![]() But this way if it's combined with a relatively low supply of keys (big "if") it could work as a permanent small scale fight generator if they can balance key supply with the amount of ratting activity. If you don't have a low limit I don't see how you could possibly stop the blocs farming it themselves. IDK I think the low fixed payout IS supposed to be the disincentive to self-farming. Concentrate on making a fun game with fun tools and we'll handle the rest. ![]() But you can't entice us to do it, we do it when we want to.ĬCP, stop trying to game design us into fighting. What you could do is give us interesting tools (ships, weapons, modules that add tactical complexity like MJDs and so on) and get out of our way. The in game resources are just a means to an end which is why you see all these "deadly enemies" like TEST and Goons cooperating in various ways outside of the war.ĬCP and many players think you can make people fight. Players fight because they want to, it's fun, and "screw those other guys". This is because there is no such thing as a "conflict driver" in a video game. Now the cooperation will be between people finding and running these sites in low sec, and the null sec people who then buy the keys. Time and again CCP has tried something to drive CONFLICT that just ended up in some kind of COOPERATION instead. ![]() Want to change anomalies to make people fight? It just mean REALLy liong wait ques for high sec incursions back in 2012. FW? over run by alts and a consortium of players who decide WHEN everyone can cash out LP. Null sec incursions? Run by "Bluetral fleets so everyone can get a piece. Result? OTEC.ĬCP planned for citadels in high sec to provide some market competition. It's like CCP (and apparently, many in this sub) can't understand human nature and can't understand the game's own past.ĬCP once shuffled moons to "create more conflict". I'm cautiously optimistic so far with the one disclaimer that the keys need to be rare enough to prevent deliberate, consistent farming. If they get the seeding right and there aren't too many keys it could even end up being isk-negative - at least for the first few months (ie: more ISK is destroyed via killmails than actually gets removed from the banks). Big enough to feel significant to individual pilots or small groups but really pretty trifling even to a 50-man fleet - nevermind at alliance scale. The limit of 1-3ish bil is right in the sweet spot too IMO. As long as the keys aren't too common/easy to get it might just become a reliable fight-starter. I'm pretty happy with this tbh they seem to have struck a decent middle ground. It's supposed to be a fight generating mechanism moreso than a farmable income source and I think everyone keeps forgetting that (OP too). This was the original intention behind the ESS remember and the first few weeks/months were great fun. Seems not so much like a heist as it is ringing a giant dinner bell.įantastic. If I have missed something or if you have strong feelings about this update, feel free to discuss here. In total, the payout across all pilots will be always be 1.16b for the 5er keys, and 3.38b for the 15er keys. ![]() Peak seems to be roughly around 150m as far as I could tell. The value of the payout gradually increases, until it reaches a peak at 10 minutes for the 5er keys, and at 30 minutes for the 15er keys, after that it slowly goes down again. While people are linked to it, it pays out every 60 seconds, with the payout split evenly across all pilots currently linked to the ESS. During this time anyone can link or un-link at will from the ESS, so the defense fleet could just take over plundering their own ESS if they kill the robbers.Īctivating a key also sends a message to the entire region that the ESS in that system is getting robbed. You can roughly guess what regions belongs to what.Įach has 2 types of keys, the 5er keys, and the 15ers.Īctivating one of these keys uses it up, and opens the reserve bank for 15 minutes in the case of the 5er keys, and for 45 minutes for the 15ers. There are 4 areas, Nort-West, North-East, South-West, and South-East. So, they have arrived on SiSi, and even though the entire mechanic is subject to change, here is how it is now:
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