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neogoterra
Joined: Fri Sep 23, 2011 3:30 am Posts: 1121 Location: Freeing Layered
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Well the title says it all really, with the new badge items in play PvP has became super active making it impossible for passive players to remain passive. So as such I would say that something is in order to adjust halcs/calming amps in order to help passive players avoid all the chest pounding from pvp. I would say it would be best to just change the effect of calming amps up to 12 hours and call it done.
Any of you guys got any ideas that would work better?
_________________http://www.youtube.com/watch?v=0GdqHJqeVy8 Some times its just better to relax and be at peace with the world.
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Mon Jul 15, 2013 6:00 pm |
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Rambojr
Joined: Wed Apr 13, 2011 8:09 pm Posts: 1237
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neogoterra wrote: Well the title says it all really, with the new badge items in play PvP has became super active making it impossible for passive players to remain passive. So as such I would say that something is in order to adjust halcs/calming amps in order to help passive players avoid all the chest pounding from pvp. I would say it would be best to just change the effect of calming amps up to 12 hours and call it done.
Any of you guys got any ideas that would work better? Mehhhh
_________________  The Galaxy Pub = A casual place to discuss anything off-topic, whatever suits your mood. - Forum topics are not the proper place to bring up inter-legion conflicts.
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Mon Jul 15, 2013 6:02 pm |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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Add a stronger version of a Calming Amplifier.
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Mon Jul 15, 2013 6:03 pm |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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neogoterra wrote: Well the title says it all really, with the new badge items in play PvP has became super active making it impossible for passive players to remain passive. So as such I would say that something is in order to adjust halcs/calming amps in order to help passive players avoid all the chest pounding from pvp. I would say it would be best to just change the effect of calming amps up to 12 hours and call it done.
Any of you guys got any ideas that would work better? How about a simple change, so as not to protect those who want to quickly hide under 12 hours pacification, but gear it towards those that as you say... are passive players choosing to remain passive. Make it so that a Calming Amp provides 4 hours still, but if no offensive acts have been committed in the last 7 days, then the artifact provides 24 hours protection... non-removable.
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Mon Jul 15, 2013 6:04 pm |
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John Falls
Joined: Tue Sep 28, 2010 7:50 pm Posts: 1010
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How about a mega change, If the player has actions. Calming amp last 1 hour, with a 30 minutes cooldown. If you go 24 hours with out actions, its 2 hours with no cooldown, and every 24 hours after that adds another hour.
upto 7 hours of protection for 7 days, (Sorry for nicking apart of your idea) XD
~JF~
_________________ Give Respect To Gain Respect, Never Demand it, Treat Others, How you would like to be treated, Manners Doesn't cost anything, Those who dont follow these rules, aren't worth knowing, Member of The Unknown.~John Falls~
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Mon Jul 15, 2013 7:38 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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John Falls wrote: How about a mega change, If the player has actions. Calming amp last 1 hour, with a 30 minutes cooldown. If you go 24 hours with out actions, its 2 hours with no cooldown, and every 24 hours after that adds another hour.
upto 7 hours of protection for 7 days, (Sorry for nicking apart of your idea) XD
~JF~ If youve done something wrong you should have no protection.
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Mon Jul 15, 2013 7:44 pm |
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Billik
Joined: Thu Nov 24, 2011 12:40 am Posts: 2812 Location: Just go north, and keep on going.
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kirkeastment wrote: neogoterra wrote: Well the title says it all really, with the new badge items in play PvP has became super active making it impossible for passive players to remain passive. So as such I would say that something is in order to adjust halcs/calming amps in order to help passive players avoid all the chest pounding from pvp. I would say it would be best to just change the effect of calming amps up to 12 hours and call it done.
Any of you guys got any ideas that would work better? How about a simple change, so as not to protect those who want to quickly hide under 12 hours pacification, but gear it towards those that as you say... are passive players choosing to remain passive. Make it so that a Calming Amp provides 4 hours still, but if no offensive acts have been committed in the last 7 days, then the artifact provides 24 hours protection... non-removable. Maybe if base battles counted as an offensive action...
_________________  A Necromancer Design Senatus et Populusque Imminente
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Mon Jul 15, 2013 9:35 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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Why does that matter? If they can use amps now they could use them then. And 4 hours vs 24 isn't really a change for bases.
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Mon Jul 15, 2013 9:53 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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The way things are right now is just fine. You get a MINIMUM of 6 hours untouchability from the time you log off. Four hours for the calming amp, plus 2 hours when someone hits your haly. After that you can die ONCE and get raided and hacked 5 times each. And the raids are only zeroed if it's one person doing it. If they walk after the yellow badge, you're likely to just have 1 of each action knocked down. Wow... Yinz just need to kiss Dan's butt enough to get him into adding a Chronofield Projector for your keel-less ships. 
