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Thread Statistics | Show CCP posts - 10 post(s) |
Trent Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.07.31 17:12:00 -
[31]
To CCP: What does this solve? No really; what good comes from this?
The fuel bay sizes are no improvement and the cargo nerf - Did anyone ask for that? I certainly didn't want to be able to haul even less in my carrier.
Not everyone can afford the 5bil haulers you want us to use.
Colonies and Capitals |
Selest Cayal
Gallente Nex Exercitus Executive Outcomes
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Posted - 2009.07.31 17:13:00 -
[32]
I think the separate fuel bays are a good move. IF the cargo bays are allowed to be as large as they are now. or at least close. a Capital Ship is suppose to be something Huge, that is why they are called CAPITAL.
Think the best way to change them is to add the fuel bay and ammo bay. but make them and the Cargo bays realistically sized. Fuel bays sizes relative to the jump length and Consumption. Ammo bays relative to the amount of ammo used in a give time frame. Dreads don't really need a large cargo bay in addition to a good sized fuel and ammo bay. Carriers and Mother ships actually need some cargo space to be worth. it. Dont even get me started on Mother Ships. They need a massive Overhaul.
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scim atar
Phantom Squad Atlas Alliance
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Posted - 2009.07.31 17:31:00 -
[33]
Overall not that bad BUT fuel bay is to small needs to be at least 50 % bigger than proposed for carriers so 30 k of topes can be hauled in it otherwise its just a pointless venture of having to move fuel from corp hanger all the time.Content of game should not be considered the addition of tedious pointless tasks
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CCP Abathur
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Posted - 2009.07.31 18:02:00 -
[34]
Ladies and Gentlemen, there is a reason it's called a 'test' server. The actual numbers are always subject to change.
A few clarifications:
Your jump drive can pull fuel from both cargo and fuel bays. They are not mutually exclusive and can work together.
Orcas & Rorquals now also have a dedicated 'Ore' bay.
We have the ability to create specialized 'bays' for nearly anything, so bear that in mind as you continue to offer constructive feedback.
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2009.07.31 18:38:00 -
[35]
That's neat, but we still can't meaningfully expand our jump range through fitting choices nor can we any longer use GSCs to store fuel for long trips/sieges. If you want to eliminate that practice, we'll need more fuel storage than you're currently suggesting.
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2009.07.31 18:49:00 -
[36]
Edited by: Alexander Knott on 31/07/2009 18:49:09 Constructive suggestion: If you're dead set against capitals having 3km3+ cargo holds, you could add 'fuel bay expanders' (low slot module that works like a cargo expander) and 'fuel containers' (LSC, HSC, GSCs that only can contain fuel). Or you could just make carrier fuel bays significantly larger.
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Gramtar
GoonFleet GoonSwarm
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Posted - 2009.07.31 19:02:00 -
[37]
I forgot a big reason I carry GSC's for fuel storage in my dread:
Ability to remove stront from cargo bay. In high lag, you sometimes can't turn off your siege module. Keeping extra cycles in cans shuts it down when you want to exit siege.
For this reason, I vastly prefer leaving Dreads as they are.
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Wulfnor
Caldari Roving Guns Inc. RAZOR Alliance
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Posted - 2009.07.31 19:08:00 -
[38]
I am afraid until you actually increase the size of the carrier fuel bays on test most people will be focus on that. I think they are too low as well. I dont understand the rational for lower CV fuel bays than DN fuel bays. Perhaps if you explained that it would be less of an issue.
Also if the changes to the cargo bays are to remain then it might be best if you state that module changes for DNs are a function reserved for stations, CVs and MSs.
Other than two items I think fuel bays are a good change. And with luck taking away the POS role will clear the way for you to further define what you want to do with the CV and MS.
Might be nice to add ship storage bays to CVs, MSs and even rorquals that allow ships to be assembled from them to the SMB. Restrictions could be placed on these bays and it would boost the utility of this class of ship as ship replacement platforms.
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Wulfnor
Caldari Roving Guns Inc. RAZOR Alliance
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Posted - 2009.07.31 19:15:00 -
[39]
It would also seem to me that you could create a variant of a ship that could now be specialized for wacky things like salvage ops by placing salvage in their own cargo bay. Just a thought although off topic.
