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121. Logic behind skill category sorting in character sheet - in EVE General Discussion [original thread]
For consistency, skills need to be sorted just like they are in the market, otherwise things just don't make sense. Use a single system. (and plz do not reorganize the market tabs just to make them consistent with the character sheet)
- by Deckel - at 2016.12.06 06:16:35
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122. I SAY, CCP - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: yet they do get used..... CCP doesn't set the cost player demand does. since they are being sold at that cost they are worth that cost. They are just not worth that cost to YOU Technically, their industrial mineral and...
- by Deckel - at 2016.12.06 06:09:23
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123. Porpoise 2 - in EVE General Discussion [original thread]
I don't think the role of Porpoise being a smaller cheaper Orca really works in most cases. Sure it is still beneficial over not having anything, but all of the bonuses that it provides are already provided by the Orca, and most of them are not as...
- by Deckel - at 2016.12.06 03:16:32
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124. Workaround for "Unfinished Relic/Data sites" issue - in Player Features and Ideas Discussion [original thread]
PopeUrban wrote: Solution: Put all the loot on one can. Have the hackable objects be "access nodes" that unlock "encryption layers" of that can, basically adding their loot to the can. Have the site despawn when the actual loot can is looted...
- by Deckel - at 2016.12.06 00:21:25
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125. Bounty System - in Player Features and Ideas Discussion [original thread]
First, What bounties need to do is cause an actual detrimental effect to the player they are associated with. Hit a certain level and: -Lose the ability to insure their ships -Pay higher taxes and fees in stations -Temporary standings loss -Train...
- by Deckel - at 2016.12.04 08:28:18
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126. Camp Killing - in Warfare & Tactics [original thread]
So, Two groups have relatively even numbers and strength. One is camping a gate and the other is roaming, but wants to kill the campers. To attack them they have to jump into the midst of their camp. What would be some of the best tactics and stra...
- by Deckel - at 2016.12.04 05:16:13
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127. Fleet jump... - in Player Features and Ideas Discussion [original thread]
One reason why fleet warping is allowable is because the only way it works instantly is if you are already aligned. This means you potentially could cancel it if you are not aligned and do not agree with your fleet commander. If you are sitting ne...
- by Deckel - at 2016.12.04 04:30:55
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128. Alpha Clones And Possible Battlecruiser Use - in Player Features and Ideas Discussion [original thread]
A very strong reason not to give access to Battlecruisers is the Oracle, Naga, Talos, and Tornado. Alphas are not getting Large guns, so why give access to a worthless ship that the player will have no use for.
- by Deckel - at 2016.12.02 20:49:18
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129. Rigs for modifying Turrent/Missile hardports or slot layouts - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Quote: -Or CCP could just get rid of junk hard ports and stop mixing turrets with missiles. This doesn't make it so you can attach more weapons, it just stops you from a need of attaching unbonused weapons to max dps. ...
- by Deckel - at 2016.12.02 06:51:20
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130. Rigs for modifying Turrent/Missile hardports or slot layouts - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: Try this for perspective, A frig has three turrets. Adding a 4th is a 33% damage increase that is NOT stacking penalised. Think thats worth some tank and a rig or low slot? What about a daredevil? And extra turret is a 50%...
- by Deckel - at 2016.12.02 05:04:41
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131. Rigs for modifying Turrent/Missile hardports or slot layouts - in Player Features and Ideas Discussion [original thread]
Zan Shiro wrote: CCP balances the game many ways, one of them is slot layouts. If thinking this boat would really really good with one 1 high slot...CCP probably thought of that too lol. Inb4...well you'd lose a rig slot. My usual top of the...
- by Deckel - at 2016.12.02 03:43:35
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132. Rigs for modifying Turrent/Missile hardports or slot layouts - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: Potential to break balance. Command bc's with a full rack? A hyp that does as much dps as a vindi? A turret is worth more than a rig in a lot of cases. 8 gun ships will be short changed by this. Rigs have corresponding ...
- by Deckel - at 2016.12.02 03:13:18
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133. Rigs for modifying Turrent/Missile hardports or slot layouts - in Player Features and Ideas Discussion [original thread]
I love building ships and finding ways to optimize the damage and fittings, but sometimes you just get stuck with wanting one more gun or defensive slot than the ship provides me with. I think it would be great if you could sacrifice a rig slot t...
- by Deckel - at 2016.12.02 01:00:11
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134. here is a serious bug with industrial Citadels - in Issues, Workarounds & Localization [original thread]
Deckel wrote: My issue was that it said I did not have proper access to my blueprint in order to research it. I was trying to install it remotely for efficiency research and the blueprint was in a container in the station, fully owned and acces...
- by Deckel - at 2016.11.27 23:55:28
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135. Bug: Expanded market menu automatically retracting - in Issues, Workarounds & Localization [original thread]
The issue occurs when I am browsing items in the market and have a list of items expanded on the left side and then get an isk update due a completed market transaction on my buy and sell orders. The isk update seems cause the market window to ref...
- by Deckel - at 2016.11.27 17:17:30
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136. Citadel Reprocessing and Compression Suggestions - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: Compression should be taxed. 90% sure the only reason its not is CCP couldn't figure out how to tax the same service two ways if that is the case i would rather compression be a separate service and taxable Citadels ar...
- by Deckel - at 2016.11.27 05:04:30
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137. here is a serious bug with industrial Citadels - in Issues, Workarounds & Localization [original thread]
My issue was that it said I did not have proper access to my blueprint in order to research it. I was trying to install it remotely for efficiency research and the blueprint was in a container in the station, fully owned and accessible only by me....
- by Deckel - at 2016.11.26 22:51:28
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138. PI Quality of Life Recommendations - in Player Features and Ideas Discussion [original thread]
Genji Tanakara wrote: 1 GÇô Holding shift while clicking to place a item on the planet also keeps that same item selected under the cursor. It's truly maddening having to go back to the menu and select the item again from the menu. Having to p...
- by Deckel - at 2016.11.24 16:51:57
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139. Structure components to improve Module Reprocessing Efficiency - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: Module reprocessing nerf was done to prevent modules from being reprocessed instead of traditional mining. Increasing the yield too much would cause this to happen again. 55% is a good level to allow for module reproc...
- by Deckel - at 2016.11.23 20:40:04
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140. Structure components to improve Module Reprocessing Efficiency - in Player Features and Ideas Discussion [original thread]
Right now the only way to improve Reprocessing Efficiency for Modules is to increase standings with a station's Corporation and to train Scrapmetal Processing. This can get efficiency up to 55%. With all the new structures processes it would be a...
- by Deckel - at 2016.11.23 18:52:26
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