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1. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Jana Tanaka Edited by: Jana Tanaka on 15/08/2009 15:23:49 The removal of meta-0 items from mission loot tables, would certainly result in higher prices and bigger turnovers for produced items. Yet I am pretty sure the ...
- by Nihilion Zero - at 2009.08.15 15:40:00
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2. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Venkul Mul Nihilion Zero, your last posts with your "righteous indignation" tome do much more to lower the quality of the thread than the people you were replying did. This is EVE, where self interest is the propelling forc...
- by Nihilion Zero - at 2009.08.13 19:42:00
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3. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Steve Thomas ok two things wrong with your idea 1) they would have to take out all dropes of modules and ammo from the game and replace them with minerals or something 2) they would probably have to seriously increase ever...
- by Nihilion Zero - at 2009.08.13 17:05:00
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4. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Steve Thomas I will say on top of this that its very doable to make a decent income with TI Items. you just need to use your brain to think about what you acctualy consume in game for one thing, (ammo) what things are not dr...
- by Nihilion Zero - at 2009.08.13 13:39:00
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5. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Dungheap Originally by: Nihilion Zero Originally by: KittenSoft you answered it right there. If there are items selling below mineral value...buy them, reprocess and sell the minerals...or use the minerals to...
- by Nihilion Zero - at 2009.08.13 13:24:00
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6. Production nerfed by mission drops? - in Science and Industry [original thread]
Edited by: Nihilion Zero on 12/08/2009 21:00:34 Originally by: Amaha Megumi When I read the CSM minutes stating that 40% of the mineral market was from loot, I can't say I was surprised. Although, I did wonder how that 40% was spread a...
- by Nihilion Zero - at 2009.08.12 21:00:00
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7. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Kurfin The problem with the profitability of meta 0 items is that most of them are only slightly cheaper than the meta 1/2 equivalents, meaning they are rarely used. They get used in tech 2 production and some suicide gank f...
- by Nihilion Zero - at 2009.08.12 17:39:00
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8. Production nerfed by mission drops? - in Science and Industry [original thread]
Hi, thanks for your reply. My responses are in line: Originally by: Messoroz Only idiots sell meta 0 items, the real mission runners refine their loot en masse into minerals, those minerals are then sold on market or used for production(ma...
- by Nihilion Zero - at 2009.08.12 00:42:00
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9. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: Chi'kote On the surface I like this idea. Go ahead and remove meta0 loot drops. But then I'd say you should at least slightly increase the drop rate of meta1-4 items to at least somewhat compensate. But that would increase t...
- by Nihilion Zero - at 2009.08.11 19:31:00
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10. Production nerfed by mission drops? - in Science and Industry [original thread]
Originally by: KittenSoft you answered it right there. If there are items selling below mineral value...buy them, reprocess and sell the minerals...or use the minerals to make stuff that sells for more profit. This is a good point, bu...
- by Nihilion Zero - at 2009.08.11 18:01:00
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11. Production nerfed by mission drops? - in Science and Industry [original thread]
Is it just me, or do the loot drops from missions have a particularly detrimental affect on industrialists--especially noobs? I'm not a noob so the degree to which this affects me is a little less direct, but how are noobs supposed to compete wh...
- by Nihilion Zero - at 2009.08.11 17:40:00
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12. what does it mean to 'lock down' a blueprint? - in Science and Industry [original thread]
See subject heading. I'd appreciate a helpful explanation. k thx bai
- by Nihilion Zero - at 2009.08.10 16:15:00
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13. Removal of gates and further evolution of EVE - in Player Features and Ideas Discussion [original thread]
Originally by: ZulM A reply from a dev would be most appreciated. /signed This is an excellent post. While acknowledging the programmatic challenges for CCP in implementing such changes, ZulM correctly argues for their due considerati...
- by Nihilion Zero - at 2009.07.29 15:22:00
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14. chances of item destruction in ship kill - in Ships and Modules [original thread]
Does anyone know the chances a given module or stack of modules has of surviving (being dropped) after a ship kill? Is it the same for fitted modules and items in the cargohold?
- by Nihilion Zero - at 2009.07.29 01:55:00
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15. The real cause of blobs - in Player Features and Ideas Discussion [original thread]
Originally by: Adunh Slavy In support of getting rid of gates, may I offer this old thread http://www.eveonline.com/ingameboard.asp?a=topic&threadID=625147&page=4 Post number 116 for the most recent revision if you don't wanna read th...
- by Nihilion Zero - at 2009.07.28 14:56:00
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16. The real cause of blobs - in Player Features and Ideas Discussion [original thread]
Originally by: Hiroshima Jita You are almost completely wrong. Manuevering on grid works in any sane combat ranges. Warping beyond 150 only works if you have someone out there already or a warpable object. What is a 'sane' combat rang...
- by Nihilion Zero - at 2009.07.27 20:50:00
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17. Mining materials from ships, real pirating. - in Player Features and Ideas Discussion [original thread]
Someone recently suggested that mining lasers should do damage if activated on a targeted ship. This an interesting idea, that reminded me of a similar idea I had recently. Specifically, mining lasers should not only damage a ship, but actually h...
- by Nihilion Zero - at 2009.07.27 19:14:00
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18. The real cause of blobs - in Player Features and Ideas Discussion [original thread]
Originally by: Ollora Denebe randomly position and greatly disperse ships coming through gates (call this an answer to traffic congestion at gates - this requires a rally point for effective fleet combat) [/list] This is a good point....
- by Nihilion Zero - at 2009.07.24 17:43:00
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19. The real cause of blobs - in Player Features and Ideas Discussion [original thread]
Edited by: Nihilion Zero on 22/07/2009 20:52:28 Originally by: Psychotic Turtle Originally by: Ephemeron Originally by: De Guantanamo human nature > game mechanics blobs will always exist, get over it Yes, blobs w...
- by Nihilion Zero - at 2009.07.22 20:52:00
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20. How to make gang warfare the norm and fix so much else.....I think. - in Player Features and Ideas Discussion [original thread]
This is a fantastic thread. I'd like to link a discussion in which I suggest the causes of blobs lie with the geography of the battlespace and point-to-point travel within and between systems. The cause of blobs . I think my discussion complimen...
- by Nihilion Zero - at 2009.07.22 17:12:00
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