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81. New nerf to warp core stabs - Add -70% to virus strengh of ships for Hacking/An... - in Player Features and Ideas Discussion [original thread]
In all honesty while complaining about not being able to catch and trap or alpha a frigate that can't fight back is kind of dumb there is a valid point in this topic. If warp core stabilizers function in a way so as to limit the effectiveness of ...
- by Shereza - at 2013.06.28 08:46:00
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82. Golden Pods and Killmails - in Player Features and Ideas Discussion [original thread]
It'd still be nice to be able to say you've racked up the most kills of geese, I mean players, who lay golden eggs, I mean fly golden pods.
- by Shereza - at 2013.06.28 04:02:00
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83. [Odyssey 1.1] Pirate Faction Rebalance - in Player Features and Ideas Discussion [original thread]
Honestly, Guristas ships really shouldn't get double drone bonuses like that with only a shield resistance bonus as their sole tribute to their Caldari origins. Perhaps... Worm: _Role bonus: 25% increase to launcher firing and drone MWD speeds. _...
- by Shereza - at 2013.06.28 03:24:00
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84. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: We are not given the tools to fight botting. You aren't given the tools to file petitions and report potentially bot-like behavior? You aren't given the tools to get into a cheap ship, sacrifice your security standing,...
- by Shereza - at 2013.06.28 02:07:00
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85. New nerf to warp core stabs - Add -70% to virus strengh of ships for Hacking/An... - in Player Features and Ideas Discussion [original thread]
Why not also include 80% reductions in mining yield, gas harvesting, and salvaging chance?
- by Shereza - at 2013.06.27 19:04:00
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86. Free To Play Idea - in Player Features and Ideas Discussion [original thread]
Gnord wrote: The venture, mostly as it exists now, will become a Tech-2 Mining Frigate, requiring Mining Frigate 4-5, and a "restricted" Tech 2 skill (Perhaps the T2 skill adds resistances, or drone mining yield). A Tech 1 mining frigate will b...
- by Shereza - at 2013.06.27 05:14:00
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87. Why not 4 ore haulers instead of all the racial cargo haulers? - in Player Features and Ideas Discussion [original thread]
Jeanne-Luise Argenau wrote: just an idea why not 2 ore haulers one who is faster, tankier and has higher mobility but only has half of the ore capacity of the other one. Because you have racial industrials to do that and if you had a second...
- by Shereza - at 2013.06.26 15:30:00
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88. A new breed of Mining ship - in Player Features and Ideas Discussion [original thread]
#1 Production != mining #2 Sub-cap T1 ships should not be able to fit jump drives. Jump freighters are, technically, capitals and black ops ships are T2. #3 Sub-cap production ships should not be building ships except, maybe, for frigates or destr...
- by Shereza - at 2013.06.26 06:08:00
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89. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Sigras wrote: how would this in any way be a nerf to missions? if the drops were changed to upgrade modules and were allowed to be used in invention like the normal meta items are now there would be very little change at all. Unless their ro...
- by Shereza - at 2013.06.26 03:10:00
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90. Why not 4 ore haulers instead of all the racial cargo haulers? - in Player Features and Ideas Discussion [original thread]
Honestly, what might be a really good idea is if all four races get three cargo haulers specialized in one of three areas: Rapid transit Maximum defense Offensive capabilities (read battle badger) Then provide an ORE freighter that's slower than ...
- by Shereza - at 2013.06.26 02:39:00
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91. Capital Mining Ship - in Player Features and Ideas Discussion [original thread]
[Avatar, Capital Mining Ship] Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade Aoede Mining Laser Upgrade ...
- by Shereza - at 2013.06.25 15:41:00
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92. Idea to make hisec a better place - in Player Features and Ideas Discussion [original thread]
TheGunslinger42 wrote: Awoxers aren't a problem. Deal with it. They might not be a problem, but when they actively do things to avoid getting booted from corporations when by all rights/logic they should be bootable it turns the underlying g...
- by Shereza - at 2013.06.25 14:18:00
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93. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Johan Toralen wrote: Just have to think a little out of the box and see the opportunity instead of the threat in everything. Heresy! You aren't supposed to think outside of the box in a sandbox game!
- by Shereza - at 2013.06.25 14:04:00
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94. Smoking guns <3 - in Player Features and Ideas Discussion [original thread]
Eija-Riitta Veitonen wrote: Technically there's not enough particle density in vacuum to make the beam itself VISIBLe, let alone leave smoke particle trails ^^ And if the particle density was high enough that would create all sorts of bad thing...
- by Shereza - at 2013.06.24 23:40:00
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95. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
chaosgrimm wrote: Just to push this further and because the majority of meta modules exist solely for their min content, would there be too much harm in giving all meta 0 current stats of their highest T1 meta level, compensating players in som...
- by Shereza - at 2013.06.24 23:23:00
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96. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Adunh Slavy wrote: Ok, so have rats drop everything, then everyone can suffer. If player ships don't drop "everything" why should NPC ships do so? That's about as silly an idea as making mission whores suffer for the sake of industrialists.
- by Shereza - at 2013.06.24 20:14:00
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97. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: When you kill an NPC and it drops modules, they bypass the harvesting and production cycle. Not only that but the isk acquired is also generated from the game and adds to the total in game isk requiring sinks to balance i...
- by Shereza - at 2013.06.24 15:18:00
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98. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Adunh Slavy wrote: You expect me to waste my time to come up with a proposal on how you can reproc rat droppings to minerals when rats dropping too many things, including minerals, is what I and many others see as a problem? Right. Me wrot...
- by Shereza - at 2013.06.24 05:17:00
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99. NPC loot underminds the mining and production professions!! - in Player Features and Ideas Discussion [original thread]
Adunh Slavy wrote: ^ Opinion Lots of people have fun making stuff. Lots of people have fun clicking several times on a couple windows and then waiting minutes to hours or even days for the finished product to be spat out? Interesting. I mig...
- by Shereza - at 2013.06.24 03:15:00
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100. Re-Imagining Mining in EVE - in Player Features and Ideas Discussion [original thread]
Ekaterina 'Ghetto' Thurn wrote: Simple solution to afk macro mining fleets is to make the belt rats hit harder. So that in roughly ten to fifteen minutes they do serious if not fatal damage to your ship. This would force you to not be afk as yo...
- by Shereza - at 2013.06.24 02:48:00
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