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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Godin Thekiller
shadows of 514
2476
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Posted - 2014.05.29 18:12:00 -
[1] - Quote
I'm baffled that you guys think that it's a good idea to have salvaging being the only way to fund the market.............
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Godin Thekiller
shadows of 514
2481
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Posted - 2014.05.30 00:06:00 -
[2] - Quote
Maken Tosch wrote:Godin Thekiller wrote:I'm baffled that you guys think that it's a good idea to have salvaging being the only way to fund the market............. Well, until Eve-side manufacturing finally gets linked up with Legion, what alternative is there besides the primary NPC market? Besides the primary NPC market wouldn't be a good source for the secondary market anyways since you won't be able to sell for any higher than what the NPC price is going for. Therefore market trading between the primary and secondary is not profitable unless you isolate the NPC market far away in isolated regions from that of the secondary markets in other (more populated) regions. Salvage to me is a good first step at least. Although I wonder if it's possible to implement mining in Legion. At least for materials that are exclusive to planets. That way mining in Legion won't compete with mining in Eve.
Well, saying that "until" crap doesn't help anything. Rather, it should be there day one..............
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Godin Thekiller
shadows of 514
2484
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Posted - 2014.05.31 02:11:00 -
[3] - Quote
I think this fits quite well here.
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Godin Thekiller
shadows of 514
2498
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Posted - 2014.06.01 01:23:00 -
[4] - Quote
Maken Tosch wrote:Captain Crutches wrote:Baltazar Pontain wrote:* Drills. This please. And let us use them as weapons. Isn't that what the Forge Gun use to be?
Not really. Just a mining cannon
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:26:00 -
[5] - Quote
Fox Gaden wrote:steadyhand amarr wrote:I like the idea that you can only store so much gear and if u want more you need to buy or rent bigger warehouse spaces so when you deploy planet side, you get a cargocan worth of space but you need to buy more cans if you end up with a really good haul.
Uuhh put another way, all gear should by a physical thing that moves and or is stored somewhere. So one day if a mcc is shot down the attackers or defenders can scramble to get all the left over goodies :-P also a very easy to explain slavage sites in the first place.
Also more goods for logi egg heads to ship about filling transport demand too and from new salvagesites(that idea alone gives me goosebumps :-P) Good point. When an MCC is blown up at the end of a Skirmish match, it is not just the gear lost during the battle that would be salvageable. All of the Infantry gear and vehicles that were in the MCC would get scattered across the landscape when it blows up. Although only some of it would be in usable condition.
The gear is not stored in the MCC, nor is any vehicles..............
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:30:00 -
[6] - Quote
Natu Nobilis wrote:calisk galern wrote:my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles. Sansha Kuvakei was a wealthy Caldari industrial mogul whose family had made its fortune in armament manufacturing during the Gallente-Caldari War. As soon as my EVE chars can make weapons and equip for Legion, i hope nobody else does it too so i can be like Sansha =p
Why would you want to be a phyco who controls the people we call zombies?
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:34:00 -
[7] - Quote
Severus Smith wrote:I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large vehicle that I need to defend while it salvages the immediate area. Ratshate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more rats in the area, equals much better salvage and much stronger Rats.
Fixed. There shouldn't only be one enemy NPC type; that would get boring.
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:35:00 -
[8] - Quote
That looks god awful (never played, and now I don't want to )
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Godin Thekiller
shadows of 514
2516
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Posted - 2014.06.03 22:31:00 -
[9] - Quote
Severus Smith wrote:Godin Thekiller wrote:Severus Smith wrote:I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large vehicle that I need to defend while it salvages the immediate area. Ratshate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more rats in the area, equals much better salvage and much stronger Rats. Fixed. There shouldn't only be one enemy NPC type; that would get boring. Oh, I agree. Truthfully, I think that CCP should really use human NPC's for us to fight against. They already have some art assets (our dropsuits) and great lore for who we would be fighting. Guristas, Angels, etc pirates in higher security level 1 - 3 contracts. Sansha in lower security level 3 - 4 contracts. And the original Gen 1 DUST mercenaries being the hardest in nullsec level 4+ contracts. Just reskin the dropsuits, alter the HP / damage / aim stats and you have a wide range of enemies for us to fight from low easily killed pirates to insanely hard Gen 1 mercenaries. Drones just seem very limited (but cool). They're cool, but the idea of them being such a huge nuisance that are all over the galaxy (and not just the drone regions) is a bit far fetched to me. Plus, it's hard to differentiate them. You can make three skins for a dropsuit and suddenly I can fight the Guristas OR the Sansha OR the Angels. With drones, I am always fighting drones - they really don't have factions or anything to add lore flavor. And with human NPC's they can have a wide range of motives for conflict - Gurista salvage teams, Sansha soldiers kidnapping colonists, Angel raiders.. raiding. Drones just do what drones do. And while cool, it's going to get kinda boring...
