Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |

T'ni Iommi
|
Posted - 2007.05.25 21:50:00 -
[121]
http://goonfleet.com/open_letter_to_CCP.html |

Shandelzair
|
Posted - 2007.06.19 04:27:00 -
[122]
Edited by: Shandelzair on 19/06/2007 04:28:38 Edited by: Shandelzair on 19/06/2007 04:28:28 Id really love to be able to modify our ships appearance. It would add a brand new dynamic part of the game that i could spend literally hours doing lol. even adding logos to our ships would be cool too. If that sounds a bit much, i wouldnt mind atleast having some skins to choose from.
also, id REALLY love it if they added buttons for drone commands. Especially because the drones do things i dont want them to do, it would make it 1000 times easier to just add 3 buttons! engage, scoop, return orbit. Not to mention, i like having the option for more buttons. Makes controlling the spacecraft easier yet adding more functions to control the ship which makes it seem like we are doing more than just hitting the few mods we have on and off.
|

Marcus Pierce
Gallente Center for Advanced Studies
|
Posted - 2007.07.19 12:55:00 -
[123]
Originally by: Domosan
I would say if they make it possible to spawn better ore and rats in lower true security (not as much better ore and rats, but some) then it would seriously "spread-out" the 0.0 population base. As everyone who has lived in 0.0 for any length of time comes to understand very quickly, most of 0.0 space is completely and totally empty. No one cares about mining jaspet or hemorphite or npc'ing bc's. People want to mine Crokite, Bistot and Arkanor and chain triple 1.5 mill bs spawns. That starts with a true security status of around -0.40. Same with the ratting, the bs spawns in systems below -.40 security are pretty crappy, many times only seeing 1 or 2 bs in a couple of hours of ratting. Because of this, pretty much every system below that true security rating is a wasteland never seeing anyone in it and thats a ton of real estate.
If they make it possible to spawn a few belts of these high end ores and rats even in crappy true sec space down to -0.01 then people will want to rent out and colonize lower true security space. I can only think this is a good thing.
Regards
If I get you correctly - you want to force people to go to Low Sec systems to mine by moving there all precious mineral.
I really like the idea of moving all the minnig (or most of it) to Low Sec system - but not the way you propose.
What I think of is few easy things:
1. Let there be less minerals - they will quickly end up in High Sec systems and it will force players to create colonies in Low Sec systems (where nobody mines).
2. I don't know how it's done, but I propose to spread minerals in some predefined area.
Most common are everywhere, but f.ex. gold only in some special regions. This will enable GoldFever - a lot of fun. Additionllay if mineral rich regions/belts will be rare it will make people to claim and defend those regions/belts - more PvP - more fun.
3. This is not the easy one - do not allow NPCs to produce, or force it to but minerals to produce (I don't know how it's currently solved and I assume that NPCs get everything for free).
This will cause minerals lot more valueable - skills will be more important, prices will be higher, much more areas to coopearate between players.
4. And finally last (not necessary thing) - I've seen on the forum an idea of cheaper stationlike equipment that allows users to create "camps" in space.
I think that those 4 would fasten exploration a lot.
___________________________ Best Regards, Pawel Grzybek (ingame Marcus Pierce) |

Drizit
Amarr Lonely out here Black Sun Alliance
|
Posted - 2007.07.23 15:35:00 -
[124]
Is it me or is there very little movement from "DrawingBoard" to "In development"?
It appears that so much also seems to have skipped the drawingboard stage since this list was put up. I notice most of the "In Development" and "In Testing" seems to benefit players in 0.0 most. It does little if anything to help highsec players migrate to lowsec and below.
Even helping highsec players overcome certain aspects of the game to aid their migration, larger GSC's for example which would help prevent ore theft. It would make it possible for highsec players to earn a crust and gain enough skills to become a bit more than just gank fodder. Skills cost isk and often isk is gained primarily by mining. Take away the ability to keep what you mine and it becomes a fruitless waste of time and a good example of how to **** off your new players.
--
|

Callate
|
Posted - 2007.07.27 17:40:00 -
[125]
What about mining? No improvements there so far..
There has been a whole thread about it, but i haven't seen any of the ideas there in the drawingboard or development. I don't want to go into low security space mining valuable ore when the risk is like 95% you get shot down and lose your 5 20mill implants along with your ship and equipment in half an hour.
I don't want to mine in high security either, you can get money way faster by doing a combination of missions and salvaging than by mining, the ore most of the time is just not valuable enough.
So the only way left for me to make good money is doing missions and salvaging. Don't get it why no attention has been payed to this. Do smt about it!
|

