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Thread Statistics | Show CCP posts - 1 post(s) |
Halo Phase
Adhocracy Incorporated Adhocracy
4
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Posted - 2015.01.18 11:25:42 -
[121] - Quote
What mythical stuff are scanner probes made of that renders them immune to being locked and fired upon? Seems wrong to many people I have spoken to that they should be invulnerable to attack. If this is going to continue to be the case in the future, can I have a ship built from the same stuff? |
umnikar
Fishbone Industries
54
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Posted - 2015.01.19 04:28:48 -
[122] - Quote
Dscan Window:
Since we have this filter selection for dscan, I always wanted to have a second one. So instead of the checkbox to turn the filter on/off there should be a switch to select between 2 filter selections.
[PvE] Fix the spawn for grav/gas sites. Sleepers should spawn immediately. Let's get rid of that ninja mining... |
Adarnof
Free Trade Monopoly You Are Being Monitored
67
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Posted - 2015.02.03 08:27:32 -
[123] - Quote
[Visual] Remove the bland pastel pink skyboxes and replace with their former, distinctly colourful selves.
[Environmental] Add wandering wspace->wspace holes to C5 space (or any which currently don't get them). More dynamic space is more interesting. And I'm not talking those silly frigate holes either, I mean real big boy holes for big boy ships.
[Gameplay] Revert ore sites to signatures.
[Technical] Allow cans to function in storage arrays like they do in stations. I know, nightmare spaghetticode, but can't a guy dream?
[Gameplay] Modify site spawn mechanics to prevent sites from piling up in dead systems. Example: random timer which starts the site after certain number of days.
[Gameplay] Allow ships to remember multiple POS passwords simultaneously.
[Industry] Prevent non-directors and non-installers from delivering completed jobs. Only allow jobs to be delivered by their original installer or a director/CEO much like the cancel function now.
[UI] Allow hotkeys for Dscan and toggle anomalies. Preferably the same key.
[Technical] Allow T3 assembly at POS
[Technical] Alliance bookmarks
[Gameplay] Allow clone swapping in wspace. Either POS anchorable or rorqual. If rorqual, increase number of clones which can be stored.
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Gizznitt Malikite
Agony Unleashed Agony Empire
4197
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Posted - 2015.02.11 17:58:55 -
[124] - Quote
[Technical]
I would like the low-fuel notifications for POS's to spam Fuel Managers even if the System has NOT been loaded.
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Kathryn Painway
Just a Ride
7
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Posted - 2015.02.19 22:40:45 -
[125] - Quote
Tim Nering wrote:[ Gameplay ] When i drop probes they are right next to me in space. but if i open the solar system map and scan they go somewhere random on the map. The reason i care is if it was consistent and the probes dropped right on top of me and i scanned, i would be able to scan the wormhole i came thought in 1 second as opposed to 10. Not random, they are (showing) the spot you last picked the probes up from which I often find to be an advantage. |
Kathryn Painway
Just a Ride
7
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Posted - 2015.02.19 23:53:07 -
[126] - Quote
Though I have read most everything in this forum and could quote many, most of what I had to say has been gone over anyway so here are my 2 cents in short(ishness);
Yes to reverting ore sites (or splitting them as mentioned). While your at it make gas sites 100% sigs, damn lil Ventures hard enough to catch anyway.
Nomads you say? T2 orcas or a new porta-potty pos stick with sma/cha attached, no other mods.
Dead pos sticks? Nay, leave em alone, let the locals take em down if it is in their way or an eye sore.
Remote insurance? meh, maybe. At least for pre-insured ships (time frame sensitive) and definitely not those having to be made in-house.
Locking bookmarks for directors a big YES.
Alliance, fleet and linkable bookmarks? At least one of those for the next 3 client updates please n thanx. As for the "predefined pattern" thing with bm's, I already thought I could through simple naming conventions.
Unique PI? Unique PI? No
Removing sleepers in lower class data/relic sites, no, that's what faction is now for.