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Fuujin
GoonFleet
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Posted - 2009.07.31 19:20:00 -
[40]
Originally by: Wulfnor I am afraid until you actually increase the size of the carrier fuel bays on test most people will be focus on that. I think they are too low as well. I dont understand the rational for lower CV fuel bays than DN fuel bays. Perhaps if you explained that it would be less of an issue.
Also if the changes to the cargo bays are to remain then it might be best if you state that module changes for DNs are a function reserved for stations, CVs and MSs.
Other than two items I think fuel bays are a good change. And with luck taking away the POS role will clear the way for you to further define what you want to do with the CV and MS.
Might be nice to add ship storage bays to CVs, MSs and even rorquals that allow ships to be assembled from them to the SMB. Restrictions could be placed on these bays and it would boost the utility of this class of ship as ship replacement platforms.
The packed ship storage bay sounds really damned cool, actually. Even if you need an external SMA to unpack it in (be nice if it was enabled by a triage/other module function though), it would still allow for a much greater logistics capability than the present '2-battleships-or-a-few-recons/dictors' |
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Myntelle NicAtoch
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Posted - 2009.07.31 20:01:00 -
[41]
Edited by: Myntelle NicAtoch on 31/07/2009 20:02:25 I am totally comfortable with the intent behind reducing the cargoholds of carriers and dreads and offloading their ice prodcuts, ammo and drones to the holds appropriate for them. The Rorqal as a fleet tender, and the Jump Freighter as a fleet oiler are good enough to circumvent any of the new perceived limitations in a fleet that can't dock, or pos up, for refits/refueling. I'd go further .. why does a Dreadnaught need such a VAST cargo bay >2k m3. Why do cargo expanders (don't start me on fuel free cloaking devices) from cruiser/battleship classes work on Capital ships at all. This wouldn't have been top of my list of changes to make to ships, but I can understand it merely being a data edit and balancing exercise once the new cargo bay technology was available to make it an easy "kill".
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Mikal Drey
Atlas Alliance
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Posted - 2009.07.31 20:28:00 -
[42]
Edited by: Mikal Drey on 31/07/2009 20:28:41 hey hey
Naglfar
Ammo Hold 2,250m¦ 9k EMP XL or 7500 Rift Torps
Fuel Bay 7,000m¦ 46,666 Hydrogen Topes
Cargohold 2,560m¦ 853 Stront
the cargobay is about the right size considering that there is enough room in the ammo bay and there is easily enough room for a nice mix of ammo/missiles we dont carry anything tbh and its not a mining ship ;) i would agree though that a ship should be able to carry its own modules and hot swapping setups or even simply refitting across a region shouldnt require additional haulling ships for mods.
the Fuel bay will need a tweek and consideration given to typical jump trips (in and out of empire etc and logistics moves) adding stront anywhere totaly gimps the fuel bay or the cargohold. my suggestions for that would be to add a stront bay big enough for a typical number of cycles or to dramatically reduce the m¦ of strontium. currently 3.0m¦ compared to topes (0.15m¦)
btw bays are awesome \o/
Shattered Crystal - 60 day GTC
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Haffrage
Haff and Haff
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Posted - 2009.07.31 20:32:00 -
[43]
Originally by: CCP Abathur Ladies and Gentlemen, there is a reason it's called a 'test' server. The actual numbers are always subject to change.
A few clarifications:
Your jump drive can pull fuel from both cargo and fuel bays. They are not mutually exclusive and can work together.
Orcas & Rorquals now also have a dedicated 'Ore' bay.
We have the ability to create specialized 'bays' for nearly anything, so bear that in mind as you continue to offer constructive feedback.
A small request - Could you put a button for each of a ship's various cargo bays on the fitting window? Right clicking to access a specific hold gets tedious with so many windows in this game, especially when on some ships it's part of the point of the ship.
I'm also curious, will bay-specific expanders be made available? Possibly outside of standard conventions, for instance a midslot ship maint bay expander for carriers would be nice. Moreso if there was just low enough fittings that one could be crammed onto an orca. Percent-based of course. Bay conversion modules would also be nice, but likely not feasible.
