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121. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Zircon Dasher wrote: Let me rephrase my comment: I did not get the impression that CCP was as concerned about money supply now as it was a year ago given the efficacy of past changes. I am not saying that they are not open to new sinks, but,...
- by Adunh Slavy - at 2013.06.23 02:45:00
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122. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Gnord wrote: I'm not really saying this should or shouldn't be done. We just have to be careful not to create exploitable bottlenecks. Tech2 material rollercoaster anyone? And why did they go after that ice? Because it was in a rather smal...
- by Adunh Slavy - at 2013.06.23 02:41:00
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123. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Zircon Dasher wrote: I do not get the impression that CCP is actually concerned about money supply. That's why they raised taxes and Doc E looks for new sinks.
- by Adunh Slavy - at 2013.06.23 02:25:00
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124. CCP Crypto currency - in Player Features and Ideas Discussion [original thread]
If I can buy RL pizza for shooting rats, and pay the mortgage for playing a vid game, +1. If not, -1.
- by Adunh Slavy - at 2013.06.23 02:23:00
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125. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Gnord wrote: If Goonfleet could take control of ALL of the megacyte in the galaxy, I imagine they would. They can't, next objection.
- by Adunh Slavy - at 2013.06.23 02:18:00
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126. Booster Addiction - in Player Features and Ideas Discussion [original thread]
Boosters are too under used as it is, illegality, too rare, etc, Adding more 'bad' isn't going to make them more widely used. There's just too much potential in boosters as a mechanic, from PVP and PVE to industry and trade to screw them up any ...
- by Adunh Slavy - at 2013.06.23 02:17:00
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127. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
It's a good idea. Eve has a division of labor problem and all these extra modules and minerals are a big part of it. Missions generate too many things: ISK, Modules, Minerals, Salvage and LP, although LP doesn't impact the division of labor issue...
- by Adunh Slavy - at 2013.06.23 02:10:00
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128. Smuggling love - in Player Features and Ideas Discussion [original thread]
Bum Shadow wrote: Why should it be on the market? Because if you want CCP to spend time on something, it needs to be a feature that they feel a lot people will enjoy and use. Using the market interface increase visibility. If you can't u...
- by Adunh Slavy - at 2013.06.22 14:14:00
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129. What sort of new content does veteran players like to see? - in Player Features and Ideas Discussion [original thread]
Revamp of corp roles/permissions and redo travel/space mechanics - players will ceate the content.
- by Adunh Slavy - at 2013.06.22 00:09:00
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130. Salvage drones Shortcut for Salvage order - in Player Features and Ideas Discussion [original thread]
Launch the drones, and tell them to salvage before you target anything. They'll run around and salvage on their own.
- by Adunh Slavy - at 2013.06.22 00:06:00
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131. Walking in Stations as a Social Hub: Business vs Pleasure in Incarna - in Player Features and Ideas Discussion [original thread]
Siobhan MacLeary wrote: Perhaps a compromise is in order? There's no reason it can't be both, so the immersion-focused people can be in first-person while other people can chill out in third-person. Seeing as how quake could do this in it...
- by Adunh Slavy - at 2013.06.20 22:39:00
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132. Smuggling love - in Player Features and Ideas Discussion [original thread]
Gorgoth24 wrote: Adunh Slavy wrote: I think you perhaps misunderstood? It was asked why making faction mods/ammo taxed would be bad. It seems I did. It wouldn't encourage interactivity, group play, emergent gameplay, etc. Yep, wou...
- by Adunh Slavy - at 2013.06.20 22:19:00
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133. Smuggling love - in Player Features and Ideas Discussion [original thread]
Let's see ... a couple points that are new ... market visibility of illegal items, boosters primarily. This stuff should absolutely be on the market. It may not make 100% "role play" sense but until there is some fat bastard of an NPC surrounded ...
- by Adunh Slavy - at 2013.06.20 22:04:00
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134. Smuggling love - in Player Features and Ideas Discussion [original thread]
Gorgoth24 wrote: Adunh Slavy wrote: I think Gorgoth did a pretty good job. It is just going to get a lot of resistance from the community and it will be very unpopular. :( Damn, I thought I'd laid the golden egg I think you perha...
- by Adunh Slavy - at 2013.06.20 21:47:00
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135. Smuggling love - in Player Features and Ideas Discussion [original thread]
Berluth Luthian wrote: In terms of license supply, they could A) be bought from that faction's LP store at a high price, B) be bought off the market from convoy drops, C) gotten from much cheaper and ubiquitous 'forged' versions from rats (1% o...
- by Adunh Slavy - at 2013.06.20 21:45:00
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136. Smuggling love - in Player Features and Ideas Discussion [original thread]
Berluth Luthian wrote: Please give me a realistic example of your perceived inconvenience and I bet I can give a response as to why at least, I don't see it as being as inconvenient as you might think. I think Gorgoth did a pretty good job...
- by Adunh Slavy - at 2013.06.20 19:50:00
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137. Smuggling love - in Player Features and Ideas Discussion [original thread]
Berluth Luthian wrote: I was looking for words besides illegal. But that was one of my beginning points, that one person's smuggler, is another person's life-saving-medical-savior. I would guess that most stuff hauled via freighters are not il...
- by Adunh Slavy - at 2013.06.20 17:45:00
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138. Smuggling love - in Player Features and Ideas Discussion [original thread]
Oldgrimeyass wrote: ... import taxes ... The history of smuggling is the history of taxation and government enforced monopoly more than it is the history of something being "illegal". Might be a useful perspective for CCP, and could make ...
- by Adunh Slavy - at 2013.06.20 17:17:00
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139. Smuggling love - in Player Features and Ideas Discussion [original thread]
Berluth Luthian wrote: 1) Making faction modules/goods/ammunition 'illegal' to the extent that it is disliked by the local faction. This part ... maybe not. There are lots of players who min/max, like to play with faction toys. Players buy...
- by Adunh Slavy - at 2013.06.20 15:22:00
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140. Remove the Sun - in Player Features and Ideas Discussion [original thread]
RoAnnon wrote: it makes me wonder how they deal with the real sun when they go outside. Am I the only EVE player that actually GOES outside? :) Just do what I do: "don't look at the sun" In the real world, no one is shooting at me while th...
- by Adunh Slavy - at 2013.06.19 23:41:00
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