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The speed changes and mass increases that go with it


Novean-32184

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So after haven taken some time to look at these and how they affect non PVP focussed players, here's how.

 

You are now a target from the moment you take off, regardless of whether you are in the safe zone or not.

 

The speed and mass changes wil:

  • Make you accelerate much slower
  • Severely limit your max speed in space

 

This now allows PVP players to track and follow you in the safe zone and/or as you approach PVP space in small light ships, making it fairly easy to grab and stasis you as you leave the safe zxone from where the big guns can move in with enough speed advantage to get the easy kill with no way for you to get away from it.

 

These changes effectively remove the option to take the long way around to avoid pipes and with it the only thing which is somewhat of a counter to PVP you have.  I guess this is in part why mission running is now all but dead in game.. There is just way too big a risk of getting caught to justify the meager rewards.


Would be interesting to hear what @NQ-Entropy has to say about this and how he can explain this.

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I will make the effort to bring the point of view of the PvP side:
 

- No, the mass change does not change whether or not we can catch you at the exit of the safe zone.
 

=> Take a look at the VR "JUNKYARD SENTINELS", there are dozens of mission cargo caught before all these changes.
 

We were already following heights in the atmosphere. Just take its trajectory and with math then wait for it further into space at his passage point.
This was done dozens of times before gear changes.

 

Transport missions are dead because no one wants to waste so many hours of their life in a multi-hour AFK transport gameplay mechanic.

There are even now very few "pirate" who camp these missions. It is not profitable.

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13 minutes ago, Knight-Sevy said:

Transport missions are dead because no one wants to waste so many hours of their life in a multi-hour AFK transport gameplay mechanic.

 

This is true. AFK mechanics aren't gameplay, they are "go clean the house while the game sucks up electricity for no reason". Never understood how DU expected to be an actual MMO with this as one of the main ways new players make money. How many players do they think will pay money every month for this oh-so-engaging mechanic...? 

 

I've yet to hear any real game design rationale for why these missions exist...other than people that say that Eve takes a long time to travel too, which betrays a lack of understanding about game design fundamentals. 

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7 hours ago, blundertwink said:

I've yet to hear any real game design rationale for why these missions exist...other than people that say that Eve takes a long time to travel too, which betrays a lack of understanding about game design fundamentals. 

They exists in the current form simply because it was the method that required the least effort and dev time to be able to tick of the "missions" part of the list.

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