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161. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
Pertuabo Enkidgan wrote: CCP Bayesian wrote: stuff Hey Bay, while you're here; Were Landmarks considered for this expansion? like, Divinity's Edge, Pool of Radiance, etc Yes, although there is a lot of content creation work involved i...
- by CCP Bayesian - at 2013.05.27 09:26:00
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162. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Saheed Cha'chris'ra wrote: Are you planning to give hacking-strenght-boni (etc.) to other ships than the t1 frigates? I think I read a dev post some pages back where you said you are thinking about new ships for hacking/archaeology, for the pro...
- by CCP Bayesian - at 2013.05.27 09:13:00
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163. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Jalequin wrote: I propose that we always know where the core is located. This mini-game is just random clicks and hope that you don't click the wrong way into suppressors. If we know from the start where the core is then we can work to get to i...
- by CCP Bayesian - at 2013.05.27 08:58:00
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164. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
AutumnWind1983 wrote: That'd be great if that's anything at all like what you're doing. But CCP is not giving us anything procedurally generated. You're taking something that's not broken, adding a terrible minigame to it, calling it gold, and ...
- by CCP Bayesian - at 2013.05.24 16:55:00
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165. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
Cailais, that's the sort of thing I mean. By more dynamic I also mean how the Universe works should be more dynamic, rather than static mission data we should allow for some procedural variation, likewise exploration and other content. This is the...
- by CCP Bayesian - at 2013.05.24 16:06:00
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166. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
To be fair I don't see a disconnect with the copy and my point of view which I stress is mine rather than speaking for CCP as a whole. In general I don't think the Exploration system which is a product of the time it was created aeons ago is a gr...
- by CCP Bayesian - at 2013.05.24 14:11:00
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167. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Brainless Bimbo, you seem to have not noticed I said this in the very same post: "'Exploration' is a reasonably mundane activity lots of people engage in and doesn't actually feel like exploration." We have a system of limited content that is ca...
- by CCP Bayesian - at 2013.05.24 12:52:00
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168. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Johan Toralen wrote: CCP Bayesian how about a toned down version at least along the lines of combat site escalation? Like players can find artifact puzzles or data discs in nodes of the minigame. They are not tradable, could just be a cryptic m...
- by CCP Bayesian - at 2013.05.24 12:37:00
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169. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Altrue wrote: Any other comment about this method ? For me, releasing an unfinished feature and improving it a few weeks later should be for the test-server only. We are not talking about a fix or something that has a high priority, we are talk...
- by CCP Bayesian - at 2013.05.24 12:32:00
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170. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Johan Toralen, these sorts of updates would be great but the main problem is that it takes one player doing it one time to post the results and its no longer exploration. Either that or there needs to be a massive amount of content generated. Now ...
- by CCP Bayesian - at 2013.05.24 12:02:00
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171. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Saheed Cha'chris'ra wrote: In my opinion CCP has to do something about the invisible bumbing-range models of all the structurs ingame. Its annoying if you can't get to the containers, which are drifting away, only because there are hundreds of...
- by CCP Bayesian - at 2013.05.24 10:29:00
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172. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Saheed Cha'chris'ra wrote: If i had a choice between having Archaeology and Hacking for PvE or having ONLY Hacking but in a broader meaning (Hacking in PvP please!), then get rid of Archaeology. But you created those nice new relic sites... ho...
- by CCP Bayesian - at 2013.05.24 09:33:00
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173. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Alvatore DiMarco, we could go one of two ways, distinguish Archaeology more from Hacking again so they are both unique or fold everything into Hacking. Hacking has more applicability as a transferable skill into more areas of EVE so we'll see as w...
- by CCP Bayesian - at 2013.05.24 09:05:00
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174. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Wasilah, I fixed that yesterday, so hopefully the Virus Supressor won't be quite so err... deadly. Sadly it was post patch so will appear when Sisi gets updated again. I also just fixed the descriptions of the Firewall and Anti-Virus. There is al...
- by CCP Bayesian - at 2013.05.24 08:30:00
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175. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Wasilah wrote: no difference in stats for mini-game between a tengu and a heron. using same rigs/modules and the heron is suppose to give a "+10 virus strength to relic and data analyzers" Thanks will pass this along as a defect to the relev...
- by CCP Bayesian - at 2013.05.24 08:20:00
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176. Try our new hacking/archaeology sites! - in Test Server Feedback [original thread]
Thanks for the feedback guys. I'll outline some of my thoughts for the next iteration of the hacking as people have noted it's quite 'light' at the moment on strategy. In part this is due to a scoping down of the initial design which had Utilitie...
- by CCP Bayesian - at 2013.05.23 10:55:00
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177. Space Pinata First Impressions - in Test Server Feedback [original thread]
Also just as an FYI the sites aren't all setup yet hence the placement of things being all kinds of odd in some cases and a rather easy version of the hacking being the only thing there.
- by CCP Bayesian - at 2013.05.17 11:41:00
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178. Sticky:Dev blog: Hacking in Odyssey - in EVE Information Portal [original thread]
I know and to be blunt its very silly that we constantly change direction and essentially abandon new features. Our teams current plans involve continuing to work on this feature.
- by CCP Bayesian - at 2013.05.16 15:06:00
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179. Sticky:Dev blog: Hacking in Odyssey - in EVE Information Portal [original thread]
Merouk Baas wrote: So, like, instead of jetting the **** into space and forcing us to try to grab it, how about you make the hacking minigame MULTIPLAYER so multiple people can hack from multiple access nodes and then coordinate their hacking m...
- by CCP Bayesian - at 2013.05.15 14:48:00
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180. Sticky:Dev blog: Hacking in Odyssey - in EVE Information Portal [original thread]
Largus Jett wrote: So this idea just fell into my head, I'd originally made a wall of text but decided against it, here is the TL:DR; - Multiple Script slots in the code breaker module to tweak performance in different areas. - Scripts alter s...
- by CCP Bayesian - at 2013.05.15 14:46:00
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