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101. New Fleet Functions - in Player Features and Ideas Discussion [original thread]
why not target and shoot for entire squad/wing/fleet too while you are at it? Please add a ship type column in the fleet window though... .
- by Ravenal - at 2011.02.08 05:06:00
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102. A way to make mining use some skill - in Player Features and Ideas Discussion [original thread]
You know how mining lasers are supposed to work right? They vaporize the roid, suck in the gas and filter out the valuable minerals. Sorry, mining is mindless enough as it is ... playing pointless games at the same time is just wasting my time ev...
- by Ravenal - at 2011.02.08 01:34:00
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103. Consideration to make high sec safer - in Player Features and Ideas Discussion [original thread]
Originally by: Magnus Orin Eve should be solely about pvp. If the end result is not player interaction, primarily encouraged to be competitive, it does not fit in Eve. The end results of all activities is player interaction... throug...
- by Ravenal - at 2011.02.08 01:28:00
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104. Features for people with high sec status - in Player Features and Ideas Discussion [original thread]
Originally by: Magnus Orin Ya I can get behind this. Lose sec status for killing people in low sec, gain sec status for killing people with low sec status. Remove sec status gains from NPC kills. As long as it means ships with players...
- by Ravenal - at 2011.02.08 00:45:00
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105. Bookmark Folder Backup Feature - in Player Features and Ideas Discussion [original thread]
Edited by: Ravenal on 07/02/2011 21:42:44 depending on os though, Vista and 7 have it under appdata/local/ccp/.../settings edit: which is hidden by default .
- by Ravenal - at 2011.02.07 21:42:00
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106. Consideration to make high sec safer - in Player Features and Ideas Discussion [original thread]
Originally by: Magnus Orin Get the fu ck out of my Eve. Sorry, this isn't a single player game. .
- by Ravenal - at 2011.02.07 21:30:00
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107. Features for people with high sec status - in Player Features and Ideas Discussion [original thread]
Edited by: Ravenal on 07/02/2011 20:31:33 Think about positive sec standing for a while like it was "someone who has killed people with negative sec status". Still thinking carebearish or are you just stuck in the old way of thinking? Edit: ...
- by Ravenal - at 2011.02.07 20:30:00
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108. +low sec systems and low sec mechanics - in Player Features and Ideas Discussion [original thread]
Originally by: Feligast Okay, so first there's no enough people in low sec, and now ytou want to increase the size of low by 166%? You'll never find a target in low sec if this happens. I think you just answered your own question there ...
- by Ravenal - at 2011.02.07 20:26:00
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109. Attributes question - in Skill Discussions [original thread]
primary + 1/2 * secondary = total training points. .
- by Ravenal - at 2011.02.07 16:56:00
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110. Features for people with high sec status - in Player Features and Ideas Discussion [original thread]
Originally by: Sig Sour You already got those awesome new threads like The Emperor has, what else do you really expect to get? Answers that make sense? .
- by Ravenal - at 2011.02.07 03:14:00
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111. Features for people with high sec status - in Player Features and Ideas Discussion [original thread]
Low sec status people get color coding and a skull option. High sec status people get nothing. By starting this thread I'm hoping to get that changed. The question is, what should high sec status people get? - some overview icon? Star ftw :D - w...
- by Ravenal - at 2011.02.07 01:55:00
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112. An idea to encourage population growth in low sec. - in Player Features and Ideas Discussion [original thread]
Lets explore some features. Sec status: - High sec status = does nothing. - Low sec status = you start getting color tags on the overview by default and an option for a skull icon. = you start losing access to high sec. The "bonus" of low s...
- by Ravenal - at 2011.02.07 01:47:00
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113. An idea to encourage population growth in low sec. - in Player Features and Ideas Discussion [original thread]
Originally by: Glyken Touchon I've seen a couple of variations of this on here: allow a decreasing chance of a concord patrol being nearby in 0.4 and 0.3, and similar chances that there isn't a nearby patrol in 0.5 and 0.6. There would...
- by Ravenal - at 2011.02.06 22:17:00
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114. An idea to encourage population growth in low sec. - in Player Features and Ideas Discussion [original thread]
Originally by: M Blanc Using the population numbers from the Q2 2010 QEN and system counts from Grismar's site: Highsec has 15% of the game's total systems and 53% of the total population Lowsec has 9% of the game's total systems and 8% o...
- by Ravenal - at 2011.02.06 18:10:00
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115. An idea to encourage population growth in low sec. - in Player Features and Ideas Discussion [original thread]
Originally by: Herzog Wolfhammer This "wall" you speak of is more of an economic wall than a psychological one. And there is no force in the world, real or in game, that defeats the forces of economics. Because the consistent mission prof...
- by Ravenal - at 2011.02.06 03:51:00
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116. An idea to encourage population growth in low sec. - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Chronotis We have boosted low sec a few times before, ultimately what we are facing is psychology or "the wall". There is also the problem of too few walls. Low sec systems are about 900 while high sec number about 1...
- by Ravenal - at 2011.02.05 19:04:00
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117. +low sec systems and low sec mechanics - in Player Features and Ideas Discussion [original thread]
Originally by: X Gallentius All low sec needs is to implement that Corruption idea somebody posted a long time ago. Whatever they do, there are still reasons to add more low sec systems... .
- by Ravenal - at 2011.02.05 18:24:00
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118. +low sec systems and low sec mechanics - in Player Features and Ideas Discussion [original thread]
Originally by: Misanthra Originally by: Ravenal 2. why not? They go shoot their ships in the belts. Why not just tell them to go b*gger about some place else? so...you would have an open mind to having lv 5's (well hell all mi...
- by Ravenal - at 2011.02.03 04:24:00
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119. +low sec systems and low sec mechanics - in Player Features and Ideas Discussion [original thread]
Edited by: Ravenal on 03/02/2011 01:01:08 /edit: actually "said that stuff in the original rant that I deleted" but I actually didn't say anything about low sec having a problem as it is... there just isn't enough of low sec :) Originall...
- by Ravenal - at 2011.02.03 00:59:00
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120. +low sec systems and low sec mechanics - in Player Features and Ideas Discussion [original thread]
Some "side effects": - ship size restriction into those low sec systems because of WH/gate size limitations but bigger ships can be built inside at POS. Those ships obviously can't leave if they are larger than the gate size limitations. - No cyn...
- by Ravenal - at 2011.02.02 17:34:00
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