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1. Player driven progression of EVE - in Player Features and Ideas Discussion [original thread]
Skill system revamp. I would like to see the skill sytem changed to allow pilots to be able to specialize more in the areas they want to specialize in. I think this would be best implemented by: 1. Making increments smaller: Make the reward attai...
- by Belzavior - at 2011.05.14 16:05:00
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2. Force Players out of Noob corps - in Player Features and Ideas Discussion [original thread]
Originally by: Miriel Arkonis Sounds like a great idea. Grief all the newbs into quiting. Pretty soon, no more EVE. Excellent! [/sarcasm] Lukily the existance of security status, Concord and sentry guns shows that CCP knows this and your ...
- by Belzavior - at 2004.04.22 23:49:00
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3. Force Players out of Noob corps - in Player Features and Ideas Discussion [original thread]
Originally by: Danton Marcellus A better solution would be to only let NPC corporation people rent labs and factorys in low secure systems. There's still the problem of not being able to declare war. People would still get a sec hit if...
- by Belzavior - at 2004.04.22 18:10:00
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4. Force Players out of Noob corps - in Player Features and Ideas Discussion [original thread]
Originally by: Burga Galti I must disagree with this view stongly. Many people choose to stay with their noob corp in order to help the new players to EVE. In my case it was over 2 months plus before I ventured out to join a corp. In this ...
- by Belzavior - at 2004.04.21 22:20:00
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5. Force Players out of Noob corps - in Player Features and Ideas Discussion [original thread]
Alot of players might have a harsh reaction to this, but hear me out. When characters reach 1 month in age, they should be kicked out of the corp and given a free lancer status. For example John Doe just got booted after 1 month from a npc corp, ...
- by Belzavior - at 2004.04.20 17:15:00
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6. Miner class ships - in Player Features and Ideas Discussion [original thread]
I highly doubt that any ships are going to be nerfed when it comes to mining. I also hope that people begging for battleships to not be able to use miners; understand that if that were to ever come to pass, prices for everything would simply doubl...
- by Belzavior - at 2004.04.20 06:36:00
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7. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
I definately agree with 1 & 2 The price wars however is a big part of playing the business man. I don't want manufacturing to be something that has millions in profits and is easy. There has to be competition. However at the same time, I wish we ...
- by Belzavior - at 2004.04.15 15:35:00
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8. best skill sysyem in any mmorpg - in Player Features and Ideas Discussion [original thread]
Well being behind in skill points isn't too terrible of a thing in EVE. The difference in combat effectiveness between a 6m sp char and a 12m sp char is really small. Perhaps the only difference is the 12m char flys a couple more ships, and can us...
- by Belzavior - at 2004.04.15 15:26:00
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9. Reloading skill idea - in Player Features and Ideas Discussion [original thread]
I would love to see this =) I would like to see it happen like this though. Reloading - Increases reload spead by 5% per lvl. lvl 2 skill Advanced Missile Reloading - increases missile reloading speed by 5%, requires Reloading 5 Advanced Projecti...
- by Belzavior - at 2004.04.13 00:30:00
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10. New use for Frigates? and some thoughts on Planets - in Player Features and Ideas Discussion [original thread]
Edited by: Belzavior on 06/04/2004 17:46:06 ask and thou shalt receive linkage Linkage
- by Belzavior - at 2004.04.06 17:44:00
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11. Evasive Maneuvering - in Player Features and Ideas Discussion [original thread]
Or just figure in a ship's agility in the hit calculations. I would settle for that.
- by Belzavior - at 2004.04.05 15:58:00
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12. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Edited by: Belzavior on 05/04/2004 15:54:15 Edited by: Belzavior on 05/04/2004 15:53:40 Quote: Edited by: DX Cancri on 01/04/2004 12:39:23 Profits and Macro Economics After talking to someone that actually studied macro economi...
- by Belzavior - at 2004.04.05 15:44:00
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13. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Quote: Edited by: valkir on 27/03/2004 15:43:10 Quote: I think its VITAL for the player driven economy that CCP remove NPC loot. Now before you all start flaming hear me out.... NPC loot does nothing but ruin the economics for low...
- by Belzavior - at 2004.03.29 16:20:00
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14. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Quote: Second idea, how quality would affect item performance. Or in wear and tear ? When I speak of researching quality on a blue print, I am meaning improving stats of the item. This type of research should be very long and should als...
- by Belzavior - at 2004.03.29 15:57:00
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15. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Quote: Someone mentioned that Insurance hurt the economy, I think itĘs quite the opposite, insurance puts money into the market and drives demand, without insurance everyone would be much less willing to put their hard earned ships at risk. ...
- by Belzavior - at 2004.03.29 15:43:00
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16. Multi-Ore Roids - in Player Features and Ideas Discussion [original thread]
This idea has resurfaced hundreds of times, and for a reason. Its a damn good one =) Not only would such a thing be much more realistic, but open up the doors for alot more specialization in the miner proffession. Something that is drastically ne...
- by Belzavior - at 2004.03.26 00:06:00
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17. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
As for the component BPs for T2. This is what I meant requiring a supply chain. Average component shouldn't take less than 1 hour to build. Now take your Ares Intercepter for example (first elite frig I found reqs for). It requires 205 componen...
- by Belzavior - at 2004.03.25 22:48:00
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18. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Edited by: Belzavior on 25/03/2004 22:52:20 Edited by: Belzavior on 25/03/2004 22:33:06 Quote: Quote: So I ask you whats the difference of an economy where 1 unit of trit = .01 isk and a punisher = 2000 isk, and an economy wher...
- by Belzavior - at 2004.03.25 22:29:00
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19. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Except for the fact that T2 components handed out by agents isn't truly a player driven economy, its regulated by the devs. I like how they distribute the T2 BPs and making them rare and as such xpensive, but I can't agree with the agents and th...
- by Belzavior - at 2004.03.25 20:26:00
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20. Economic :Suggestions and Balance - in Player Features and Ideas Discussion [original thread]
Quote: removing the npc demand will also remove the floor of the mineral prices. As you said trite might start selling for 0.7 isk what happens if it starts selling for 0.01 isk. how would a new player get going (assumeing other low end mi...
- by Belzavior - at 2004.03.25 20:10:00
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