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141. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: CCP Greyscale wrote: We'd like to see how people actually react to these changes before addressing things like the relative accessibility of deep null. Personally, I'm reasonably confident that small, upstart, hungry pl...
- by Lord TGR - at 2014.10.28 14:15:06
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142. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Altrue wrote: CCP Greyscale wrote: Alavaria Fera wrote: TrouserDeagle wrote: funny hearing people talk about mwding/webbing big ships into warp instantly like it's an actual legit game mechanic Webbing your supercap into warp was men...
- by Lord TGR - at 2014.10.28 10:36:38
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143. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: I think we as players could adapt to no low fuel notifications. There are a lot of things "we as players" could adapt to, but there's a gigantic divide between what we can adapt to, and what'll make the game better. W...
- by Lord TGR - at 2014.10.27 18:08:32
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144. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: So, short version, eve won't end if that is what you are implying. Again with the overdramatization. Serendipity Lost wrote: People will adapt (that's what I'm implying). It would be a boon for you. The quantity wo...
- by Lord TGR - at 2014.10.27 18:04:23
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145. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: it was the comprehend part... spell it out for me.... what do you want and why. What do you think happens to T2 if you reduce the production capacity?
- by Lord TGR - at 2014.10.27 17:17:37
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146. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: Lord TGR wrote: If CCP were to make it so we could keep up the same kind of reaction capacity as we do in today's system, but with fewer POSes, then sure. Which problem are we trying to address? Too hard to fuel too...
- by Lord TGR - at 2014.10.27 17:06:03
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147. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: how about having fewer pos If CCP were to make it so we could keep up the same kind of reaction capacity as we do in today's system, but with fewer POSes, then sure.
- by Lord TGR - at 2014.10.27 16:51:00
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148. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Dwissi wrote: Primary This Rifter wrote: Dwissi wrote: Back in 2012 or so there was a suggestion for mobile cyno jammers - refresh that idea in the probably still existing thread if you want more mobile options to stop a fleet but dont tr...
- by Lord TGR - at 2014.10.26 11:06:45
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149. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Come2Light wrote: I just want to congratulate CCP Greyscale for reducing active subscriptions because of this change. Monoclegate all over again. I'll be unsubscribing my capital accounts. You're a glass half empty kinda guy, aren't you? Oh ...
- by Lord TGR - at 2014.10.25 10:49:27
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150. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Dwissi wrote: Cant resist: Your nuts - not mine Nope. That would imply I had any assets which could be burned to the ground in the first place; I do not. And as for the whole "gamers want harder games", doesn't that fly in the face of "rem...
- by Lord TGR - at 2014.10.25 00:15:45
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151. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Dwissi wrote: Lord TGR wrote: Dwissi wrote: The number is not taken out of any context as its a simple figure of how many of them are ingame. A simple fact in itself that puts many other things into a different perspective. I wasn't ref...
- by Lord TGR - at 2014.10.24 23:44:06
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152. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Dwissi wrote: The number is not taken out of any context as its a simple figure of how many of them are ingame. A simple fact in itself that puts many other things into a different perspective. I wasn't referring to the number of titans, but ...
- by Lord TGR - at 2014.10.24 22:54:31
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153. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Dwissi wrote: I used 'timers' for a reason - the entirety of it doesnt make any sense anymore. Eve is a multi-player game with a 24/7 player base. Timers are one of the reasons why people have more time flying around in other areas they shouldn...
- by Lord TGR - at 2014.10.24 22:31:27
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154. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: I think cyno jammers went a long way to taking SOV null from the rag tag collection of tough guys that would always put up a defense fleet for a system to a blued out donut of risk averse afk pilots that have entitlement...
- by Lord TGR - at 2014.10.24 21:50:54
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155. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: Sounds like a reasonable thing to want. I will counter that with it helps to stagnate null. It's too easy to build a system that has an unreasonable defensive capability. Especially with the jump changes. I'm feeling the...
- by Lord TGR - at 2014.10.24 21:06:26
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156. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: Lord TGR wrote: Serendipity Lost wrote: Anthar Thebess wrote: There was good suggestion at some topic , that CJ should also lock gates for capital travel. This way their function could be keept intact , and CJ ...
- by Lord TGR - at 2014.10.24 16:52:38
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157. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: Anthar Thebess wrote: There was good suggestion at some topic , that CJ should also lock gates for capital travel. This way their function could be keept intact , and CJ certain systems could provide interesting opti...
- by Lord TGR - at 2014.10.24 16:10:36
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158. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: The point is that if subcaps were even remotely like caps and needed support fleets just to go through a single gate, then a subcap pilot has room to speak. A BS pilot does not have to ask for a cruiser fleet escort for a sin...
- by Lord TGR - at 2014.10.24 15:53:46
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159. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: CCP's solution does not address B-R, insta-blob "easy mode" win, jump skill nerf, capital ship nerf, black ops buff or max jump distance nerf. CCP's solution makes it a hell of a lot harder to do a repeat of B-R, and if you...
- by Lord TGR - at 2014.10.24 12:13:48
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160. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Lord TGR wrote: Let's pretend this is possible. So your cloaked scouts have calculated a direction a capfleet is heading in. Not the distance, just the direction. So you now have 5 minutes to get your fleet up, setup and ...
- by Lord TGR - at 2014.10.23 23:07:31
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