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Camdim
Caldari Blood and Steel Enterprises
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Posted - 2009.09.16 13:06:00 -
[151]
My suggestions:
Remove module drops from rats. Give out salvage materials and raw minerals but not a lot of either. Increase the bounties to compensate some for the lowering of the drop rates. Actually using the salvaging skill on the wreck will give more salvage and more minerals then just looting the wreak.
R&D slots in stations. There just are not enough. Even when you fly to far off corners of the universe. If your corp purchases an office then it should get some corp slots in that station. Or set it up so each person gets one or two reserved slots maybe even allow them to rent them out if they are not going to use them. Having to wait months before your job can even start and it is a month long itself just makes it harder for the newer players to get into doing any profitable production.
Get rid of all modules that can not be made by a player. Or better change it so that players can do an invention job and have a chance to get BPC's for these meta items instead of just a tech 2. This then allows for the production of meta items by players and you don't have to drop them from mobs anymore. You could also have some BPC's still drop from some mob types. Revamp invention to have a higher chance to invent something in the meta levels but leave the tech 2 chance as is.
Get rid of ore types all together and just make it ore. This allows the miner to go out and just mine. And then sell the ore. It should be the refiner and his skills that determine how much and of what he gets out of the ore. This separates out the job of miner and refiner making them two different jobs currently you need both to be worthwhile as you have crystals linked to refining skills. You could use ore grades to indicate some quality differences so high grade ore would have a better chance of yielding high mineral types. And ore that are in deeper space have a better chance of being of higher quality but there should be some randomness to it and the miners skill should work into this as well so a higher skilled miner would pull out on average a lot better ore grade then a low skilled miner.
Revamp all the mining ships. Currently the upgrade path is retriever to hulk and you don't stop anywhere in between. There should be a reason to use the others. So made change the skill requirements around better so the skills are spread more evenly over the various barges and the barges maybe each have different bonuses giving them a purpose to be used even after moving on to exhumers. We also need a ship better then a hulk for mining. This should should be able to handle tanking in 0.0 space this means that it is all lasers and tank with a bit of drone bay. Currently a miner in a hulk can take some areas of 0.0 but in other areas he has to run from far to many spawns and this is with maxed tanking skills. We need a super hulk that can tank several NPC BS spawns while the drones chop them down. So maybe 4 mining lasers enough drone bay space for heavy drones and light drones/mining drones, and 4 mid and 4 low slots skills required would be astro 5 exhumer 5 ect..And with poor drone skills and weak tanking skills then even that ship will not do you any good. This makes the super hulk the ideal 0.0 and high end mining ship. As it stands right now a brand new character can get into a hulk in about 110 days or so. And then has nothing else to look forward to as a miner. Sure they can go to orca or the roqual but both of those are logistical ships more then mining ships.
Somewhere someone made the suggestion of a scientist career path. This included science ships and various other things. We need this and many of the existing industrial careers further developed and each should have an end game they can shoot for.
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Shoogie
Galactic Research Mining and Manufacturing
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Posted - 2009.09.17 00:28:00 -
[152]
1) I want the ability to use a blueprint from the corp library, but have the input and output be my personal hangar, and use my personal wallet for the fees. When using a corporate blueprint for a personal job like that, my corp should be able to set up rental fees to charge me for using their blueprint.
2) Please let me disable the popup box to tell me "Warning, the line you selected is in use. Would you like to queue up your job after this one finishes?"
3) It is silly how many clicks I have to go through to set up a job right now. If I did my last material research job at the POS, can't you remember that so that my next material research job also defaults to the POS? Another thing I really hate is searching through all my labs for the one with the shortest queue. Can you please default to the slot with the shortest queue? Frankly, you could remove that as a selection point altogether and I don't think very many people would care.
