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1. Damage dampener device to counter focus fire - in Player Features and Ideas Discussion [original thread]
Erm... The argument here is that we want more and more engaging large scale fights. Not less. Some people (including me) are avoiding them, because they _can_ be quite boring.
- by Edward Olmops - at 2016.11.09 07:27:40
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2. Damage dampener device to counter focus fire - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Edward Olmops wrote: Interestingly, there would even be a choice between buffer and resists, because... Say the raw damage cap is 2000 DPS. Repair cap is 1800 DPS. Lets assume that that's 'after resists' Damage. Y...
- by Edward Olmops - at 2016.11.03 17:23:24
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3. Damage dampener device to counter focus fire - in Player Features and Ideas Discussion [original thread]
Dolorous Tremmens wrote: Please re-read that quote. I mentioned only buffer mods and rigs, trimarks extenders, plates and the like being made obsolete. They would be rendered useless in favor of resisting mods and rigs. I made it clear that slo...
- by Edward Olmops - at 2016.11.02 22:02:35
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4. Damage dampener device to counter focus fire - in Player Features and Ideas Discussion [original thread]
Donnachadh wrote: Focusing fire on a single ship is not a game design problem, and it is not up to CCP to solve the situation. Focusing fire is a tactic used by players and it is up to you as players to find a way to deal with it. Focusing fir...
- by Edward Olmops - at 2016.11.02 10:32:50
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5. Damage dampener device to counter focus fire - in Player Features and Ideas Discussion [original thread]
From a comment about the new trailer: Quote: Honestly, the one thing these trailers always leave me wanting is a way to make large scale combat appear cinematic in game. As in: [...] 2) A way to encourage people to shoot all over the place ins...
- by Edward Olmops - at 2016.10.31 10:45:12
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6. Anti-Interdiction Nuliffication System - in Player Features and Ideas Discussion [original thread]
Please consider also a different thing: forcing people to jump through gates blindly is bad.
- by Edward Olmops - at 2016.05.19 16:07:51
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7. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
It's quite accessible for characters/players, but the UI could be more intuitive and efficient. P.S.: edited the OP to include later suggestions.
- by Edward Olmops - at 2016.05.19 15:47:08
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8. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Sorry, but I cannot support this point of view. Why the heck should someone be barred from using a game feature he enjoys? That is like turning off your mining lasers with the error message "you have mined enough for today" or restricting you fro...
- by Edward Olmops - at 2016.05.19 07:44:44
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9. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: If we were to use your logic, moon mining is active income because you have to show up once a week and collect the moon goo. Just because something takes a minimal amount of interaction does not make it an active income so...
- by Edward Olmops - at 2016.05.17 21:48:14
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10. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
But this brings me to another point: PI alts. Why? In my opinion, nearly all alts that are created to circumvent restrictions or the second M in MMO indicate bad game design. Apparently some people like PI very much. But there is an arbitrary ba...
- by Edward Olmops - at 2016.05.17 21:40:34
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11. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Edward Olmops wrote: Well, I don't share this perspective. PI is definitely not creating afk money or goods. It's even in the name! Planetary Interaction - not planetary afk-sitting! No clicks = no money. Just beca...
- by Edward Olmops - at 2016.05.17 21:00:59
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12. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Well, I don't share this perspective. PI is definitely not creating afk money or goods. It's even in the name! Planetary Interaction - not planetary afk-sitting! No clicks = no money.
- by Edward Olmops - at 2016.05.16 20:25:48
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13. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
True, except for one case: when there is no POCO or the owner denies access, you need the CC to launch rockets. But the CC could be changed into a rocket launch pad and the PG/CPU bonusses rolled into the skill CC Upgrades. Although... this would...
- by Edward Olmops - at 2016.05.15 17:08:09
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14. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
POCOs aren't passive income either. You WILL get wardecced sooner or later. And if you choose a spot that is not that popular, it easily takes 6 months, a year or more until the thing even earned the initial investment.
- by Edward Olmops - at 2016.05.15 06:25:13
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15. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Also nice ideas, albeit some of them seem to require a lot of programming... I have more: - the ability to create routes by dragging&dropping items from routes or storages onto a processor/storage node. -when setting up colonies, it takes t...
- by Edward Olmops - at 2016.05.13 18:27:09
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16. PI quality of life improvements - in Player Features and Ideas Discussion [original thread]
Hi there. Since PI materials are now more important than ever, maybe it's time for at least a litte UI improvement pass? It has been improved in the past, but doing PI on a regular basis still quickly ends up in a mindless, repetitive clickfest -...
- by Edward Olmops - at 2016.05.11 08:52:12
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17. Please, I need XXXL fireworks for Citadel launchers. - in Player Features and Ideas Discussion [original thread]
Actually I meant "launchers on citadels" and REALLY BIG fireworks, not the torpedo launchers. Maybe even fireworks for doomsday weapons?
- by Edward Olmops - at 2016.04.03 22:46:30
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18. Please, I need XXXL fireworks for Citadel launchers. - in Player Features and Ideas Discussion [original thread]
Because!
- by Edward Olmops - at 2016.04.03 14:56:16
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19. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Lord Jasta wrote: Yet another item that can't be used in high sec, :( why not have this with a criminal timer? We really wanted to but even with a criminal timer you would pretty easily be able to destroy incursion fleets,...
- by Edward Olmops - at 2015.11.17 20:18:02
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20. Sticky:[Vanguard] 350k added skillpoints for new characters! - in Player Features and Ideas Discussion [original thread]
How would you think about a one-time SP boost for new characters once they accomplish something? Say, 50k unallocated SP for completing a meta opportunity "Take opportunities: fully complete one/two/three other opportunities" So there is - an in...
- by Edward Olmops - at 2015.09.24 13:53:11
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