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41. Sticky:Dev Blog: Exploring The Character Bazaar & Skill Trading - in EVE Information Portal [original thread]
Viliana Ovaert wrote: I like this idea. Especially where I am, at slightly over 20m SP. Unless I am misunderstanding, I can pick up one of these packets and gain 400k SP, which is what, a week of training? Corp comes out with new doctrine, but ...
- by Moraguth - at 2015.10.15 18:07:56
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42. Sticky:Dev Blog: Exploring The Character Bazaar & Skill Trading - in EVE Information Portal [original thread]
Mane Frehm wrote: My initial reaction was very negative (full disclosure - this impacts me personally), but after thinking about it for a while I had the following thoughts: 1. The devblog talks about problems with the character bazaar and th...
- by Moraguth - at 2015.10.15 17:25:16
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43. Sticky:Dev Blog: Exploring The Character Bazaar & Skill Trading - in EVE Information Portal [original thread]
Teckos Pech wrote: Moraguth wrote: Bitter vet reporting in. TL;DR: I'm not quitting and you can't have my stuff, but you're taking more and more uniqueness away from the game that I've loved since the very first trailer showing actual game...
- by Moraguth - at 2015.10.15 17:21:19
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44. Sticky:Dev Blog: Exploring The Character Bazaar & Skill Trading - in EVE Information Portal [original thread]
Bitter vet reporting in. TL;DR: I'm not quitting and you can't have my stuff, but you're taking more and more uniqueness away from the game that I've loved since the very first trailer showing actual game footage that got me to apply for the bet...
- by Moraguth - at 2015.10.15 15:57:16
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45. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
I don't understand how a huge increase to the mass of a ship (Prophecy, I'm looking at you), is considered a buff/benefit?
- by Moraguth - at 2015.09.11 18:40:37
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46. Sticky:Dev Blog: Fleet Warp Changes - Coming in August Release - in EVE Information Portal [original thread]
My idea is probably absolutely horrible, especially because it is complex compared to what you've decided already. Determine the types of warping that can be done by the person's position in the fleet along these lines: Fleet Commander: Can onl...
- by Moraguth - at 2015.06.25 00:20:40
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47. Announcement:Tiamat Feedback - in EVE Information Portal [original thread]
Devblog wrote: Removed the ability to drag items into the Industry window and have the corresponding blueprint appear It is no longer possible to link PI product schematics in the chat window but whyyyyyyyyyyyyyyyyyy? This removed so...
- by Moraguth - at 2015.02.17 13:35:18
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48. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
Ii Kusanagi wrote: A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot. you can do t...
- by Moraguth - at 2015.01.07 23:32:07
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49. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
I'd like to see a drop down menu off to the side that could show all skills affecting the current ship/fittings. Have the option to easily see how major stats (EHP, dps, range/tracking/falloff, speed, etc) are changed if you trained specific skill...
- by Moraguth - at 2015.01.07 21:15:28
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50. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Krystyn wrote: New Ratting/Plex plan: Immediately dock the second anyone enters local who isn't a blue. New PVP plan fly unscannable fleets and gank people or fly lots of cheap suicide atrons. Lame you forgot: New WH plan, get out of the...
- by Moraguth - at 2014.12.21 22:40:10
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51. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Quote: I can tell you what will happen most likely: - Less fights because people are risk averse - A 2nd account with a Prober at all times will be must, not an option. ...STUFF... I would be more worried with this mechan...
- by Moraguth - at 2014.12.20 14:44:55
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52. Sticky:Dev blog: Starmap Improvements - A Map To Treasure - in EVE Information Portal [original thread]
CCP Rise wrote: Hey all Was out for the weekend, sorry I haven't been in the thread since last week There's so much great feedback here that I'm not going to go through and respond to all of it now. Instead, we're just going to start organiz...
- by Moraguth - at 2014.12.08 20:23:32
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53. Sticky:Dev blog: Starmap Improvements - A Map To Treasure - in EVE Information Portal [original thread]
Okay, legit feedback after playing around with the map for a bit: 1. There's no hover text. I should be able to see the information I've selected in my filter in some way other than a colored dot. I imagine this is in the works, because it is one...
- by Moraguth - at 2014.12.04 23:40:46
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54. Sticky:Dev blog: Starmap Improvements - A Map To Treasure - in EVE Information Portal [original thread]
tl;dr - my fears were unfounded and I'm really liking the direction eve is taking with all the UI changes including this very freaking nice map update. Even if you only live up to half of your desired functionality in the future, it'll still be pr...
- by Moraguth - at 2014.12.04 22:53:23
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55. Announcement:Update regarding Multiboxing and input automation - in EVE General Discussion [original thread]
DragonHelm III wrote: CCP FoxFour wrote: Ama Scelesta wrote: RIP ISBoxer? ISBoxer has some great uses outside of it's broadcasting functions. So maybe, but probably not. For god's sake CCP stop all the bluster and give a straight ans...
- by Moraguth - at 2014.11.26 10:23:31
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56. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Donnachadh wrote: Moraguth wrote: The defending side already has 100% of the advantage by setting the time best for them. What ever you are smoking, or taking I want some of it. Thinking back on all of the POS bashes I have been in the d...
- by Moraguth - at 2014.11.25 06:47:05
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57. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Gadget Helmsdottir wrote: Moraguth wrote: The defending side already has 100% of the advantage by setting the time best for them. I'm just asking for the attackers to have 16.666667% advantage (4 hrs). And if the defender is serious about de...
- by Moraguth - at 2014.11.23 19:05:40
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58. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
The defending side already has 100% of the advantage by setting the time best for them. I'm just asking for the attackers to have 16.666667% advantage (4 hrs). And if the defender is serious about defending their property, they are more than capab...
- by Moraguth - at 2014.11.23 08:38:14
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59. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Arronicus wrote: Timers are present to give both sides defined times, opportunities for them to fight and generate content. Modules that shifted these timers seem to me that they would be counter-intuitive to the existence of the timers in the ...
- by Moraguth - at 2014.11.22 18:31:14
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60. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
I'd like to see a deployable structure that would allow the attackers to have some ability to manipulate when the structures they are attacking will come out of reinforced mode (either by extending or shortening the timer) . This would encourage...
- by Moraguth - at 2014.11.22 17:42:48
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