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181. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Markku Laaksonen wrote: A 50% (not doubled) increase in fuel requirements, will surely cripple the wallets of the null sec fat cats and put them in the bread lines. Also, there are no other changes taking place in the summer expansion. Only fu...
- by Weaselior - at 2014.04.30 20:10:00
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182. [WTS] Tons of Capital Part Blueprints. Huge firesale! - in Sell Orders [original thread]
i will take one propulsion at npc price, considering that all lowsec cap buyers are getting pushed out of business so the market is about to be flooded edit: contract to "buttecorp" (the corporation)
- by Weaselior - at 2014.04.30 19:52:00
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183. Sticky:[Summer 2014] Jump Drive Isotope Consumption - in Player Features and Ideas Discussion [original thread]
Marlona Sky wrote: Null players still pretending they care about independent small groups in this thread? we want new people to conquer conquering you gets old after you've become so traumatized that you're inured to further trama
- by Weaselior - at 2014.04.30 18:50:00
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184. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Ludacrys wrote: To me this seems like a blatant high sec nerf, nullsec boost. They are doubling the cost of jump freighter fuel They are allowing for people to spend money on teams that give up to 5% ME, why would i spend ISK on something ever...
- by Weaselior - at 2014.04.30 18:46:00
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185. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
the solution to bid sniping is ebay-style bids where you give it a max and it .01 isks for you up to that max you put in your max bid, if it's sniped then your max bid was exceeded, if you're unhappy about that you should have put in your actual ...
- by Weaselior - at 2014.04.30 17:33:00
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186. Sticky:Dev blog: The Price of Change - in EVE Information Portal [original thread]
Fuzzy Monkei wrote: Yes You could online/offline a load of labs or assembly arrays for down time to determine the bonuses for tomorrow. This sounds like an interesting useful and valid game play mechanic. What was invalid was online/offline ma...
- by Weaselior - at 2014.04.30 16:55:00
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187. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Anabella Rella wrote: You do remember that this is a video game that many people undertake for entertainment and relaxation, yes? Most people are doing production as a way to make in-game money to purchase ships and modules and not as some sor...
- by Weaselior - at 2014.04.30 16:51:00
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188. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Sturmwolke wrote: Consider introducing random constellation, regional locked teams i.e. they are only willing to work within certain 2-3 constellation or 2-3 regions. This global auction makes things a little too chaotic and panders to those w...
- by Weaselior - at 2014.04.30 16:37:00
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189. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Aryth wrote: Loraine Gess wrote: Aryth wrote: Loraine Gess wrote: Aryth wrote: It doesn't have to be all 4000, or even 100. But I like the sound of forever. Shall we start carving up our new spheres of influence, comraderen? ...
- by Weaselior - at 2014.04.30 16:20:00
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190. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Loraine Gess wrote: I'm not even getting into the fact that build costs are based on a 28-day moving average, meaning the build costs can be negligible (new, fresh system) for a week, or really however long I want them to be. Because I can aff...
- by Weaselior - at 2014.04.30 16:09:00
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191. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Victoria Sin wrote: Weaselior wrote: for this game you pay $5 to enter, and get $10 if the random number we pick between 1 and 10 is lower than eight and nothing if it's eight, nine or ten "we don't know what the number will be, we can't de...
- by Weaselior - at 2014.04.30 16:06:00
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192. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
for this game you pay $5 to enter, and get $10 if the random number we pick between 1 and 10 is lower than eight and nothing if it's eight, nine or ten "we don't know what the number will be, we can't decide if we should play!!!!!" - the average ...
- by Weaselior - at 2014.04.30 16:00:00
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193. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Victoria Sin wrote: Weaselior wrote: that's why we're going to make so much money: because we're not risk-averse pansies and can charge high margins as you flee the market It's like physics: If you don't know what your measurement error ...
- by Weaselior - at 2014.04.30 15:57:00
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194. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Max Kolonko wrote: Also the cost of teams is applaid to normall team cost? So for example if it costs 1 000 000 for normal workers on a specific job than it would be 1 800 000 for +18% cost team? +18% means it would be 1,180,000 not 1,800,000
- by Weaselior - at 2014.04.30 15:53:00
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195. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Victoria Sin wrote: Unlike British Leyland in the good old 1970's, which didn't have a clue how much each Mini cost it to make, I want to know precisely how much each item I build has cost me to make (Leyland went bust, FYI). If I don't have t...
- by Weaselior - at 2014.04.30 15:47:00
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196. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Midnight Hope wrote: CCP SoniClover wrote: Berluth Luthian wrote: I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty? Yes, a team ca...
- by Weaselior - at 2014.04.30 15:46:00
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197. Sticky:Dev blog: The Price of Change - in EVE Information Portal [original thread]
CCP Greyscale wrote: Yes, online/offline shenanigans is something we need to think about. calculate once at downtime, use that value for the next day
- by Weaselior - at 2014.04.30 14:39:00
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198. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Dinsdale Pirannha wrote: You will also be able to command the services of any team you want, or simply withhold the services from someone else, because of your infinite supply of ISK. if i have an infinite supply of isk why am i trying to m...
- by Weaselior - at 2014.04.30 14:37:00
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199. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
Dinsdale Pirannha wrote: Sigh.... You guys at CCP really don't get it, do you. What industrialists want, in real life or otherwise: 1. Cost certainty 2. Minimized risk for return (both in capital investment and getting shot at) 3. Minimizing...
- by Weaselior - at 2014.04.30 14:21:00
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200. Sticky:Dev Blog: Team Up: Industry Work Teams - in EVE Information Portal [original thread]
What are the sort of broad/narrow specialties when it comes to non-ships (or are ships the only thing that teams boost)? How narrow or broad are they (e.g. is narrow like "small lasers", "lasers" or "mega beam laser IIs only" and is broad like "mo...
- by Weaselior - at 2014.04.30 13:14:00
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