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1. Warp Assist Module - in Player Features and Ideas Discussion [original thread]
Annette Nolen wrote: Freighters, when bumped, no longer POINT in the direction you are traveling. This makes figuring out the actual direction of travel sufficiently difficult, at least as it applies to getting a warp out in place. If you cann...
- by Crumplecorn - at 2015.01.20 16:32:19
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2. Warp Assist Module - in Player Features and Ideas Discussion [original thread]
I am intrigued by this idea that freighters, when bumped, start to randomly change direction mid-flight, making frigate alignment impossible. It sounds like this would make follow up bumps harder as well, although it's difficult to judge, since I...
- by Crumplecorn - at 2015.01.20 12:09:23
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3. Folders for placed market orders - in Player Features and Ideas Discussion [original thread]
Oh please god yes.
- by Crumplecorn - at 2015.01.10 14:48:02
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4. Constructive feedback thread on the new UI - in Player Features and Ideas Discussion [original thread]
Having spent some time with it, and set it to Carbon + Blur Off + minimal Transparancy, it no longer totally offends my eyes and I can use it fine, although even this far on I still keep pressing the wrong buttons from time to time (I've stopped p...
- by Crumplecorn - at 2015.01.07 06:11:52
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5. Make Damage Control a passive module - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Over-extending a concept is a straw-man argument, and therefore proves nothing. No. If having no-brainers to remember to do adds to the game, having more no-brainers to remember should add even more to the game. Nikk Nar...
- by Crumplecorn - at 2015.01.06 15:43:05
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6. Make Damage Control a passive module - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Not at all, and I think you are perfectly aware that you are extending the logic well past it's intended limit. Yes, to illustrate the fault. Nikk Narrel wrote: I am pointing out, that it is player skill, not character s...
- by Crumplecorn - at 2015.01.06 15:02:44
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7. Make Damage Control a passive module - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Let me get this straight: The idea that something you would obviously want to do, being grounds for making it automatic... Yes. Putting aside for the moment the question of whether specific examples of automation are a good...
- by Crumplecorn - at 2015.01.06 14:40:34
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8. Make Damage Control a passive module - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Making this module passive, would remove the human element to error or otherwise fail to activate it when it is needed. Every time you automate a detail, it makes it possible for all players with poor attention to detail abl...
- by Crumplecorn - at 2015.01.06 01:41:22
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9. 2 ideas, 1 thread - cloaking and high sec cynos - in Player Features and Ideas Discussion [original thread]
Helios Panala wrote: The community seems to take issue with afk miners, only fair that afk cloakers get their fair share of moaning aimed at them. AFK miners add minerals to the economy. AFK cloakers can by definition affect nothing.
- by Crumplecorn - at 2015.01.06 01:30:38
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10. Prototype: Dojos - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Fair points, and I would agree with you if the pilots were getting any reward out of arenas... or if EVE were a simpler game to learn combat in... but neither are true. So the people who are out roaming are going to be people l...
- by Crumplecorn - at 2014.09.25 18:11:00
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11. Prototype: Dojos - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Worst Case Scenario: The new pilots you get won't be completely clueless about combat fittings, and anxiety ridden about losing a ship... thus making your job of showing them how to actually PVP in EVE a little bit easier. Less ...
- by Crumplecorn - at 2014.09.25 17:56:00
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12. Prototype: Dojos - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: If instead it was pitched as an "In game combat simulator" where a "virtual battle" was taking place there wouldn't be quite the huge wave of concern right now. To make this seem correct the two pilots who enter into actual comb...
- by Crumplecorn - at 2014.09.25 17:26:00
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13. Prototype: Dojos - in Player Features and Ideas Discussion [original thread]
Garmon wrote: Gilgamesh BoShudda wrote: Great, so now when I am flying around in FW lowsec looking for frig fights, instead of finding mostly stabbed and cloaky frigs, I will find ONLY stabbed and cloaky frigs. All of the players who would n...
- by Crumplecorn - at 2014.09.25 17:23:00
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14. Anit-cloaking idea - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: This +1 ;D
- by Crumplecorn - at 2014.09.18 10:56:00
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15. AFK cloaked camper - in Player Features and Ideas Discussion [original thread]
De'Veldrin wrote: baltec1 wrote: http://desusig.crumplecorn.com/afkcloaker.jpg Hey whatever happened to Crumple? I'm too busy with Dota 2 to play EVE these days, and no game = no forum.
- by Crumplecorn - at 2014.06.11 17:23:00
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16. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Orlacc wrote: A somewhat limited world view? http://papers.sae.org/2009-01-0601/ http://www.supracor.com/products/safety-and-protection/body-armor/ "Flexible Honeycomb Composite Vehicle Armor" You try to counter the OP's point by postin...
- by Crumplecorn - at 2013.02.13 02:15:00
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17. Killmails and Killboards: A spirited discussion to remove both - in Player Features and Ideas Discussion [original thread]
Originally by: JitaPriceChecker2 Originally by: Crumplecorn So killboards discourage people from failfits (which seem to be rampant in spite of them) and this is a bad thing how? Crumplecorn nailed it. lol I didn't say that -...
- by Crumplecorn - at 2011.03.04 21:59:00
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18. why remove stargates? - in Player Features and Ideas Discussion [original thread]
Originally by: NinjaSpud I've seen people request them to be removed but havn't seen/experianced any good reasons why. That's true for everything in the game. In fact, it's true of the game itself. - I wish I was a three foot tall do...
- by Crumplecorn - at 2011.03.04 19:21:00
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19. Killmails and Killboards: A spirited discussion to remove both - in Player Features and Ideas Discussion [original thread]
Originally by: AkJon Ferguson So killboards discourage people from failfits (which seem to be rampant in spite of them) and this is a bad thing how? Missing the point. - I wish I was a three foot tall doll with a watering can and het...
- by Crumplecorn - at 2011.03.03 19:30:00
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20. Killmails and Killboards: A spirited discussion to remove both - in Player Features and Ideas Discussion [original thread]
Every multiplayer game I have encountered which tracks stats has suffered for it. Not because stats are bad, but because of the tendency of players to become obsessed with them. - I wish I was a three foot tall doll with a watering can and het...
- by Crumplecorn - at 2011.03.03 18:13:00
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