Aki Bane
|
Posted - 2007.07.28 04:16:00 -
[126]
There is mention of individual home housing. Since Eve online is planning to allow players to explore stations why not include housing in the stations themselves or apartments to rent out to players? Maybe even a barracks attachment to stations.
Just a thought.
|

The Jay
|
Posted - 2007.07.31 19:15:00 -
[127]
Originally by: Aki Bane There is mention of individual home housing. Since Eve online is planning to allow players to explore stations why not include housing in the stations themselves or apartments to rent out to players? Maybe even a barracks attachment to stations.
Just a thought.
along the sames lines, why not make it so you can colonize plantes and get tax money from them. have troops stationed on the planets and such and have ground wars, and add troop transprt ships to the game.
|

Ron Dax
|
Posted - 2007.08.01 11:21:00 -
[128]
I agree with explorable spacestations, which imo would be really awesome! Cause thats what I'm missing in eve. There is no walking around and chilling like in every other mmorpg/mmo I played so far. I mean why do people play wow as an example? cause they can walk around explore a bit or just sit under a tree and talk with their friends. At some point playing a game is not really important anymore its just some kind of "improved irc" ;) Really walking around in a spacestation and taking a drink with friends at a bar would be a great feature. You could improve that feature, by having agent offices in the spacestation where you would walk in and visit your agent to do missions. Or you could visit corporation headquarters etc. Also a really good thing would be to be able to rent a room in a spacestation, so you would have your own private player appartment. There could be also some kind of "schools" on a station where a player could go in and pays some extra isk to learn a skill, the bonus would be that say that he would learn his skill 5% faster or something, but he has to stay inside the school, if he leaves then the skill would go back to "normal learning level" till he enters the school again. As I said that service would cost isk and you would have a new money sink in the game.
I dont know if you ever played starwars galaxies, but I loved the way playerhouses worked there. I mean every existing item in the game had a real 3d object and you were able to put everything in your house. That was really by far the best feature that game had and I never saw something similar in any other game I played so far. Every player had a different house and my own house had over 50 different objects inside. I had a carpet, paintings on the wall, a bed and lots of guns on the wall and some hunting trophies. Even spaceship parts had a real 3d object, so you could put them into your house or inside the player shob and that was really great to stand next to a huge spaceship lasergun or something similar.
Also veteran rewards is something I miss in that game. They shouldn't be things which would make a player stronger or something, again starwars galaxies did a great job with veteran rewards. I mean those small holoship items looked great inside a player house on a table.
Just thinking of such features in eve online. In your own appartment inside a spacestation and you could look outside the window (if you had enough isk to buy a better priced appartment) and watch the stars.
Also for corporations there would be a hq and a planing room, a meeting room etc.
|

Jon Engel
APEX Unlimited APEX Conglomerate
|
Posted - 2007.08.02 19:18:00 -
[129]
You can solve the question about sub-system targetting, by somehow making only ship modules targetted. Take out the Nosses, Guns, Launchers, ECM, Armour Reppers, and move in for the structural Damage.
Or some such. Even so, you could just restrict it to Weaponry and Propulsion, which is all you would need.
|

Josef Amerentev
|
Posted - 2007.08.06 22:59:00 -
[130]
Anyway what is with all the talk over housing. I really dont understand why ppl r debating over how bad the lag would be or how much it would unbalance the game. In line with cosmos 2 why not let have a number of deadspace pockets show up that allow a player to build in them. Ie a station or starbase that is simply a safe place to house a large number or expensive ships. Like maybe if u own the thing u can stick a supercap in it. As yet there are many areas also where it would be fun to add our own stargates or something.
A good "place" could just be a ds pocket with a few cannons, a main station to dock with that could play host to all those nice lab slots or other ameneties. A way to create these might be to add an accel gate that may spit a player out somewhere a good distance out from most of the system. Then to bring someone else to ur spot u gang them and hit the accel gate with a activate for gang option
|
|

Obsidian Hawk
FREGE Alliance
|
Posted - 2007.08.12 22:41:00 -
[131]
You know on the first page, a lot of those pages for drawingboard, in development, and in testing have not been up dated. like head appears on the in development and in testing when it's already in game. So, now that a lot of the stuff is out now, what is being worked on and what is in development?
|

James Swindle
|
Posted - 2007.08.13 16:18:00 -
[132]
These pages need updating
|

Cornucopian
Gallente Dutch Omega United Freemen Alliance
|
Posted - 2007.08.17 08:01:00 -
[133]
/signed, update this PLEASE!!! I posted about it a few weeks ago but the thread got deleted for some reason.... ----------------------------------------------- "Yes... I sleep with my myrmidon. It's nothing to be ashamed of!" |

