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41. Turn Faction LP into Faction Currency, then let us trade it! - in Player Features and Ideas Discussion [original thread]
Another point of view from me: I found it very nonesense that all offices under same allied factions can't consume each others LP. If I earned tons of LP from Gallente, why not purchase Minmatar stuff with the same? It might be my bad to not know...
- by Shivanthar - at 2014.12.18 11:25:34
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42. Allow clone jump to same station - in Player Features and Ideas Discussion [original thread]
It is an open criticism actually ^.^
- by Shivanthar - at 2014.12.18 09:05:08
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43. Allow clone jump to same station - in Player Features and Ideas Discussion [original thread]
iwannadig wrote: Please allow clone jump to same station. TL:DR I never understand what the gameplay reason behind this limitation. We can not bring multiple clones to one station, so clone jump is always deterministic operation - move player ...
- by Shivanthar - at 2014.12.18 08:57:25
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44. T3 Frigates Real Talk - in Player Features and Ideas Discussion [original thread]
Livia Plurabelle wrote: Aran Hotchkiss wrote: Are you insane? No, no. I was just... I can't help but laughing at this comment and at the avatar Let me read about the idea, if anyway I can switch my eyes from that avatar for a s...
- by Shivanthar - at 2014.12.17 12:20:52
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45. new jump fatigue making eve boring - in Player Features and Ideas Discussion [original thread]
clipper shore wrote: waiting around in fleets for jump fatigue to drop Translation: We've been jumping for so many years that our fleet completely forgot what a "gate" is and why it is there. A quick reminder would help. If your car is go...
- by Shivanthar - at 2014.12.16 20:29:19
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46. Ideas for improvements of EVE Online, very great ideas. - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: What is good in this thread is already in game, you just appear to not want it. The thin line he is trying to express is not available in game. But I agree that what is already in the game can be manupilated a little bi...
- by Shivanthar - at 2014.12.16 20:04:28
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47. How to make missiles interesting, Mechanically speaking - in Player Features and Ideas Discussion [original thread]
+1 I suggested the same thing when I opened a cruise missile - TP thread. I suggested that they can accelerate until they burn out of fuel, the more they accelerate, the faster explosion velocity they get. That way trying to stay at maximum range...
- by Shivanthar - at 2014.12.16 19:49:25
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48. Dreadnoughts, Rorquals, and Jump Freighter high sec jumping - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Allow everything into highsec except for super carriers and titans. Just put module restrictions on certain things (probably siege, triage, and fighters.). **** Empire, its time for it to burn. Man, that avatar of yours is...
- by Shivanthar - at 2014.12.15 14:20:53
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49. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Madeleine Lemmont wrote: Ooh, what a great idea, never been posted here before... Thanks ^.^
- by Shivanthar - at 2014.12.15 13:58:56
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50. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Komi Toran wrote: Look at ISIS. Look at the little icons that appear at the top when you hover over a ship. Those tell you the ship's roles. It's also why they also get a 90% reduction to jump fatigue, because that is a universal trait of all ...
- by Shivanthar - at 2014.12.15 08:20:34
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51. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: An interstellar BS hull. Described as a T3, as in, a jack of all trades, master of none. That makes every single other hauler, in every single other circumstance, with the possible exception of the cloak (And ONLY the clo...
- by Shivanthar - at 2014.12.15 08:16:45
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52. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Aran Hotchkiss wrote: For a battleship hull, 60k m^3 is very close to the DST's native 50k m^3,even allowing for rigs/cargo expanders/hull bonuses to fleet hangars. Also, t3. Eww. Edit: In addition, your racial resists confuse me. As it st...
- by Shivanthar - at 2014.12.15 08:00:29
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53. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Komi Toran wrote: If they are not haulers, then why does ISIS say they are? Where? O.o All Capital Transportation ships are under the faction-specific Freighter group. Do I miss something? As far as I know, they are designed as the leading...
- by Shivanthar - at 2014.12.14 22:07:01
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54. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: If you want cargo scan immunity with tradeoffs, why are you wanting to introduce the mechanic on a hull six times the size and with a lot more EHP than the hulls that are already cargo scan immune? If you want cargo scan...
- by Shivanthar - at 2014.12.14 21:12:06
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55. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Industrial Production Toon wrote: https://forums.eveonline.com/default.aspx?g=posts&m=2816788#post2816788 Yep, I saw this one. I'm sorry about its ending tough
- by Shivanthar - at 2014.12.14 20:47:04
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56. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Komi Toran wrote: Visual camo in a game where most people only see things as colored squares and use the overview to pick targets is exactly as Danika Princip said; a useless gimick. Roger, I'll look for some unique ways to improve it. Ko...
- by Shivanthar - at 2014.12.14 11:46:16
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57. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Okay. In general, your cargohold is downright stupid. T3s are jacks of all trades, masters of none, but you've gone and made these the absolute biggest subcapital haulers in the game, bigger than the hyper specialised T2 ...
- by Shivanthar - at 2014.12.14 09:22:22
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58. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: So I take it this is a t3 ship, IE one that can only be built with stuff from wormholes, that is designed never to leave highsec, right? Of the modes you list, only the warp speed one is actually relevant to anything, but...
- by Shivanthar - at 2014.12.13 13:23:44
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59. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: This thread is super stupid because it promotes pvp avoidance and makes eve more boring not more diverse. No thanks. ... because?
- by Shivanthar - at 2014.12.13 13:09:50
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60. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
First pass updates are complete. And I thank Dirritat'z Demblin for his great feedback. Still working on Kenosis ^_^
- by Shivanthar - at 2014.12.13 12:53:44
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