4) I hate how every POS module has its own hangar. When I'm building ammunition, I load a bunch of minerals into the freighter, fly to the pos, dump minerals into ammunition array #1. Start a few jobs. Pull the minerals out of array #1 and dump them into array #2. Start a few jobs. Pull them out of array #2 and dump them into array #3. Start a few more jobs. About this time I realize I'm out of pyerite. I know I have more pyerite around, which hangar is it in? Again, I want to do some invention. My datacores and data interfaces are in laboratory 1. Start some jobs. Now, I have to fly to the pos to move them into lab 2 to start some more jobs. Once a week or so I lose them, and end up opening up all five laboratories to figure out which hangar I used last.
One thing that would help both of the previous problems are "double-wide" labs and assembly arrays. One standard mobile laboratory has 1 copy slot, 3 ME slots, 3 PE slots, 5 invention slots, and a 25k m3 hangar. If I online two of those on a pos, can it be treated like one laboratory with 2 copy slots, 6 ME and PE slots, 10 invention slots, and 50k m3 of space? One place for the inputs and outputs of all laboratory jobs. One querry to see what are the queue times for ME research in the POS rather than having to querry all five labs one at a time, and remembering, "Lab 3 had only 4 hours left. Start the next job in lab 3."
Making a double-wide assembly array would need a little more coding, because each assembly line needs to be limited to certain types of jobs. You don't want someone putting an ammunition assembly array (about 10M isk for 5 manufacturing slots) onto an X-Large Ship Assembly Array (I forget how much isk, but 3 mfg slots) and building 8 carriers at once. I envision a variable remembering that lines 1-5 are ammunition only. Lines 6-8 are ships only. Then when I right click a blueprint and select "manufacture," it defaults to the POS (because that's where I started my last MFG job,) greys out all the lines that do not match the type of blueprint, and selects the matching one with the shortest queue. Since I'm happy with all those selections, I hit OK. It takes the minerals from the common assembly hangar. When done, the finished goods go back to the common hangar.
5) It has always bugged me that the Iteron V could carry more than deep space transports. Previously, it was worthwhile to rig a T2 transport ship, but putting 100+M of rigs on a 1M T1 industrial hull was stupid. Now that medium sized rigs have been introduced for industrials and rig prices are dropping, rigged Itty 5's are going to be much more common, but the T2 transports have one less rig slot. Would it really hurt anything to give DST's 50% more cargo space? How about 10% more space per level of the Transports skill?
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Alanea Winddancer
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Posted - 2009.09.17 00:50:00 -
[153]
I don't like the idea of turning meta 1-4 into BP drops. That would pretty much just lead to the level 1-3's being totally discarded in the end - that is unless the BP drops were to be really rare. But in any case T1 drops must go so that there is actually a point in manufacturing T1 stuff and the metalevel drops should be less frequent. Maybe have a 50/50 ratio of direct module drop and BP drop would work better. But even then the BP would have to have to be a copy and not an original, with a very limited run on it. Otherwise again, it would risk end up making meta 1-3 completely redundant.
With the death of T1 drops and partial introduction of limited BPC metalevel drops, it should make mining actually worthwhile. Like so many people say, it makes little sense that reprocessing should hold such a big share when it comes to the origin of minerals. If mission rewards needs boosting, then go for that instead.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.17 13:47:00 -
[154]
- remove static belts
- minable planetary rings
- minable comets/meteroid/asteroids that are constantly moving through space that you have to hunt down
- smarter rats
- more interactive mining (more complexity)
- multiple types of ore in asteroids
- lowsec ores shouldn't be worth less than highsec ores (mission, ratting, drone loot related? please investigate)
- mission, ratting, drone loot should supply less of the market's mineral needs (same as above)
-more mining ideas -CCP Chronotis on mish, rat and drone loot
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Eraseri
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Posted - 2009.09.17 14:28:00 -
[155]
Make bpo-handling smarter:
-I would want to add job to manufacturing line that has least queue, as default -I would much rather do research in POS than queued station -I would want to be able to start 10 identical invention jobs just by making few clicks instead of 100 -I would like to be able to set different default settings for different kind jobs(Like you can manage different overview settings) -I would want to be able to see POS-assets remotely and from API also
And one important thing: It would be very nice if you could drop all materials to POS into IE corp hangar and the assembly array(or mobile lab) could automatically search for required items for R&D jobs from there. It is complete nightmare to share all materials equally to different labs/arrays when running multiple labs or arrays simultaneously.