T3 Burner groups, maybe, sounds like fun.
Deploying MTU for corp/alliance? Maybe, but isn't that what fleets are for?
If I named a wormhole system it would be called "Get Real" but it is not ever going to happen.
CHA Killmaills include contents? Yes yes.
Personal SMA's might be a nice alternative for reducing power consumption and limiting accessibility though compartmentalizing (tabs) the ones we have now is an option as well, one or the other please.
T3 assembly? No contest & I thought this was already set in stone?
Probe analyse hot-key and a refreshable (customizable) auto d-scan rate? Double plus good.
Repackaging ships? Why not add warp bubbles and pos mods to that list too?
System effects? Sure, but as stated in this post somewhere, just the basic facts ma'am.
Polarization timer? Yes, don't see the harm.
Though Ice has been dealt with I think, I would still like to see it spawn irregularly like ore but more rarely and of a new type specifically for wh space, perhaps one with an omni-isotope that can be used to make all fuel blocks.
Also noted in this forum; multiple starbase password fields for ease of access.
As for a few of my own pet peeves: 1) SMA's that don't regen ship shields 2) PI networks are not showing up unless yours though there's a command for it 3) Can CCP cut down the amount of wormhole entrances/exits in wormholes just a tad? Used to average 2-3 now 4-6, how about a compromise? 4) Re-sizable industry window (yes not wh specific)? 5) d-click ships in SMA to board
And lastly I would like my order with a side of fries with a Venti Quafe but with 3 shots. Coming right up? Thank U.
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Kathryn Painway
Just a Ride
8
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Posted - 2015.02.22 19:13:00 -
[127] - Quote
Nitris Denitrace wrote:[PVE] Given recent events, it's obvious that the sleepers are becoming more and more active. As such, it only makes sense that they'd start responding to our presence (In a negative way, of course). Would it be impossible for Sleepers to start chasing players that show up in too large of numbers, trigger a certain event, fail a sleeper data/relic site or something in the likes? They obviously do not want us in their space, so it only makes sense that they start making efforts to eject us. I personally love jumping out to High Security space and having to maneuver while the local police chase me, why wouldn't Sleepers respond to outsiders like CONCORD or the Faction Navy to Pirates?
Suppose this does fall a bit under 'roaming sleeper gang' which most people are calling for, and I get why some people are against it. Frankly, though, from a canonical standpoint it doesn't make sense that the Sleepers would just sit back and watch us invade their homes waiting for us to come and salvage their wrecks. J-Space is supposed to be completely inhospitable, and we've all gotten WAY too comfortable. I'd say it's high time the Sleepers showed us who's space this really is.
The sleepers are drone remnants of a long dead species of human and are mindless automatons. Despite this perhaps other protocols that have been dormant in them may activate due to over-activity on our part, who knows?
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Soldarius
Kosher Nostra The 99 Percent
1129
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Posted - 2015.02.25 16:00:21 -
[128] - Quote
Ice Miners can only be fit to Exhumers. We have ice in frigate-only wormholes. Thus, no way exists to mine that ice. Remove the restriction on Ice Miners so that they can be fit on other ships like a Venture or Prospect.
http://youtu.be/YVkUvmDQ3HY
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Angus MacDoom
Anomalous Existence Low-Class
21
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Posted - 2015.03.03 06:54:34 -
[129] - Quote
Make proper use of the "Notes" section of BM's or when adding someone to watchlist. Would be good to see that there is a note attached to the BM, or see that there is a note attached to someone on your watchlist as to why they are on it. A little icon on the BM on rollover or something? A column for a shortend version of the note on your people and places watchlist next to the guy. |
Yuka Mayaki
Gambrini
1
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Posted - 2015.03.12 15:03:04 -
[130] - Quote
[UI] When you scan alot and create Corp Bm's (>50BM per day) the dropdown menu for the BM category gets annoying: -> Click name input -> Click dropdown -> Scroll -> Select category (click) - > Press ok (click)
Instead of a dropdown menu, a list with a button for each category would help alot: -> Click name input -> Click on button for category selction to confirm
Or at least make it possible using "tab", when the BM window has focus, that the focus jumps from the string input window to the dropdown menu: -> Click name input -> tab to category -> use up/down arrows to selct -> click "ok"
[UI] When using cargo scanner, a window with the container contents pops up --> make it possible to close it with enter key, instead of having to click "ok" |
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Kathryn Painway
Just a Ride
8
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Posted - 2015.03.13 05:28:15 -
[131] - Quote
Yuka Mayaki wrote:[UI] When you scan alot and create Corp Bm's (>50BM per day) the dropdown menu for the BM category gets annoying:[UI]
Not only unwieldy but can even lag which causes me to sub-divide folders on occasion.
