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1. Solution to Jita overcrowding: automatically adjusting isk/sec fee - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: .... How does limiting people to 10 minutes in Jita not lock out the people who aren't spacerich? Have you ever actually fit a ship, or sold some loot? The length of free presence is a suggestion, but personally I thin...
- by Nagnor - at 2013.05.09 09:53:00
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2. Solution to Jita overcrowding: automatically adjusting isk/sec fee - in Player Features and Ideas Discussion [original thread]
Additionally the overcrowding could also be fought by informing people that a system is overcrowded at that time. They can then make the decision not to go to that system (and be logged off after their first couple of free minutes has ended, while...
- by Nagnor - at 2013.05.09 00:17:00
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3. Solution to Jita overcrowding: automatically adjusting isk/sec fee - in Player Features and Ideas Discussion [original thread]
OP has a point: there is an issue with Jita getting more and more overcrowded and somethings should be done about it. The suggestion of a fee for being in the highly populated system is not a bad idea, but would need some enhancements. Pricing s...
- by Nagnor - at 2013.05.09 00:09:00
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4. Small Gang PVP: Regenerate Armour Slowly - in Player Features and Ideas Discussion [original thread]
You are asking for a specific buff for Armor tanking, but are omiting/ignoring the overall picture of tanking and balance. What are you willing to give up? How should other tanking forms be compensated? Something to think about: given the net shi...
- by Nagnor - at 2013.05.08 22:55:00
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5. Improving the Inventory UI - What matters the most? - in Player Features and Ideas Discussion [original thread]
I'm currently using containers to keep Inventories clean by grouping items. Unfortunately this break/blocks a lot of operations: eg. package, reprocess, manufacture, inventing, ME/PE Research, copy and sell. Even for refining the solution ("Move t...
- by Nagnor - at 2013.04.18 23:05:00
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6. "Transaction history" button - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Not if an item is repackaged. In that state an item is nothing more than a number in a database (it doesn't even have an individual ID). All info on where it came from or who owned it are not recorded. OP is not asking fo...
- by Nagnor - at 2013.04.18 22:25:00
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7. Lasers - What I'd like to see - in Player Features and Ideas Discussion [original thread]
kerradeph wrote: damage wise, it could be done, but the tracking thing is a balancing place. certain weapon types excel in some areas while falling behind in others, so you couldn't have high tracking, high damage, no ammo option. Don't for...
- by Nagnor - at 2013.04.18 15:24:00
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8. Jump clone timer - in Player Features and Ideas Discussion [original thread]
Why reduce it to 12 hours (-50% max) and not 3 hours or 5 minutes? Answering that depends on what jump clones are used for; for traversing large distances very quickly or swapping sets of implants for other sets? Consider a player jumping into a ...
- by Nagnor - at 2013.04.06 13:37:00
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9. Remove downtime! - in Player Features and Ideas Discussion [original thread]
Tiger Armani wrote: ... Actually there are lots of reasons for the downtime. Tell me how you will reset all sites etc. when players would be online and possibly doing the sites? Well, one by one, subset by subset, but definitely not all of...
- by Nagnor - at 2013.04.06 00:23:00
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10. Remove downtime! - in Player Features and Ideas Discussion [original thread]
Hoinus wrote: Or do once week! What is the problem that removing DT should correct? Length of DT/ server unavailability or events performed at fixed times placing players in certain time zones at a disadvantage (Australians having only empty...
- by Nagnor - at 2013.04.05 16:33:00
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11. Freighter revamp idea - in Player Features and Ideas Discussion [original thread]
Bugsy VanHalen wrote: .. There are many many ships that are effective bumpers. it will not be a mack, the best are actually cruisers fit with 1600mm plates and a MWD. if you are to avoid any system with ships on gate capable of bumping a frei...
- by Nagnor - at 2013.04.05 16:04:00
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12. Freighter revamp idea - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: ... Give freighters fitting options so they can add tank and/or agility at the expense of carge... -- In my opinion, this is the Best thing CCP could do... Idiots are idiots, and there will still be plenty of targe...
- by Nagnor - at 2013.04.05 00:48:00
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13. Fixing the Problems with Tech 3 Ships - in Player Features and Ideas Discussion [original thread]
Jonas Sukarala wrote: ..... every attribute should come from the subs and normal mods... not rigs Fine with me, under the condition the subs get a slight boost to compensate for the lack of rigs, which generally have higher % boosting than...
- by Nagnor - at 2013.03.21 19:57:00
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14. Fixing the Problems with Tech 3 Ships - in Player Features and Ideas Discussion [original thread]
Maybe start small: allow T3 to be more flexible by removing that inflexible rigging part. Suggestions to achieve this: Allow for rigs to be removed without destroying them on T3s When adding rig don't attach it to ship hull, but to a subs...
- by Nagnor - at 2013.03.21 14:13:00
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15. A new Spin on Ship's Crew - in Player Features and Ideas Discussion [original thread]
StoneCold wrote: Well, could add some (mathematical more complex to calculate) depth. For example (picking the numbers out of thin air): A megathrons max-crew at undocking has to be: 5000 man (and women ofc ^^). 1000 for prop-system 1000 for ...
- by Nagnor - at 2013.03.21 12:59:00
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16. Make PVE mission deadspece private - in Player Features and Ideas Discussion [original thread]
Go play a different game. For example X3
- by Nagnor - at 2013.03.21 12:43:00
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17. Filter out infantry chat - in Player Features and Ideas Discussion [original thread]
Currently the setting "Show Infantry" only effects the member list part of chats and disabling that option doesn't filter out chat messages sent by them. I consider this a defect and raised a defect report for it, but apparently the BugHunter team...
- by Nagnor - at 2013.03.21 12:36:00
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18. Improving the Reactive Armor Hardener - in Player Features and Ideas Discussion [original thread]
I propose to introduce a skill which provide for smarter logic for Reactive Armor Hardener: Advanced Armor Resistance phasing Prerequisite: Armor Resistance phasing IV Training time multiplier: 6x Benefits at level Proportional Resistance di...
- by Nagnor - at 2013.03.09 16:53:00
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