I also think my fellow colleagues (or competitors) would also wish this kind of things 
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Reklan
Amarr The Photon Raiders
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Posted - 2009.09.17 14:41:00 -
[156]
Originally by: This NameTaken Allow non fueled towers to be "hacked" If we could power them down and remove them somehow, it would clean up wh space, and high sec. And, it would create a new occupation for people that wanted to haul them away for profit.
Totally agree with this..
maybe an advanced hacking skill that could also be used aginst GSC..
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Moon Dogg
Gallente The Arrow Project Morsus Mihi
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Posted - 2009.09.17 14:41:00 -
[157]
Quote: Get rid of ore types all together and just make it ore. This allows the miner to go out and just mine. And then sell the ore. It should be the refiner and his skills that determine how much and of what he gets out of the ore. This separates out the job of miner and refiner making them two different jobs currently you need both to be worthwhile as you have crystals linked to refining skills. You could use ore grades to indicate some quality differences so high grade ore would have a better chance of yielding high mineral types. And ore that are in deeper space have a better chance of being of higher quality but there should be some randomness to it and the miners skill should work into this as well so a higher skilled miner would pull out on average a lot better ore grade then a low skilled miner.
This is a VERY interesting proposal. I'd be curious to see it developed more, to be honest. I wonder if just having one asteroid in a belt, rather than one of each ore class, would contribute to CCP's "Need for Speed" initiative? Or would the calculations necessary to determine yields and min types during refining balance out any gain in that area?
Unfortunately, this is not my bailiwick 
*********************************** "Burn the land, boil the sea, you can't take the sky from me..." |

Emily Heapy
Sinclair Corporation
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Posted - 2009.09.17 14:46:00 -
[158]
Have all standard Tech 1 (non named) player made and not seeded
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Zebba
Northwind Research Agency
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Posted - 2009.09.17 14:49:00 -
[159]
Originally by: Swalesey Been able to use a corp bpo locked in a hanger, and having the output and drop been a player's hanger would be great. Also, can roles be set for a persn to only be able to cancel/complete there own jobs rather than everyone's in the corp.
Originally by: Zindevar Devetaki Ability to build with corp blueprints using minerals from your own hangar and using your own wallet.
Originally by: Grendell 2. More corp hangar divisions
[...]
- Seperate roles for labs and factories
Yes, please finally add the functions the S&I interface suggests you. If I click the box to allow corporation members to use it let them use it! Also prevent every CEO from giving new people access to every corporation job. This will require some additional structure for players to place the minerals in order to build something. Maybe pooling the hangars isn't that bad after all.
Originally by: Tau Cabalander * Make the positioning arrows on the lime green POS structure placing cube scale with zoom factor.
Would make it a lot easier to anchor stuff further away from the CT.
Originally by: Iv Dor 5) Seeing a tower's fuel levels (hours/days remaining) remotely. Even in the real world would be able * Remember the range for doing Science and Industry jobs, don't default to your current hanger.
The API can do it, why not a tool?
Speaking of API: put some love into it! I want to extract a Blueprint list.
Things you should not change by the way:
- Do not add more public research slots
- Do not change the standing system in order to anchor towers
- Do not make research slots public available
- Do not change the fuel requirements according to standings
Zebba NRA
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Eraseri
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Posted - 2009.09.17 14:54:00 -
[160]
Originally by: Zebba
Things you should not change by the way:
- Do not add more public research slots
- Do not change the standing system in order to anchor towers
- Do not make research slots public available
- Do not change the fuel requirements according to standings
/signed
In my opinion too big messing with things that would have huge affect on market will not create anything good 
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Governor LePetomane
Rock Ridge Brokerage Solutions
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Posted - 2009.09.17 18:54:00 -
[161]
Originally by: Shoogie If I did my last material research job at the POS, can't you remember that so that my next material research job also defaults to the POS?
