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1. Little things / Small QoL suggestions - in Player Features and Ideas Discussion [original thread]
Suggestion: Wallet Journal "Market Escrow Release" descriptions - add reason and/or item name released Keywords: wallet, journal, market, ui Note: I might replace a market order if I knew what and why "Market Escrow Release" is in my wallet journa...
- by Circumstantial Evidence - at 2017.05.10 18:18:45
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2. Little things / Small QoL suggestions - in Player Features and Ideas Discussion [original thread]
Suggestion: Double-click item in Wallet Transactions list performs market search Keywords: ui, market Note: Transactions tab items should process mouse clicks just like Orders tab, inspire new market activity. --- Wallet Orders tab: Buy and Sell, ...
- by Circumstantial Evidence - at 2017.04.12 21:16:41
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3. Nullification and Interdiction - in Player Features and Ideas Discussion [original thread]
Perma-bubbles make gate lock-downs or camps too easy. Anchored bubbles should expire. They should be reworked to use the "new deployables" mechanic of dragging from cargo and dropping into space. Tech 1 could become fully disposable / ...
- by Circumstantial Evidence - at 2017.02.01 17:21:50
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4. Mutli-Use Analyzers Feedback Thread - in Player Features and Ideas Discussion [original thread]
Another reason I would advocate giving the T1 version 2 utility slots, even though it may still be less desirable than T2 for those who are skilled for that version, is to give the T1 variant something like a role, a goal of the ongoing tier-a-cid...
- by Circumstantial Evidence - at 2016.05.12 15:21:34
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5. Mutli-Use Analyzers Feedback Thread - in Player Features and Ideas Discussion [original thread]
CCP RedDawn wrote: After increasing the Strength of both of these multi analyzer to match their tech I & II variants, (which is a large buff), I'm lowering their utility element slots down to 1 on each. (decreased from 2) Ouch, from 2 slot...
- by Circumstantial Evidence - at 2016.05.12 12:44:34
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6. Mutli-Use Analyzers Feedback Thread - in Player Features and Ideas Discussion [original thread]
Tristan Agion wrote: CCP RedDawn wrote: In the earlier posts I mention that I've increased the Strength values to the same as the Tech I and Tech II variants. I've also updated the initial post. These new analyzers now only have 1 less utili...
- by Circumstantial Evidence - at 2016.04.29 13:08:52
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7. Mutli-Use Analyzers Feedback Thread - in Player Features and Ideas Discussion [original thread]
Players that haven't skilled up for T2 might like to try them. Once you have skilled up to use T2, and that strength, there's no turning back. I have no interest in using the modules as described. Mobile depot makes switching too easy. Consider ad...
- by Circumstantial Evidence - at 2016.04.25 17:47:57
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8. I'm feeling so dirty ........ - in Player Features and Ideas Discussion [original thread]
Quoting my support, here and here . The technology seems available now, and would add a new layer of player expression to the sandbox.
- by Circumstantial Evidence - at 2016.01.05 22:30:52
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9. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
The combination of adding falloff to neutralizers, with this change bringing support ships closer to their fleet if they want to ensure max reps, is going to make a much more challenging battlefield.
- by Circumstantial Evidence - at 2015.11.27 01:55:26
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10. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
While you are renaming skills, is "Logistics" the best name for this function? The ships provide remote shield or armor... boost/repair/help/support... what about "Remote Support," or words of this nature. Force Auxiliary is the new name for...
- by Circumstantial Evidence - at 2015.11.27 00:54:47
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11. Sticky:[December] Module Tiericide - Neutralizers and Nosferatu - in Player Features and Ideas Discussion [original thread]
Somethingski wrote: Small question do they stop working if you get past optimal+falloff or will they still cycle when a ship is out of range can i use a small neut on a ship thats 100km away and basicly cap myself out? We can run out of ammo s...
- by Circumstantial Evidence - at 2015.11.05 20:05:26
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12. Destroying Mobile Warp Disruptors should generate killmails - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: 1 hour is pretty reasonable. I do have a problem with people building 'walls' that last forever and have no upkeep.... To go from infinity to anything is a massive nerf, but 1 hour seems way too short. 2 weeks to a month; ...
- by Circumstantial Evidence - at 2015.10.16 19:43:45
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13. Destroying Mobile Warp Disruptors should generate killmails - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: is there any interest in making these things less spammable? they seem to last forever and can be infinitely overlapped. how about they last like 1 hour then pop, and can't overlap more than some amount? I think I've read ...
- by Circumstantial Evidence - at 2015.10.16 17:42:54
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14. Splitting PLEX up - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Arya Regnar wrote: What I do think you should do is add more blue loot kind of mechanics to eve. You should introduce ways for people to steal from or mess with incursion runners and nullsec farms as it's a much riskless f...
- by Circumstantial Evidence - at 2015.08.27 14:35:33
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15. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
In other areas of the game, high damage is balanced by a weak tank. Dreds self-tackle for 5 minutes at a time, and that's supposed to be the weakness. Supercarriers don't have that particular weakness. I think high cost and rarity was supposed to ...
- by Circumstantial Evidence - at 2015.08.18 20:09:35
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16. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Lu Ziffer wrote: Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue) This is something for the Observatory Array . CCP Larrikin #101 - 2015-08-13 12:43:59 wrote: Thats a cool idea. Some so...
- by Circumstantial Evidence - at 2015.08.13 20:27:30
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17. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
CCP Larrikin's list: Altering jump ranges Not now, this is a core element of major alliance planning that should not change often. Altering jump fatigue curves Unsure. Agree with Quern's "light hand" suggestion. Moving jump fatigue fro...
- by Circumstantial Evidence - at 2015.08.12 21:49:24
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18. Sticky:[June] Module Tiericide - Armor Plates and Shield Extenders - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: It makes far more sense to keep the compact/restrained part of the name and get rid of the old flavor names. ..... I would prefer to see simpler and shorter names. I kind of agree, but also was one of many who missed the old...
- by Circumstantial Evidence - at 2015.05.23 05:09:33
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19. Sticky:[June] Module Tiericide - Armor Plates and Shield Extenders - in Player Features and Ideas Discussion [original thread]
Casivek Andrard wrote: Non sense look at the Ishtar, they refuse to fix the issue... They did change some stats on the Ishtar fairly recently, just not as much as a lot of people wished for. I was thinking of the Sentry thread, as I wrote the ...
- by Circumstantial Evidence - at 2015.05.22 22:55:14
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20. Sticky:[June] Module Tiericide - Armor Plates and Shield Extenders - in Player Features and Ideas Discussion [original thread]
The train has left the station on this tiericide concept, they have held to this same methodology since the first couple parts sets were refined. I appreciate that they are taking it just a few module groups at a time, because the feedback thread ...
- by Circumstantial Evidence - at 2015.05.22 22:29:37
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