And then one last thing, if you plan to nerf the orca or rorqual's standard cargoholds to gain more ore cargo you'll have a frenzy of furious hauler alts at your feet. Orcas right now are the standard hangar-hauling ship for people who don't need 1m m3, but also more than 35k m3. Oh and make the ore hold able to carry refined minerals as well please :bear:
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Mikal Drey
Atlas Alliance
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Posted - 2009.07.31 20:35:00 -
[44]
Jump freighter(s)
tbvfh they just aint big enough. their current cargohold is shockingly small compared to its sub 1bil Tech 1 counterpart !
give us double the fuel bay size and double the cargobay size. also add a ship maintenance by to the jump freighter. its a 4bil+ ship that is supposed to be the ultimate hauller and i dont see how they made a TII freighter but made it smaller and less useful.
id give it a ship transport bay capable of hauling at least 3 rigged BS's and NO i dont think thats overpowered . . . .especially considering their price tag.
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.07.31 20:53:00 -
[45]
Edited by: dastommy79 on 31/07/2009 20:56:31 hey CCP devs. Move to omist and try living there with your new setups before you put it in game. God damn idots......
also how are you suppose to loot a capital battle after the fight when you are the away team? Yes you dont want carriers to be the do all ship but you have to recognize that they are INFACT a capital ship and should have the capability of a ship that size. A cargo bay smaller than some conventional ships while the carrier can carry 2 battleships is pretty ridiculous. I like yelling at dumb people. Goodbye
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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Matari Atraq
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Posted - 2009.07.31 20:55:00 -
[46]
Jump freighter(s)
they are ridiculously large. their current cargohold is shockingly large compared to their nearest dedicated equivelant the Transport ship.
Also, stop this nonsense of being able to jump FROM hi-sec - give CONCORD a new module for their control bases in hi-sec systems - one that blocks ships from locking onto cynos. Hell, have them steal it from the wormhole aliens or something.
Also cloak with out fuel consumption? what's that all about?
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CCP Abathur
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Posted - 2009.07.31 21:56:00 -
[47]
Edited by: CCP Abathur on 31/07/2009 21:58:37
On Dreads: As has been pointed out by other posters in this thread, these are, and have always been intended to be, combat ships.
On Carriers: We will probably increase the fuel bay size a bit to better take into account Triage module fuel usage.
Originally by: Mikal Drey dramatically reduce the m¦ of strontium. currently 3.0m¦ compared to topes (0.15m¦)
Ummm... No.
Originally by: Haffrage A small request - Could you put a button for each of a ship's various cargo bays on the fitting window? Right clicking to access a specific hold gets tedious with so many windows in this game, especially when on some ships it's part of the point of the ship.
I believe the U.I. guys are already looking into that.
Originally by: Haffrage I'm also curious, will bay-specific expanders be made available?
There are no plans for that at this time.
Originally by: Haffrage And then one last thing, if you plan to nerf the orca or rorqual's standard cargoholds
There are no plans for that at this time.
Now on to this happy fellow...
Originally by: dastommy79 also how are you suppose to loot a capital battle after the fight when you are the away team?
All capital-sized modules are currently 4,000 m3, so unless you are adding cargo expanders to your carrier after the fight, then you are not going to be looting with your carriers now either.
Originally by: dastommy79 Yes you dont want carriers to be the do all ship but you have to recognize that they are INFACT a capital ship and should have the capability of a ship that size.
Like launching fighters, having capital repair capability, capital remote repair capability, capital hit points, the ability to transport dozens of fitted combat ships to an engagement, a 10,000 m3 corp hangar bay, the longest cap ship jump range and the Triage module?
All this and it can dock and be insured as well. I think Carriers get by just fine and are hardly suffering from lack of capability.
Originally by: dastommy79 A cargo bay smaller than some conventional ships while the carrier can carry 2 battleships is pretty ridiculous.
The Ship Maintenance Array and the cargo bay have nothing to do with each other in terms of design.
Originally by: dastommy79 I like yelling at dumb people. Goodbye
Thank you for your feedback.
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Mioelnir
Minmatar Meltd0wn
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Posted - 2009.07.31 23:02:00 -
[48]
Tbh the first thing I thought of while reading about all these fuel bays was "they forgot to make an extra cargo bay for scripts".
Sometimes, changes to EVE get used to little, for example the drone bandwith. There weren't 5 ships that profitted from the ability of extra flights of drones.
I think this is an instance of too much. How the available cargo is divided between fuel, ammo and strontium is as much a tactical decision for dread fleets as how their low slots are fitted or which rig choices are made. Giving just about anything a dread may carry around a separate cargo bay that cannot be modified does imho little except limit diversity.
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.07.31 23:24:00 -
[49]
Originally by: CCP Abathur Edited by: CCP Abathur on 31/07/2009 21:58:37
On Dreads: As has been pointed out by other posters in this thread, these are, and have always been intended to be, combat ships.