This is a good one I'd forgotten about. Installation window definitely needs a "remember current settings" option for the pulldown menus at top.
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Ahro Thariori
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Posted - 2009.09.17 19:01:00 -
[162]
Edited by: Ahro Thariori on 17/09/2009 19:03:27
Feature request: remove unnecessary clicks from the Science & Industry interface.
Let me expand on that: - at a station with lots of empty slots, why do I have to select one of those explicitly? The distinction isnt meaningful, all I'm interested in is an empty slot or one with the least time on. Same goes for slots within a lab at a POS. So instead of forcing me to select it explicitly let me just select the station/lab and select the least queued slot for me.
- look at use cases: if I am at a POS and I want to say invent on a BPO parked savely at an NPC station I have to manually change the range drop down box from station to current solarsystem every time. It's just one click but it gets stupid rather quickly. Either change the standard setting - or if this standard is required for another use case - make standard range selector in the drop down box configurable
- make everything batch; if I want to do 10x Improved Cloak invention from ten 1-run cloak BPCs utilizing ten Interface Alignment Charts, dont let me go through the tiresome interface 10x times. Allow me to select 5x BPCs, right-click Invention, select the lab (not the slots), warn me if there's not 5 empty slots, let me select the Decryptor, etc. pp. and be done for after the second iteration. - Or even better - Allow me to select 10x BPCs, right-click Invention, ask me to select several labs until the selected labs combined have enough slots for the 10 jobs (but also show me the value of the largest queued slot and allow me to select an additional lab to reduce this number).
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Mara Rinn
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Posted - 2009.09.17 22:26:00 -
[163]
Another thing: fix the orca's hangar so that operations with mixed corporations who are not in the same alliance can benefit. More to the point, fix the corporate hangar on the orca so that we can see items that are in the hangar now, not in fifteen minutes time. And fix the fitting service so that refitting mining ships in space doesn't mean you're mining for a day with no beams being rendered.
[Aussie players: join channel ANZAC] |

Marquise Zena
I.X Research
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Posted - 2009.09.18 12:24:00 -
[164]
One thing I would very much like to see is the replacement of the current T1 manufacturing method with a component method as is currently used for Capital Ships.
Currently we have: Minerals -> [Build] -> Ships
Where a component system would be: Minerals -> [Build] -> Components -> [Build] -> Ships
The cost to build the ship need to be roughly the same, but skills would be needed to build the varying level of components and the ships themselves. My problem is that at the moment a 1 day old character can (if they have the cash+blueprint) start building battleships without any skills. With component manufacturing, it would be more linked to skills. For example, producing components would require a ship construction skill. Building frigates, cruisers and battleships would require the relevent skill that currently exists. It would also allow more diversity in that some people may want to specialise in component production, ship production, etc.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2009.09.18 16:47:00 -
[165]
Let's see:
1) allow manufactureers to make meta 1 to 4 modules 2) remove T1 module drops from rats and replace it with something that allows you to make meta 1-4 modules out of standard modules 3) make it so that POS manufacture is always better than station manufacture (risk = reward) 4) make all POS towers and modules manufacturable (have them require NPC goods in their manufacturing to maintain the isk drain) 5) Start associating NPC goods at stations with planetary populations and not with just with specific NPC corporations (or add planet related goods to NPC stations regadless of corp affiliation). 6) Add a component level between minerals and T1 ships (i.e. modules and ammo can use raw materials but ships need T1 components to be built). 7) allow for partial completion of in-corp/in-alliance contracts (and or allow for buy sell orders who's visibility is in corp only). 8) allow for in corp contracts who's location is a hangar in a corp hangar at a POS. 9) allow for "tradepost" module that can be anchored outside a POS (much like a jump bridge) where a ship can come up and "buy/sell" from it (provided the pos does not shoot the visitors of course :P and the purchase/sale fits inside the destination hangar/holdspace)
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Adunh Slavy
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Posted - 2009.09.19 00:32:00 -
[166]
Originally by: Moon Dogg I wonder if just having one asteroid in a belt, rather than one of each ore class, would contribute to CCP's "Need for Speed" initiative? Or would the calculations necessary to determine yields and min types during refining balance out any gain in that area?
