The High Sec Carebear has finally moved to 0.0, Adventures with TEST awaits.

Thursday, November 27, 2014

A fool and his money are easily parted.........

And today, I'm definitely the fool.
Have you ever seen those 1 bill sell orders for something and thought to yourself, who the hell is dumb enough to buy that?
Well, apparently, I'm dumb enough.

I just bought me a 1 bill T2 warp disruptor.  Yay.

Memo to self.
When you're tired after a night shift, shopping for some random stuff and looking more at the number of jumps rather then the price.  Step away from the computer, get a cup of coffee and then look at the market orders again.
Don't just click buy and then OK on the, "warning, don't be dumb and spend your money on this, it's ridiculously overpirced", warning box that comes up.
If you do, well, you got yourself one high cost module.

Live and learn, I certainly hope the person who received the money will spend it more wisely than me.
And if anyone wants to buy a warp disruptor, I'll sell you one for a discounted 700 mill.

07

Thursday, November 20, 2014

Cloaky Campers, Risk vs Reward.

I've read a lot about cloaky campers on forums, in chats etc, the consensus is that it's all whining, HTFU and all that good stuff.  I really would like this to NOT come across as whining and shall try to present it in a more rational/constructive manner. 
The truth of it is that I don't really mind it at all on one level, it's a necessary evil in 0.0 and an effective means of area denial, while I do have huge problems with it on another level.  I shall endeavor to present my argument as such.

Cloaky campers is something I've not experienced at all until now, seeing as I've only recently moved to Providence, I've heard and read about them, but it's all been second hand experience.
While it should be said that cloaky campers are somewhat of an oxymoron in Providence, NRDS, neuts and all, we do have red campers, and I've made their acquaintance recently.

I pretty much divide my time between the Fleet staging system and a "home pocket" for making money, whenever I'm not at the staging system shopping or waiting on a fleet, I'm in the pocket chatting and making money.  Recently some people started sitting in most of the pocket systems, effectively denying access to the belts and anoms for the residents.  The concept is simple, make yourself visible in local and the residents won't undock for fear of what you might do to them, cloak you're ship so no one and scan you out and you're good to go.
In Providence this is not really a problem seeing as all of Providence is open to everyone, no restricted systems etc.  I also mentioned how cloaky campers are somewhat of an oxymoron in Providence, considering that you will quite often operate with several neuts in local.

I can see how this starts becoming more of an issue in space that's restricted.  You and your corporation has access to a handful of systems, the availability of upgraded systems is limited or something similar, one camper can effectively shut down your income.  You will either stay docked or take the risk of undocking and hoping that he won't drop you or something of the likes.
Nullsec is supposed to be risky, but for the most part it's quite safe to operate in isolated systems, due to the availability of intell and backup a large part of the risk can be negated.  This is why I don't really have a problem with the cloaky campers, they introduce a level of risk and inconvenience one should learn to live with in nullsec. 

The problem I have with the campers is that this level of risk does NOT go both ways.
The camper shares none of the risk of his victims, he/she is completely safe in their cloaked ship and runs absolutely no risk of harm or injury while shutting down an entire system of people.  In my opinion, damage on that level should carry with it a level of risk proportional to the damage you do.  You disrupt a system full of people, you should at least be at risk of loosing your ship, not be completely untouchable as it is now.
I look at the map, find a few upgraded systems within reasonable range of each other, stick a cloaked alt in these and I've forced a lot of people to move or stay docked.  I've either created alot of inconvenience or a lot of risk for a sizable crowd of people and I'm not at risk at all.

The second problem is that you can do all of the above with absolutely zero effort.  You get to the system in a cloaky ship, which isn't all that hard and then you log in after DT, cloak up and walk away.  You're now sitting there for 23 hours, cloaked, disrupting activity in that system for zero effort and zero risk.