On Carriers: We will probably increase the fuel bay size a bit to better take into account Triage module fuel usage.
Originally by: Mikal Drey dramatically reduce the m¦ of strontium. currently 3.0m¦ compared to topes (0.15m¦)
Ummm... No.
Originally by: Haffrage A small request - Could you put a button for each of a ship's various cargo bays on the fitting window? Right clicking to access a specific hold gets tedious with so many windows in this game, especially when on some ships it's part of the point of the ship.
I believe the U.I. guys are already looking into that.
Originally by: Haffrage I'm also curious, will bay-specific expanders be made available?
There are no plans for that at this time.
Originally by: Haffrage And then one last thing, if you plan to nerf the orca or rorqual's standard cargoholds
There are no plans for that at this time.
Now on to this happy fellow...
Originally by: dastommy79 also how are you suppose to loot a capital battle after the fight when you are the away team?
All capital-sized modules are currently 4,000 m3, so unless you are adding cargo expanders to your carrier after the fight, then you are not going to be looting with your carriers now either.
Originally by: dastommy79 Yes you dont want carriers to be the do all ship but you have to recognize that they are INFACT a capital ship and should have the capability of a ship that size.
Like launching fighters, having capital repair capability, capital remote repair capability, capital hit points, the ability to transport dozens of fitted combat ships to an engagement, a 10,000 m3 corp hangar bay, the longest cap ship jump range and the Triage module?
All this and it can dock and be insured as well. I think Carriers get by just fine and are hardly suffering from lack of capability.
Originally by: dastommy79 A cargo bay smaller than some conventional ships while the carrier can carry 2 battleships is pretty ridiculous.
The Ship Maintenance Array and the cargo bay have nothing to do with each other in terms of design.
Originally by: dastommy79 I like yelling at dumb people. Goodbye
Thank you for your feedback.
make love to me you sexy beast
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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Farham
Titan Industries Technology Team Shadow of xXDEATHXx
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Posted - 2009.07.31 23:49:00 -
[50]
Edited by: Farham on 31/07/2009 23:51:16
To whom it may concern, please stop patronizing my in game roleplay girlfriend Dastommy. Sure he may have a ***** but he is just as much a girl in the world of internet spaceship roleplay as my real life wife. Sure he er..she maybe quite re-tarded, I mean Carriers carrying stuff? What an idiot. But, in the end (no pun intended) she is all I have in game.
Thank you for your consideration Farham - King of fail quoting
Not hacking it in 0.0 since 2006
Farham is my name, and fail quoting is my game. |
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.08.01 00:05:00 -
[51]
Originally by: CCP Abathur excuses
Alright mister smarty pants lets have a go at it. Look at your far reaching territory on the map. Ask yourself can a ship make it from a lowsec point to that system they may call home. If you can pack enough fuel into your fuel bay to make the trip, then you actually did your job for once. FIX IT!
Second Carriers need a large cargo hold to scoop pos modules and loot from battles. Why you might ask? Cause some idiot in your design team came up with the idea that you cant scoop stuff to your corp hangar. SO yes i have 10km3 sitting wasted in my ship cause i cant ACTUALLY put anything in it. FIX IT!
Also speaking of corp hangars, you ever been in a capital blob and tried to refit your ship? You cant cause some jerk doesn't have configure on and the negates your setting. FIX IT!
Also i haven't deployed fighters in a big fight in about a year cause some idiot decided to make doomsday devices and there is no "warp out" button for fighters. So basically you lose 130 mill cause some dev wanted to show off his epeen. FIX IT!
Fix these things and i wont think of you as an idiot. Untill then.....
Dont mess wit da bull cause you get da hornz
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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Haffrage
Haff and Haff
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Posted - 2009.08.01 00:09:00 -
[52]
Edited by: Haffrage on 01/08/2009 00:10:40
Originally by: CCP Abathur
Originally by: Haffrage A small request - Could you put a button for each of a ship's various cargo bays on the fitting window? Right clicking to access a specific hold gets tedious with so many windows in this game, especially when on some ships it's part of the point of the ship.
I believe the U.I. guys are already looking into that.
Originally by: Haffrage I'm also curious, will bay-specific expanders be made available?
There are no plans for that at this time.
Originally by: Haffrage And then one last thing, if you plan to nerf the orca or rorqual's standard cargoholds
There are no plans for that at this time.