Salpad
|
Posted - 2007.08.20 11:42:00 -
[134]
Originally by: ShiNoKaze Edited by: ShiNoKaze on 21/02/2007 13:46:16 The only reason I'm posting this is because I don't feel it has been addressed. It may have been, but I don't have the chance to read all the forums. I completely understand why CCP would not do skill training queues. The thing that makes this game addictive is that you don't have to play it all the time, yet you do have to log in every once in a while. I get that. Adding a skill queue would make people log in less. The skill queue would help those who either don't want to be bothered with logging in, or are unable to manage their life around the game, which, to put it bluntly, is not CCP's problem. What I do think would be good is not a que based on a number of skills but on time. For example being able to que up skills for the next 24 hours. Lets face it, if I can play once a day for a couple hours a day, I'm not gonna train a 4-10 hour skill. I'm not wasting 14 hours to get that 10 hour skill trained. But that means I never get that skil up high enough to train for days either. Point is the people who play all the time would only gain added convenience. People who play infrequently should at least be able to log on, if only to change skills, once a day. And if they could queue up for a set amount of time, then it would not be wasted. Learn from WOW, cater to the people who play every once in a while and your player base will increase exponentially. Jusy my 2 cents.
This is a really wonderful idea, and it perfectly addresses my problem, which is to get new skills "up to speed", raising them to level 2 or 3. Anything higher than that I can manage, but those first 2-3 levels of new skills are often a pest.
While long-term queueing would be nice (and would cause me to sometimes go for a couple of weeks where I only log on 3-4 times[1]), what is really needed is something that solves the low-level skill problem, and your suggestion does that.
[1] But folks, keep in mind that nobody trains skills just to train skills. All of us train skills because we have specific goals we'd each like to achieve, such as becoming able to fly a Battleship or a t2 hauler, or do hard-core Margin Trading.
|

Salpad
|
Posted - 2007.08.20 11:53:00 -
[135]
Originally by: Aki Bane There is mention of individual home housing. Since Eve online is planning to allow players to explore stations why not include housing in the stations themselves or apartments to rent out to players? Maybe even a barracks attachment to stations.
Just a thought.
Yes, that's a great idea. Having individual player houses floating out in space would probably cause all sorts of technical problems.
One take on your solution is to allow rentable housing slots on existing stations. Another take is to add new stations with the classification "habitat". These do not offer any industrial options (refine, reprocess), perhaps not even repair. But they sell housing slots - bought for a high initial price and then with a weekly or monthly rent paid.
Either way, I think it should be housing slots only and not houses. The actual houses should be bought on the market (initially sold by NPCs, then gradually switching to layer-manufacture only). You buy one, then transport it to your station or habitat of choice, and "unfold" it into your slot. Then if you wish to move you can "fold" it again and haul it to somewhere else.
I'd also like for there to be several styles of housing. At least Caldari, Amarr, Galente and Mimater, and many quality levels within each style.
For instance:
Studio, purchase 10M ISK, rent 1M per month Small, purchase 30M ISK, rent 2.5M per month Medium, purchase 100M ISK, rent 6M/month Large, purchase 300M ISK, rent 15M/month Luxury, purchase 1G ISK, rent 40M/month Grandiose, purchase 3G ISk, rent 100M/month
Each class should be larger, internally, and feature more luxurious furnishings, than the previous. It would be important for CCP to strive for emergent prestige, so that high-rolling players will be ashamed to be seen living in studios or small apartments.
|

Mugdubbus IX
Amarr
|
Posted - 2007.08.21 22:05:00 -
[136]
On the subject of "Full Planetary Interaction" I'd like to see a MechWarrior type of world, mouse operated like the ships to reduce lag. Airless environments with miners and fighters and mining tunnels and connected by shuttle bases to the space stations. (Please excuse me if it's been suggested, I did a search and didn't find anything.)
|

Drackx
Grumpy Old Men
|
Posted - 2007.08.24 13:16:00 -
[137]
Edited by: Drackx on 24/08/2007 13:16:55
Guys and Girls of the Dev team, this is just to remind you, that I'm still waiting for my planetary interaction :-)
http://go-dl.eve-files.com/media/11/FanFest_2004_-_Planetary_Flight.WMV
BTW can't you provide me or actually the whole community with a higher resolution recording of the 2004 Fanfest Planetary Flight Demo, please
O please o please
Thanks
Drackx
|

