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Mike Azariah
The Scope Gallente Federation
2973
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Posted - 2015.09.01 19:21:30 -
[31] - Quote
Maldiro Selkurk wrote:Mt top priority is to dissolve the CSM, thanks passing along my dream to CCP.
they try at the summit but it seems we do not dissolve in volcanic waters nor alcohol, other solvents will be tried.
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Numitor Eto
Licence To Kill Mercenary Coalition
0
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Posted - 2015.09.01 21:04:16 -
[32] - Quote
Gameplay
1) Prohibit unplugging or pluggin in implants in space.
2) Make ships with warp core stabilizers fitted unable to affect timers and gain loyalty points in FW plexes.
Not quite sure what you meant by no "UI fixes", but I think the following suggestions fit your list's pattern.
UI
3) Introduce a quick buy button for complete fits in the fitting window, that picks up the lowest sell orders in your current station for each item, similar to selling multiple items at once.
4) Let us rearrange chat tabs in a chat window by dragging them along the window's top bar like in a browser without having to drag every single one of them out of the window. And create a slider in the chat window or turn its top bar into one so people with alot of open chats don't have to click themselves through the awkward drop-down.
5) Add EFT's "open market group" option to the ingame-market with a "compare" button at the bottom.
6) Add an option for changing ammo types in the fitting window, selecting from the ship's cargo.
7) Add Google's exact match search operator to the asset list (see Crow and Microwarpdrive).
8) Add checkboxes to the market quickbar to enable us to select which folders/fits we want to delete instead of having to either delete all of them or painstakingly deleting every single one with 2-3 clicks. Also give us a show/hide-option for the checkboxes.
9) Decrease the maximum width for DScan-, Probe scanner-, and fleet-windows, scaling buttons and slider.
10) In the FW overview window, give us the option to switch between Caldari/Gallente and Amarr/Minmatar. |

Areen Sassel
62
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Posted - 2015.09.01 22:33:40 -
[33] - Quote
These are not bugs or UI fixes but also not small mechanics changes, so I have no idea if you will want to pick them up.
- CSM seem to have, and I do apologise if I have missed something in recent minutes, dropped the ball on the silly EULA impersonation clause. It would be nice to see it reverted back to the situation where you can't impersonate CCP and you can't call yourself Ch1rrba, but you can tell people you are whoever you like and caveat emptor.
- Clause 6.A.6 of the EULA:
"You may not engage in any conduct that results in an Account containing items, objects, currency, character attributes, rank, or status that are inappropriate for the level or rank of the character contained in the Account, including without limitation arranging, making or accepting transfers of items to a character without adequate consideration, thereby augmenting or aggregating items in an Account and increasing its value for an Account sale."
That doesn't even seem to be about EVE; I don't have a "level" or "rank", let alone any idea of what would be inappropriate for my level or rank - and account sales are already forbidden. It would be nice to get what appears to be a piece of standard MMO boilerplate replaced with whatever it's meant to mean.
- I know you may not want to touch this one at all, but I felt - with regards to recent history - that CCP involving themselves with in-game bans for out-of-game activities was a terrible precedent to set. In particular the implication - that if A can make enough bad PR for EVE about B's out-of-game activities, A can get B banned - sets up a very unfortunate incentive to do just that.
I put you high on the list last time, but I would say that, wouldn't I? |

Arthur Aihaken
Chig
4612
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Posted - 2015.09.01 22:46:29 -
[34] - Quote
The new explosions demo'd @ FanFest.
I am currently away, traveling through time and will be returning last week.
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Cearain
Goose Swarm Coalition
1371
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Posted - 2015.09.02 00:55:44 -
[35] - Quote
afkalt wrote:Overheating state remembered between jumps OR be able to overheat under cloak. Whichever is mechanically easier.
Yes and to overheat individual mods it would be very nice if the button was a bit bigger.
OP thanks for doing this.
I especially like extra tabs. I would also like to set up my overview while docked.
