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1. EVE True Stories Competition Results - in EVE General Discussion [original thread]
KuroVolt wrote: To the people complaining how the voting system doesnt work due to alliance/coalition bias: What kind of realistic alternative do you suggest? Are you going to forbid people from the same alliance to vote for members? That is ...
- by Traidir - at 2013.05.23 11:01:00
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2. Sticky:Dev Blog: Vote for truth GÇô Vote for justice! - in EVE Information Portal [original thread]
Tyrrax Thorrk wrote: Thanks for letting us know we were wasting our time by voting with 3 chars per account, instead of you know actually giving out that information before voting started.. It was written specifically in the Truestories Eula....
- by Traidir - at 2013.05.16 23:33:00
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3. Sticky:Dev Blog: Vote for truth GÇô Vote for justice! - in EVE Information Portal [original thread]
History is written by those who can get the most people to agree upon what ought to have happened.... sounds about right. As far as encouraging meaningful, well written submissions though: victory by vote was probably not the best way to go.
- by Traidir - at 2013.05.16 23:23:00
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4. New Mission Type - Singly Sharded "Silence the Informant" - in Player Features and Ideas Discussion [original thread]
To solve the cloaking problem, perhaps the "Data" in question is actually an implant (perhaps somewhere in slots 7-10)? The implant itself: disallows the use of cloaking devices, acts as the "Tracking device", prohibits the item from be...
- by Traidir - at 2013.05.07 16:45:00
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5. Bigger Stronger - in Player Features and Ideas Discussion [original thread]
Power creep is the death knell of content. The moment you start down that dark path you sign the death warrant of everything you've done before. Molten Core sat empty for years after level cap was raised, same for Naxramus, same for An Qiraj, afte...
- by Traidir - at 2013.05.07 11:41:00
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6. New Mission Type - Singly Sharded "Silence the Informant" - in Player Features and Ideas Discussion [original thread]
So after watching the "Catch a Dev" event, CCP Rise (or was it Fozzie, I forget which), noted that the event was nice in how it provoked combat across space. As the devs were hunted down by them, the players inevitably found each other, sparking b...
- by Traidir - at 2013.05.07 11:28:00
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7. Sticky:Dev Blog: Resource Shakeup in Odyssey: Just donGÇÖt call it a Cataclysm + C... - in EVE Information Portal [original thread]
KIller Wabbit wrote: Once the scans are done and end up in Dotlan - end of game and a lot of wasted CCP dev work. Not if the resources deplete.
- by Traidir - at 2013.04.27 16:30:00
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8. Sticky:Dev Blog: Resource Shakeup in Odyssey: Just donGÇÖt call it a Cataclysm + C... - in EVE Information Portal [original thread]
CCP Fozzie wrote: At the same time as we seed these new minerals into moons, we will also be somewhat reducing the time required to complete a moon scan, to ensure that players can find the new minerals in a reasonable time period. This is a...
- by Traidir - at 2013.04.27 13:29:00
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9. Sticky:[Odyssey] Faction Navy Cruisers - in Player Features and Ideas Discussion [original thread]
Ignore everyone who says that the Scythe ("effectively") only has 1 bonus... The thing they are failing to recognize is that it's a 50% bonus... to both systems... and one of those bonuses is to rate of fire... as opposed to one being 25% (dmg) an...
- by Traidir - at 2013.03.28 12:03:00
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10. All in one Exploration Ship - in Player Features and Ideas Discussion [original thread]
Ever consider that the issue isn't with the modules and ships, but with the actual process of hacking and analyzing? Talk about a underdeveloped mechanic. "You push the button... wait a little while... and then you win." This is slightly less comp...
- by Traidir - at 2013.02.09 06:27:00
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11. Sticky:Dev Blog: All Hail The Info Panels! - in EVE Information Portal [original thread]
In the navigation info panel, there are a sequence of colored squares representing the autopilot route. It would be nice if the squares were a different shape (say, a triangle or a circle)) for the first system after a region jump. That way it wou...
- by Traidir - at 2013.02.08 02:46:00
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12. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
I'll go first, (current opinion): I'm not a big fan of missions, but they used to be fun for a short while. wishlist: (easy): more options in choosing what type of mission you're going to do (long vs short) (hard vs easy) more options in c...
- by Traidir - at 2013.02.04 01:43:00
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13. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
@goldiiee, DeMichael Crimson, and all those who like the current mission system... and, well..., also, I guess, anyone I'd just like to get an idea of the scope everyone's perspectives. Isn't there something you would like to see improve in th...
- by Traidir - at 2013.02.04 01:42:00
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14. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
In your Carpenter analogy, I'm actually saying that if the guy with the hammer and hand saw wants the same pay, he should be doing work to which the electric/pneumatic tools aren't suited: jobs which are best done with a hammer and hand saw. Inte...
- by Traidir - at 2013.02.02 01:48:00
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15. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
@Jakob Anedalle A Player made deadspace mini-game where missions happen sounds like a good way to make some dynamic and meaningful content.
- by Traidir - at 2013.02.02 00:33:00
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16. Sticky:Dev Blog: The Battle of Asakai and Poinen Must Burn by the numbers. - in EVE Information Portal [original thread]
In the Effective Damage by Weapon chart , could you normalize the damage by how many weapons of a given type were present? For example, if 10 ships are using lasers and 5 are using projectiles, it's little wonder that lasers are 100% more total ...
- by Traidir - at 2013.02.01 17:38:00
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17. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
Ronan Connor wrote: @Traidir Could you please go into detail why its bothering you so much the "near-zero" risk (which is not true imo, cause with "optimized" ships you get most likely ganked)? You are almost sounding like you dont want people ...
- by Traidir - at 2013.02.01 17:26:00
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18. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
DeMichael Crimson wrote: Then try running high level missions in a smaller ship class. So by shipping down, you've substantially increased your risk, yet your total reward is the same (though given out over a much longer period). Shouldn't t...
- by Traidir - at 2013.02.01 03:53:00
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19. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
Perramas wrote: Before you go all crazy and spend a bunch of time and resources completely overhauling the PvE experience, study other mmorpgs that have done the same thing. Ask the questions did it make the existing player base happy and did t...
- by Traidir - at 2013.02.01 01:56:00
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20. How to fix the PVE experience for Mission Runners and retain your unhappy players - in Missions & Complexes [original thread]
goldiiee wrote: Was only refering to your last paragraph, as far as content. Ah, sorry if I over did it. I'm used to having to board a rhetorical abaddon to fight off forum trolls.
- by Traidir - at 2013.02.01 00:32:00
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