That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats.
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Godin Thekiller
shadows of 514
2516
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Posted - 2014.06.03 23:18:00 -
[10] - Quote
Severus Smith wrote:Godin Thekiller wrote:That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats. We're Gen 2 clones. Created after Mordu's Private Trials. Else we'd all be going crazy, scrawling 514 across walls with our own blood, and trying to kill everyone.
This thread says otherwise. And I tried finding a link saying that we are second gen, but I have currently found nothing.
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:44:00 -
[11] - Quote
Maken Tosch wrote: However acquiring the broken components takes quite a lot of effort in high sec space.
mission running isn't hard at all............
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:48:00 -
[12] - Quote
Severus Smith wrote:CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies. - This module is required in all High Security systems. Thus no friendly fire. - This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone. - This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone. What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone.
CONCORD exists. no.
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Godin Thekiller
shadows of 514
2570
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Posted - 2014.06.10 23:04:00 -
[13] - Quote
Malkai Inos wrote:How about making this "harvester" a proper companion with its own part of the skill tree and fitting screen that can do more than just salvaging, such as resupplies, repairs or even fire support/point defence etc. And entire sub-mechanic for the sandbox part of the game? It's basically a suitcase-sized flying drone that you launch and can alternate between "assist" and "salvage" modes. Salvage will have it wander around, looting stuff autonomously but dependant on your protection. Assist makes it help you and squadmates with whatever you're doing, based on the capabilities you chose to fit it with based on the situation. It would, for example, activate an integrated nanohive if someone is on low ammo, initiate repairs for a damaged friendlies or even fire at enemies, provided it has the according mods fitted of course. You might also want it to listen to comm-wheel or hotkey orders for when more precision is needed. Simply point somewhere or at someone and select between basic "go there, attack/salvage, use function 1/2/3" to have it execute the corresponding action. Now, I said earlier that you "launch" or deploy it. That is because you can also get it back so you don't risk losing it in combat including whatever loot it happens to carry. This would give interesting pvp/pve interactions where one has to decide whether to have it out in combat for the additional support but risk getting it destroyed or pull the harvester back in order to protect it but miss out no its benefits. I imagine three base types of harvesters per race: The Guardian - Low salvage efficiency (efficiency refers to the maximum difficulty of loot containers it can crack without getting mostly junk)
- Average salvage speed
- High offensive/ Average defensive capabilties
- Average mobility/ range (range is the maximum distance to you it can reach)
- Additional Utility slots and bonus to turret efficiency (analoguous to equipment slots on infantry)
The Guardian trades salvaging proficiency for improved Combat and support capabilities. Has inherent bonus to damage output and can efficiently support others in combat through logistics. The Harvester - High salvage efficiency
- High salvage speed
- Low offence/High defence
- Low mobility/range
- Additional cargohold capacity and bonus to loot quality
Nomen est omen. The Harvester is the optimal choice for safer areas and players that are ready to baby-sit this slow guy for higher potential profits as its improved looting mechanism has a higher chance of retrieving items without damaging them in the process. The Probe - Average efficiency
- Average salvage speed
- Average offence/low defence
- High mobility/range
- Relays scan results to friendlies, bonus to survey modules
The Probe can be sent along great distances to scout ahead hostile territory for potential salvaging opportunities and enemies in relative safety. It also sports inherent bonuses that assist other drones in their salvaging by finding harder to detect spots. And because this wouldn't be New Eden without some low-sec counterplay dickishness I further propose the Drone Signal Inhibitor. Once deployed, it prevents drones in an area from being launched, taking commands and being recalled so they can be easily scooped by the aspiring criminal.