CCP has stated that they want to change the current state of 0.0 sov over to something else.  One of the models they've suggested is an occupancy based sov mechanic, where you basically have to use the space to own it.  Now, I don't know how the mechanics of this is going to work at all, so I'm just speculating now, but if you have to use the space to own it, the cloaky camper has the potential of disrupting sov all by himself.  I assume that it's not gonna be that easy, there must be some other mechanics involved to counter that possibility, otherwise you're actally ruining sov for zero effort and risk.  I find it completely unacceptable under those circumstances that you have no way of pinning down and killing the camper due to cloaking mechanics.

Anyways, that was just my observations on the matter, I've no real solution to the problem considering how cloaks work under the current mechanics.  I support the fact that a camper introduces risk and inconvenience into a system that is otherwise very safe if you're even semi conscious.
I just feel that the proportions of risk and effort are very much off between the two parties.

Conflicting opinions and arguments are more than welcome.

Fly hard, Amarr Victor.

Sunday, November 9, 2014

Phoebe, So Far.

No more force projection, at least not like it used to be.

I'll preface this with saying I've really no idea of how it used to be either, so take this with a pinch of salt.
As I'm sure everyone is aware, Phoebe, with it's dreaded jump change has now dropped on TQ and it seems as though some love it and some hate it.  Jump drives have been nerfed into the dirt with reduced jump range, they've added the fatigue timer on every jump and deathcloning is gone.

I don't own a capital, so the only real impact this has on me is in relation to jump bridges.  I've only recently moved into 0.0, and have enjoyed the jump bridges immensely in that time, but now the usage of them is somewhat restricted.
The day Phoebe dropped I grabbed an interceptor and headed through the closest bridge, just to check it out, roughly 1 hour fatigue timer from one jump.
Now, I can live with this, it means JB's are no longer a convenience and more of a strategic asset.  I won't be using them for easy, convenient travel anymore, but rather for high value transport and safer routes.
The fact that interceptors are nullified and turns on a dime these days, A - B travel is not really that hard, say from home base to staging system, slightly more of a hassle, but no more than that.

The redeeming factor so far is that they held back on the "industrial" ship nerf, any ship classified as such enjoys a 90% reduction in distance traveled, so the same jump in my Blockade Runner resulted in a 15 minute fatigue timer.  This makes travel in Blockade Runners and Transport Ships more feasible for bringing cargo to trade hubs etc.  Blockade Runners in themselves would make excellent travel ships, rather safe with the align time and cloak, all though somewhat expensive at around 170 mill and up.

I've been looking at other alternatives as well, something like a "poor mans" Blockade Runner and the Wreathe fits the bill nicely.  It's fast, cheap and gets down towards 3 sec of align time with decent skills and some Inertia Stabs in the lows.  Yeah, it gets caught, you're dead, but it's not like it's gonna break the bank.
Caution is advised if you're hauling high value stuff in it, but that's what Blockade Runners and Deep Space Transports are for anyways, and as a taxi it should be pretty ok.

On to some other stuff from Phoebe, bookmark changes and multisell.

Bookmark changes are awesome, hotkey for quick access, visible in space, it can't really get any better.
Making BM's, tacs, bounces and pings are fast and easy compared to pre patch and you can quickly find them via the compass and overlay.  It also takes some of the guessing out of it when the FC asks if anyone has a ping close to that annoying inty above the gate.

Multisell has also proven to be a lot quicker then the old one, all though it seemed weird the first times, I quickly got used to it.  There is a lot less clicking needed to sell things and less clicks are always good.

That pretty much sums up my immediate impressions of Phoebe, overall a very good patch in my opinion, the fatigue is a hassle in many cases, but nothing one can't adapt to.

Providence is still proving to be very kind to me, I'm loving every minute of it and I haven't even managed to die yet, even though I have actually been joining some PvP fleets.
Provi Block is currently in the process of retaking sov in D-GTMI after settling on a very favourable peace treaty with the HERO Coalition and eagerly awaiting the changes coming with Phoebe.
I've been running in some Cruiser defence fleets chasing bad people away from hitting a few towers in a Providence high sec border system and I even got to fly a Zealot around a bit.  I'll get back to my unhealthy obsession with Omen hulls at a later date.

Fly hard, Amarr Victor.