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Zamiel7

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  1. I think you're missing the point of what a salvage skill means. The 100% necessary change being suggested is that element destruction needs to be a thing in some form or another for the sake of balancing; it's not realistic or sustainable for the victor in PvP to be able to walk away with someone else's entire ship, the only cost being using scrap to repair it. That is a ridiculous amount of profit for successfully winning a PvP encounter. A proposed salvage skill means that players will have the ability to profit from the wreck of a destroyed ship, but not get an entire new ship out of it. It
  2. Tech issues can be a real killer for many people, there's no doubt about that. I have one friend that gave it a shot but was unable to play effectively due to his computer specs. Admittedly, he could use an upgrade, but the point remains that optimization is a breaking point for many people. But with that said, I think the existence of content that people are actually able to commit to in meaningful ways (e.g. multi-faceted player-driven economy, territory warfare, and exciting/rewarding exploration) will keep people coming back and renewing their subscriptions. DU already has a fa
  3. That's fair. Admittedly, my organization and I tend to be the ones actively looking for PvP and along the routes between planets where atmospheric radar has no use.
  4. You might have a point that the goal of PvP right now is to take the other person's ship wholesale, but there's no way that can or should be the case going forward. Sure, you should be able to get something from taking down someone else's ship, and I actually quite like Johnny's idea of having salvage skills to glean parts and such from a wrecked ship. Maybe you have the chance of recovering damaged/destroyed elements, or being able to loot damaged/destroyed containers for their contents, but being able to walk away with an entire ship is ridiculous. Also, let's not forget that the
  5. That might very well be a bug. My understanding was that if you removed a TU and renounced the claim on a territory, the next territory you claimed would cost the same as the previously claimed (now unclaimed) territory.
  6. I think the heart of the conflict is based around people's expectations not being met. One extreme side of the spectrum is a group of people who expect to be able to attack whoever they want, wherever they want, so anything that curtails that is undermining their expectations. The same is true for the opposite extreme: some people just want to be able to mine, build, and trade without having to worry about other players interfering with that. Whether we call it PvP, PvE, PvPvE, combat, emergent gameplay, sandbox mechanics, or anything else will not change divergent player expectations. As I sa
  7. Not a whole lot of use for atmospheric radars right now given that atmospheric PvP isn't a thing yet, so I don't know that there needs to be a lot of concern directed there, at least for now. The definitive radar setup for space seems to be having a small radar linked to your pilot seat and a large radar linked to your primary gunner seat. The pilot won't be able to identify (re: lock) any targets meaningfully, but having the small radar means they will be able to see the same targets the gunner is actually identifying and maneuver the ship accordingly.
  8. Catching your enemy by surprise isn't avoiding combat so much as it is ensuring an optimal outcome for combat on your end. An engagement does not have to be fair or preferable for both parties to be considered combat by definition. One could argue that the people who are "best" at combat are the ones that don't take fights they aren't reasonably sure they will win. Of course, this is all semantics and pedantry at the end of the day. Whether you call it combat, PvP, or some other nonsense, there is still going to be a group of people that create and participate in the meta of it and
  9. If you make it so that talent points don't increase while offline, all you've effectively done is forced players to idle while staying logged into the server, which is a terrible idea from multiple perspectives (forces players to keep computers on, potentially stresses the server unnecessarily, to name the big ones). Giving people bonuses for accomplishing things isn't a bad idea though, and it technically already exists in the game in the form of bonus talent points from achievements.
  10. You make a good point, and I even think there's merit in just referring to it as combat, but if you asked me if I thought semantics actually mattered in any kind of substantive way, the answer would be no. I think it's more or less a diversion from the real problem that is divergent player expectations.
  11. Yeah, I don't know about this. These "infinite" possibilities you're suggesting are only effective in terms of how they will time-gate content from players and for no particularly good reason. For example, it doesn't matter if players can or can't mine high tier ore without first training a skill because that ore isn't something they would personally have any need for right away and mining it for money is going to be far less efficient than pursuing other avenues to make money. Skill training as a concept is advantageous not because it time-gates content from players (that is its g
  12. I'm not sure I agree with the statement that industry in DU is it's weakest point or even on the weak end of the spectrum, relatively speaking. I think it's absolutely due some much needed improvements and quality of life changes though. And I do agree that the ability to skill into increasing links between containers is worthwhile because the link cap on containers is a seriously limiting factor that I'd like to be able to push the boundaries of a bit. One point of contention: the container hub isn't useless in it's current state. On the contrary, it's absolutely vital in growing industry to
  13. As a veteran of EVE, I can vouch that the energy management system and fitting in that game is reasonably well implemented! That being said, I'm curious how a game with start to finish player ship creation will approach imposing reasonable limits without squashing creativity!
  14. The fact of the matter is the existence of Concord absolutely reduces and/or limits PvP in high security space. I played EVE for upwards of 7 years and you were quantifiably safer in high-security space than in low-security or null-security space (the possible exception being the middle of no-where in null-sec). Your absolute statement that Concord doesn't "limit PvP at all" is ridiculous and almost entirely indefensible because if Concord didn't exist, then high-sec in EVE would be a complete, non-stop warzone, which it isn't and never has been. Is it safe? No, not completely. But it is, gene
  15. The only specific limiting factor Entropy mentioned in the video was in regards to weapon sizes, i.e. it won't be possible to put large weapons on an XS core. He also tentatively suggested that weapon sizes might correspond to core sizes, but that is the only specific change he mentioned was coming. He did briefly mention potentially limiting elements, but only briefly and likely in relationship to a larger redesign around construct energy management or something similar. There was no mention of limiting voxels or "everything" as you suggested.
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