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Iowa Banshee
Fenrir Vangard
0
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Posted - 2015.03.24 21:46:28 -
[132] - Quote
[Gameplay] Watchlists - It's about time this isk & risk free tool was either removed or made a function that you have to pay for.
Locator agents could do the work: You create a watch list assigned to a locator agent and a ping on that list should result in a isk charge. The higher the security status of a system the cheaper the cost.
Friends could approve their inclusion on a list and "provide their online status" for free.
No local = No watch-list
We should be trying to differentiate the types of space not trying to make them the same |
Dominous Nolen
Mordus Angels
40
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Posted - 2015.03.24 22:36:32 -
[133] - Quote
[UI]
Polarization timer(s) when jumping multiple connections would be awesome especially for players who don't venture into wormholes all that often so they are aware when they are polarized.
This is EVE, Not Hello Kitty: Island Adventure
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Pesadel0
the muppets Void..
117
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Posted - 2015.03.26 00:12:59 -
[134] - Quote
Dominous Nolen wrote:[UI]
Polarization timer(s) when jumping multiple connections would be awesome especially for players who don't venture into wormholes all that often so they are aware when they are polarized.
How will it show when you are hoping from one WH to another? |
Peonza Chan
Gloryhole Initiative
10
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Posted - 2015.03.29 14:27:03 -
[135] - Quote
[UI]
I don't know if someone already named it, but I would appreciate if the auto-complete list displayed when bookmarking something doesn't show above the folder menu.
When renaming a bookmark before changing the folder, that auto-complete list gets over folder menu, thus forcing me to click somewhere else in order to that list to disappear |
Dominous Nolen
Mordus Angels
40
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Posted - 2015.03.30 05:42:41 -
[136] - Quote
Pesadel0 wrote:Dominous Nolen wrote:[UI]
Polarization timer(s) when jumping multiple connections would be awesome especially for players who don't venture into wormholes all that often so they are aware when they are polarized. How will it show when you are hoping from one WH to another?
I wasn't entirely certain if there was a way to represent the value as once you make the 2nd jump the timer starts. Have some form of indicator as you would have for your aggression timer/ log off timer/ etc..
Just a thought.
This is EVE, Not Hello Kitty: Island Adventure
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Saede Riordan
Alexylva Paradox Low-Class
7537
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Posted - 2015.03.30 13:58:31 -
[137] - Quote
Here's an easy way to show the polarization timer, given that you can have many of them at the same time.
When you jump through once, the wormhole will display a graphic indicating that you are polarized with respect to the far side. Then if you jump again, it will display a different graphic indicating you are polarized on the near side. Maybe make whatever symbols etc you use blue for far side polarized and red for near side polarized? Just spitballing here.
I think that would work better though then putting the timers in the upper left hand corner, given you could have many different timers going at once. Better to put the timer for the wormhole on the wormhole itself.
Fear and Loathing in Internet Spaceships
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Lloyd Roses
Artificial Memories
936
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Posted - 2015.04.01 12:28:45 -
[138] - Quote
Saede Riordan wrote:When you jump through once, the wormhole will display a graphic indicating that you are polarized with respect to the far side.
Yes, putting a timer with a visible bar next to it like RF timers would be sweet.
