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41. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Mag's wrote: Griptus wrote: There will always be consequences no matter what you do. Yes, but your idea removes great swathes of them, leaving no real consequences to speak of. What and how? Be more specific.
- by Griptus - at 2012.02.09 13:48:00
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42. A Better Skill System - in Player Features and Ideas Discussion [original thread]
mxzf wrote: Griptus wrote: And if they end up nerfing the Chimera in the following winter patch, or buffing something else to counter the Chimera, then the consequences are the same. But if they nerf the Chimera before you finish traini...
- by Griptus - at 2012.02.07 20:16:00
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43. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Callic Veratar wrote: Rather than stockpiling forever with minimal consequence, any and ALL unspent points are lost upon being podded. Imagine that then. You've spent a long time saving up points on a special character. You almost have enoug...
- by Griptus - at 2012.02.07 19:38:00
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44. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Misanthra wrote: Enter your idea. I do a space command only spec train and ride out 6 months of trains. Don't need to train anything real...I can bank up the sps' and not care too much. Gives me the option too see what the summer patch brings ...
- by Griptus - at 2012.02.07 13:50:00
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45. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Smiling Menace wrote: You seem to be under the impression that the skills are some sort of race to 'keep up' with other players? It isn't. Yes it is. The main issue for me is that every player is spending their own hard earned money for the ...
- by Griptus - at 2012.02.07 12:17:00
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46. A Better Skill System - in Player Features and Ideas Discussion [original thread]
mxzf wrote: Griptus wrote: I think it's unfair. You're under the mistaken impression that Eve is fair. It isn't. No. Again, I think it's unfair, hence the proposal. mxzf wrote: Eve is only as fair as you make it, therefore, your p...
- by Griptus - at 2012.02.06 21:35:00
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47. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Mag's wrote: I'm not sure if you're deliberately missing the point, or just not seeing it. As it stands now, you make a choice and have wait for that choice to give fruit. It could be weeks for a level 5, so your choice and decision to train ...
- by Griptus - at 2012.02.06 16:01:00
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48. [Proposal] The Generic Skill - in Assembly Hall [original thread]
Actually I've been around since long before they added the skill queue, which I agree was a great idea. But I vaguely remember the topic in the old forums where the idea was originally proposed many years ago and, believe it or not, it still got "...
- by Griptus - at 2012.02.06 11:40:00
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49. A Better Skill System - in Player Features and Ideas Discussion [original thread]
This proposal does not 'mess' with the skill queue. It does not change or replace what is there now, it just adds something that makes it better. If you really believe it won't help your game, fine, you would have the option of not using it.
- by Griptus - at 2012.02.06 11:37:00
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50. [Proposal] The Generic Skill - in Assembly Hall [original thread]
GeoffWICE wrote: 1. How would it determin what caracter to asign the skill points to? or do you expect them to be asigned to the account in the redeaming system? what about implants and from what caracter on that account? It would automatical...
- by Griptus - at 2012.02.06 04:35:00
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51. [Proposal] The Generic Skill - in Assembly Hall [original thread]
Training time in minutes equals: (points needed for next level - points you have) / (primary attribute + (secondary attribute/2))) * skill multiplier For example: I currently have Leadership trained to level 4 - 45,255 skill points. Level 5 requi...
- by Griptus - at 2012.02.06 03:54:00
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52. A Better Skill System - in Player Features and Ideas Discussion [original thread]
mxzf wrote: people will simply dump all their unused skills into Will/Perc to be able to dump them into the next FotM when it rolls around. This idea would not allow you to add skill points to your attributes. It just creates a separate pool...
- by Griptus - at 2012.02.06 03:20:00
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53. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Mag's wrote: As it is now, you make a choice and have to stick with it. Even if after a couple of weeks, you realize you actually should have trained another skill to 5. With your idea, that consequence is removed and you collect SP to distrib...
- by Griptus - at 2012.02.05 15:37:00
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54. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Another player had the same great idea and got trolled? Imagine that.
- by Griptus - at 2012.02.05 10:20:00
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55. A Better Skill System - in Player Features and Ideas Discussion [original thread]
Mag's wrote: You've removed the decision of whether you should train that level 5 skill. The decision is still there, you just make it after you have the skill points rather than before.
- by Griptus - at 2012.02.05 09:04:00
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56. A Better Skill System - in Player Features and Ideas Discussion [original thread]
First a bit of math. In the existing skill system, training time in minutes equals: (points needed for next level - points you have) / (primary attribute + (secondary attribute/2))) * training time multiplier For example: I currently have Leaders...
- by Griptus - at 2012.02.05 02:55:00
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57. Cache adjacent systems and increase server update rate for low populated systems. - in Player Features and Ideas Discussion [original thread]
I would imagine that the software server is able to dynamically adjust the hardware resources that are allocated to each system based on the level of activity. But all the graphics are generated by the client so, that would depend on your own hard...
- by Griptus - at 2012.02.04 03:29:00
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58. T1 Ammo: Make it ALL Useful! - in Player Features and Ideas Discussion [original thread]
Let's keep it simple. If players only use either the shortest or longest range ammo, then we can leave out the mid-range stuff. Laser crystals and hybrid charges need to offer better damage specialization but, we can leave the tracking, rof, and c...
- by Griptus - at 2012.02.03 13:32:00
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59. Mining Boats and Agility - in Player Features and Ideas Discussion [original thread]
YES, mining barges need better agility, and 2x max velocity. The poor agility they have now is a left-over from before the "need for speed" era of Eve, when CCP's design philosophy was to make every non-combat task take forever and a day.
- by Griptus - at 2012.02.03 11:42:00
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60. Bounty hunting, a proposal. - in Player Features and Ideas Discussion [original thread]
The contract system would not prevent me from using an alt to collect my bounty. It would actually encourage me to use the alt exploit in order to earn back my registration fee. There is no need to make bounty contracts time-limited if an unlimite...
- by Griptus - at 2012.02.03 03:52:00
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