I love it when a dev says exactly what I want to hear ♥♥♥
edit: The above angry poster is right. Will you be implementing a "Scoop to Corp Hangar" ability? It would be incredibly useful tbh.
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.08.01 00:26:00 -
[53]
Also as a paying customer, that technically makes me your boss. Now do as i say or you wont get your cut of my 15bucks a month. YOU'RE WELCOME btw.
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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Ticarus Hellbrandt
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Posted - 2009.08.01 00:33:00 -
[54]
ccp changing bonus to boon every time
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Oarta
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Posted - 2009.08.01 01:40:00 -
[55]
Originally by: dastommy79
Alright mister smarty pants lets have a go at it. Look at your far reaching territory on the map. Ask yourself can a ship make it from a lowsec point to that system they may call home. If you can pack enough fuel into your fuel bay to make the trip, then you actually did your job for once. FIX IT!
If a warship cannot reach an end destination because it does not have enough fuel, then it needs to make the journey with industrial based capital ships to carry the supplies.
Originally by: dastommy79
Second Carriers need a large cargo hold to scoop pos modules and loot from battles. Why you might ask? Cause some idiot in your design team came up with the idea that you cant scoop stuff to your corp hangar. SO yes i have 10km3 sitting wasted in my ship cause i cant ACTUALLY put anything in it. FIX IT!
If your warship cannot scoop up POS modules because of their size, then bring in an industrial based ship designed for hauling cargo.
Originally by: dastommy79
Also speaking of corp hangars, you ever been in a capital blob and tried to refit your ship? You cant cause some jerk doesn't have configure on and the negates your setting. FIX IT!
If your associates do not have things set correctly, then educate them.
Originally by: dastommy79
Also i haven't deployed fighters in a big fight in about a year cause some idiot decided to make doomsday devices and there is no "warp out" button for fighters. So basically you lose 130 mill cause some dev wanted to show off his epeen. FIX IT!
I think the name of Doomsday would quantify it as being deadly. Even with the loss, the size of your drone bay would allow you to deploy replacements for those lost and continue the battle.
Originally by: dastommy79
Fix these things and i wont think of you as an idiot. Untill then.....
Dont mess wit da bull cause you get da hornz
All of the items you pointed out aren't really problems and have easy solutions. These issues which you claim need fixing all sound like the purpose it to make a Carrier able to fulfull all roles on its own.
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CCP Abathur
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Posted - 2009.08.01 01:49:00 -
[56]
Edited by: CCP Abathur on 01/08/2009 01:50:10
Originally by: dastommy79 Alright mister smarty pants lets have a go at it.
Is this your idea of foreplay?
Originally by: dastommy79 Look at your far reaching territory on the map. Ask yourself can a ship make it from a lowsec point to that system they may call home. If you can pack enough fuel into your fuel bay to make the trip, then you actually did your job for once. FIX IT!
"Fix it!" SNL 4tw.
Which lo-sec point to which 0.0 point? There are many. Your idea works just fine if one subscribes to the theory that every capital ship should always be able to make it to any destination from another on one tank of gas without seriously altering the ship's fitting.
That being said, if getting from one place to another is your only goal for a capital ship, with no GSC's or cargo expanders fit, the 90,000+ isotopes you can fit into a Carrier and 65,000+ isotopes you can fit into a Dread (under the current changes on SiSi) should get you most places.
Originally by: dastommy79 Second Carriers need a large cargo hold to scoop pos modules and loot from battles. Why you might ask? Cause some idiot in your design team came up with the idea that you cant scoop stuff to your corp hangar. SO yes i have 10km3 sitting wasted in my ship cause i cant ACTUALLY put anything in it. FIX IT!
This is something that we are considering, but there are a number of ships with large cargo holds currently capable of fulfilling this capacity.
Originally by: dastommy79 Also speaking of corp hangars, you ever been in a capital blob and tried to refit your ship? You cant cause some jerk doesn't have configure on and the negates your setting. FIX IT!
Fleet discipline problems?
Originally by: dastommy79 Also i haven't deployed fighters in a big fight in about a year cause some idiot decided to make doomsday devices and there is no "warp out" button for fighters. So basically you lose 130 mill cause some dev wanted to show off his epeen. FIX IT!
Waaaaaay off topic, but if you or anyone else wants to discuss doomsday devices or removing useless fighters from carriers, feel free to post your thoughts about that here.