Please make c1/c2-anom sentries disappear, give them tracking issues or just replace them with sleeper ships. Make sigtanking noobs a thing in c1 space, make T3 Destroyers fully viable for all anoms, not just c1-c3 anoms without sentries. Those things are just restricting diversity without adding any value. |
Kathryn Painway
Just a Ride
11
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Posted - 2015.04.06 21:03:59 -
[139] - Quote
Dominous Nolen wrote:[UI]
Polarization timer(s) when jumping multiple connections would be awesome especially for players who don't venture into wormholes all that often so they are aware when they are polarized.
An audible "warble" variance may be used when in proximity to wormholes which you are half or fully polarized against. Between that and hovering your cursor over the wormhole to activate a time-remains field would be nice. |
Kathryn Painway
Just a Ride
11
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Posted - 2015.04.06 21:40:34 -
[140] - Quote
Iowa Banshee wrote:[Gameplay] Locator agents could do the work: You create a watch list assigned to a locator agent and a ping on that list should result in a isk charge. The higher the security status of a system the cheaper the cost.
Friends could approve their inclusion on a list and "provide their online status" for free.
Might work but I would also like to see "remote agent access" made available even if it meant training a new skill... not that that has anything to do with wormholes |
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Richard Bong
Hole Violence Whole Squid
61
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Posted - 2015.04.10 13:48:04 -
[141] - Quote
[Technical]
I am sure someone brought this up already but I cannot open cans in a POS mod.
The personal hangar array is awesome and the fitting changes are too, I would just like to be able to organize the mess of modules in my LSAA division without having to put the can in a hauler to get stuff out of it.
I know POS code is a mess and it might not be feasible because of that, but if I could use cans in a POS it would be pretty awesome.
[ASK] Me about drive by thread shitting!
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Richard Bong
Hole Violence Whole Squid
61
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Posted - 2015.04.10 13:51:15 -
[142] - Quote
Pesadel0 wrote:Dominous Nolen wrote:[UI]
Polarization timer(s) when jumping multiple connections would be awesome especially for players who don't venture into wormholes all that often so they are aware when they are polarized. How will it show when you are hoping from one WH to another?
You could just have the same kind of "slowly erasing" clockwise circle that they use for other timers around the wormhole icon itself. That way you know if you are polarized on that specific wormhole. I hope that makes sense? I'm kinda tired.
[ASK] Me about drive by thread shitting!
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Ele Rebellion
Dead Star Syndicate
33
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Posted - 2015.04.16 23:18:57 -
[143] - Quote
One thing I'd like to see is little bit better visuals. (course this actually applies to more than just WH space)
Why is it that when anchoring to some moons you cannot even see the moon? It often looks like you are simply anchored out in middle of no where.
Better moon graphics and closer anchoring. (Stations and POCOs are anchored right next to moons and planets. why aren't POSes?) |
Dominous Nolen
Powder and Ball Alchemists Union Mordus Angels
41
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Posted - 2015.04.22 18:50:47 -
[144] - Quote
Richard Bong wrote:
You could just have the same kind of "slowly erasing" clockwise circle that they use for other timers around the wormhole icon itself. That way you know if you are polarized on that specific wormhole. I hope that makes sense? I'm kinda tired.
Pretty much what I was thinking initially. We have timers for various events, so I thought it could be added for polarization as well.
This is EVE, Not Hello Kitty: Island Adventure
===================================
Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008"
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Ransu Asanari
Powder and Ball Alchemists Union Mordus Angels
232
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Posted - 2015.05.29 19:16:40 -
[145] - Quote
[UI] [Gameplay]
Signatures scanned to 100% and which are warpable >> will remain so after changing ships at an SMA.
Currently if you scan signatures to 100% to the point where they are warpable, you must bookmark each signature before changing ships. If you forget to do so, the signatures becomes 100% strength after the session change but cannot be warped to anymore; and must be scanned down again.