So a salvage drone with guns on it?
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Godin Thekiller
shadows of 514
2570
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Posted - 2014.06.10 23:04:00 -
[14] - Quote
Godin Thekiller wrote:Malkai Inos wrote:How about making this "harvester" a proper companion with its own part of the skill tree and fitting screen that can do more than just salvaging, such as resupplies, repairs or even fire support/point defence etc. And entire sub-mechanic for the sandbox part of the game? It's basically a suitcase-sized flying drone that you launch and can alternate between "assist" and "salvage" modes. Salvage will have it wander around, looting stuff autonomously but dependant on your protection. Assist makes it help you and squadmates with whatever you're doing, based on the capabilities you chose to fit it with based on the situation. It would, for example, activate an integrated nanohive if someone is on low ammo, initiate repairs for a damaged friendlies or even fire at enemies, provided it has the according mods fitted of course. You might also want it to listen to comm-wheel or hotkey orders for when more precision is needed. Simply point somewhere or at someone and select between basic "go there, attack/salvage, use function 1/2/3" to have it execute the corresponding action. Now, I said earlier that you "launch" or deploy it. That is because you can also get it back so you don't risk losing it in combat including whatever loot it happens to carry. This would give interesting pvp/pve interactions where one has to decide whether to have it out in combat for the additional support but risk getting it destroyed or pull the harvester back in order to protect it but miss out no its benefits. I imagine three base types of harvesters per race: The Guardian - Low salvage efficiency (efficiency refers to the maximum difficulty of loot containers it can crack without getting mostly junk)
- Average salvage speed
- High offensive/ Average defensive capabilties
- Average mobility/ range (range is the maximum distance to you it can reach)
- Additional Utility slots and bonus to turret efficiency (analoguous to equipment slots on infantry)
The Guardian trades salvaging proficiency for improved Combat and support capabilities. Has inherent bonus to damage output and can efficiently support others in combat through logistics. The Harvester - High salvage efficiency
- High salvage speed
- Low offence/High defence
- Low mobility/range
- Additional cargohold capacity and bonus to loot quality
Nomen est omen. The Harvester is the optimal choice for safer areas and players that are ready to baby-sit this slow guy for higher potential profits as its improved looting mechanism has a higher chance of retrieving items without damaging them in the process. The Probe - Average efficiency
- Average salvage speed
- Average offence/low defence
- High mobility/range
- Relays scan results to friendlies, bonus to survey modules
The Probe can be sent along great distances to scout ahead hostile territory for potential salvaging opportunities and enemies in relative safety. It also sports inherent bonuses that assist other drones in their salvaging by finding harder to detect spots. And because this wouldn't be New Eden without some low-sec counterplay dickishness I further propose the Drone Signal Inhibitor. Once deployed, it prevents drones in an area from being launched, taking commands and being recalled so they can be easily scooped by the aspiring criminal. So a salvage drone with guns on it?
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Godin Thekiller
shadows of 514
2572
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Posted - 2014.06.11 08:04:00 -
[15] - Quote
@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better.
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Godin Thekiller
shadows of 514
2573
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Posted - 2014.06.11 08:15:00 -
[16] - Quote
CCP Wolfman wrote:Godin Thekiller wrote:@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better. It's a pretty good description but there are a couple of things missing. You can try to avoid killing stuffz and you also have to find the salvage location before you can harvest using your scanner.
If you haven't killed anything, what are you salvaging?
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Godin Thekiller
shadows of 514
2574
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Posted - 2014.06.11 08:40:00 -
[17] - Quote
CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently.
Ah, so that's how they work. I see now. Well, As I've stated already, I don't really like the concept of legion being a lobby shooter, as it causes a lot of things to be limited (logistics of gear is basically eliminated). If you want to give structure to some playing, I say make arenas for them to play in.
But say that you completely ignore all of the above and make it a pure lobby shooter (again), at least allow us to while the battle is going salvage the stuff, or after the match is done you get X amount of time to salvage stuff (or both).