EDIT - Damn, Oarta beat me to it.
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galphi
Gallente Sileo In Pacis The Space P0lice
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Posted - 2009.08.01 02:20:00 -
[57]
So, you clearly think carriers are currently still too powerful (flexible) with their cargo bay + corp hanger. This fuel bay thing isn't something to make them more useful, it's a nerf. Go on, just say it
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.08.01 02:29:00 -
[58]
Originally by: CCP Abathur fancy quoting thing i cant do
1. Yes A/S/L? 2. Capitals usualy stage out of the closest lowsec system nearest a highsec system twords their space. So you need to look at the map, maybe interview some players that do logistics for alliances that live out in far 00 and well do your job ya know Maybe sit down and talk to people that actualy do this stuff on a daily basis and see what changes they need instead of people not in the know. You mention dreads. GSC serve a purpose in fleet warfare. Not only do they add a SLIGHT Increase in carrying capacity but they use them to split their stront stacks. As a ccp employee you must regulary be involved in epic fleet fights and understand the lag and how players combat that. Split the stacks so you dont go into an unnecesary siege cycle and seriously do something about the guns. FFS modual lag is horrible for a cap pilot. It takes like 5+ mins to turn something off. ALSO ITS A FUEL BAY. YOU USE IT TO PUT THE FUEL IN THAT YOU NEED TO TRAVEL. THERE SHOULD BE ADDIQUITE SPACE. There is no need to nerf what little left you have in cargo and corp hangars to stuff with fuel just to get to the destination. You and i both know that is just plain stupid. We NEED that spare space to move ammo, spare mods, stront and extra fuel for prolong campaigns and roadtrip. 3. "This is something that we are considering, but there are a number of ships with large cargo holds currently capable of fulfilling this capacity."
so i am gonna let you pick the guy that shows up for the fleet fight and let you tell him he has to fly a hauler instead of a combat ship into the fight. This is a big FIX IT not to mention i would like to maybe carry a pos mod or 2 in a system we are sieging. God forbid carrier pilots get to help out our logistics brosefs who sit in pos shields all day cause CCP made everything so god damn big that only they can carry it. Why punish members of your player base like that. ALSO why dont you take over my character and try fueling 7 large sov holding towers using a thanatos and a badger2 DEEP in 00. I MEAN COME ON! Its a video game not work. FIX IT FFS!!!!!! 4 fricking hours i spend every 21 days taking care of these things and i only play like 10hours a week.
4. Fleet discipline problems?
this one i am pretty F'n ****ed at. I speak english. Not everyone in my fleets do. We have americans, british, sweedes, spainards, porutuges, russians, germans, czechs, Aussies, french canadians, french and lots of other people who all speak different languages. Its very difficult to get everyone on the same page let alone the same place doing the same thing. I take your comment as an insult to my alliances capabilitys which we all know are pretty poor but then again i pay you so zip it. HERES A GREAT IDEA!!! Why dont we make it that you have to click OFF the access to corp hangar everytime you session change instead of clicking it on. That might help the situation abit and help deal with the problem of language barriers. Not to mention the fact that i am focused on shooting people and helping my friends and god forbid with all this stuff going on i got to open a window, search for it, then open a new tab and click a stupid box that should never have to be clicked in the first place. ITs not fleet disciplin, its faulty and flat out stupid game mechanics. FIX IT YET AGAIN
5. Make a command that says warp off and they warp off to a selected item like a planet or gate or something and then you can give the order to return when the dd is over. Seriously i am a alcoholic and not that bright but even i can think of that. I dont need to discuse it, i need you to implement it.
I can go a round 3 but i am starting to run out of beers. I need to get sponsered by labatt blue. also i am too lazy to spell check dis one.
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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Farham
Titan Industries Technology Team Shadow of xXDEATHXx
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Posted - 2009.08.01 02:42:00 -
[59]
GET AWAY FROM MY MAN, er WOMAN!
Just because you are DEV doesn't mean you can be creeping in on my strange, got it mister CCP?
I thought so.
Not hacking it in 0.0 since 2006
Farham is my name, and fail quoting is my game. |
dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.08.01 02:46:00 -
[60]
if you pay for my trip to fanfest i'll buy you a beer ccp dude. Fartham i can never leave you. lets snuggle and forget about this whole mess
Former SmashKill Coaliton Leader WTB Leviathan. Hit me up ingame
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