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1. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Ziranda Hakuli wrote: Been a long time since i was in a capital ship. felt kind of nice sitting in a carrier seat once again and I begin my jump route plan and go WTF?!?!?! 5ly jump. and I got Jump cal 5?!?!? Jump Fatigue from what i remember ...
- by Malcanis - at 2017.01.23 14:35:05
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2. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Lelob wrote: Create drugs that increase jump range/decrease jump fatigue. Add in a 3rd factor just like jump fatigue but make it for a negative effect attached to these drugs that could 100% of the time reduce ehp/agility/speed etc. (not dps th...
- by Malcanis - at 2017.01.23 14:32:16
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3. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Rikanin wrote: Hated it when implemented, still hate it. Do I have to flap my arms to get the ship to move...is that why I'm fatigued? Mostly it pissed me off because I was at the edge of the map when it was implemented and getting my assets ...
- by Malcanis - at 2017.01.23 14:30:32
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4. Invulnerability License - in Player Features and Ideas Discussion [original thread]
Emaya Young wrote: Since CCP is making or has made some of the strongest features blocked by a pay wall I thought... "Why not put invulnerability in the mix too". Now, it's not god mode but something else, an invulnerability license. What this ...
- by Malcanis - at 2017.01.08 20:03:28
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5. To: The Developers(More Ways To Make Money) - in Player Features and Ideas Discussion [original thread]
Fifty Three wrote: 3. Those who support the game, by paying, should also get 5% or so bonuses to everything, including mining/manufacturing/ship weapons' damage/Ship defences/Ship support modules etc. The skill (and therefore equipment) r...
- by Malcanis - at 2017.01.08 20:00:58
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6. this is something regarded to Alpha clones - in Player Features and Ideas Discussion [original thread]
radkid10 wrote: the limit on maximum skill points is good enough if you slow down the skill training rate more people are going to leave because it already takes a fairly decent amount of time already if it's any slower it's just going to make...
- by Malcanis - at 2016.09.26 16:48:38
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7. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: Freelancer117 wrote: Is CCP uberhaupt still committed to update or change the Jump Fatigue mechanics 11 months with no word from Devs - I'd say this thread was a good distraction but there was never any intention of it l...
- by Malcanis - at 2016.07.21 03:52:39
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8. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
Freelancer117 wrote: Malcanis what are your thoughts about the skill: Advanced Target Management "Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked." How useful...
- by Malcanis - at 2016.03.15 19:08:12
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9. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
The -5% cap use exactly balances the extra demand from the -5% afterburner duration.
- by Malcanis - at 2016.03.12 19:26:55
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10. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
Rawketsled wrote: Make it 7.5% so that people using ABs to get into warp quickly can squeeze under the server-tick wall of seven seconds. Honestly, I think that would make it too strong, especially since they're likely to be very cheap (com...
- by Malcanis - at 2016.03.12 13:52:57
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11. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
SecretService wrote: Funny. Someone buys like 70k units of them very cheap and then we have this post. Who doesn't have a stash of these? It's ok for there to be a ready supply of cheap somewhere useful hardwires accessible to newbies. No o...
- by Malcanis - at 2016.03.11 10:56:34
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12. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
Damjan Fox wrote: Quote: ... is actually a penalty Isn't a +10% Afterburner Duration basically a -10% Afterburner Capacitor Consumption? I wouldn't call that a penalty. It's what the original iteration of the afterburner skill did. At...
- by Malcanis - at 2016.03.10 22:04:10
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13. Zor's Custom Navigation Link - in Player Features and Ideas Discussion [original thread]
Currently this Slot 7 implant provides: Quote: +10% Afterburner Duration - a change which for all but a few very niche use-cases is actually a penalty I propose that it be changed to Quote: -5% Afterburner Duration, -5% Afterburner Capaci...
- by Malcanis - at 2016.03.10 21:47:49
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14. Bringing high sec security to null sec space - in Player Features and Ideas Discussion [original thread]
WarKain Vitest wrote: Hello! I have a few ideas for a couple of changes to sov and some new modules and deployables that i believe could dramatically improve null sec game-play with benefits that extend to all regardless of profession. So i t...
- by Malcanis - at 2016.01.31 18:25:57
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15. Citadel Features - in Player Features and Ideas Discussion [original thread]
Just accept reality.
- by Malcanis - at 2016.01.27 18:18:02
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16. (Ghost) Fitting Window; More relevant stats, less gumpf - in Player Features and Ideas Discussion [original thread]
Makoto Priano wrote: I'd add EHP for given common damage profiles: omni, weakest resist overall, weakest resist on primary tank, and certain common damage profiles such as 'laser' or 'hybrid,' though I acknowledge those are variably mixed. :x ...
- by Malcanis - at 2015.12.28 06:01:22
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17. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Derek Kanjus wrote: Natheniel wrote: This post was from get_bent on reddit, many people wanted it posted up here for devs and others to see. I am relaying the post to you guys. Quote: Fatigue should act as a multipl...
- by Malcanis - at 2015.12.16 16:26:29
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18. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Kaarous Aldurald wrote: Malcanis wrote: Prometheus Exenthal wrote: WHY ARE THESE SO FAST!? What is wrong with you people? Ease off on the bloody speed creep. There is no reason for these to be FASTER than AFs when they can already do...
- by Malcanis - at 2015.11.29 21:52:08
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19. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Prometheus Exenthal wrote: WHY ARE THESE SO FAST!? What is wrong with you people? Ease off on the bloody speed creep. There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds. You have classes dedicat...
- by Malcanis - at 2015.11.29 03:09:13
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20. Skill Training Rollover - in Player Features and Ideas Discussion [original thread]
Veldin Ostus wrote: Don't know if this has been suggested before, but it would be nice if when the last skill on a character's queue is completed it would automatically start training on another of your characters. Assuming it would loop around...
- by Malcanis - at 2015.11.22 15:31:00
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