Ryan Darkwolf
Amarr Viziam
|
Posted - 2007.08.25 22:20:00 -
[138]
Reading you drawing board on attacking subsystems here is an idea:
Subsystems have their own shield, armor and hull hp, which share your ships resistances but have of course a lot less HP. The subsytems can be targeted only after your ship has already target the ship you are attacking (no there isn't an extra lock time, your ships weapons just focus on that part of the ship) BUT can only attack with anti-subsystem weaponry. (There was a game that the makers of Homeworld made about 2 years ago...this is from their consept of subsystem destroying)
Ammar would have the laser Caldari missles Gallente hybrids Minmatar projectile
The subsystem weapons would then be seperated into small to large, but would deal considerably less damage and can only hit subsystems....trying to fire at the subsystems without anti-subsystem weaponry causes the weapon to damage the ship and not the subsystem.
Also repers and shield boosters also boost and repair the subsystems but at a much smaller scale...well thats my 2 cents -------------------
Quote: Waah ! CCP ! I have to face targets that can actually fight back ! Unfair ! NERF !
|

Brutal Bruno
|
Posted - 2007.08.29 12:23:00 -
[139]
About training.
How about making class room in the school stations where you can speed up the training with some puzzels or something?
|

The Champion
|
Posted - 2007.09.13 02:48:00 -
[140]
Bounty System
Long-awaited upgrades to the ôbounty hunterö profession, rewarding those who want to fight the good fight without just making it more profitable for pirates to claim their own bounties.
Make it that when u put bounty on someones head the bounty stays with the implants he had at the time i put bounty on said person. say someone has snake implants and hes messing around playing invincible or such.. i put bounty on him then changes his clone bounty is on the clone he had at the time i put bounty on him. and he can now still claim his bounty but with the loss of implants if he pods himself.
|
|

kimish
|
Posted - 2007.09.15 21:27:00 -
[141]
time to update your in testing section etc.. sigh _____ _____ "When the moderators are gone, the trolls dances on the table." |

James Swindle
|
Posted - 2007.09.18 04:53:00 -
[142]
Yep, not just testing all the pages need updating.
|

Cornucopian
Gallente Orias Fringe Enterprises United Freemen Alliance
|
Posted - 2007.09.18 08:53:00 -
[143]
Originally by: James Swindle Yep, not just testing all the pages need updating.
yeah.... they have needed it for the past 6 months. ----------------------------------------------- "post with your main. delete your alt, you sad little exploiting metagamer."
Originally by: Royaldo
complete win by Cornucopian!
|

Khanak Hryad
Amarr The Firestorm Cartel
|
Posted - 2007.10.06 14:45:00 -
[144]
...7 months...
New Idea to Prevent Blobs |

Blind Man
Angel Deep Corporation
|
Posted - 2007.10.20 20:07:00 -
[145]
yeah those need to be updated when rev3 is fully out on sisi i hope
|

James Swindle
Caldari Caldari Provisions
|
Posted - 2007.10.31 17:26:00 -
[146]
8 Months..................................................
|

sukio
|
Posted - 2007.11.20 14:24:00 -
[147]
if you keep adding in skills you really should add in some other skill options the chained or duel learning sounds good but also doing certain tasks should give you bonuses to learned skills if your doing combat missions all the time your reward should be extra learned combat skill points either predetermined or by skill use or as a bulk that the player distributes
I see no reason why a miner cant get better at his job by mining.
|

sukio
|
Posted - 2007.11.20 14:37:00 -
[148]
I would like to see security flags and filters for low sec locations on the trade good page and the contract page and a way to be able to check a route on the map when your not at the points currently your at A but want to see the route between B and C
If your going to make low sec space un inhabitable to casual players you might as well make it easier for us to avoid it in the first place
id love it if i was looking at a comodity on the market and could tell that the planet it was on was low sec or even better the path to it was low sec or could simply filter out any planet below a certain rating when doing my market searches.
|

sukio
|
Posted - 2007.11.20 14:44:00 -
[149]
make a non-PVP faction that non-pvp players can join where they are immune to pvp jerks that prey on carebears and casual players and drive people away from eve.
there is a reason almost 80% of eves population is in empire space it is because other players are keeping them from enjoying a large part of the eve universe mainly by gate camping and blowing up everything that flies including unarmed haulers and miners maby then you wouldnt be at a pathetic 200k of subscribers EVE PVP is out of control and is hurting EVE and CCP EVE PVP is out of control and is hurting EVE and CCP |

sukio
|
Posted - 2007.11.20 14:56:00 -
[150]
if your thinking of sub system targeting then you really should got facings instead of this simple 360 degree set your using
instead of a single facing you would have like a front, rear, left, right facing in a standard 4 or a even a 6 sided facing. this would allow a player to try to protect an injured facing usually once shields and armor are gone specific internal components become vulnerable but usually only ones near that particular facing so you could disable the left engine but maby not the right
this would add a whole new dimention to the stratagy of battle especially if you could absorb damage on different shield or armor facings during a fight
this would make fights much more than just who has the biggest guns like it is now besides its much more fun than getting podded 3 seconds into a major battle and eve is supose to be fun right? EVE PVP is out of control and is hurting EVE and CCP |
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |