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1. Non-Consensual Mining Module - in Player Features and Ideas Discussion [original thread]
Rayzilla Zaraki wrote: . I just saw someone use that non-consensual PvP line and I wondered what carebears could do to PvP-ers. Nothing, so I put this out for a laugh. You know how it is when you get something silly in your head. :) Carebear...
- by Corey Fumimasa - at 2013.05.17 22:11:00
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2. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Daedra Blue wrote: Sorry to burst your bubble but eve is a sandbox, not a head to head competition. Especially not a FAIR head to head competition. Much like CCP Soundwave pointed out that although people organize tournaments, there is no real...
- by Corey Fumimasa - at 2013.05.17 18:47:00
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3. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Daedra Blue wrote: Corey Fumimasa wrote: Something like the ship rebalancing for skills would be perfect. they could tone down the advantages for skill levels by 50% across the board or something and remove a few area...
- by Corey Fumimasa - at 2013.05.17 17:15:00
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4. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Corey Fumimasa wrote: The subscription fee idea has the potential to reduce the balancing effect of clone costs the most. Well removing them entirely from the game would be worse I guess. Much better to make them a pla...
- by Corey Fumimasa - at 2013.05.17 10:51:00
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5. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
MekaJonna wrote: Solution needs to be an implementation that combines the current system with the idea of a monthly fee. ....edit for space.... cost more up front, but would pay them selves off in the long run for players who get podded a lot....
- by Corey Fumimasa - at 2013.05.16 22:51:00
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6. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Sa'haira wrote: Good. I fall into a subset of players that ccp doesn't really seem to acknowledge (which i don't have a problem with, we're not spending much nor adding much through participation), who only play for a month at a time every no...
- by Corey Fumimasa - at 2013.05.16 18:51:00
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7. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Callduron wrote: ...edited for space... And this is in TEST which is probably where the greatest integration of new and old players happens. Most players in null simply to everything possible to minimise risk entirely or we see veteran pvpers ...
- by Corey Fumimasa - at 2013.05.16 18:27:00
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8. Navy issue logi cruisers - in Player Features and Ideas Discussion [original thread]
Drake Doe wrote: I'd rather t1 cruisers that don't have navy versions become logi, like the moa, thorax, rupture, and maller. Thats the strangest idea I have ever heard. Those ships already have roles.
- by Corey Fumimasa - at 2013.05.16 18:07:00
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9. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Corey Fumimasa wrote: Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post; I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less wel...
- by Corey Fumimasa - at 2013.05.16 17:00:00
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10. Navy issue logi cruisers - in Player Features and Ideas Discussion [original thread]
They are currently gun boats, which can be pretty funny when some one attacks thinking that its some sort of repair vessel. But it would be nice to have some more logi options and those ships have an update coming up iirc. I envision them as spe...
- by Corey Fumimasa - at 2013.05.16 16:37:00
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11. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Re CCP Rise's statement in https://gate.eveonline.com/Profile/MeBiatch post; I think Eve would have more interaction if the dps/tank/cap/options disparity between well trained pilots and less well trained pilots were not so great. As it stands ...
- by Corey Fumimasa - at 2013.05.16 16:08:00
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12. Do away with skill "levels" and just run benefits for training along a... - in Player Features and Ideas Discussion [original thread]
hmskrecik wrote: I mean, I'm not totally opposed to this idea, I just don't see clear advantages which could justify CCP's effort to implement it. This part of EVE is not broken and you better make REALLY good case before insisting it should b...
- by Corey Fumimasa - at 2013.05.16 12:18:00
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13. Do away with skill "levels" and just run benefits for training along a... - in Player Features and Ideas Discussion [original thread]
seth Hendar wrote: there is, because skilllvl would be an integer value (so just a DMA operation), while skill% would not, and would need to be calculated on-the-fly thus requiring another set of operation (DMA + FPU operations) just to acquir...
- by Corey Fumimasa - at 2013.05.16 12:05:00
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14. Do away with skill "levels" and just run benefits for training along a... - in Player Features and Ideas Discussion [original thread]
I think from a code perspective it would actually be simpler than the tiered system we now use. The values used would just be a percentage of the time trained. That would be one less step in the code as there is no reason to define the separate st...
- by Corey Fumimasa - at 2013.05.15 23:56:00
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15. Do away with skill "levels" and just run benefits for training along a... - in Player Features and Ideas Discussion [original thread]
Skill levels seem so clunky and overbearing. Could the skill progression just be based on a curve without levels? So if you want to train racial cruisers for a while then you will get bonuses based on time spent training as opposed to having to t...
- by Corey Fumimasa - at 2013.05.15 16:46:00
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16. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Laveaolous wrote: You should be arguing for cheaper clones then. Lower SP players would do better if higher SP players are in smaller more fragile cheap ships surely, at the moment I may as well go for bigger/shinier ship because hell i'm alre...
- by Corey Fumimasa - at 2013.05.15 15:43:00
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17. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
valerydarcy wrote: Corey Fumimasa wrote: The effects of this wont reveal themselves quickly, but over time new players will find themselves even more shut out and will perhaps just start avoiding all fights with high SP chars. We see this a...
- by Corey Fumimasa - at 2013.05.15 14:49:00
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18. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
-1 Lower clone costs increase the distance between new players and older ones, thereby limiting interaction which is the core of Eve. The effects of this wont reveal themselves quickly, but over time new players will find themselves even more s...
- by Corey Fumimasa - at 2013.05.15 14:24:00
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19. Defensive aggression and gate timers - in Player Features and Ideas Discussion [original thread]
I had a death warrant activated on me today. I was 12 km from the gate screwing around with combat probing. I decided to burn back to gate. Two ruptures tackled me and started blasting. I had a pretty good tank and felt confident until I was 4 km ...
- by Corey Fumimasa - at 2013.05.01 18:07:00
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20. Webs with falloff and based on sig radius. - in Player Features and Ideas Discussion [original thread]
I keep seeing complaints about kiters having the edge over brawlers and bricks. And I see only 1/3 armor fleets compared to shield fleets. Perhaps webs are the answer for both potential imbalances; if movement reduction effect and range was redu...
- by Corey Fumimasa - at 2013.05.01 17:58:00
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