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1. At Long Last - Unsubscription - in EVE General Discussion [original thread]
I have, at long last, unsubscribed from Eve. My recurring payments end soon. I did this because Eve, as a game, is not fun or entertaining in any way. I came to Eve, lured by the promise of a game world where a single player could have a profound...
- by Xandralkus - at 2012.10.22 21:58:00
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2. Ranged Combat - Broken? - in Player Features and Ideas Discussion [original thread]
The Prophecy continues to be an ideal testing platform because of its lack of meaningful weapon bonuses. The following data, again, comes from the Prophecy, with 3x T2 damage mods, 6x T2 largest medium-size weapon, and all skills set to level 5: ...
- by Xandralkus - at 2012.06.20 04:42:00
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3. Ranged Combat - Broken? - in Player Features and Ideas Discussion [original thread]
Firstly, the experiment uses the same number of guns and the same damage modifiers for a reason. The entire point is to demonstrate how with the same number of modules, turret sniper ships intrinsically begin to suck as they approach the maximum r...
- by Xandralkus - at 2012.06.13 08:21:00
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4. Ranged Combat - Broken? - in Player Features and Ideas Discussion [original thread]
I did a little experimenting in EFT... I equipped a Drake with 6 (to maintain parity, not 7) Heavy Missile Launcher II's, and 3 Ballistic Control System II's. Launchers loaded with T1 non-kinetic missiles (again, to maintain parity). With all ski...
- by Xandralkus - at 2012.06.13 02:31:00
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5. SP redo - in EVE General Discussion [original thread]
What everyone here needs to remember is that SP accumulation is the primary method by which characters in eve progress. It may be the most crucial game mechanic in all of eve, so even a minor change of this mechanic may have massive and catastroph...
- by Xandralkus - at 2012.06.13 01:28:00
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6. Drag web module - in Player Features and Ideas Discussion [original thread]
It's fairly obvious that tractor beams work the way that they do in order to avoid the aforementioned problems. No one particularly cares if someone in your corporation tractor beams something that you yourself intended to, but this obviously is n...
- by Xandralkus - at 2012.06.13 01:04:00
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7. marauder remodel? - in Player Features and Ideas Discussion [original thread]
You know the awesome remodels that stealth bombers got with Inferno? All T2 and faction variant ships should receive equally massive and epic redesigns.
- by Xandralkus - at 2012.06.13 00:50:00
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8. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Let's see some cloaking scripts! NOTE: The following cloaking scripts would ONLY be usable with the Improved Cloaking Device II, not tech 1 cloaks, faction cloaks, commander cloaks, and definitely not covert ops cloaks. Each script would have a 6...
- by Xandralkus - at 2012.06.11 07:23:00
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9. Drag web module - in Player Features and Ideas Discussion [original thread]
There's just one epically enormous problem with this: What happens when two people fly in different directions with their drag-webs? And I don't necessarily mean gameplay-wise, but instead server-wise. How does the server process this? It gets ev...
- by Xandralkus - at 2012.06.11 06:10:00
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10. We all love explosions... - in Player Features and Ideas Discussion [original thread]
Ideally, I'd like to see particle spawn effects with weapon impacts, according to the type of weapon, as well as the layer damaged (shield, armor, structure). Weapons hitting the shield, for example, should end in blue shield fizzle effects. Arm...
- by Xandralkus - at 2012.06.06 07:37:00
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11. Small-Gang PVP, Combat-in-Warp, Soverignty, and Other Grand Ideas - in Player Features and Ideas Discussion [original thread]
Amaroq Dricaldari wrote: Instead of limiting what types of ships can pursue a Warp Trail, I would make it so that certain classes would be penalized, that way you could still chase someone using something like a Destroyer, but you couldn't do i...
- by Xandralkus - at 2012.01.28 11:29:00
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12. "Boss" missions - in Player Features and Ideas Discussion [original thread]
CCP has shown us with Incarna and Cruicible that they have the capability to create jaw-droppingly spectacular content - and do it with hardly breaking a sweat. Even if they don't push the envelope of their technical capabilities further, massive ...
- by Xandralkus - at 2012.01.25 06:46:00
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13. "Boss" missions - in Player Features and Ideas Discussion [original thread]
Simi Kusoni wrote: If you up the payouts, again you risk creating another massive high sec ISK faucet. Something the player base is not going to be happy about, I'm sure you've seen the existing threads on incursions. Another massive highsec...
- by Xandralkus - at 2012.01.25 04:39:00
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14. "Boss" missions - in Player Features and Ideas Discussion [original thread]
Simi Kusoni wrote: In my experience mission runners do not enjoy being blown up, especially not when it is outside of their control. Free & easy ISK should not exist anywhere in game, including highsec missions and incursions. There's ...
- by Xandralkus - at 2012.01.24 21:54:00
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15. Something to fight for. - in Player Features and Ideas Discussion [original thread]
Abdiel Kavash wrote: But it is already possible. And CCP even gave you a guide . Join them, climb up the ladder, get to the top, hit the disband button. There are multiple examples of this being done in the history of EVE. Or is that too much...
- by Xandralkus - at 2012.01.24 21:27:00
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16. "Boss" missions - in Player Features and Ideas Discussion [original thread]
I wouldn't make it to where you fail the mission completely if the boss rats warp off. Perhaps severely damaging them and forcing a retreat (mission-wise) is almost as good as destroying the ship? Obviously, you wouldn't get the wicked-sweet bount...
- by Xandralkus - at 2012.01.24 10:34:00
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17. Small-Gang PVP, Combat-in-Warp, Soverignty, and Other Grand Ideas - in Player Features and Ideas Discussion [original thread]
I believe that warp scramblers and disruptors shouldn't be removed from the game completely in lieu of combat-in-warp, or else the entire point of tackling would just...go away. Removing an entire role of ship would cause deep gameplay problems an...
- by Xandralkus - at 2012.01.24 10:01:00
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18. Something to fight for. - in Player Features and Ideas Discussion [original thread]
I never indicated that it should be easy for a solo player or small gang to attain victory over a much larger entity, such as a corporation or alliance. But it should not be theoretically impossible either. Tangible victory conditions do need to...
- by Xandralkus - at 2012.01.24 08:35:00
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19. Something to fight for. - in Player Features and Ideas Discussion [original thread]
Sovereignty warfare is fundamentally flawed by the fact that it isn't entertaining in the slightest to the solo/small-gang newcomer, primarily by the fact that large alliances are completely invulnerable to such drive-by piracy. It's called zero-...
- by Xandralkus - at 2012.01.24 00:44:00
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20. "Boss" missions - in Player Features and Ideas Discussion [original thread]
Better yet, let's actually make mission rats entertaining and challenging. Instead of a sea of red crosses, let's have a lvl 4 mission contain four or five powerful ships. Unpredictable and random reinforcement spawns could go a long way toward ma...
- by Xandralkus - at 2012.01.24 00:20:00
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