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41. 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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42. Idea to getting most scammers out of Jita - in EVE General Discussion [original thread]
Merdaneth wrote: I used the 'block' function. Does what you suggest. Doesn't work due to all the new alts being created every time CPP can't ban them, but I would like them (or some third party) to offer filtering service you can subscribe ...
- by Nagnor - at 2013.04.18 12:48:00
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43. 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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44. 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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45. SP Trade in - in Skill Discussions [original thread]
Mole Guy wrote: ... however, it was explained to me that "once you learn a skill, how can you unlearn it?" i mean, i cant know how to drive a car today and then tomorrow act as if i never drove before in my life and be a mathmatician. ... ...
- by Nagnor - at 2013.04.05 19:23:00
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46. 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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47. 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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48. SP Trade in - in Skill Discussions [original thread]
Gizznitt Malikite wrote: Nagnor wrote: 5.) It destroys the character bazaar. Total SP a character has is not nearly as important as how they have that SP distributed. You essentially remove this aspect from the bazaar. And the character...
- by Nagnor - at 2013.04.05 10:47:00
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49. SP Trade in - in Skill Discussions [original thread]
Gizznitt Malikite wrote: ... Your analogy is falacious. The correct analogy, following my argument, is you shouldn't be able to return a ship after you buy it, and guess what, you can't!! When you buy a ship in EvE, you can attempt to resell ...
- by Nagnor - at 2013.04.05 09:49:00
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50. SP Trade in - in Skill Discussions [original thread]
Gizznitt Malikite wrote: In short... HELL NO.... The main reasons I'm against this: 1.) You've already benefited from the skills you trained, and you can continue to benefit from them if you choose. BS argument. Following this argument ...
- by Nagnor - at 2013.04.05 01:53:00
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51. SP Trade in - in Skill Discussions [original thread]
Gizznitt Malikite wrote: 5.) It destroys the character bazaar. Total SP a character has is not nearly as important as how they have that SP distributed. You essentially remove this aspect from the bazaar. And the character bazaar is a good...
- by Nagnor - at 2013.04.05 01:53:00
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52. 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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53. SP Trade in - in Skill Discussions [original thread]
Not a bad idea. In the beginning you experimented and wasted SP (eg Mining Drone Operation). Could have biomassed then and restarted but didn't Of course safeguards should be in place: You can't use it too often SP for SP. Skill prerequ...
- by Nagnor - at 2013.04.04 23:26:00
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54. 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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55. 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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56. 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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57. 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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58. 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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59. 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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