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1. Sticky:Dev blog: Sleeping beauty - How one of the oldest bugs in EVE ..... - in EVE Information Portal [original thread]
Elegbara wrote: Fascinating read. Also I've actually tried to read the code and there's definitely something wrong in the Synchro::Tick snippet. The for loop seems corrupted. Yep, seems like the last third of the for command got eaten up du...
- by Thoirdhealbhach - at 2017.02.15 21:35:27
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2. [Scylla] Beta Map Release - feedback wanted! - in Player Features and Ideas Discussion [original thread]
I have the same issues with probing as many others have mentioned before: The black dot (unidentified signature) on an almost black background is too hard to see. The full double-click functionality is missing. On the plus side: Clicking th...
- by Thoirdhealbhach - at 2015.03.25 02:10:39
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3. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
I have a very simple, and hopefully rather fair solution to AFK cloaking: Change cloaking in the following ways: 1) Cloaking no longer hides you anywhere completely. You show up on Dscan, overview, combat-probes, everywhere. BUT on grid the fol...
- by Thoirdhealbhach - at 2015.03.17 17:30:07
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4. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
M1k3y Koontz wrote: epicurus ataraxia wrote: That is really interesting, players mining the moon materials, would certainly increase the opportunities for players to increase their personal incomes, quite a few players have suggested this a...
- by Thoirdhealbhach - at 2015.03.05 22:09:42
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5. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Newbie nTraining wrote: *250km range of the tech 2 module - WAAAAYYYY too far out. As many people have stated this is going to turn into interceptor warfare or cloaky-nulli tactical cruisers. This will just turn into attackers way out of range...
- by Thoirdhealbhach - at 2015.03.05 17:59:34
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6. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
TarPalantir I wrote: 1. The risk/resources/benefit structure is very heavily tilted in favor of the attacker. It doesn't mean the attacker will always win, just that the attacker can put forth minimal effort and resources - low risk - and caus...
- by Thoirdhealbhach - at 2015.03.05 17:25:28
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7. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
I have a suggestion to prevent griefing for griefing's sake: Scale up the capture timer ALOT if any side is outnumbered. Scale it in real time. Empty systems (no occupants online) work at the minimal 10 min per capture level. Let the capture time...
- by Thoirdhealbhach - at 2015.03.04 19:27:58
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8. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Talbrys Narentyr wrote: All they're doing is making it even more aids to take a system, and practically impossible to do anything outside of your own TZ. All you need is a cloud of interceptors with the t2 (250km range one) loaded up with sebo...
- by Thoirdhealbhach - at 2015.03.04 01:44:32
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9. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Brother Mercury wrote: This patch makes it nearly worthless (save for POS BASH) to log in supers or dreads. j Let's see what some fun scenarios will happen if you attempt to use supercaps and capitals in this new sov: Scenario 1: Attacker c...
- by Thoirdhealbhach - at 2015.03.04 00:59:34
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10. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Czan Olmzi wrote: Helios Panala wrote: Alliances need to be able to set 'prime-time' on a per structure basis so that groups spread across multiple timezones can be given content, at the very least you can have your different TZs defending...
- by Thoirdhealbhach - at 2015.03.03 22:05:38
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11. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Kassasis Dakkstromri wrote: Agent Known wrote: Kassasis Dakkstromri wrote: REALLY IMPORTANT: Entosis Link should trigger alert IMMEDIATELY - not after a 10 Minute delay when the damage is already done!!!! *(Please like this post so De...
- by Thoirdhealbhach - at 2015.03.03 21:30:01
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12. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Anton Menges Saddat wrote: I am also envisioning troll fleets of slippery entosis interceptors. Interceptors are already annoying enough with their bubble immunity, this is just going to make it even worse. No, cause Entosis links are BY ...
- by Thoirdhealbhach - at 2015.03.03 20:35:17
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13. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Callic Veratar wrote: I'm really confused. So, if the defensive window is not during your availability you have nothing to do and if it is during your availability you can't do anything else. So... living in nullsec means you spend all your ti...
- by Thoirdhealbhach - at 2015.03.03 20:22:18
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14. Selling off kill rights - in Player Features and Ideas Discussion [original thread]
Well, how about this: Remove the current bounty system and allow bounties only to be issued via killrights and offer the option to extend suspect timers for a fee. 1) If someone gets a kill-right from somebody else he gets two options: a) releas...
- by Thoirdhealbhach - at 2015.03.02 16:15:37
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15. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: And you obviously are not in charge of the "big picture" in your corp/alliance... are you? What you describe (in terms of "refueling depots") is currently what a lot of PvP and POS-centric corp/alliances already do... just ...
- by Thoirdhealbhach - at 2015.03.02 01:21:08
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16. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
Just to repeat a point I made, that nobody has replied to: Would it hurt power projection any more, if fast warp travel was tied to frequent refuelling? I mean, if large fleets needed access to stations or dedicated fuel-tanker-ships every few ju...
- by Thoirdhealbhach - at 2015.03.01 23:21:01
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17. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Again... you are missing the point. The problem is with ships in general moving too fast from one location to another... and that cost in general is a terrible way to balance things... because for some groups, money is no...
- by Thoirdhealbhach - at 2015.03.01 10:16:44
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18. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: They wanted to prevent the rapid deployment of forces across the map in general. Sure, I agree, that steamrolling people with superior firepower is just bad... Just how much faster than the current status quo would b...
- by Thoirdhealbhach - at 2015.03.01 04:05:16
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19. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Their only true limiting factors are... - they are SLOOOOOOOOOOW. Like... PAINFULLY slow in normal gate-to-gate movement. - if they want to cyno into something, they have to deal with Jump Fatigue (which compounds exponent...
- by Thoirdhealbhach - at 2015.03.01 03:49:10
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20. Idea: variable warp speed. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: .... I often burn through 50 million ISK worth in ships in a single night. More if it is a a major combat operation. A couple million (or even tens of millions) would be chump change for extra performance. Hence, why i say ...
- by Thoirdhealbhach - at 2015.03.01 03:31:23
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