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1. Sticky:Dev blog: Inception - The new player experience for EVE Online - in EVE Information Portal [original thread]
Dev Blog is nice, but this is 2016 - if you want to show off the new intro sequence you should do it in the form of a "let's play" video.
- by Swiftstrike1 - at 2016.10.18 20:34:37
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2. Sticky:[November] New Sunesis destroyer - in Upcoming Feature and Change Feedback Center [original thread]
Slot layout is closer to a frigate than a destroyer lol
- by Swiftstrike1 - at 2016.09.21 16:29:16
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3. "Relevant Skills" tab for Show Info Window - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: I find the market to be the best place to find out what skills do what. THIS is the problem! When the best tool for learning about our game is a market browser that was never intended for that purpose, it is clear to me ...
- by Swiftstrike1 - at 2016.09.17 12:42:09
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4. "Relevant Skills" tab for Show Info Window - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: and the skills that are both required to learn and are used to improve? Put them in both sections - they don't have to be mutually exclusive! Scipio Artelius wrote: On the second suggestion, this is where ship master...
- by Swiftstrike1 - at 2016.09.11 12:34:50
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5. "Relevant Skills" tab for Show Info Window - in Player Features and Ideas Discussion [original thread]
When we look at the information available for a ship or module, there is a tab that tells us what skills we need to learn before we can use it. Proposal Rename "Requirements" tab to "Relevant Skills".
Split the contents of that tab into ...
- by Swiftstrike1 - at 2016.09.10 21:02:35
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6. Announcement:Dev Blog: Introducing Clone States & the Future of Acc... - in EVE Information Portal [original thread]
Have you totally abandoned the "Upcoming Features and Changes" sub-forum?? Back to the point... Do you have any plans for an Alpha Clone Tournament akin to the AT? Fewer ships and skills to choose from and use would make player skill more signif...
- by Swiftstrike1 - at 2016.08.31 17:16:31
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7. Kill rights are totally broken - in Player Features and Ideas Discussion [original thread]
I reckon kill rights should not expire after 1 kill. They should expire only after the "criminal" has had the same ISK value destroyed as the "crime" that created the kill right in the first place. Or after the standard 30 day time limit, whatever...
- by Swiftstrike1 - at 2016.07.27 06:06:46
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8. "Strip" button in the fitting window should empty Cargo an... - in Player Features and Ideas Discussion [original thread]
Reposting an idea from this thread because the original was locked and I couldn't post in it. When you strip a ship fitting, the contents of the drone bay and the cargo bay don't get removed. This often leads to you getting that annoying "Could...
- by Swiftstrike1 - at 2016.07.27 05:58:33
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9. Sticky:[118.7] Warp Bubble Dragging Change - in Upcoming Feature and Change Feedback Center [original thread]
Surely you meant to say "warp bubble edges" within 500km of the out-of-warp point...?
- by Swiftstrike1 - at 2016.07.01 16:23:15
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10. Sticky:Daily Opportunities coming soon - in Upcoming Feature and Change Feedback Center [original thread]
While I doubt this post will ever see the light of day down here at post number 2501... It would be more convenient if the "timer" between 2 occurrences was simply the normal downtime. You would still be unable to do it more than once every 24h o...
- by Swiftstrike1 - at 2016.06.10 16:38:16
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11. Sticky:[Skill Prereq Tweak] Advanced Weapon Upgrades - in Upcoming Feature and Change Feedback Center [original thread]
Good stuff, but "update 118.6" is only a month away - why don't you have a proper name for it yet? :p
- by Swiftstrike1 - at 2016.05.30 21:37:12
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12. Sticky:Daily Opportunities coming soon - in Upcoming Feature and Change Feedback Center [original thread]
So much hate for this on the front page... I think it's a great idea. It's such a great idea that a lot of other games have been doing it for years already. Sucks a bit for supercapital pilots who won't benefit due to being trapped in their spa...
- by Swiftstrike1 - at 2016.04.08 18:59:15
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13. Sticky:[Feedback Request] Capital Ships in Incursions - in Upcoming Feature and Change Feedback Center [original thread]
CCP Fozzie wrote: do you think it would be a good idea to allow capital ships into lowsec and nullsec incursion sites after the Citadel expansion? How? Would you be allowing them to take the gates or would you be completely removing the...
- by Swiftstrike1 - at 2016.04.05 21:21:44
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14. Sticky:[Feedback Request] Capital Ships in Incursions - in Upcoming Feature and Change Feedback Center [original thread]
It might work if caps and supers triggered extra spawns. For those who don't know, incursion rats have no bounties and their salvage value is minimal . This might actually work the way WH escalations were originally intended to work... Or it co...
- by Swiftstrike1 - at 2016.04.05 21:17:11
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15. Sticky:[Citadels] Titans - in Upcoming Feature and Change Feedback Center [original thread]
Goldensaver wrote: Your math is wrong. Yes. Yes it is. That's embarrassing... LevelLevi (kin) Levi (rest)Avatar Rag + Erebus 1 76% 65% 180% 195% 2 186% 157% 360% 411% 3 355% 300% 540% 653% 4 650% 550% 720% 925% 5 1300% 1100% 900% 1233% S...
- by Swiftstrike1 - at 2016.04.04 23:20:53
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16. Sticky:[Citadels] Titans - in Upcoming Feature and Change Feedback Center [original thread]
Servanda wrote: While you are changing Titans could you think about giving a new Fleetbonus to the rag it is only 3% stronger than a link on a command ship. All the other titans provide significant advantages but that Rag bonus is never used...
- by Swiftstrike1 - at 2016.04.04 17:30:34
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17. Sticky:[Citadels] Titans - in Upcoming Feature and Change Feedback Center [original thread]
Seems like the Levi is getting a raw deal on DPS... Titan Level 1 Levi (kin only) --- +50% damage, +15% ROF, +59% DPS overall Levi (other dmg) --- +40% damage, +15% ROF, +47% DPS overall Erebus & Rag --- +180% damage, +5% ROF, +189% D...
- by Swiftstrike1 - at 2016.04.04 17:21:11
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18. Multi Sell: Configuration Options - in Player Features and Ideas Discussion [original thread]
I respectfully disagree with your opinion. There is no skill in cranking a handle until the number at the end of the line reads 5% (for example). Anyone can set a number, but not everybody can determine what the number should be in order to maxi...
- by Swiftstrike1 - at 2016.03.07 18:27:27
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19. Multi Sell: Configuration Options - in Player Features and Ideas Discussion [original thread]
Zhilia Mann wrote: No. You want to play the market instead of taking the easy way out? Then play the market. Iain Cariaba wrote: No. Maximizing your isk/hr ratio takes at least some effort. So by that logic: The autopilot should be re...
- by Swiftstrike1 - at 2016.03.06 23:35:47
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20. Multi Sell: Configuration Options - in Player Features and Ideas Discussion [original thread]
Problem: The default sell value in multi sell window is the highest available buy order, but this is often much less than the items for sale are actually worth. It takes a very long time to manually adjust all the various lines in a large collecti...
- by Swiftstrike1 - at 2016.03.06 00:58:34
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