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1. CCP karkur and Team Pony Express - you're our only hope - new Little Things - in EVE General Discussion [original thread]
Suggestion: Update the wiki entry for ships
Keywords: wiki
When you go to the wiki pages of ships, like https://wiki.eveonline.com/en/wiki/Exequror_Navy_Issue , the bonus of the hull are not displayed anymore, which, I assume, is one o...
- by Cultural Enrichment - at 2014.05.27 17:21:00
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2. Mordu's Legion Combat Anomolies - in Test Server Feedback [original thread]
nahjustwarpin wrote: Kenneth Skybound wrote: Rajeet Achmar wrote: Used carriers because I cant fly a Vindi :P Thanny with 3k dps > phoon with 1000. This is all fine and dandy making them hard, but its basically forcing people to have...
- by Cultural Enrichment - at 2014.05.23 16:33:00
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3. FREE Mackinaws ???? - in EVE General Discussion [original thread]
You're a r e t a r d, spelled so your shitbrain couldnt possibly mistake it for something else. These are blueprints for a skinned mackinaw which takes a regular mackinaw as material.
- by Cultural Enrichment - at 2014.05.16 22:45:00
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4. Sticky:Dev Blog: Tiptoe Through the Tooltips - in EVE Information Portal [original thread]
The tooltip of the skill queue used to auto-update while it was displayed, allowing us to quickly check if the skill was training (seconds ticking = good, seconds still = bad). This is no longer the case and even if the current skill is training, ...
- by Cultural Enrichment - at 2014.05.15 21:22:00
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5. Enjoy your GeckosGǪ until the NERF in June - in EVE General Discussion [original thread]
Arthur Aihaken wrote: Merida DunBrogh wrote: I wonder how the rattlesnake will be with 1 gecko VS 2 heavies/sentries in terms of paper DPS and applied DPS, and how quickly you would lose those drones. After Kronos, 2 heavies will actually ...
- by Cultural Enrichment - at 2014.05.08 07:09:00
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6. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
I still dont get why so many people dont understand how heavily this change will skew the things for a group of coordinated players (or, as I like to call them, t e a m s ) against the autistic solo players. If that's not what you were looking fo...
- by Cultural Enrichment - at 2014.05.02 15:48:00
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7. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
AFK Hauler wrote: Cultural Enrichment wrote: AFK Hauler wrote: Things... Then dont bid for the team. Be the one who moves . Or dont even move and produce without the team, since, according to your scenario, hiring them isnt profit...
- by Cultural Enrichment - at 2014.05.01 17:15:00
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8. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
AFK Hauler wrote: Things are going smoothly for the first 5 days of my build cycle, but then I notice that my station costs are starting to go up... Apparently others who I was bidding against for the TEAM really needed to save on their costs,...
- by Cultural Enrichment - at 2014.05.01 16:53:00
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9. Sticky:Dev blog: The Price of Change - in EVE Information Portal [original thread]
Annie Bars wrote: Please! Instead of using output price as base for workforce cost, use input material prices! Otherwise, you killing dynamics, we already heave in industry: when some goods are short in supply, price goes up, so the incentive f...
- by Cultural Enrichment - at 2014.05.01 13:46:00
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10. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Seith Kali wrote: zyathussi wrote: what if these inferno drugs actually were a producable item, and teams would flock to the one providing them with them? Nothing about players producing materials to sell to npc's is good for depth of ec...
- by Cultural Enrichment - at 2014.05.01 11:15:00
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11. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Dinsdale Pirannha wrote: Cultural Enrichment wrote: Shinya Shazih wrote: CCP SoniClover wrote: handige harrie wrote: If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated? The...
- by Cultural Enrichment - at 2014.04.30 21:20:00
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12. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Shinya Shazih wrote: CCP SoniClover wrote: handige harrie wrote: If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated? They're assumed to have a fixed jump distance of 50. So a ...
- by Cultural Enrichment - at 2014.04.30 19:57:00
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13. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Dinsdale Pirannha wrote: [things] You dont really understand the whole "entrepreneur" concept, do you?
- by Cultural Enrichment - at 2014.04.30 15:30:00
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14. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Victoria Sin wrote: Loraine Gess wrote: How are the ME/TE bonuses planned to stack at this point? 10% ME + 7.5% ME (team) + 2% ME (PoS) = 19.5% material savings from the new base? Whatever it is it will be precisely cancelled by the slot...
- by Cultural Enrichment - at 2014.04.30 15:05:00
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15. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Rivr Luzade wrote: This is a bit awkward. If I win the team, other players should pay me for using my team. You dont win the team, you win getting the team in the system you want. It's like nobody here ever heard of game theory.
- by Cultural Enrichment - at 2014.04.30 14:11:00
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16. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Liner Xiandra wrote: No no no no. This introduces way to many variables for producers. - material price fluctuations - player activity - solar station count - item baseprice fluctuations - decryptor price fluctuations - team availablity - tea...
- by Cultural Enrichment - at 2014.04.30 12:25:00
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17. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
CCP SoniClover wrote: Kendra Zane wrote: It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs. ...
- by Cultural Enrichment - at 2014.04.30 12:08:00
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18. Sticky:Dev blog: Researching, the Future - in EVE Information Portal [original thread]
Uncle Shrimpa wrote: This is an edge case, but under the 10 system, to take a Titan BPO from 9 to 10 takes 27 years of research This would broken up into manageable chunks that you can deal with if you used a 100 system This isnt that mu...
- by Cultural Enrichment - at 2014.04.29 20:07:00
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19. Sticky:Dev blog: The Price of Change - in EVE Information Portal [original thread]
Wouldnt the estimation of the build cost be much more resistant to manipulation if it looked at the input price rather than the output, as the input is very likely to aggregate minerals/PI/moongoo, which are pretty hard to manipulate?
- by Cultural Enrichment - at 2014.04.29 15:27:00
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20. Sticky:[Summer 2014] Jump Drive Isotope Consumption - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Resgo wrote: Rather than increasing the size of fuel bays, why not cut the volume of the isotyopes by a third. Then it would carry through all of your systems using the isotopes at fuel. It wouldn't have an impact on POSes ...
- by Cultural Enrichment - at 2014.04.29 14:10:00
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