGÇÖs elite players have access to for PC.
Even small Corps would eventually earn the clone packs they need to take a shot at capturing a district. With less members they would just have longer to wait between attempts.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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deezy dabest
Warpoint Sharx
580
|
Posted - 2014.05.30 18:23:00 -
[87] - Quote
Drop planetary conquest and bring back corp battles with a basic ranking system for who has fought who.
Since that will be ignored I will give this feedback:
I can not wait to see half of PC holding cargo hubs attacking each other to lock the district and burn off X amount of clones with militia fits.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
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Fox Gaden
Immortal Guides
3546
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Posted - 2014.05.30 18:48:00 -
[88] - Quote
Firbolg Barun wrote:The dark cloud wrote:I somehow got the impression that CCP thinks that there is too much ISK in the system. And when there is too much ISK then the AUR sales drop down. So the logical reaction is to eliminate the only passive income source. I wouldnt be surprised if the cost for equipment would increase soon. Or maybe they did this to enable player generated content, because that drive moneyspending more than removing the ISK fountain. Get rid of your tinfoil hat sir. Wait! Is The dark cloudGÇÖs silver lining really Tinfoil?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Hanzo420
sephiroth clones
3
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Posted - 2014.05.30 21:36:00 -
[89] - Quote
The damage has already been done. It is irreversible, without having a complete asset wipe. Only exception should be to the aurum/officer items, and blueprints.
All isk based items, should be be completely reset. All of them. That is the only way the proposed changes would bring balance to all. |
THUNDERGROOVE
The Last of DusT.
883
|
Posted - 2014.05.31 04:04:00 -
[90] - Quote
Hanzo420 wrote:The damage has already been done. It is irreversible, without having a complete asset wipe. Only exception should be to the aurum/officer items, and blueprints.
All isk based items, should be be completely reset. All of them. That is the only way the proposed changes would bring balance to all. Why? Not good enough to hold land so take it out on the ones who do? Even worse, the ones who worked for their assets and ISK without PC? Sure. You'd still be poor and people will still have more ISK.
>Team quota reached
Darnit I have to wait for one of the blueberry shit LAVs to get blown up:(
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