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1. Launcher white screen. - in Issues, Workarounds & Localization [original thread]
Found the solution. Have to reinstall launcher completely.
- by Enabran' Tain - at 2016.10.30 01:56:04
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2. Launcher white screen. - in Issues, Workarounds & Localization [original thread]
Anyone know what could be causing this?
- by Enabran' Tain - at 2016.10.29 20:59:55
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3. Launcher white screen. - in Issues, Workarounds & Localization [original thread]
Every time I open the launcher its screen turns pure white and has no features. I am completely unable to login and have been for days. There is no information available in the launcher window. I have tried all the routine ways of circumventing ...
- by Enabran' Tain - at 2016.10.29 16:10:39
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4. Login failures and Remote-info files. - in Issues, Workarounds & Localization [original thread]
There is monumental disfunction occurring with the launcher that requires immediate attention. Besides not actually loading the username and password box it also prevents the entire screen from loading on the launcher. Finally, when I have manage...
- by Enabran' Tain - at 2016.10.05 16:25:25
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5. Eliminating Citadels on Gate grid. - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: Danika Princip wrote: ...Citadels can't lock targets on gates. due to anchoring restrictions and maximum range. They also can't shoot you unless they're manned. Or tackle you unless they're both manned and vulnerable, and ...
- by Enabran' Tain - at 2016.08.01 06:42:08
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6. Eliminating Citadels on Gate grid. - in Player Features and Ideas Discussion [original thread]
Currently, In 7RM-N0 there is a huge gate camp that has a citadel guarding it. Allowing Citadels on grid with gates is absolutely ripe for abuse and should not be allowed under any circumstances.
- by Enabran' Tain - at 2016.07.30 15:09:37
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7. Dreadnought damage & defenses. - in EVE General Discussion [original thread]
Damage was cut in half today, in a single day. Turning on siege module still yields half of what the damage did yesterday. Disinformation trolls and tools so far, no valuable information from replies so far.
- by Enabran' Tain - at 2016.04.27 21:52:10
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8. Dreadnought damage & defenses. - in EVE General Discussion [original thread]
No useful responses so far.
- by Enabran' Tain - at 2016.04.27 21:35:35
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9. Dreadnought damage & defenses. - in EVE General Discussion [original thread]
As most of you may, or may not, have noticed your Dreadnoughts (without any update information) have been completely castrated in regards to damage and defenses. Much like drakes or tengus, the damage as be reduced to the equivalent of a flying do...
- by Enabran' Tain - at 2016.04.27 20:14:14
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10. Socket Closed - Launcher only - in Issues, Workarounds & Localization [original thread]
>>open 7 sockets. >>two most important sockets close, 6 times in a row. >>"CCP: Totally at random, not being done intentionally, its your ISP provider and socket number." >>other 5 sockets stay open..." uhhhhhhh." >> ...
- by Enabran' Tain - at 2016.03.11 18:31:52
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11. Mapping - Jump Range Graphic. - in Player Features and Ideas Discussion [original thread]
The star map should contain a graphic for maximum jump distance that can be toggled on and off. When you select a system in low or null sec, a graphic bubble representing your maximum jump distance should appear around that system. This will all...
- by Enabran' Tain - at 2016.02.13 18:23:10
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12. Authenticating ... ... ... ... ... - in Issues, Workarounds & Localization [original thread]
Yes.
- by Enabran' Tain - at 2016.02.12 15:16:15
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13. High Sec Ore and Ice Mining proposal - in Player Features and Ideas Discussion [original thread]
Your idea would cause hyperinflation of every product, far beyond that which already exists, and would simply serve to lower the server numbers further then what has happened the last year. 21,000 subscriptions later and you want another idea to l...
- by Enabran' Tain - at 2016.02.11 13:25:50
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14. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, at a certain speed, the aggressor gets a suspect timer for just the aggressed and everyone in his fleet, ...
- by Enabran' Tain - at 2016.02.05 15:37:48
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15. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, at a certain speed , the aggressor gets a suspect timer for just the aggressed and everyone in his fleet...
- by Enabran' Tain - at 2016.02.05 08:19:47
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16. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, at a certain speed , the aggressor gets a suspect timer for just the aggressed and everyone in his fleet...
- by Enabran' Tain - at 2016.02.05 07:49:26
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17. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, the aggressor gets a suspect timer for just the aggressed and everyone in his fleet, to attack. Vectors:...
- by Enabran' Tain - at 2016.02.05 03:31:42
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18. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, the aggressor gets a suspect timer for just the aggressed and everyone in his fleet, to attack. Vectors:...
- by Enabran' Tain - at 2016.02.05 01:02:47
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19. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, the aggressor gets a suspect timer for just the aggressed and everyone in his fleet, to attack. Example:...
- by Enabran' Tain - at 2016.02.04 20:39:22
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20. Balancing bumping and looting mechanics - in Player Features and Ideas Discussion [original thread]
Solution: Create a game mechanic that works like this: If one player bumps another a certain number of times within a certain amount of time, the aggressor gets a suspect timer for just the aggressed and everyone in his fleet, to attack. Example:...
- by Enabran' Tain - at 2016.02.04 19:47:31
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