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161. Skillpoint distribution statistics - in Skill Discussions [original thread]
I notice there is a 3rd party site, http://eveboard.com/, that allows players to see other's skillpoints and statistics on the total community, but this site is voluntary and does not include many characters who have not been submitted, therefor...
- by Droidster - at 2016.02.10 20:08:47
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162. Web address for bug reports appears to be wrong in sticky - in Issues, Workarounds & Localization [original thread]
In the first sticky for this forum, there is a link to the bug report page which appears to be obsolete. The link is: https://bugs.eveonline.com/newbugreport.asp?/
I get a 404 error when I go to this link. However, I have successfully submitt...
- by Droidster - at 2016.02.10 19:45:50
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163. Match orders at best price - in Player Features and Ideas Discussion [original thread]
I considered the way the system currently works in more detail and it appears it is not due to lazy programming, but is simply a mistake in understanding by the programmer how trading systems work. After doing a more careful analysis it appears t...
- by Droidster - at 2016.02.10 19:20:45
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164. Match orders at best price - in Player Features and Ideas Discussion [original thread]
Owen Levanth wrote: The market has always been rather confusing for me. I know from experience that people sometimes fumble and misclick on Sell-orders, which ends in them buying from me (since I have the lowest price) but to whatever price th...
- by Droidster - at 2016.02.10 17:43:04
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165. Match orders at best price - in Player Features and Ideas Discussion [original thread]
It should be obvious that the market should match orders at the best price possible, but this is not always happening. For example, recently I went to sell a quantity of an item and created a sell order at ¦¦160,000 per unit, not realizing that t...
- by Droidster - at 2016.02.10 13:37:02
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166. Limit skill injectors to SP ranges - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Just so you know: that '200mil SP super newbie' would require a thousand skill injectors. five hundred PLEX, rounding the things DOWN to 600mil each. Eight thousand pounds in PLEX terms. I don't know the dollar price for ...
- by Droidster - at 2016.02.10 04:04:28
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167. Limit skill injectors to SP ranges - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Droidster wrote: Cidanel Afuran wrote: Given the ridiculously low cost of purchasing a character on the bazaar compared to extractors, why would anyone in their right mind not just keep doing that to get a new alt? The...
- by Droidster - at 2016.02.10 02:59:27
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168. EVE turned me into an Econ major. - in Market Discussions [original thread]
I learned 90% of what I know about economics from EVE. It's an economic microcosm.
- by Droidster - at 2016.02.10 00:42:58
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169. Can someone look at my skills and tell me what ship I should fly-pve... - in EVE New Citizens Q&A [original thread]
You have two level Vs in projectiles. I am not a pvp'er, but in general my impression is that the Minmatar ships have a lot of good PVP options, and since you have level V projectiles I would keep going in that direction: Minmatar PVP. Minmatar P...
- by Droidster - at 2016.02.10 00:36:07
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170. Limit skill injectors to SP ranges - in Player Features and Ideas Discussion [original thread]
Cidanel Afuran wrote: Given the ridiculously low cost of purchasing a character on the bazaar compared to extractors, why would anyone in their right mind not just keep doing that to get a new alt? The injectors will only really support credit...
- by Droidster - at 2016.02.10 00:15:00
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171. Increase training time for hauling, make it more professional - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: So how long do you think it should take a brand new character to be able to fly a basic industrial? And a freighter? How about a DST? Give us some numbers. And then explain WHY you think it should take that amount of tim...
- by Droidster - at 2016.02.09 23:38:44
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172. Increase training time for hauling, make it more professional - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: I think hauling should stay as it is. Right now hauling has a very healthy level of skill vs reward vs danger enforced by haulers vs demand vs gankers. As others have stated you have good options for high end hauling ships a...
- by Droidster - at 2016.02.09 23:08:40
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173. (Rookie) asking suggestions for Security Missions progression plan. - in EVE New Citizens Q&A [original thread]
This is a tricky question because depending on what your long-term goals are the answer could be very different. If you love missions, I would suggest going Tech 1 Caldari battleship (Raven). That will be the fastest way to make progress with mis...
- by Droidster - at 2016.02.09 21:06:58
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174. When does a trial subscription "succeed"? - in EVE New Citizens Q&A [original thread]
I invited a friend and he did the trial and started a subscription with a PLEX and is now happily playing away with a full account. Nevertheless, my invite-a-friend statistics look like this: Email invites sent: 1 Email Invites accepted: 1 Emai...
- by Droidster - at 2016.02.09 20:54:56
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175. Game within the Game - in EVE General Discussion [original thread]
Wrong forum. Hopefull ISD will move this where it belows: News Ideas discussion.
- by Droidster - at 2016.02.09 20:47:43
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176. Directly up and down in Eve - in EVE General Discussion [original thread]
This is an interesting problem. Maybe someone can put their code where their mouth is and make a demonstration system? If CCP released a description or specification of how the viewpoint rotation system works, that would be useful, because peop...
- by Droidster - at 2016.02.09 20:44:18
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177. Planetary Interaction - UI and QOL Improvements - in Player Features and Ideas Discussion [original thread]
I didn't read this wall of text, but I agree with the general gist of the idea: make it easier to build colonies by improving the UI. I actually made a post earlier about this. Currently, there is sort of a perverse benefit to the inefficiencies ...
- by Droidster - at 2016.02.09 20:27:12
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178. Loss of Skill Points - in EVE General Discussion [original thread]
Pay to win FTL. I made a suggestion to the new ideas forum suggesting how to use skill extractor ranges to avoid the need for the SP loss you describe and allow for a 1:1 trade. That was before I found out that extractors were not player-made, b...
- by Droidster - at 2016.02.09 20:14:03
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179. Aurum cost of skill extractors - in Player Features and Ideas Discussion [original thread]
I completely agree with the OP, in fact, I would go farther and saying that selling extractors for money is pay to win. I went to the market today to try to find the BPO that makes skill extractors and could not find it. How are skill extractors ...
- by Droidster - at 2016.02.09 20:04:46
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180. Increase training time for hauling, make it more professional - in Player Features and Ideas Discussion [original thread]
Currently, the only hauling skills that require significant investment are those for jump freighters which require Industry V, which is usable by multiple professions anyway. Also the jump drive skills are multi-role skills. There is no real hauli...
- by Droidster - at 2016.02.09 19:27:21
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