My recolection of that Blog/thread, that was specific to mining as it related to Need for Speed, was reducing having to keep track of the number of things in space. A roid being Veld or Crokite doesn't matter, it's just an object of a particular class of objects. The suggestions were things like, giant roids and get rid of the little ones, zones or "mineable areas" that just look like they have roids in them, to pointing lasers at moons and planets, among other things.
The Real Space Initiative - V5 (Forum Link)
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Torand Fisk
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Posted - 2009.09.19 04:49:00 -
[167]
I was thinking of a couple things...perhaps some high tech exhumers that could cloak while mining for deep 0.0 mining missions..or not while mining of course, but the equivilent of a covert ops mining ship that could move while cloaked.
Rigs that directly benifit mining, rather than only righs that benifit mining drones.
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Agisha
Gallente
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Posted - 2009.09.19 12:56:00 -
[168]
I would suggest to introduce "quality". A better quality of ore will produce a better quality material like a better ship with a higher shield etc...
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Michael Ar'Deteis
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Posted - 2009.09.19 16:15:00 -
[169]
Today we have T1=>T2 Invention (lets call it Advanced Invention) Lets add T1=>Meta Invention - inventing Meta 1,2,3,4 BPC from T1 BPC using appropriate skills and materials (lets call it Meta Invention)
For Meta Invention you will need:
- T1 BPC - copied from T1 BPO
- T1 Module - Looted from wreck or manufactured
- Damaged Module Parts - Looted from wrecks instead of usual module drops
Meta Invention will be always succesfull. As a result, you can get:
- Meta 1 BPC (40% chance)
- Meta 2 BPC (30% chance)
- Meta 3 BPC (20% chance)
- Meta 4 BPC (10% chance)
Materials used for meta manufacturing will be: T1 module variant, minerals, other items (like in T2 manufacturing)
Drop from NPC atm is only modules (100%). Replace it with modules (30%) and damaged module parts (70%). Damaged module parts can also be reprocessed.
To boost interest in T1, Meta 1-3 items - increase skill prerequisites for better items: meta items, T2, faction, officer, storyline. Kinda weird to see same prerequisites for Heavy Missile Launcher I and 'Arbalest' Heavy Missile Launcher.
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JitaPriceChecker2
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Posted - 2009.09.19 17:42:00 -
[170]
Give us ability to reprocess subsystems.
I want to reprocess a lot of them.
Any good expansion should hit poeple hard that think "minerals i mine are free" and benefit rest.
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Fellhahn
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Posted - 2009.09.20 10:56:00 -
[171]
Allow the option to rent research slots on a POS to members of the public.
Materials required for invention should be able to be sourced from a corp hanger, both at a station or at the POS itself.
Allow POS's that have been offline for X number of days to hacked. Then can be unanchored, hauled off and sold. All attached modules could need to be hacked and removed before the main tower could be taken. 0.5 - 0.6 systems in regions like Forge/Lonetrek are literally clogged with offline towers, some that have been offline a long time, plenty owned by corporations that have a single member who hasn't been in game for months or years.
Larger volume anchorable containers.
A % chance to succeed statistic when lodging an invention job.
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Jo Shmo
Caldari Semi-Ethical Munitions Inc.
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Posted - 2009.09.20 11:55:00 -
[172]
I didnt read past the first post, so if these have already been mentioned, consider them in agreement with the original poster.
