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1. Highsec needs higher level content with worse rewards. - in Player Features and Ideas Discussion [original thread]
The problem with PvE content in high-sec is mostly that it's super repetitive. The solution isn't "harder" content with crappy rewards. It's randomized content that you can't google and get a solution for off a website. In Eve, intelligence is the...
- by Sgt Soulless - at 2014.12.07 04:05:36
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2. Off Grid Boosting - NO MORE - CCP, one more look - in Player Features and Ideas Discussion [original thread]
Vic Jefferson wrote: Quesa wrote: No, absolutely not. There is an entirely unique meta that has developed for the probing out and destroying of links. That's sort of a completely ridiculous excuse for keeping a mechanic. There was a uni...
- by Sgt Soulless - at 2014.12.02 00:44:59
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3. ship idea, module idea mega thread :) - in Player Features and Ideas Discussion [original thread]
I would be ok with an anti-cloak module so long as it was limited to 1 ship type. I've thought about how they might redesign T1 destroyers to be more than just high-sec suicide gankers, and I think the answer is making them anti-cloaking ships wit...
- by Sgt Soulless - at 2014.12.02 00:16:11
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4. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
D-scan Relay Module Place the module anywhere in space. Then when you d-scan the scan reports everything in range of your ship, and also in range of any of these modules in the system (belonging to you or your corp). The particular reason I w...
- by Sgt Soulless - at 2014.12.01 23:53:10
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5. Sticky:[Rhea] The Confessor - in Player Features and Ideas Discussion [original thread]
I honestly doubt there will be much use of switching the mode of these ships in flight. 10 seconds is an eternity in small ship PvP. They're going to be fit to maximize the use of just 1 mode, and they're going to stay in that mode all the time. S...
- by Sgt Soulless - at 2014.12.01 22:38:41
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6. Keyboard Flight Controls - in Test Server Feedback [original thread]
Having messed around with manual flight for a while, there are only two things I think it needs to really be useful. There needs to be a proper 3rd person flight camera. CCP doesn't need to reinvent the wheel here. There are tons of examples o...
- by Sgt Soulless - at 2014.11.23 18:37:09
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7. Unlimited skill queue isnt - in Player Features and Ideas Discussion [original thread]
Maradusa Macarthy wrote: Sugar Kyle wrote: Injection of skills you do not have to prereqs for is a very common request. It is not the same task as opening up the skill queue. Hopefully things will reach the point that we can also have this c...
- by Sgt Soulless - at 2014.11.21 19:00:50
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8. Multi-Buy - in Player Features and Ideas Discussion [original thread]
I'm sure this has been proposed many times before, and maybe it'll take CCP another 10 years to get around to this one, but I'm bored at work and annoyed that my present day e-commerce site has a shopping cart, but my far future internet space shi...
- by Sgt Soulless - at 2014.11.21 18:38:03
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9. [Ship Proposal] Skiff is overpowered & needs a rebalance. - in Player Features and Ideas Discussion [original thread]
Nope. Better fix. Give all the mining barges a tank comparable to a skiff or procurer. Use ganker tears to irrigate the world's deserts. Seriously though. This just sounds like some butt hurt highsec gankers complaining about the fact that a skif...
- by Sgt Soulless - at 2014.11.20 20:53:54
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10. Supers Can't Disappear - in Player Features and Ideas Discussion [original thread]
I'm all for this change. The universe needs fewer super caps, and capitals in general really need to be completely rethought. They're much much too common, and were never intended to exist in the quantities that they do now. Personally I think sup...
- by Sgt Soulless - at 2014.11.20 20:05:15
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11. Hauling: Best defense against high sec pirates? - in Ships and Modules [original thread]
Train Evasive Maneuvering to at least level 4. Also train other ship and navigation skills that improve your ship's agility or acceleration. This will significantly reduce your align and warp time, giving gankers less time to decide if you're wort...
- by Sgt Soulless - at 2014.11.18 18:03:52
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12. While we are killing sacred cows, how about nerfing npcs? - in Player Features and Ideas Discussion [original thread]
Kaarous Aldurald wrote: Mike Azariah wrote: Be careful what you ask for. If you want dynamic security space, fine. Then where lots of pirates or anomolies are run the sec would climb as law asserted itself. Null constellations could (with e...
- by Sgt Soulless - at 2014.11.17 18:55:10
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13. exploration - what is missing in eve - next level sandbox - in Player Features and Ideas Discussion [original thread]
Your "higher purpose" has no place in the internet psychopathy simulator. That said...the only way for exploration to have a "greater good" motivation would be for CCP to set goals for the player base to achieve collectively (similar to the sleep...
- by Sgt Soulless - at 2014.11.17 18:13:01
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14. Sticky:Dev blog: Thera and the Shattered Wormholes - in EVE Information Portal [original thread]
I generally like these changes, except for the following... Quote: They will contain a new celestial debris field asteroid belt anomaly that will be larger and richer than most belts. They will contain minable ice fields. This will be the fir...
- by Sgt Soulless - at 2014.11.14 00:27:48
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15. Energy neuts actually shutting down ships. - in Player Features and Ideas Discussion [original thread]
And then the Bhaalgorn took over the universe and lived happily ever after. The End.
- by Sgt Soulless - at 2014.11.06 19:45:03
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16. The war system - in Player Features and Ideas Discussion [original thread]
The problem is really that the only reason to declare war is so you can bypass concord and shoot at players in high-sec. Why bother with war if you're fighting other PvP corps that probably spend time outside high-sec anyway? Well, you wouldn't....
- by Sgt Soulless - at 2014.11.06 19:32:03
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17. Sniper Module (passive low slot) - in Player Features and Ideas Discussion [original thread]
I think OP's bonuses are a way too much, but the general idea of a "sniper" module is ok. Perhaps a passive low slot damage upgrade (BCS, heatsink, etc.) but with a higher damage boost in exchange for penalties to mobility and fire rate. The idea...
- by Sgt Soulless - at 2014.10.17 17:09:00
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18. Bumping mechanics revision - in Player Features and Ideas Discussion [original thread]
Why not just add a low slot module that only capital industry ships can fit to make them bump resistant? Call it an "inertial dampener" or something. This gives players the option to be much harder to bump, instead of using the slot for a bonus ...
- by Sgt Soulless - at 2014.10.17 16:45:00
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19. Implant tiericide - in Player Features and Ideas Discussion [original thread]
My point is that like meta level modules, +X implants don't offer an interesting choice. Worse, they feel like a requirement, just like the old learning skills that CCP axed years ago. They've finally figured out that meta levels are stupid, and t...
- by Sgt Soulless - at 2014.10.15 19:39:00
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20. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
This whole system is WAAAY over complicated. It would be much easier to just figure what the minimum wait time between max distance jumps would be if you let "fatigue" burn off after each jump, and then just put a cooldown on jumpdrives equal to t...
- by Sgt Soulless - at 2014.10.15 19:16:00
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