Not sure about 8 though. Would everyone train as if all atributes were maxed out? I'm Not sure I like that idea. If we take it to the logical extreme - if we are constantly just letting people train faster then why have skills at all?
I'm not sure I understand 11.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2601
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Posted - 2015.09.02 03:38:23 -
[36] - Quote
afkalt wrote:Overheating state remembered between jumps OR be able to overheat under cloak. Whichever is mechanically easier. We need to be able to make a lot more internal decisions under cloak. One should be able to preset overheat, set modules to auto-activate as soon as cloak drops, change ammo or scripts, move cargo between bays. All of that should be doable while cloaked or during gate cloak. Maybe some of it is already doable, but I'm pretty sure most of it isn't and all of it should be.
On the other hand, I'm on the fence about being able to d-scan while cloaked. Of course from a lore standpoint we don't have the technology to allow cloaked vessels to receive passive scan data as far as I'm aware, furthermore even from a game balance perspective it kind of makes sense that being invisible makes you a little bit blind. I'm not saying we should definitely remove this ability, only that we should consider it.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2601
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Posted - 2015.09.02 03:53:11 -
[37] - Quote
Numitor Eto wrote:1) Prohibit unplugging or pluggin in implants in space. I disagree for two reasons: 1.) denying opponents kill value is part of the dynamic nature of warfare in EVE 2.) similar to why we shouldn't remove margin trading because of the margin trading scam: it's a mechanic used for other purposes. Sometimes a pilot is stuck away from stations and wants to change implants. No reason to make that harder for them. I might agree to a change to make implant removal take time, but I'd say ultimately you should kill them fast enough that they can't do that. Also, players should be able to change implants while cloaked.
Numitor Eto wrote:2) Make ships with warp core stabilizers fitted unable to affect timers and gain loyalty points in FW plexes. No reason to make contrived gameplay functions to deny people opportunities because they have a specific fit. If the fitted module is overperforming in an area, then change that area. For instance, a better change would be: 1.) make FW hubs have rats that kite at long range 2.) put in rats that sporadically use ECM jammers, making you have to re-target every now and then 3.) more rats with light sensor dampening, just enough to screw up stabbed ships Those changes allow stabbed ships to continue farming, but adjust the ISK payouts against them.
Numitor Eto wrote:10) In the FW overview window, give us the option to switch between Caldari/Gallente Amarr/Minmatar. This should have happened a long time ago.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
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Daichi Yamato
Xero Security and Technologies
2672
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Posted - 2015.09.02 04:07:47 -
[38] - Quote
Right click stack of ships -Select 'fit ships' -->Choose from Drop down menu of saved fittings for said ship.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Vic Jefferson
GoonWaffe Goonswarm Federation
566
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Posted - 2015.09.02 08:26:10 -
[39] - Quote
Buy all command from saved fits. The sell all command is fantastic - I would presume they would work very similarly and tell you if items are not available in the current station, and what the unit cost is per total ship, and/or which items you are being overcharged for.
Vote Vic Jefferson for CSM X
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Delt0r Garsk
Shits N Giggles
426
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Posted - 2015.09.02 09:12:29 -
[40] - Quote
Ships logged off in space show up on combat scans. You can't scan them down, just something like 6 ships out of range.. or something.
For one of the above posters, you can set up your overview while docked. Just set the hotkey for overview settings.
Death and Glory!
Well fun is also good.
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afkalt
Republic Military School Minmatar Republic
1909
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Posted - 2015.09.02 09:18:41 -
[41] - Quote
Cearain wrote: Yes and to overheat individual mods it would be very nice if the button was a bit bigger.
OT:
Shift click the mod, it toggles OH.
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
294
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Posted - 2015.09.02 11:11:05 -
[42] - Quote
Now that jump ranges for everything but JF have been suitably nerfed into the ground;
A: REMOVE ALL restrictions on stuff in cargo bays while in a SMA
B: If A isn't possible, make LO a charge, make drugs something so they can go in a SMA
In addition to this, makes it so drugs can be contracted, cause holy crap, nothing more annoying than not being able to contract a ship or container cause it contains drugs...