Better POS module synergy. Let the POS modules work together instead of each of them being a separate entity. For example allowing arrays draw from an anchored corp hangar for production. Also, having to have modules within 3km of each other to move stuff between them is a PITA, especially for larger modules like ship assembly arrays, please increase the range.
A useful refinery for more than ice. If it has to be anchored to an ORE faction tower to get anywhere near 100% yield, that works too. 75% yield on the efficient refinery isnt even worth it in W-space sometimes. Also, the refineries are too small and or take too long.
New gas harvesting ship. With the discovery of W-space, gas cloud harvesting is becoming more of a real profession. I feel its about time it has a ship dedicated to it.
Hidden ice belts. Sort of like what was done with hidden ore belts. You probe them down, they have a few ice blocks with a finite amount, and they have better rocks than what is normally available in the area. High-sec would get the improved racial ice mixed in with normal ice for the area, like Pristine White Glaze and Thick Blue Ice. Low-sec would get stuff like Glare Crust and Dark Glitter mixed in with racial ice. Nullsec would get access to racial ice that isnt normally found in the area, in addition to all of the above. DO NOT LET THESE SPAWN IN W-SPACE!
Recolor the icon for BPCs. Make them yellow instead of blue, and then they are easily distinguishable from a BPO.
More variety between mining ships. Currently, there are about 12 mining ships, including frigates and cruisers. There are only 4 that are really used by anyone more than 2 weeks old that is dedicated to mining. Combat ships on the other hand number in the hundreds. Give us some options, please.
ORE Mineral and Ice Compression POS array. Shouldnt compress as good as a Rorqual, maybe 10:1 or 15:1 ratio max, but it should be fairly quick, have a decent cargo size, and be able to run multiple jobs at once (3-5). This, combined with an ORE tower and a refinery would allow you to compress the ore/ice before refining it, so you can refine more at once.
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Cergorach
Amarr Black-Sun Pitch Black Legion
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Posted - 2009.09.20 12:49:00 -
[173]
Request: Accounts that aren't subscribed (either through a subscription fee or the use of PLEX) should not be able to generate any ingame effects, and should be implemented in the same way 'ghost' training was countered.
- Research is stopped/canceled if your not subscribed.
- Production is stopped/canceled if your not subscribed.
- Generation of Research Points is stopped if your not subscribed.
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Martin Blanke
Tactical Logistics Corporation
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Posted - 2009.09.20 13:14:00 -
[174]
Well I hope no one has already said this, I tried to read it all...
My idea is to change the way refining is done in a station.
For the mining corporations, their corp tax could include a percentage of what their members refine. So a member goes out and mines a bunch of veld, then he refines it, and the refinery puts 10% or whatever the tax is into deliveries.
Also, to make it easier refine for fleet. Add a tab that will spread the mins out amongst the fleet members. Then you don't have to wonder if that guy doing your reprocessing is doing a little for himself.
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Marty Bones
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Posted - 2009.09.20 15:35:00 -
[175]
Originally by: This NameTaken
Originally by: Swalesey Taking module drops from mission runners/ratters is a bad idea, as a lot of people actualy use these module drops to fit ships in the early days, and It makes no sense that player ships drop there modules, but npc ones don't. Why would all npc ship be carrying round bpc of there own modules all teh time and what benefit does this have to people who run missions etc (I am not a mission runner) They make there isk out of these modules and salvage more than bounties often.
Of course they make their isk from these drops. Are you aware of how much they make? There are enough tech one moduals on the market provided by mission runners to make producing tech one items from blueprints useless. In this way, mission runners are destroying manufactures.
Those items that are not sold are being recycled into minerals. In this way, mission runners are destroying miners.
Mission runners make a ridiculous amount of isk for the skill and risk involved. Part of me likes that, because I run a lot of missions, but another part of me realises that this isk comes at the expensive of miners and manufacturers. Miners make about 15% as much money in high sec per hour as mission runners. Part of that is because mission runners are producing minerals from the loot that they gather. If BPC's were droped instead of actual items, mineral demand would go up, so that miners can have a trade that pays the rent. And, manufacturers would actually have the ability to produce the items that are sold on the market. After all, I thought one of the good parts of eve is that nearly everything is produced by the players.