This is neither good gameplay or intuitive to new players. I logged EBR-34028 for this thinking it was a bug, but the bughunters apparently think this is by design. Please log a "Feature Enhancement" to look into fixing this.
Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008"
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Trinkets friend
Sudden Buggery Prolapse.
2470
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Posted - 2015.06.24 00:42:17 -
[146] - Quote
hey, just mentioning the white clouds in Frontier Barracks.
Pls destwoy. Far, far too bright, can't even see if modules cycling.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
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Lloyd Roses
Artificial Memories
1172
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Posted - 2015.07.01 13:06:29 -
[147] - Quote
Ransu Asanari wrote:[UI] [Gameplay]
Signatures scanned to 100% and which are warpable >> will remain so after changing ships at an SMA.
Currently if you scan signatures to 100% to the point where they are warpable, you must bookmark each signature before changing ships. If you forget to do so, the signatures becomes 100% strength after the session change but cannot be warped to anymore; and must be scanned down again.
This is neither good gameplay or intuitive to new players. I logged EBR-34028 for this thinking it was a bug, but the bughunters apparently think this is by design. Please log a "Feature Enhancement" to look into fixing this.
Sadly, the same thing happens when you get a random *socket closed*. I tend to paste all sigs to siggy every two to three minutes due to that. |
Vafthrudnir Power
Freeport Nine P O L A R I S
0
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Posted - 2015.07.06 11:01:36 -
[148] - Quote
Important for lots of WH inhabitants in my opinion are: [ Gameplay / Technical ] - Alliance Bookmarks or some function to spread BM's more easily in alliances [ Gameplay ] - Reduce mobile depot reinforcement timers
Some other things are nice to have: - Personal SMA (it' already not very easy to get new ppl into W-Space and this is one big factor. It maybe a reason we need alliance BM's in first case) - Revert ore sites to signatures - Jumpclones in W-Space - Deploy MTU for corp / alliance - Signatures scanned to 100% and which are warpable >> will remain so after changing ships at an SMA or change systems. |
Iowa Banshee
Fenrir Vangard
12
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Posted - 2015.07.06 17:23:11 -
[149] - Quote
Vafthrudnir Power wrote:Important for lots of WH inhabitants in my opinion are: [ Gameplay / Technical ] - Alliance Bookmarks or some function to spread BM's more easily in alliances [ Gameplay ] - Reduce mobile depot reinforcement timers
Some other things are nice to have: - Personal SMA (it' already not very easy to get new ppl into W-Space and this is one big factor. It maybe a reason we need alliance BM's in first case apart from other POS rights) - Revert ore sites to signatures - Jumpclones in W-Space - Deploy MTU for corp / alliance - Signatures scanned to 100% and which are warpable >> will remain so after changing ships at an SMA or change systems.
I agree with all these except that I would also include Combat Sites in the revert to signatures and modify JumpClones to swapclones |
BFE
Thee Almitee Ones Paragons Of Virtue
20
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Posted - 2015.07.08 14:15:51 -
[150] - Quote
[Industial] Remove SCC cost for conducting industial jobs in a corp's POS. Instead the cost should be sent to the Corp wallet as the owner of the POS should get the fees for using the Corp POS.
[Technical] There should be a module/deployable to bring somewhat of a SOV rating to WH space. Having the lowered cost of POS fuel is only 1 benefit, but most likely the most utilized one. Being able to deploy an Infrastructure Hub and having a boost in Site production {i.e. Combat, Ore, etc} would be another great aspect. You could put a limit on what functions the Hub would be able to use. OR perhaps create a new structure specifically for W-Space.
[Gameplay] I doubt this will EVER come to be, but I DESPERATELY want to see Ice fields in W-Space!!!!!!!!!
[Gameplay] I've been told that the Rorqual's Clone Vat Bay is useless in WH, as you can't clone in W-Space.... Perhaps letting this shop/module combo would be something to be looked at. I have not deployed a Rorqual to WH space, and have not tried it; if it already works, disregard this suggestion,. |
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