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181. Nano nerf needed again? - in Player Features and Ideas Discussion [original thread]
Quote: They are also a good example, how weak the isk-argument is. They do not care about isk. Isk does matter when it gets into 100s of millions, or a dozen mil per rig It's the whole carebear philosophy that led to ever decreasing cost...
- by Ephemeron - at 2010.03.12 01:27:00
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182. The BlackOps Issue - in Player Features and Ideas Discussion [original thread]
Originally by: Bellum Eternus Dood, with all due respect, if you jump a Black Ops into a bubble camp, you're doing it wrong. There is no wrong way to play EVE, just profitable or not profitable - until the player quits the game. Anywa...
- by Ephemeron - at 2010.03.11 03:33:00
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183. The BlackOps Issue - in Player Features and Ideas Discussion [original thread]
Originally by: Anile8er Isn't that the idea behind being "BLACK OPS" ? i.e. behind the enemy lines... disrupting local activity... commerce raiding... not going head to head with more generalized PVP ships. Unfortunately that idea only w...
- by Ephemeron - at 2010.03.10 23:56:00
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184. The BlackOps Issue - in Player Features and Ideas Discussion [original thread]
Quote: As far as stealth and combat effectiveness goes, you can fit a cloak to a regular battleship and have the exact same functionality, save the recalibration penalty. That is wrong. The cloaking speed bonus plays critical role in allo...
- by Ephemeron - at 2010.03.10 23:38:00
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185. Tech II Drake/Harbinger/Myrmidon/Hurricane: Battle Logistics - in Player Features and Ideas Discussion [original thread]
sounds a little too crazy, even for CCP nano-nerf masterminds It doesn't make much sense from rp point of view, the way this mechanism is supposed to work. As far as game balance goes, it's like throwing a brick into a castle of cards - it's very...
- by Ephemeron - at 2010.03.10 20:13:00
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186. PVP Fleet Nerf - in Player Features and Ideas Discussion [original thread]
I'm a big supporter of solo and small scale PvP. But I firmly believe that any form of stacking penalty to fleets is the wrong way to go. It is unnatural and would likely result in many unintended exploits. There were times in EVE history when sm...
- by Ephemeron - at 2010.03.08 21:33:00
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187. An Incentive to mine in Lowsec - in Player Features and Ideas Discussion [original thread]
Originally by: Amberlyn Stardreamer Mining is an economic activity. Lawless chaos ALWAYS destroys economic activities. Eve's low-sec is -- intentionally and by design -- a region of lawless chaos. People should stop being surprised by this...
- by Ephemeron - at 2010.03.06 02:40:00
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188. An Incentive to mine in Lowsec - in Player Features and Ideas Discussion [original thread]
I remember back in 2004-2005, there was a real incentive to go mine in low sec. Back then, as a noob, I joined corps that did that. It was fun, as much fun as mining can be. I was lucky to have played EVE back then, cause it's not just the same a...
- by Ephemeron - at 2010.03.05 23:41:00
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189. Plot Course Intercepts (Can be done wit Calculus) - in Player Features and Ideas Discussion [original thread]
I would be against adding more advanced automatic features. It's better to let personal player skill show in these matters. I'd be interested in proving the controls of the ships, mouse and joystick. But player should execute the maneuvers.
- by Ephemeron - at 2010.03.05 21:54:00
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190. new module - pasive universal shield harderner - in Player Features and Ideas Discussion [original thread]
From game balance point of view, this module would be a bad idea because passive shield tank setups are overpowered already. Not for general setups, but for specialty setups Do we really need cheap 1000+ dps tanking Drakes with immunity to cap dr...
- by Ephemeron - at 2010.03.04 20:26:00
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191. Close Escorts - in Player Features and Ideas Discussion [original thread]
I don't see this game mechanic working well as intended. Escorts have man jobs: 1) scout ahead to make sure there are no enemies 2) chase away the enemy from a gate before escorted ship warps in Since everything happens on the gates, WCS fitte...
- by Ephemeron - at 2010.03.04 20:19:00
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192. Advanced Faction Warfare ? - in Player Features and Ideas Discussion [original thread]
From a pvp'er point of view, militia is meaningless unless it can effect the game world at least in some global ways. As it is now, it's just fighting for sake of fighting 2 major features which could make a lot of people interested in faction wa...
- by Ephemeron - at 2010.03.02 00:19:00
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193. Idea for Creation of a Credit Market - in Player Features and Ideas Discussion [original thread]
Introducing a credit system in EVE could result in a very interesting social experiment, something that CCP's economics guy could write a big paper on. But it would come at the expensive of the player base and I doubt CCP would risk it. My theory...
- by Ephemeron - at 2010.03.01 23:43:00
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194. Stasis Webifier Bubbles - in Player Features and Ideas Discussion [original thread]
yea that is a bad idea for pvp, as others already pointed out besides, this type of game mechanic would benefit strong gate campers more than anyone else. It has little use for roaming and small scale pvp - and those are the kind of pvp CCP shoul...
- by Ephemeron - at 2010.02.28 23:39:00
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195. Making harder for 0.0 alliances but nothing artificial - in Player Features and Ideas Discussion [original thread]
I have proposed the idea of cyno jammer module for ships with 20-30 km range. The main effect would be to make it harder to hot drop people - since the game does not have any tools to effectively identify cyno traps, least of all to estimate the ...
- by Ephemeron - at 2010.02.28 23:32:00
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196. T3 Hardeners - in Player Features and Ideas Discussion [original thread]
t3 ships are already very strong as far as tanking goes. Having such module restricted only to them shifts too much power to them. Even if such hardeners weren't restricted to t3 ships only, they would still be a bad idea because they would have v...
- by Ephemeron - at 2010.02.28 06:10:00
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197. simple way CCP could protect users from hacking - in Player Features and Ideas Discussion [original thread]
Ok I didn't expect so much negativity for trying to secure your accounts. I realized there is an alternative to using IP identifier - since it can change easily with dynamic IP. There are identifiers specific to your computer. The simplest way i...
- by Ephemeron - at 2010.02.27 00:52:00
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198. simple way CCP could protect users from hacking - in Player Features and Ideas Discussion [original thread]
Most of the "hacking" cases involve stealing of the user account name and password - especially when those words are used on web sites. CCP should take a careful look at how online banking industry deals with security. I don't know all the detai...
- by Ephemeron - at 2010.02.26 20:41:00
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199. Gravitational bomb O_O - in Player Features and Ideas Discussion [original thread]
Can I use it to move people off the gate or station so they can't jump/redock? Can I use it on friendlies that enemy have tackled outside jump range to move them into jump range? Can I use it to suck up all the ships inside POS shield so I could...
- by Ephemeron - at 2010.02.26 05:41:00
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200. Fix logoff aggro - in Player Features and Ideas Discussion [original thread]
The "jump and log" tactic is real and troublesome I'm a big proponent of increasing non-aggro log off timer to 2 minutes instead of one. This would be just barely enough to catch those pesky farmer Ravens. It is virtually impossible to kill a fr...
- by Ephemeron - at 2010.02.19 18:50:00
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