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1. Stop the clicking! - in Player Features and Ideas Discussion [original thread]
Zhilia Mann wrote: Redus Taw wrote: I agree with Baltec on this one, but I can't really tell what OP is trying to say either. I do like the idea of adding time onto orders. Increasing from 90 days to 365 days based on how active the system y...
- by Lucas Kell - at 2016.09.24 10:54:52
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2. Stop the clicking! - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: If you want to play the 0.01 isk game then you have to actually play. I think you've got your wires crossed here. I'm not talking about the 0.01 isk game. I'm talking about a button that simply refreshes the time left on orders....
- by Lucas Kell - at 2016.09.18 10:07:44
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3. Stop the clicking! - in Player Features and Ideas Discussion [original thread]
I've asked this before but I'm doing it again! Updating market orders is not fun. When you're working in a high volume market and replacing your orders all the time, it's not so bad, but when you are working on a low volume market where frequently...
- by Lucas Kell - at 2016.09.18 08:31:46
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4. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Violet Hurst wrote: Umm, that functionality would cease to exist or would at least be seriously impeded upon hitting the button, so I'm not really convinced of your appreciation there. Also the risk limitation while not being online seems a bit...
- by Lucas Kell - at 2016.02.23 17:47:04
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5. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: This is what weeds out the weak among us traders Hardly. The only thing it weeded out is my G9x which sadly had to go to a better place recently. Normal trading doesn't really need this, but seeding new markets and low ...
- by Lucas Kell - at 2016.02.23 13:24:40
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6. Quality of life extractor suggestion. Easy fix! - in Player Features and Ideas Discussion [original thread]
This is actually a Gevlon post I fully support! There's no real reason to need to have all the extra click to accomplish the same end result, so yep, +1 from me.
- by Lucas Kell - at 2016.02.23 11:36:28
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7. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Violet Hurst wrote: 1. would cover two extremely thin cases: a) Players who are forgetfull enough to not remember their market orders, but who at the same time are always up to date on their assets, since that's the only other place where they ...
- by Lucas Kell - at 2016.02.23 11:19:54
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8. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
AFAIK, the duration is there for two reasons: 1. To allow you to set up an order to auto-cancel after a set amount of time unfulfilled 2. To prevent people setting up an order, letting their account go inactive and that order remaining active fore...
- by Lucas Kell - at 2016.02.23 04:22:32
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9. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: Except for that it does not in most cases and in particular not in null sec. In High sec, only a select few power builder are affected by that change. I have not changed my production location since before the industry indexe...
- by Lucas Kell - at 2016.02.22 21:09:02
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10. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: I think this is going to be not so great. Or do you want to relocate your Null sec market every other month into another system? Well that would be the point, wouldn't it? To make people choose between sticking where they ar...
- by Lucas Kell - at 2016.02.22 18:05:58
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11. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Violet Hurst wrote: First things first: I'm neutral towards the idea. To raise a counterargument though: It would make the "expires in"-column of the market window pretty much meaningless safe for spotting NPC orders. I think fooling inexperie...
- by Lucas Kell - at 2016.02.22 16:27:05
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12. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Is it really hard to 0.01 isk your stack once every three months? When you have as many orders as it takes to keep a station stocked, yes. 300 is bad enough, but when you have a couple of thousand to update every 3 months...
- by Lucas Kell - at 2016.02.22 13:31:04
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13. Updating market orders... CCPlease halp - in Player Features and Ideas Discussion [original thread]
Dear CCP Please make a little button in the market "my orders" window that says "Yes, I want to keep all of these order active for yet another 90 days and do not wish to change the prices or individually click on every order until I get RSI so bad...
- by Lucas Kell - at 2016.02.22 12:12:22
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14. In-game lottery system - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: you don't understand its better because its done by players with out the need of a specific mechanic. the freedom given to you in a sandbox is the driving point of the sandbox Surely then the existence of the entire con...
- by Lucas Kell - at 2016.02.10 17:58:20
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15. My Response to Force Auxiliary and Fighter Skillbooks - Now rant-Fre... - in Player Features and Ideas Discussion [original thread]
So adapt. Changes wouldn't really be worth it if every time they made a change they fixed it so you are unaffected by the change. The thing is, they made a mistake way back when they made the original promise to make sure everyone can do everythi...
- by Lucas Kell - at 2016.02.10 13:35:57
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16. Module idea: Emergency Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: This abheration will rep over 3 catalyst worth of DPS on a naked providence using AM damage profile for over a minute with the pro mod running in case you somehow have to follow the ship at 1km/s. It's close to 7 cata if t...
- by Lucas Kell - at 2016.02.10 10:12:39
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17. Module idea: Emergency Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: I feel like this module doesn't really fit into the Eve-World.... its a bit un-lore-ish. How in the world do nano repair bots extract energy from inert metal to then be launched via an energy transfer conduit onto another ship?...
- by Lucas Kell - at 2016.02.09 15:30:17
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18. Module idea: Emergency Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Use the already existing reps instead of creating a new module like that. Existing reps are shockingly bad and if buffed to be less bad would be too powerful when loads of them get dumped on from cap stable ships. I figur...
- by Lucas Kell - at 2016.02.09 14:59:29
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19. Module idea: Emergency Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Lucas Kell wrote: Frostys Virpio wrote: What kind of fittings would that thing need? Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, sin...
- by Lucas Kell - at 2016.02.09 14:31:18
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20. Module idea: Emergency Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: What kind of fittings would that thing need? Not really considered it. Something not too restrictive, on par with a remote shield repper for the given ship type I suppose, since the ship you are attaching it to would go a...
- by Lucas Kell - at 2016.02.09 13:34:39
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