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Otto Bismarck
Reikoku Pandemic Legion
17
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Posted - 2015.09.02 12:41:27 -
[43] - Quote
Can we get overload to persist through gate jump / WH / Bridge ETC?
Automatic Mail Forwarding (Ingame), So for example. I may want to have all of Otto's EVEmails to automatically forward to Alt1 similar to regular email forwarding. |

Otto Bismarck
Reikoku Pandemic Legion
17
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Posted - 2015.09.02 12:42:15 -
[44] - Quote
Kenneth Feld wrote:
A: REMOVE ALL restrictions on stuff in cargo bays while in a SMA
...and this! |

Jayne Fillon
787
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Posted - 2015.09.02 18:05:09 -
[45] - Quote
Otto Bismarck wrote:Kenneth Feld wrote:
A: REMOVE ALL restrictions on stuff in cargo bays while in a SMA
...and this! Yeah this is a great one.
Can't shoot blues if you don't have any. Long Live NPSI.
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Tipa Riot
Federal Navy Academy Gallente Federation
1357
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Posted - 2015.09.02 18:27:31 -
[46] - Quote
Little thing ... make it so that I can sort asset search results by jump range.
Don't like your watchlist proposal, EvE is not a game of consense to intel.
What's your intention behind #7 (Cyno between fleets)? The first idea I had was to fit a cyno, join your fleet and jump in my friends to kill your fleet... 
I'm my own NPC alt.
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Aves Asio
1
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Posted - 2015.09.02 19:35:25 -
[47] - Quote
Can we have the RGB slider back please? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2163
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Posted - 2015.09.02 19:39:37 -
[48] - Quote
Tipa Riot wrote:
Don't like your watchlist proposal, EvE is not a game of consense to intel.
Intel based on adding names from a spreadsheet is kind of stupid if you ask me... |

Tyranis Marcus
Bloody Heathens
1447
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Posted - 2015.09.03 02:19:59 -
[49] - Quote
Good suggestions!
Also, put clone bays and repair services in more stations. It really doesn't make sense, from a lore standpoint, to have a station with absolutely no ability to do even small repairs on ships. Also, adding these two vital services will make more stations into attractive office locations, and allow pilots to spread out even more. Personally, I sometimes spend considerable time looking at mission agents or ice belt locations or whatever else I'm doing at the moment because I don't want to use a location that doesn't have the station services I need. If it comes down to it, I'd rather go to an already crowded system than not have repair services in station, and my corp will never put an office in a station without cloning services, which cuts off some otherwise attractive systems.
Jayne Fillon wrote: "member corps" page of the alliance tab should have more info [/list]
Good call. Something I've always thought should be there is a member count. (I'm thinking of the member corps tab of the alliance show info window, here, actually. My corp isn't in an alliance, so I'm not even sure what's on the alliance tab in the corp window these days.
Do not run. We are your friends.
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FT Diomedes
The Graduates Get Off My Lawn
1679
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Posted - 2015.09.03 02:34:40 -
[50] - Quote
Tipa Riot wrote:What's your intention behind #7 (Cyno between fleets)? The first idea I had was to fit a cyno, join your fleet and jump in my friends to kill your fleet... 
What Jayne means is this: Cyno Alt is in Fleet 1. She lights a cyno so I can jump in with my fleet. Now Fleet 2 needs a cyno in the same system. Cyno Alt still has her cyno up for a few more minutes. She leaves Fleet 1 and joins Fleet 2. Even though she is in Fleet 2, they cannot jump to her. Jayne wants Cyno Alt to be able to rebroadcast her cyno once she joins Fleet 2 and have them jump to her.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Areen Sassel
64
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Posted - 2015.09.03 03:00:49 -
[51] - Quote
Reaver Glitterstim wrote:2.) similar to why we shouldn't remove margin trading because of the margin trading scam: it's a mechanic used for other purposes.
