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1. [beta] eve-mail.net - Jabber/XMPP Instant Messaging and e-mail - in EVE Technology Lab [original thread]
That's what I get for thinking I can fix something without testing access. Little errors like 'updateUser where it should just be 'update'. Issue resolved, Nero's access has been verified as working, and password updating is functioning properly ...
- by Lake - at 2008.11.06 21:52:00
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2. [beta] eve-mail.net - Jabber/XMPP Instant Messaging and e-mail - in EVE Technology Lab [original thread]
The service is still available and active. Your account was created normally with your original 'reason' as the password. However for some reason your password was not properly updated with subsequent deposits. I'm looking into the issue now but a...
- by Lake - at 2008.11.01 11:54:00
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3. [beta] eve-mail.net - Jabber/XMPP Instant Messaging and e-mail - in EVE Technology Lab [original thread]
Edited by: Lake on 01/10/2008 10:22:26 I realized this thread hasn't had a post in a while. It's not that the project has disappeared or anything. It's doing precisely as intended: Quietly plodding along gaining new users without much effort...
- by Lake - at 2008.10.01 10:21:00
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4. A Small Update on the Speed Changes - in Game Development Forum [original thread]
Edited by: Lake on 03/09/2008 11:04:17 This is copied from a post in my thread from a few weeks ago. There is more background on this topic in other posts in that thread, as well as more general speed comments. Missiles Signature Radius...
- by Lake - at 2008.09.03 11:02:00
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5. In Memoriam: Laura “Taera” Genender - in EVE Information Portal [original thread]
R.I.P.
- by Lake - at 2008.08.17 02:52:00
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6. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Originally by: Meina Lamia ... You're having a discussion better suited to 2003. The game has stabilized a great deal since then and you're unlikely to see the radical changes you're looking for in some cases (like hard caps of spe...
- by Lake - at 2008.08.13 18:42:00
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7. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Edited by: Lake on 13/08/2008 08:24:10 Originally by: Liang Nuren Originally by: Lake Grytok, re: tracking graphs Try using EFT to get the tracking numbers for various ship fits with max skills and see what a BS does vs a...
- by Lake - at 2008.08.13 08:17:00
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8. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Originally by: Karenzi unless you use the same x/y axis intervals, your graph is going to look misleading Accuracy (range/tracking) varies so widely you just have to start getting used to looking at the scale rather than just the pic...
- by Lake - at 2008.08.12 19:26:00
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9. Role of Interceptors post patch? - in Game Development Forum [original thread]
Originally by: Ash Vincetti ... I am generally against any bonus that makes it required to train a secondary skill in order to perform a primary function. The ship should function in it's intended role fitted with "stock" equipment, and th...
- by Lake - at 2008.08.12 19:16:00
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10. Role of Interceptors post patch? - in Game Development Forum [original thread]
I mentioned it in a followup post in my much more general thread regarding the rebalance , but this thread seems to have some good discussion so I was hoping for some review of the suggestion here: Drop the 5% reduction in sigRadius Intercept...
- by Lake - at 2008.08.11 08:25:00
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11. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Grim Vandal It's far easier for me to write something up and post it to the forums than it is for the devs to bring a concept to the point where it's ready to be tested on SISI and Dev Blogged. Having that [CCP] tag next to their name is a curs...
- by Lake - at 2008.08.11 08:15:00
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12. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
An additional thought for the Signature Radius discussion: Perhaps a corresponding tracking penalty for plus range ammunition could resolve most of the tracking issues. So Iron Charge hybrid ammo with its 60% range bonus would have a 60% tracking...
- by Lake - at 2008.08.09 11:47:00
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13. Exploration improvements - scanning overhaul - in Features and Ideas Discussion [original thread]
Random reinforcement schedules, while addictive, are generally really frustrating. Something that moves towards more player interaction would be a great improvement, wether it's this suggestion or something else or just making it a 100% chance unt...
- by Lake - at 2008.08.09 11:31:00
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14. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Edited by: Lake on 08/08/2008 17:20:21 Someone was asking about the formulae for those and other graphs. The one that gets used over and over again for stuff like ECM/EWar, Missile Velocity and Turret Range is: (1/2)^(max(0, Range-Optimal)/...
- by Lake - at 2008.08.08 17:17:00
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15. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
[Reserved] -- eve-mail.net ( thread ) Instant Messaging and E-mail for EVE players
- by Lake - at 2008.08.08 09:02:00
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16. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Missiles Signature Radius does not work the same with missile damage as it does with turret tracking. If two ships are completely at rest the sigRadius doesn't affect tracking at all because the sigRadius ratio acts as a multiplier of speed. Wit...
- by Lake - at 2008.08.08 09:01:00
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17. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Signature Radius Tracking is complicated and much of it is unintuitive, though there's a great primer on the eve-o site now. When you mess with ship speeds you mess with tracking. Since sigRadius and speed are of equal importance in the tracking...
- by Lake - at 2008.08.08 09:00:00
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18. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Micro Warp Drives It seems almost forgotten now but long ago the stated design goal for Micro Warp Drives was to be used to cover distances (engage/disengage) not orbit (speed tank). The sigRadius penalty being equal to the speed bonus (5x) illu...
- by Lake - at 2008.08.08 08:59:00
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19. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Tacklers (webs and scrams) If you're going to reduce web strength to make non-ludicrous ship speeds relevant while webbed you immediately run into a problem with tacklers. An inty can't double-web a MWDing cruiser or frigate to keep it in range ...
- by Lake - at 2008.08.08 08:58:00
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20. Speed Rebalanced, Some Thoughts (LONG) - in Game Development Forum [original thread]
Bubbles I think this is the crux of the nano craze. There is currently only one counter to a bubble: Speed, and lots of it. The inevitable conclusion is that bubbles need more counters. I have two suggestions in this regard. 1) More flexible co...
- by Lake - at 2008.08.08 08:58:00
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