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161. Sticky:New Dev Blog: Ewareness for DeBuff-alo Soldiers - in EVE Information Portal [original thread]
Bloodpetal wrote: CCP Explorer wrote: Mashie Saldana wrote: CCP Explorer wrote: Rek Seven wrote: CCP Explorer, i have a question for you; A few days ago someone posted a link to an old eve trailer (i think the thread was titled "bla...
- by Aphoxema G - at 2012.04.21 19:59:00
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162. All (ewar/support) modules "miss" instead of end repeat. - in Player Features and Ideas Discussion [original thread]
I likened this to kernel preemption; by sacrificing some processor time to make your Start menu pop up when you click it , the user benefits emotionally and economically by accomplishing the tasks the want to accomplish instead of waiting on th...
- by Aphoxema G - at 2012.04.21 16:58:00
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163. All (ewar/support) modules "miss" instead of end repeat. - in Player Features and Ideas Discussion [original thread]
Oh, also, due to the discrepancy between the server and client and also the delay in refreshing of the UI, the numbers we see aren't ever accurate unless everyone's sitting still. We have to predict that we'll be in range by the time the serve...
- by Aphoxema G - at 2012.04.21 16:33:00
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164. New organization, new outlook; Skadi's Call. - in Intergalactic Summit [original thread]
Lyn Farel wrote: Amarrians do as much as in-fighting as anyone else. I'm aware, it just takes an unprecedented faith in a social system to expect arguing to never occur. I'm trying to suggest here the Amarr are idiots a little bit. Not that...
- by Aphoxema G - at 2012.04.21 16:17:00
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165. Turret Deployment Ideas - in Player Features and Ideas Discussion [original thread]
Angelica Veritas wrote: But lock times are different for different classes of target, so how would that even work? ... wait, yeah, you're right. I'm dumb XD
- by Aphoxema G - at 2012.04.21 16:14:00
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166. Marauders: EVE's Most Inaccurate Ship Class Description? - in Player Features and Ideas Discussion [original thread]
You make excellent points here, but I think it's a lot less work to just change the description to something a little less glorifying and misleading.
- by Aphoxema G - at 2012.04.21 08:33:00
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167. Turret Deployment Ideas - in Player Features and Ideas Discussion [original thread]
Celeritas 5k wrote: I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations. Yeah, it...
- by Aphoxema G - at 2012.04.21 08:30:00
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168. CCP We ALL want 12 hr Jump Clone delays not 24 hr. - in EVE General Discussion [original thread]
I think one of the more thoughtful suggestions regarding jump clones I've seen somewhere is instead of jumping once every 24 hours, you can jump twice every 48 hours. This allows someone to jump, get their business done and return home without muc...
- by Aphoxema G - at 2012.04.21 08:19:00
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169. Sticky:New Dev Blog: Ewareness for DeBuff-alo Soldiers - in EVE Information Portal [original thread]
You totally stole my idea! https://forums.eveonline.com/default.aspx?g=posts&m=891784#post891784 And I couldn't be happier <3
- by Aphoxema G - at 2012.04.21 08:13:00
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170. New organization, new outlook; Skadi's Call. - in Intergalactic Summit [original thread]
Vultirnus wrote: Let the Matar in-fighting begin. In-fighting is a typical process in organization between people, and to suggest that groups of people should be blindly faithful in their leadership is a rather Amarrian thing to expect. We ...
- by Aphoxema G - at 2012.04.21 07:57:00
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171. All (ewar/support) modules "miss" instead of end repeat. - in Player Features and Ideas Discussion [original thread]
Turrets and launchers will keep cycling when a target is out of range. This makes sense for launchers due to travel time, but for turrets this is often more a matter of convenience and network traffic. This is fine, these things make sense. What ...
- by Aphoxema G - at 2012.04.21 06:29:00
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172. Ship model list for Triexporter - in EVE Technology Lab [original thread]
Yeah, I'm dumb, it was under the Sebiestor folder (which actually makes total sense if I thought about it a little bit). Still, though, has anyone made a list of all the models that can be exported?
- by Aphoxema G - at 2012.04.20 01:20:00
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173. Ship model list for Triexporter - in EVE Technology Lab [original thread]
Has anyone compiled a list of the directories each ship model is stored? It takes me forever to find anything going through all the different places models are stored. More specifically, I'm trying to find the Hound. Is there a specific model for...
- by Aphoxema G - at 2012.04.20 01:16:00
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174. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
Markus Reese wrote: In terms of gameplay fluff, it would be hard to implement simply since the ship is wrecked. Power core exploded, etc. Hull so compromized the ship failed. That is really my main issue I would have, story. The launcher cha...
- by Aphoxema G - at 2012.04.18 16:37:00
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175. Why a plane in a 3D space game? - in Player Features and Ideas Discussion [original thread]
Whitehound wrote: You have not played many space games. That is all. My first one was Elite on the C64. I loved how the ships danced on the little tactical view up and down when I manoeuvred the ship. Freelancer had it, too, I believe. I am su...
- by Aphoxema G - at 2012.04.17 20:07:00
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176. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
Rek Jaiga wrote: Well to be sure, I think that any ships "revived" should act more like drones. Very powerful, scary drones. You could control them for awhile, and perhaps they could even follow you in warp. But they should not jump systems wit...
- by Aphoxema G - at 2012.04.17 19:39:00
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177. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
http://aphoxema.dyndns.org/enchanter.png There we go, now you'll understand how amazing it is. Red Navitas.
- by Aphoxema G - at 2012.04.17 16:57:00
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178. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
I also like this idea because it requires maintaining a lock on your marionettes and also the enemies you want to attack, making targeting range and multitasking a key factor and something worth fitting in regard to.
- by Aphoxema G - at 2012.04.17 16:36:00
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179. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
I do kind of like the idea of locking onto the wreck's hull instead, but I was thinking something more like the Drone Link Augmentator with the possibility of controlling multiple hulls based on bandwidth like existing drones. Each "infection lau...
- by Aphoxema G - at 2012.04.17 16:34:00
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180. Dumb idea: Necromancers - in Player Features and Ideas Discussion [original thread]
Tippia wrote: It's a neat idea, but it's not all that good for the game. Ships need to be lost. In fact, if anything, they need to be lost in larger numbers than they already are, particularly in highsec. Unless each resurrection comes at a co...
- by Aphoxema G - at 2012.04.17 16:11:00
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