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Godin Thekiller
shadows of 514
2576
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Posted - 2014.06.11 18:23:00 -
[18] - Quote
Regis Blackbird wrote:Godin Thekiller wrote:CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently. Ah, so that's how they work. I see now. Well, As I've stated already, I don't really like the concept of legion being a lobby shooter, as it causes a lot of things to be limited (logistics of gear is basically eliminated). If you want to give structure to some playing, I say make arenas for them to play in. But say that you completely ignore all of the above and make it a pure lobby shooter (again), at least allow us to while the battle is going salvage the stuff, or after the match is done you get X amount of time to salvage stuff (or both). ?? How did you get "Lobby shooter" into this Godin? In my opinion this is as far away as it can be from a lobby shooter. Unless you think it is "our" battles Wolfman is referring to. I.e a battle HAVE to take place before the field is populated. I think he already stated that this is not the case, and this is seeded salvage from "imaginary" battles. Edit: Found the link https://forums.dust514.com/default.aspx?g=posts&m=2185723#post2185723CCP Wolfman wrote:The idea is that salvage is the result from the aftermath of the many battles fought on planets. This doesnGÇÖt preclude other themes being added in the future though.
Maken Tosch asked if the locations could be tied to real battles. This is an idea we really like, might not make it in to the first iteration.
So it's stuff that appeared out of nowhere that nobody actually killed? That's pretty lame.
Also, last time I checked, those scavenger drones immediately comes onto the battlefield to reclaim that stuff, so why would it still be there?
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Godin Thekiller
shadows of 514
2581
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Posted - 2014.06.11 19:23:00 -
[19] - Quote
Malkai Inos wrote:Godin Thekiller wrote:
So it's stuff that appeared out of nowhere that nobody actually killed? That's pretty lame.
Also, last time I checked, those scavenger drones immediately comes onto the battlefield to reclaim that stuff, so why would it still be there?
A bunch of the EVE industry stuff started off as server seeded and was slowly switched to player interaction. I expect this to be possible here aswell.
That was lame as well. That's why I didn't play it before.
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Godin Thekiller
shadows of 514
2583
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Posted - 2014.06.11 22:14:00 -
[20] - Quote
Maken Tosch wrote:Godin Thekiller wrote:Malkai Inos wrote:Godin Thekiller wrote:
So it's stuff that appeared out of nowhere that nobody actually killed? That's pretty lame.
Also, last time I checked, those scavenger drones immediately comes onto the battlefield to reclaim that stuff, so why would it still be there?
A bunch of the EVE industry stuff started off as server seeded and was slowly switched to player interaction. I expect this to be possible here aswell. That was lame as well. That's why I didn't play it before. But you know it had to start off like that. In every economy, whether it's in a video game or in real-life, there needs to be an artificial means to get it going. But that's just the easy part. The hard part is maintaining balance.
ugghhh
okay, **** it, but that better not be the case later on. It should (and better) become a game where manufacturing or actual looting (as in you have to, or someone else has to kill something for there to be something).
The device itself is fine by me. Set it down, and within X meters it can salvage and collect whatever is in the bodies or wrecks around you, as well as whatever they were using.
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 19:20:00 -
[21] - Quote
Maken Tosch wrote:Or you could just borrow from Eve Online's Safety system. https://www.youtube.com/watch?v=cXwBrlEGshM#t=84How I would apply this to Dust would be like this. Keep in mind that the Safety doesn't care what the security status is of the star system you're in. If you set the safety to any of the colors below and click "CONFIRM" then you know what you're getting into and thus you made your bed. SAFETY GREEN:Utilizing the TACNET scanner built into the front of the gun, which is what enables you to read a target's health and weapon efficiency, if the target you are about to shoot happens to be a neutral, ally, or corp mate, your gun will jam only as long as that target is standing in the way. The same applies to vehicles and installations. Criminals are exempt from this protection and thus your gun will allow you to shoot them to death until their timer runs out. If aimed at a suspect while GREEN, the gun will fire until target's shield is depleted. After that, the gun will jam once it senses that the shields are down. SAFETY RED:Gun doesn't jam at all regardless of who you shoot. Suspect timer will be 1 minute long and you only get suspect timer after reaching a certain damage threshold. Criminal timer is 5 minutes long if you continue and reach an even higher threshold.