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Mon Jul 15, 2013 9:59 pm |
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neogoterra
Joined: Fri Sep 23, 2011 3:30 am Posts: 1121 Location: Freeing Layered
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Here is the thing darth with how PvP is hyper active now even having a halc AND a calming amp you still get attacked if the calming amp is down for even 5 minutes, and as a result you burn though halcs and calming amps really quickly no longer making them a effective means to avoid pvp.
I would say the most effective way would be to remove the halc and replace them with calming amps and boost the effect of calming amps to last for 12-24 hours, this would also fix all the frustration from hitting a KV and then a halc because well there isn't a halc to trip and whats more the attacker wouldn't waste energy on them.
_________________http://www.youtube.com/watch?v=0GdqHJqeVy8 Some times its just better to relax and be at peace with the world.
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Tue Jul 16, 2013 1:56 am |
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Billik
Joined: Thu Nov 24, 2011 12:40 am Posts: 2812 Location: Just go north, and keep on going.
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Quote: as a result you burn though halcs and calming amps really quickly If you're short on halcs I got lots you can borrow 
_________________  A Necromancer Design Senatus et Populusque Imminente
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Tue Jul 16, 2013 1:59 am |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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neogoterra wrote: ...you burn though halcs and calming amps really quickly.... Calming Amplifier (Uses Left: 1117) Halcyon Trap (Uses Left: 1218) How many do you need?
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point. 
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Tue Jul 16, 2013 2:05 am |
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Glaxor
Joined: Sun Jan 20, 2013 8:36 pm Posts: 129
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neogoterra wrote: you burn though halcs and calming amps really quickly no longer making them a effective means to avoid pvp. Amp and halc before you go to work, when you get back from work, before you go to sleep. You should be getting close to that many just from a base shipment. Most of the time it seems like people burn through them because they don't use the amp along with the trap.
_________________ Never trust a man who has not a single redeeming vice. -- Winston Churchill
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Tue Jul 16, 2013 4:12 am |
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RavenDark13
Joined: Wed Feb 09, 2011 6:01 am Posts: 571 Location: Hudson County, NJ, USA
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They should just make Calming Amps a module that you can turn on and off but will deplete your energy the longer you use it. Let's say 5 hours. If you're not back online in time to shut it off, no one will have touched you but all your energy is gone.
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Tue Jul 16, 2013 5:00 am |
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Xeno
Joined: Sun Feb 03, 2013 2:43 am Posts: 84
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I would like to see a stronger version of the Calming Amplifier. Something that lasts 10-12 hours. Call it the Morpheus Amplifier.
There are times when you need more down time, like: You need to get 8-9 hours of uninterrupted sleep. You work an 8 hour job and have a 2 hour commute.
It should not be expected that people can be online all the time. It's unrealistic. And it's annoying.
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Tue Jul 16, 2013 5:03 am |
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RavenDark13
Joined: Wed Feb 09, 2011 6:01 am Posts: 571 Location: Hudson County, NJ, USA
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Xeno wrote: I would like to see a stronger version of the Calming Amplifier. Something that lasts 10-12 hours. Call it the Morpheus Amplifier.
There are times when you need more down time, like: You need to get 8-9 hours of uninterrupted sleep. You work an 8 hour job and have a 2 hour commute.
It should not be expected that people can be online all the time. It's unrealistic. And it's annoying. While I agree with you wholeheartedly about needing sleep and making it to work, the gamer side in me is calling us both pussies. 
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Tue Jul 16, 2013 6:18 am |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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Xeno wrote: I would like to see a stronger version of the Calming Amplifier. Something that lasts 10-12 hours. Call it the Morpheus Amplifier.
There are times when you need more down time, like: You need to get 8-9 hours of uninterrupted sleep. You work an 8 hour job and have a 2 hour commute.
It should not be expected that people can be online all the time. It's unrealistic. And it's annoying. That's fine, but it should be strictly for those that are passive players, not for those who want extra protection the day after they went on a graping spree on the battle tab or the day after a planet theft.
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Tue Jul 16, 2013 8:26 am |
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Hawkeblade
Joined: Tue Oct 26, 2010 5:29 pm Posts: 3022
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how about passive players sack-up and play the game 
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Tue Jul 16, 2013 10:12 am |
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spacetiger6
Joined: Sat Jan 07, 2012 5:33 pm Posts: 64
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Hawkeblade wrote: how about passive players sack-up and play the game  Have to agree with Hawk here, no need to change the way things are because people don't like being killed more.
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Tue Jul 16, 2013 1:29 pm |
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spacetiger6
Joined: Sat Jan 07, 2012 5:33 pm Posts: 64
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Hawkeblade wrote: how about passive players sack-up and play the game  Have to agree with Hawk here, no need to change the way things are because people don't like being killed more.
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Tue Jul 16, 2013 1:29 pm |
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