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1. Latest SISI build trips Malware detections - a first - in Test Server Feedback [original thread]
...for me anyway. I've been playing since launch and messing around on SISI since around 2006, but I've never had a build set off malware warnings before. Just an FYI.
- by Steppa - at 2010.12.23 19:28:00
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2. Test server: Requests for account reactivation and unbanning - in Test Server Feedback [original thread]
Please reactivate me on Sisi.
- by Steppa - at 2010.11.15 20:00:00
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3. Test server: Requests for account reactivation and unbanning - in Test Server Feedback [original thread]
Please activate my account...character name Steppa.
- by Steppa - at 2009.11.23 13:53:00
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4. Test server: Requests for account reactivation and unbanning - in Test Server Feedback [original thread]
My character Steppa was in an account that was unsubbed when the last mirror took place. Please re-instate him for SISI use.
- by Steppa - at 2009.11.23 04:30:00
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5. Test server: Requests for account reactivation and unbanning - in Test Server Feedback [original thread]
Please reset my password or reactivate my account on Singularity.
- by Steppa - at 2009.03.08 07:41:00
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6. Station walking - release date? - in Test Server Feedback [original thread]
Unfortunately for their accuracy, the Mayans failed to take into account the firing up of the Large Hadran Collider. They're flipping the switch on that bad boy tomorrow and will get it up to full speed by November. If ambulation isn't out by the...
- by Steppa - at 2008.09.09 18:01:00
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7. Modules For Modules - in Test Server Feedback [original thread]
Allowing real custimazation in ship design and building would be a long way toward something like this. For instance, if company X were building thoraxes, they would get a sort of MMO character creation screen, in which they could decide things l...
- by Steppa - at 2008.01.27 16:17:00
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8. Dual Monitor Support - in Test Server Feedback [original thread]
The ability to actually have functionality on two seperate monitors. For instance, the HUD on one and the map on the other, or any combination of windows you want. HUD/Market, for instance. Lots of options. I think you can do it now, but it's th...
- by Steppa - at 2008.01.27 16:13:00
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9. Ship Fitting - Test Lab - in Test Server Feedback [original thread]
Something that I believe was on the drawing board a long time ago, but apparently got scrapped, was a saved fitting function. You outfitted a ship and save that configuration of ship and modules by hitting save and giving it a name. Then, if you w...
- by Steppa - at 2008.01.27 16:12:00
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10. Dual Monitor Support - in Test Server Feedback [original thread]
Are we ever going to have those plans of old implemented? Most of the people that I have played with over the years are either two-boxing Eve or can. Most already run two computers while playing, usually with the client on the main and the 2D Eve ...
- by Steppa - at 2008.01.26 16:02:00
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11. Ship Fitting - Test Lab - in Test Server Feedback [original thread]
Why hasn't this been implemented? Why do third-party applications exceed the game itself in utility when it comes to ship fitting (and, indeed, jump route planning)? Give us some tools in the ship fitting area that allow us to run tests on our se...
- by Steppa - at 2008.01.26 16:00:00
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12. Modules For Modules - in Test Server Feedback [original thread]
Before I get going on what is basically a simple idea, I would like to say that I have been playing since early 2003 and that I believe that the scripts, as implemented, are a half-assed answer to a wide variety of community gripes. That being sa...
- by Steppa - at 2008.01.26 15:58:00
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13. Salvage ship - in Test Server Feedback [original thread]
Originally by: Ri****ulo Too specific... Don't get me wrong, I would love to have one of those but then ppl would ask for the Hacking ship and for the Archeologist ship! Anyway, the way rigs are set up, bringing out a ship like that woul...
- by Steppa - at 2007.12.19 15:52:00
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14. Salvage ship - in Test Server Feedback [original thread]
Originally by: Ri****ulo Too specific... Don't get me wrong, I would love to have one of those but then ppl would ask for the Hacking ship and for the Archeologist ship! Anyway, the way rigs are set up, bringing out a ship like that woul...
- by Steppa - at 2007.12.19 15:51:00
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15. Drone weapon effects still missing - in Test Server Feedback [original thread]
This bug happens 100% of the time without fail on two seperate computers with completely different cards and setups.
- by Steppa - at 2007.12.19 15:50:00
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16. Activating Voice on my account? - in Test Server Feedback [original thread]
How? The Dev blog about TQ testing of the new voice addition said that characters that wanted to participate must have the voice activated on their account. I just went through the different sections of the My Account area and did not see an opti...
- by Steppa - at 2007.02.28 19:00:00
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17. Give us a highlight cone for scanning - in Test Server Feedback [original thread]
for the love of all that's holy in Eve, give us a highlighted cone that shows us what we're scanning when panning the camera around. With Revelations we don't even have the system map anymore. If you would include a cone that widens or narrows b...
- by Steppa - at 2007.02.12 22:53:00
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18. Capital ships die to easy. - in Test Server Feedback [original thread]
Sorry. No ship with as much real estate (and presumably interior space) should be able to be held from jumping, target scrammed, or damped, but a tiny frigate. It should take a whole stinkin' lot of frigates to overcome the sheer size of the capa...
- by Steppa - at 2007.01.19 18:38:00
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19. Stacking penalty for focused fire in fleet combat - in Test Server Feedback [original thread]
Originally by: Hoshi One of the idea was that each extra weapon targeted at the ship would lower its signature radius (think of it as more space junk around it and more interference from the other ships active sensors). A capital ship has ...
- by Steppa - at 2007.01.08 21:42:00
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20. Stacking penalty for focused fire in fleet combat - in Test Server Feedback [original thread]
It would be staggered. A frigate can only have x number of weapons engaging it, but a battlecruiser would have x+5 and a cap ship x+10. The point being, the bigger the ship, the more weapons could hit it without interfering with each other simply ...
- by Steppa - at 2007.01.05 19:04:00
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