Or both
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 22:27:00 -
[22] - Quote
Maken Tosch wrote:Malkai Inos wrote:Maken Tosch wrote:Or you could just borrow from Eve Online's Safety system. https://www.youtube.com/watch?v=cXwBrlEGshM#t=84How I would apply this to Dust would be like this. Keep in mind that the Safety doesn't care what the security status is of the star system you're in. If you set the safety to any of the colors below and click "CONFIRM" then you know what you're getting into and thus you made your bed. SAFETY GREEN:Utilizing the TACNET scanner built into the front of the gun, which is what enables you to read a target's health and weapon efficiency, if the target you are about to shoot happens to be a neutral, ally, or corp mate, your gun will jam only as long as that target is standing in the way. The same applies to vehicles and installations. Criminals are exempt from this protection and thus your gun will allow you to shoot them to death until their timer runs out. If aimed at a suspect while GREEN, the gun will fire until target's shield is depleted. After that, the gun will jam once it senses that the shields are down. SAFETY RED:Gun doesn't jam at all regardless of who you shoot. Suspect timer will be 1 minute long and you only get suspect timer after reaching a certain damage threshold. Criminal timer is 5 minutes long if you continue and reach an even higher threshold. This will reliably prevent FF with ADSed hitscan weapons but what about the odd statistical outlier bullet from hip firing, any AoE or trajectory weapon? In EVE there's only a handful of things (bombs and smartbombs from the top of my head) that can cause unintentional FF and those are arguably advanced enough to assume people know (usually) what they're doing when handling them. A mass driver is a pretty basic weapon. Or grenades Edit for moderation: I think this system might be secure enough for low-sec (don't fire explosives into a bunch of blues, duh) but this and the following posts by CCP Wolfman et al. makes me suspect that he'd prefer a safer rule set for hi-sec areas. Thanks for bring up the AoE weapons. Eve Online does have bombs and smartbombs, but there is a difference between the two. Bombs in Eve are prevented from launching in high-sec and low-sec regardless of the SAFETY setting. You can only use a bomb in null-sec. It's just like the interdiction bubbles which are only allowed in null-sec. Smartbombs however are an entirely different beast. Currently in Eve Online you can use them in any system but you will have to set it to SAFETY RED in order to use it at all. Bare in mind that once you fire that smartbomb, you will suffer punishment from Concord if anyone in high-sec is caught in the blast. However, we're talking about a point-to-point MMO here. In Eve Online, it's nearly impossible to commit friendly fire unless you really are going out of your way to troll everyone. In a FPS setting however, it's different. I'm going on a limb here and think that certain weapons will be jammed in high-sec and low-sec unless you manually set yourself to SAFETY RED.
That'd be fine.
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Godin Thekiller
shadows of 514
2605
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Posted - 2014.06.14 10:55:00 -
[23] - Quote
Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions.
Most people won't even use the ingame chat. Calling it now.
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Godin Thekiller
The Corporate Raiders
2607
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Posted - 2014.06.15 01:27:00 -
[24] - Quote
Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen.
This is just big examples of things that happens everyday on smaller scales. There's a reason why Caps do what they do. We haven't gotten that far before because all there is to ruin is stealing from the corp wallet.........
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Godin Thekiller
The Corporate Raiders
2613
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Posted - 2014.06.15 20:13:00 -
[25] - Quote
Ghural wrote:Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen. Ok. I'm going to go ahead and state what should be incredibly obvious but you've both missed. Your opponents won't be on your teamspeak, nor will the potential allies that you might happen across. Whilst many players (according to the stats that you didn't bother to quote) don't use EVE speak. Doesn't mean people wouldn't use it in Legion. Look at CoD or planetside 2, or DayZ, or Dust514 (yeah I went there) or any number of other games.
Pretty much any multiplayer game that I've ever played, the people used teamspeak. I call bullshit.
Also you listed a PS3 game, and PS3 doesn't have TS.....................
click me
Blup Blub Bloop. Translation: Die -_-
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