I understand your concern about a ship that drops a bpc... that does sound a bit odd. What if, instead, they dropped a broken modual that could not be refined, and only be used if it were "fixed" by adding more minerals? They could still be sold by the mission runners to manufacturers that were "skilled" in their repair, and the manufacturer could fix them to be sold on the market to people that need them. Of course the miner still wins as well, because unmined minerals are not undercuting their efforts.
Now, granted, the mission runners just got a slight nerf to their income, but, be honest.... They really do need it. The miners got a much needed boost, and so did the manufacturing of tech one moduals.
What about adding electronic partd etc to t1 modules and ships. IN this way npc can drop broken meta1-4 items wich can be repaired by replacing broken electronic parts. Then replace teh module drops with electronics . In that way you can keep the mission runners income intact, add ·ore debt to production and increase income for miners and t1 manufacturers and add an aditional isk sink to eve to keep infaltion in check
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El Liptonez
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Posted - 2009.09.20 17:59:00 -
[176]
1. Gas harvesting ship. 2. Salvage conversion (but don't nerf T2 wreck salvaging with that please). 3. Comet mining. (most likely to be moon materials) 4. Fix low sec asteroids. Simply adding a few percent of refined minerals should do the trick there. 5. Differentiation between BPOs and BPCs. 6. Storefronts (also like the idea of POS trade hub). 7. Make getting faction standings easier, just slightly. 8. Good belts must be scanned. 9. Fix covetor skill requirements. 10. Fix industry job clickfest.
All of these were already mentioned before and have discussion threads, so don't think I'll need to explain them. 
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Tradkil
Kil Family Corporation
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Posted - 2009.09.20 18:01:00 -
[177]
Originally by: HillAnt the option to automaticly select manufacturing slots based on where the blueprints are
^ this +1
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Ukucia
Gallente The Scope
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Posted - 2009.09.20 18:03:00 -
[178]
Edited by: Ukucia on 20/09/2009 18:04:26 Edited by: Ukucia on 20/09/2009 18:03:28 This would probably be the hardest to implement. But it would be fantastic.
One of the great losses when SOE botched SWG was they had created a game with crafter PvP. The good crafters were able to squeeze a few more stats out of the items they made. These high-end crafters competed mercilessly for the best materials, and spent hours experimenting to make the Really Good StuffÖ. Their experiments let them figure out how to tweak the items they made, so that they were better for a particular purpose (for example, composite armor with very good resists that didn't require buffs to put it on.)
EvE has the "pew-pew lazors" PvP system down. They've got great market-based PvP. They need some way for a manufacturer to be better than everyone else. Material and time efficiency helps only a little, and the invention system works very strongly against those.
It would be great if I could mix in a little 'magic dust' and the final module would use a little less CPU. Or a little less PG if I used different dust. Or a ship had a little more agility, or a little more armor. And so on. Let me make "Ukucia's Raven", not "Yet another Raven that is identical in every way to every other Raven".
I realize this would be pretty nasty on the database programming front, but hey, we Gallente are supposed to be the dreamers.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.21 14:41:00 -
[179]
Originally by: El Liptonez 4. Fix low sec asteroids. Simply adding a few percent of refined minerals should do the trick there.
please L2economy
your "fix" would make it worse
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Sungas
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Posted - 2009.09.21 18:03:00 -
[180]
Edited by: Sungas on 21/09/2009 18:03:39 As opposed to what some here suggest.
Don't remove T1 drops.
Make the solution like anything else in game.
Reward time invested in skills. If a player opts to invest time into scrap metal processing instead of mining, then give them the appropriate reward for doing so.
If anything, provide more penalty for reprocessing T1 drops if skill investment is not made.
Skill investement should have a corresponding reward.
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