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1. If not 0-warp, then big "entry" area instead ? - in Player Features and Ideas Discussion [original thread]
This part that sounds like a PVP complex is what they call a tactical environment. They say they want to bring them in soon enough. The thing with the gates, that looks weird. With the numbers you give example. How can anybody catch anybody else a...
- by Professor TBK - at 2006.09.08 00:53:00
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2. Isnt it time Tech 2 was available to everyone ? - in Player Features and Ideas Discussion [original thread]
Or you could just start putting T2 BPOs on the NPC market instead, just like with T1 BPOs. Poof goes the monopoly...
- by Professor TBK - at 2006.08.26 15:32:00
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3. Extended Downtime, Friday 25 August, 1000 to 1200 GMT - in EVE General Discussion [original thread]
Originally by: Caol In other words, set a long skill training Wise words... set a 1+ day skill, you never know wether or not a 2-hour DT might turn into a 12+ hour DT :P
- by Professor TBK - at 2006.08.24 17:56:00
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4. Short(ish) Learning Skills rant. - in Player Features and Ideas Discussion [original thread]
http://oldforums.eveonline.com/?a=topic&threadID=383152 Rather "simple" solution: add new school (or new field of training in each of the 3 existing schools) for each race, which would start off players with ~120k to 200k SP into learning skills ...
- by Professor TBK - at 2006.08.24 15:48:00
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5. Remote skill training? - in Player Features and Ideas Discussion [original thread]
I guess that's about it for web-based skill training: "we won't do it... *mumble* too much work *mumble*"...
- by Professor TBK - at 2006.08.24 10:07:00
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6. New "schools" for each race - in Player Features and Ideas Discussion [original thread]
I was mainly thinking on how you can easily start with L4 frigate and L2 spaceship command with ANY char (over 100k SPs), or how you can start (using the new bloodlines) with L5 skills (gunnery, leadership or science) depending on bloodline/ancest...
- by Professor TBK - at 2006.08.23 21:59:00
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7. Bloggers #25, EVE Economics - in EVE General Discussion [original thread]
Not intending to be a *****, I've created a diferent thread discussing related issues (as inspired by this thread), because I took a significantly different approach to the situation (especially when talking about importance of various sinks/fauce...
- by Professor TBK - at 2006.08.17 15:16:00
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8. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
Edited by: Professor TBK on 17/08/2006 15:11:15 Originally by: Chiron Typhon Why are you assuming "player hoarding" behaviour is any different in EVE compared to real life. I don't :) I actually considered it follows the same patter...
- by Professor TBK - at 2006.08.17 15:10:00
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9. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
Originally by: Marine HK4861 you've missed the purpose behind jump clones. They're not so people can go PVPing without risking precious implants - they're for 0.0 space so that an alliance can quickly mobilise its forces from one area to ...
- by Professor TBK - at 2006.08.17 15:01:00
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10. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
Originally by: Trak Cranker Edited by: Trak Cranker on 17/08/2006 14:30:50 I might be way off base here, but isn't limiting the asset flow an inflationary move? Probably very important to distinguish between hoarding and collecting her...
- by Professor TBK - at 2006.08.17 14:37:00
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11. The least used ship. - in EVE General Discussion [original thread]
The least used ship ? As in, number of them existing in-game VS number of people actually flying them (total hours) ? I guess that would be the SMALL mining barge, what's its name. You know, the one you buy for peanuts and is worth crap, that on...
- by Professor TBK - at 2006.08.17 14:27:00
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12. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
Originally by: xlop you need to compaire the number of hours it takes an average guy to kit up an average ship! that is real term inflation and is what matters in eve everything other than that is just un-important for the game! That'...
- by Professor TBK - at 2006.08.17 14:22:00
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13. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
Now, looking at the way things stay, I'd say that you can do tiny changes here and there, that WOULD influence the overall sink/faucet balance. Here's just a few of them... the sinks first. For 1.2. (clones), I would make the ISK cost almost li...
- by Professor TBK - at 2006.08.17 14:05:00
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14. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
2. DIRECT ISK FAUCETS : /dev/null -> ISK for player 2.1. Mission rewards 2.2. NPC bounties 2.3. Insurance PAYOUT 2.4. NPC corp buy orders 3. ASSET GENERATION (hidden/indirect quasi-faucet) 3.1. Mining 3.2. Looting NPCs 3.3. Mission ite...
- by Professor TBK - at 2006.08.17 13:41:00
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15. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
1. DIRECT ISK SINKS : player -> /dev/null 1.1. NPC manufactured items That includes primarily skillbooks and T1 BPOs, and more recently various POS "consumables". I am not sure how many other types items of items are sold by NPCs (although I c...
- by Professor TBK - at 2006.08.17 13:30:00
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16. Liquid ISK: Sinks, Faucets and Assets - in EVE General Discussion [original thread]
The idea behind this thread came from the recent devblog, but I somehow don't think the real-life economic theory CAN or SHOULD be applied "verbatim" to a MMO, so I'm trying to put a slightly different spin on the situation, and analyse the partic...
- by Professor TBK - at 2006.08.17 13:09:00
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17. Insurance - in Player Features and Ideas Discussion [original thread]
Edited by: Professor TBK on 17/08/2006 09:44:32 Edited by: Professor TBK on 17/08/2006 09:42:37 Just do it the way real-life insurances do it... depending on ship value and "track record" of player, player corp and player's alliance (in te...
- by Professor TBK - at 2006.08.17 09:41:00
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18. Feature requests: visual details & cache clear ? - in Test Server Feedback [original thread]
For one, I would just LOVE to have an extra "ESC" menu tab (or subtab under Graphics) that would allow us to heavily tweak the visual details rendered in-game. You know, those kind of options most games have already... like model geometry complexi...
- by Professor TBK - at 2006.08.17 09:26:00
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19. Unpaid skill training - in Skill Discussions [original thread]
You can't login to "My Character" unless subscription is paid. If you include some form of "captcha!" (like in the trial links for instance) with all skill training change requests, I see no reason NOT to do it... unless you really really just ha...
- by Professor TBK - at 2006.08.12 19:59:00
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20. Two old problems One idea to fix both. - in Skill Discussions [original thread]
How about on showinfo of items with "red" skill requirements you also get a "train for this item" ? ;)
- by Professor TBK - at 2006.08.12 19:56:00
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