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1. What if Rorqual's could only mine Spodumain? - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: What Danika said on both points. The fact that you didn't even know what the mineral composition of Spod was says you haven't thought this through. Your basic assumption, that people would mine out anoms rather than si...
- by Throwaway Sam Atild - at 2017.02.26 16:56:41
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2. What if Rorqual's could only mine Spodumain? - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: These sorts of hard restrictions aren't really in the nature of Eve, like if you put a gun into the game but said it can only shoot Machariels. Also personally I don't think it would be very good for balance since the...
- by Throwaway Sam Atild - at 2017.02.26 15:31:58
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3. What if Rorqual's could only mine Spodumain? - in Player Features and Ideas Discussion [original thread]
Been a while since I spat out a bad idea and got called bad by the internet, so here we go: What if Rorquals could only mine Spodumain? This forces a relationship between Barges and Rorquals. They have to work together to respawn ore anomalies. ...
- by Throwaway Sam Atild - at 2017.02.26 04:44:58
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4. North indicator on the tactical overlay - in Player Features and Ideas Discussion [original thread]
That'd be the one :o) Thanks Rowells.
- by Throwaway Sam Atild - at 2016.05.02 22:06:19
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5. North indicator on the tactical overlay - in Player Features and Ideas Discussion [original thread]
Just drop a universal North on the tactical overlay. Adds another way to orient themselves over comms. Alternatively just make the north indicator on the HUD blue or easier to see. Thanks!
- by Throwaway Sam Atild - at 2016.05.02 02:16:44
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6. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
I don't see the harm in allowing to do everything out of the box to some degree. I'd posit an alternate suggestion of just giving new players an expanded set of base skills that covers a few points in every field and a hangar full of basic T1 fitt...
- by Throwaway Sam Atild - at 2015.07.01 21:06:16
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7. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Cidanel Afuran wrote: Throwaway Sam Atild wrote: Extremely valid criticism. The only ideas I can think of here would be perhaps making these ships available to full accounts only? Use them as bait to push people into a full subscription... ...
- by Throwaway Sam Atild - at 2015.07.01 19:49:23
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8. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Cidanel Afuran wrote: [quote=James Baboli] Additionally, now I can create a trial account that is able to fly an ewar/logi ship practically out of the box? Here's to dozens of trial account alts joining fleet fights. Extremely valid crit...
- by Throwaway Sam Atild - at 2015.07.01 19:30:56
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9. Audio alert for ore hold? - in Player Features and Ideas Discussion [original thread]
This isn't a bad suggestion from a 'wish list' point of view. Why not have an audio alert? It wouldn't hurt anything. Make it customizable so people who don't like it don't have to have it turned on. It's very low priority from a development stand...
- by Throwaway Sam Atild - at 2015.07.01 19:27:19
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10. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: That EVE forcefully teaches new players this feat of EVE is more necessary these days than ever before, in days where players expect everything to be given to them without having to do something for them. How these players n...
- by Throwaway Sam Atild - at 2015.07.01 19:04:28
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11. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Heck, I bet that idea could probably be implemented just by adding 'suggested fits' to the NPC corps corporate fittings. The key would be getting it implemented in some sort of common sense approach, unlike how the mastery system was done for skills.
- by Throwaway Sam Atild - at 2015.07.01 17:58:46
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12. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Xindi Kraid wrote: On the other hand, suggested fittings may not be a bad idea, nor would suggested trains be a bad idea if handled well. Good newbie friendly corps already handle much of that already though, and targeted advice is generally ...
- by Throwaway Sam Atild - at 2015.07.01 17:55:27
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13. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
It is very possible for someone to get into PVP early in their career, or many other fields of Eve early in their career. However it usually requires a player to link up with competent players to teach them how, or utilize a resource. The game sho...
- by Throwaway Sam Atild - at 2015.07.01 17:45:59
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14. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: As an example: A Dampener specific ship like a Maulus, but without the training for damps and the ship bonuses and with not terrible stats? Why would one fly a Maulus then to begin with? If the other ship was sufficiently eff...
- by Throwaway Sam Atild - at 2015.07.01 17:29:16
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15. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
This idea is based in the assumption is so high, particularly at the beginning, that it discourages people from playing. The idea is not about reducing the complexity of the game for those of us who have been here for years and years. It's about f...
- by Throwaway Sam Atild - at 2015.07.01 17:24:28
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16. Non-terrible role specific new player ships - in Player Features and Ideas Discussion [original thread]
This concept is for new player ships that: 1. Have fixed stats that are not linked to skills 2. Have a fixed, non-changeable fitting 3. Provide a reduced but non-terrible amount of utility at their roles The reasons for a concept like this would...
- by Throwaway Sam Atild - at 2015.07.01 16:51:24
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17. Column on overview to demystify % chance hit or dmg - in Player Features and Ideas Discussion [original thread]
I find that many of the counter-arguments here are based on either: 1. Eve is meant to be hard and if you can't figure it out you don't deserve to play. or 2. Geared toward a very small community of PVPers of exceptional skill. I don't believ...
- by Throwaway Sam Atild - at 2015.06.30 09:39:05
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18. Column on overview to demystify % chance hit or dmg - in Player Features and Ideas Discussion [original thread]
Portmanteau wrote: Could not disagree more, I grasped tracking/chance to hit almost entirely intuitively, I've never sat down and worked it out mathematically, never used one of those graphs in EFT. After having it explained to me in the most...
- by Throwaway Sam Atild - at 2015.06.29 18:10:15
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19. Column on overview to demystify % chance hit or dmg - in Player Features and Ideas Discussion [original thread]
Portmanteau wrote: Let's just have log messages telling the pilot the exact optimal orbit or that they should keep at range or click in space (a little flashing arrow could show them where). Seriously, the concept that the closer/faster you or...
- by Throwaway Sam Atild - at 2015.06.29 14:27:48
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20. Column on overview to demystify % chance hit or dmg - in Player Features and Ideas Discussion [original thread]
Lan Wang wrote: Black Pedro wrote: Lan Wang wrote: that sounds like a coding nightmare Indeed. But perhaps if the calculation was just applied to ships that are targeted it wouldn't be so bad. I mean the calculation is made everytime a ...
- by Throwaway Sam Atild - at 2015.06.29 13:59:15
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