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1. Sticky:Dev blog: Industry & Teams - The Removal of Teams - in EVE Information Portal [original thread]
What does CCP want? I read about hopes, but no detail on those hopes. Say it right away. We should not be expected to search for every Dev comment either. More direction in the little news feed link off the patcher would be great. I think it is...
- by Vodiann - at 2014.12.18 16:15:02
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2. Sticky:Dev blog: Industry & Teams - The Removal of Teams - in EVE Information Portal [original thread]
I can tell you why they were not used. It was confusing not in how to use it, but in how it was worthwhile to use. After looking into teams i got a much better understanding, however my first impression was the two things below. Is it best tha...
- by Vodiann - at 2014.12.18 15:47:49
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3. The biggest ship - in Player Features and Ideas Discussion [original thread]
I personally have no interest in owning a titan, but like everyone i give them thought. Thinking about what may be the concerns and interests of game developers as they seem to be struggling silently with managing them. Something simple, somethi...
- by Vodiann - at 2014.11.04 23:38:07
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4. Why are Damage Controls still active modules? - in Player Features and Ideas Discussion [original thread]
Hopelesshobo wrote: Rivr Luzade wrote: I rather keep it active with the connected chance of failure and energy neut risk than have it passive with significantly reduced stats. Because it drops all the time when you don't have 1 GJ every 3...
- by Vodiann - at 2014.11.04 22:40:43
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5. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
logistics in eve often needs to supersede a battle or even a war. Most ships that see battle are moved someplace long before they see combat. This effects null sec trade hubs by discouraging the few people who make it a full time job, yes however ...
- by Vodiann - at 2014.10.07 07:26:00
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6. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
t'raq mardon wrote: Vodiann wrote: As i was starting to read about these changes i was impressed with the intent. That said, fatigue on characters rather than ships seems like a sideways complication. I do recognize the programming for cha...
- by Vodiann - at 2014.10.07 07:04:00
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7. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
As i was starting to read about these changes i was impressed with the intent. That said, fatigue on characters rather than ships seems like a sideways complication. I do recognize the programming for characters is easier than ships, but here ar...
- by Vodiann - at 2014.10.06 17:37:00
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8. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Luc Chastot wrote: Shield zones (or whatever they are called) are a common thing in sci-fi, so I don't see why EVE should not have it. With that said, though, CCP will more than likely not implement it. Fighting for change starts with discus...
- by Vodiann - at 2013.10.12 06:00:00
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9. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: You have a few things that are very wrong (at least as written). 1. An "alpha strike" is not done over time, but it is rather instantaneous damage given at t=0 in the engagement. This means that a single 425mm railgun (dmg mod...
- by Vodiann - at 2013.10.12 05:49:00
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10. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Roime wrote: tl;dr: additional control of (new) shield/armor properties to tune them according to expected damage. It's a nice idea, with a well designed UI this would add a neat layer of complexity to combat. Base values should be "as fit", bu...
- by Vodiann - at 2013.10.12 05:12:00
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11. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Lair Osen wrote: Not really sure what exactly you were saying in all that text but it seemed to me like some way to remove alpha from the game which i would be against. Jumping to the extreme, I wish i could say in a lack of common sense... ...
- by Vodiann - at 2013.10.12 04:59:00
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12. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Omega Flames wrote: Vodiann wrote: Warning: Not seeing a point to this, or failing to regard the stated intent in any way, admits to stupidity. i admit your stupid, does that count? your idea is a very complicated addition to an already ...
- by Vodiann - at 2013.10.07 07:56:00
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13. Interactive Defense - in Player Features and Ideas Discussion [original thread]
Interactive Defense An attempt to add more realism while keeping it fun level of interaction as well as providing a perk for players wishing to take a more active role of ship control. I request productive feedback not people saying they find fau...
- by Vodiann - at 2013.10.07 07:33:00
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14. Interactive Defense - in Player Features and Ideas Discussion [original thread]
A very important part to this would be to allow players to make presets. You can activate presets and fine tune them in combat. Say you recognize the arrangement of ships hitting you and maybe base a preset on the idea that there is 3 thorax ...
- by Vodiann - at 2013.10.07 07:33:00
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15. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
CorsairV wrote: How to increase the number of goodfites: Step 1: In the interface and menus, switch the places of the titan bridge and jump drive controls. Step 2: grab some popcorn See there is a good idea! @GuardianRyu Thanks for the com...
- by Vodiann - at 2013.09.28 10:00:00
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16. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
"That is some pretty weak tea. You are appealing to some sort of space e-honor for a valid objection to your proposal." You said i am appealing for a valid objection to my proposal. I made it clear that I am looking for supporting evidence and w...
- by Vodiann - at 2013.09.27 16:25:00
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17. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
Lord Battlestar wrote: I don't really see the problem as being a problem. If anything it makes it less likely people will engage in battles. Why fight someone if you know they can just get away? If anything it would negate the reason for disrup...
- by Vodiann - at 2013.09.27 05:09:00
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18. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
Samillian wrote: When dealing with human nature it takes more than new modules or alterations to mechanics to effect real behavioural change. Not supported. Totally untrue. The game mechanics have 100% control over what humans are able to d...
- by Vodiann - at 2013.09.27 05:00:00
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19. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: I agree with the last three posts and I'll add in the issue of Malcanis' Law: Quote: Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older...
- by Vodiann - at 2013.09.27 04:55:00
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20. Increasing PvP Activity - in Player Features and Ideas Discussion [original thread]
Well more people shown they struggle with the cause and effect. Or lack understand to apply to what was said. CCP already is releasing a crude version of what i was proposing it seems =(. So each person who suggested it was pointless.... take a lo...
- by Vodiann - at 2013.09.27 04:43:00
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