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141. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Nubchucker wrote: I was pretty excited when I first read about the changes. Finally I can do hacking/arch/exploration in an all in one ship \o/. Imagine my disappointment to find T1 ships have a bonus to virus strength and T2 doesn't. Basic...
- by CCP Bayesian - at 2013.05.29 11:50:00
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142. Deeply concerned about scanning changes - in EVE General Discussion [original thread]
Raven Solaris wrote: Mara Rinn wrote: A few minutes with explorers who actually do exploring might have garnered some better ideas. Instead we're stuck with, "yeah, so we broke something you use. Here's a workaround which doesn't really re...
- by CCP Bayesian - at 2013.05.28 19:08:00
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143. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Salpun wrote: Are you going to put a ships on grid element into calculation for the hacking and cans speed and direction. Nope but we are making a host of changes to make the system more usable. I'll get CCP Prime to post what they are tomo...
- by CCP Bayesian - at 2013.05.28 18:15:00
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144. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Omnathious Deninard, yup!
- by CCP Bayesian - at 2013.05.28 18:13:00
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145. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
I just want to apologise as people seem to have misunderstood my previous post. I was not agreeing that we should ignore feedback and that wasn't what the poster I was quoting meant either. I was agreeing that we were not disheartened. If we didn'...
- by CCP Bayesian - at 2013.05.28 17:43:00
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146. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Tsubutai wrote: The problem with invisible defensive nodes still seems to occur - I ran into one in the Temple Site. I fixed this today so it shouldn't happen after Sisi is next updated.
- by CCP Bayesian - at 2013.05.28 17:36:00
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147. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Vladimir Norkoff wrote: So you will deign to listen to the feedback, even though you agree it is just insignificant, incorrect, or people adverse to change.... awesome. No we sit down and discuss the feedback we've got, it leads us to make ...
- by CCP Bayesian - at 2013.05.28 17:33:00
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148. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Cordelia Mulholland IV wrote: The other points you have are IMHO either insignificant, incorrect or people being adverse to change. Don't take all of the moaning to heart. Indeedy, I just want to make sure we have the main complaints noted s...
- by CCP Bayesian - at 2013.05.28 13:51:00
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149. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
blink alt wrote: NPCs still spawning after a failed hack. I thought the penalty was going to be more cans ejected? This is in the process of being fixed. Sadly it's a manual process and not easy to automate so it takes a long time! :(
- by CCP Bayesian - at 2013.05.28 13:48:00
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150. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it? So far I've collated: - It's not the way EVE has previously worked. - Collision is a pain, both with the size of the Data Sites and the p...
- by CCP Bayesian - at 2013.05.28 10:39:00
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151. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Tryaha wrote: I do like the new hacking mechanics in general, they just need some tweaking. Also it would be nice to have a (more detailed) devblog with some details about the new mods, changed rigs (did their calibration change?), change hardw...
- by CCP Bayesian - at 2013.05.28 10:08:00
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152. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Maddan69 wrote: Can we get a response from a Dev if they are even considering changing the variable which causes the Loot Explosion? Instead of having two tries at the hacking mini-game either: Failing the hack attempt you get the loot explosi...
- by CCP Bayesian - at 2013.05.28 09:41:00
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153. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Noted and will pass on to the team in the morning.
- by CCP Bayesian - at 2013.05.27 20:51:00
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154. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
mynnna wrote: http://i.imgur.com/OQqZnSM.png Two things. Does Access Difficulty mean anything anymore? It's still on Analyzer modules as well. -and- Is the "10" at the bottom supposed to be a bonus to coherence? e: Bug reported it. Ano...
- by CCP Bayesian - at 2013.05.27 19:45:00
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155. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Sugar Kyle wrote: CCP Bayesian wrote: Sugar Kyle wrote: I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I...
- by CCP Bayesian - at 2013.05.27 19:40:00
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156. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Johan Toralen, these sorts of rules exist. None of the network topology generation, the layout or the percentage chance of finding different types of node is completely random. The problem at the moment is that hackers start each attempt from scr...
- by CCP Bayesian - at 2013.05.27 17:19:00
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157. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Manssell wrote: O.K. tried it again. I'm getting about a 50% failure rate on the mini game in low sec now, I will try more latter tonight. All lvl 4 skills and a covert ops ship so no bonuses or rigs of the t1 ship (I'm trying to simulate how I...
- by CCP Bayesian - at 2013.05.27 17:04:00
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158. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Sugar Kyle wrote: I am getting the firewall/virus icons not showing up. The node looks black like nothing is there but if I click it again my stats are going down and it shows me fighting something. I've seen this about 4 times so far between r...
- by CCP Bayesian - at 2013.05.27 17:00:00
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159. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
You guys seem confused. Even if a game is completable it doesn't mean Soundwave will always complete it so there will be a base failure rate. Looking at things statistically there will be an average rate of failure, otherwise by definition everyon...
- by CCP Bayesian - at 2013.05.27 16:26:00
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160. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
Chirality Tisteloin wrote: CCP Bayesian wrote: Yes, although there is a lot of content creation work involved in populating the Universe with more landmarks and lore. Let the players create the content. Let them build structures and art...
- by CCP Bayesian - at 2013.05.27 12:45:00
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