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1. Sticky:Dev blog: Unboxing the new Camera in EVE Online - in EVE Information Portal [original thread]
Tippia wrote: GÇó GǪindeed, make all camera settings persistent. Such as the position and zoom of the camera between mode changes and docking events; tactical overview settings for the respective modes; indeed any manual adjustment the player ...
- by nikar galvren - at 2016.02.16 17:43:13
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2. Sticky:Dev Blog: Exploring The Character Bazaar & Skill Trading - in EVE Information Portal [original thread]
Arguments in favor of the proposed system: 1) Newbro's can skill up quicker than the old system allowed, potentially increasing retention rates (as frustration over wait-to-finish-training situations decrease). 2) The OCD among us can clean up a...
- by nikar galvren - at 2015.11.27 18:08:33
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3. Sticky:[Hyperion] Heavy Assault Cruiser tweaks - in Player Features and Ideas Discussion [original thread]
afkboss wrote: I have waited so long for a HAC balance pass so something can finally be done to fix the sacrilege and it doesn't even get a ******* mention. Even worse a ship that is blatantly overpowered barely gets touched. I remember many...
- by nikar galvren - at 2014.07.31 19:07:00
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4. Meta modules, missions, ratting and industry. - in Player Features and Ideas Discussion [original thread]
On the topic of looting damaged modules from NPC drops, why not have the option to pay a trivial cost (on the order of 1% of the estimated value) to try to repair the module, or plug it in to reverse engineer for the bpc, or reprocess for minerals...
- by nikar galvren - at 2014.07.30 18:29:00
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5. [PI] New skills for Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Ryan Leonard Thorne wrote: You snipped the important part concerning prices. Of course prices would drop if there's simply more PI goods on the market. But then you end up with nearly the same ISK as before for more goods as before. Compensatio...
- by nikar galvren - at 2014.07.29 15:14:00
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6. [PI] New skills for Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Phoenix Jones wrote: I would reconfigure PI completely. Instead of separate facilities, I would do upgrades to them also (same as the command center. Silo's should be upgradable (increased storage). I would also chop the Powergrid by 1/3 rd t...
- by nikar galvren - at 2014.07.29 03:14:00
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7. [PI] New skills for Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Ryan Leonard Thorne wrote: (snip) But did anybody think about what will happen to prices if there are more PI goods available on the market? (snip) ...but then everything that's built with PI stuff would become more expensive. If there are ...
- by nikar galvren - at 2014.07.28 19:18:00
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8. [PI] New skills for Planetary Interaction - in Player Features and Ideas Discussion [original thread]
Samantha Floyd wrote: Slavery Rank : 4 Bonus : 5% reduction in installation costs per level Pre-requisites : Social V The install/upgrading costs for PI are already quite low. This would benefit newbies, but falls prey to Malcanis' Law...
- by nikar galvren - at 2014.07.28 18:59:00
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9. [PI] New skills for Planetary Interaction - in Player Features and Ideas Discussion [original thread]
De'Veldrin wrote: Advanced Interplantary Consolidation Rank : 8 Bonus : +1 Planet per level Pre-requisites : Interplanetary Consolidation V Supported as-is. MOAR! Also makes me happy to think that I could do the same production chai...
- by nikar galvren - at 2014.07.28 17:34:00
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10. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Danny John-Peter wrote: Alex Tutuola wrote: (eagle is terribly broken, needs fixes, doesn#t qualify for fleetuse, outranged by ABCs) [Eagle, Rail] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Fiel...
- by nikar galvren - at 2013.08.08 15:21:00
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11. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I love that in the last page there has been complaint that Vaga isn't good, Vaga is too good, Eagle isn't good, Eagle is fine, Sacrilege isn't good, Rep bonus Deimos is awesome and Rep Bonuses are bad. I think we are reaching a...
- by nikar galvren - at 2013.08.06 17:30:00
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12. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Alright, I'm still kind of out of it and I'll probably give another check-in here after the weekend, but here's where I stand for now: [Generally excellent observations and comments] Also - if you want to hear me get grilled a...
- by nikar galvren - at 2013.08.02 18:12:00
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13. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Hi guys Sorry I've been away. Been out of the office for two days because of barfing etc. I'm behind on the thread so I'm going to get caught up today and respond to some of the common points in a few hours. I stand correct...
- by nikar galvren - at 2013.08.02 14:53:00
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14. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Randy Wray wrote: One thing that has been mentioned earlier in the thread that rise really needs to look at though is the fact that AFs have 12 slots since the AF rebalance in 2011 while t1 frigates have 10. You'd expect with this rebalance f...
- by nikar galvren - at 2013.08.01 21:40:00
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15. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Phoenix Jones wrote: Just saw the Command Ship changes. Welp I won't even bother with HAC's. Just jumping the shark and going with the Command Ships. Thus summing up the main issue that the HAC re-balancing was supposed to address...
- by nikar galvren - at 2013.08.01 19:23:00
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16. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Lucien Cain wrote: Are you going to let us wait any longer CCP? We are seriously pounding our heads against each other in order to solve the whole f...ing HAC Issue, but where is your response?! This is really stretching our nerves and i'm conf...
- by nikar galvren - at 2013.08.01 18:52:00
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17. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
XXSketchxx wrote: CCP JUST THROW SOME RANDOM S H I T ON THESE THINGS AND CALL IT A DAY TIME TO MOVE ON NO ONE REALLY CARES ABOUT THESE THINGS They apparently have moved on. Numbers: 3 initial posts 4th post: #50 Posted: 201...
- by nikar galvren - at 2013.07.31 16:35:00
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18. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Knoxx Golem Asator wrote: nikar galvren wrote: Knoxx Golem Asator wrote: Hello. Its 32 pages of posting. So honestly haven't read them all. So here goes my million dollar question: ISHTAR: From the first impression it has 285 cpu uni...
- by nikar galvren - at 2013.07.30 23:20:00
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19. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Knoxx Golem Asator wrote: Hello. Its 32 pages of posting. So honestly haven't read them all. So here goes my million dollar question: ISHTAR: From the first impression it has 285 cpu units. From my perspective its ridonculous. Wondering if...
- by nikar galvren - at 2013.07.30 22:55:00
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20. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Now seems like a good time to re-post part of my comments from a few pages ago. On discussing the hulls that will likely 'make the cut' or 'not': Let's take a quick look at the 4 that will likely be popular in 1.1: Zealot - The current baseline....
- by nikar galvren - at 2013.07.30 22:47:00
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