Mind you, I'm all for CSM trying to get margin trading fixed (eg, if you can see a buy offer, it is possible to sell to it). I know not everyone agrees, but I find it a bit jarring the way everything else in the market interface is true but the space libertarians didn't fix that one.
Tipa Riot wrote:Don't like your watchlist proposal, EvE is not a game of consense to intel.
What if consensual watchlisting worked as at present, but non-consensual watchlisting was a paid-for (locator agent?) function - not more difficult to use UI-wise, but just with a non-zero cost?
(This is, however, a nerf to highsec aggro, which I think should not be done without an accompanying buff.) |

Tyranis Marcus
Bloody Heathens
1447
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Posted - 2015.09.03 04:30:12 -
[52] - Quote
Joe Risalo wrote:
4) TCUs prioritize the furthest wreck/container, as opposed to the nearest, thus allowing for the use of multiple TCUs for those willing to give hold to carry 2.
I assume you mean MTU's? That would be really nice to have as an option. It would also allow you to tractor the close wrecks while your MTU grabs the distant ones, so you're not competing with it at the beginning of looting then waiting idly on it to finish at the end.
Do not run. We are your friends.
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Jayne Fillon
787
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Posted - 2015.09.03 07:49:37 -
[53] - Quote
FT Diomedes wrote:Tipa Riot wrote:What's your intention behind #7 (Cyno between fleets)? The first idea I had was to fit a cyno, join your fleet and jump in my friends to kill your fleet...  What Jayne means is this: Cyno Alt is in Fleet 1. She lights a cyno so I can jump in with my fleet. Now Fleet 2 needs a cyno in the same system. Cyno Alt still has her cyno up for a few more minutes. She leaves Fleet 1 and joins Fleet 2. Even though she is in Fleet 2, they cannot jump to her. Jayne wants Cyno Alt to be able to rebroadcast her cyno once she joins Fleet 2 and have them jump to her. exactly
Can't shoot blues if you don't have any. Long Live NPSI.
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Galphii
Oberon Incorporated Get Off My Lawn
343
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Posted - 2015.09.03 09:10:05 -
[54] - Quote
Currently, when you are landing on grid from warp, you can't target anything, many modules can't be activated etc, yet your ship is technically on grid as it can be damaged by smartbombs and other aoe effects.
I'd like to see the 'you can't activate/target because you are in a warp' limit removed, so while you're slowing down to a halt on-grid, you can already target things if they're in range, and activate ship modules. There may be technical reasons for this to be in place though, and if so, disregard this idea.
The ramifications of this little change could have knock-on effects I haven't thought of, yet I think it's something worth considering. When big, slow ships are dropping out of warp, they can start their targeting process earlier, and even engage before they've dropped out of warp entirely. Big ships need some love to make them worth flying and yeah, smaller ships could scram stuff a little quicker too, though their drop from warp is relatively minor.
"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.
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Numitor Eto
Licence To Kill Mercenary Coalition
1
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Posted - 2015.09.03 18:35:08 -
[55] - Quote
Hello and thank you for your feedback. I put more time into the proposal of UI changes that can save effort than the gameplay proposals.
Reaver Glitterstim wrote: No reason to make contrived gameplay functions to deny people opportunities because they have a specific fit. If the fitted module is overperforming in an area, then change that area. For instance, a better change would be: 1.) make FW hubs have rats that kite at long range 2.) put in rats that sporadically use ECM jammers, making you have to re-target every now and then 3.) more rats with light sensor dampening, just enough to screw up stabbed ships Those changes allow stabbed ships to continue farming, but adjust the ISK payouts against them.
My proposal was only one option and most likely not the best one. But I'm all for changing something about the FW plexing system. Offensive plexing should harder or at least more engaging by spawning stronger or more rats. With the current spawn rate it is only a little more engaging that defensive plexing. To allow low sp characters to still do plexing for a living or for a common FW goal simply spawning more rats in different varieties (kiting and brawling ones) is probably better than simply increasing their stats.
In defensive plexing, you should also have to fend off attacking rats. Currently, there is basically no risk in defensive plexing and it involves no engagement whatsoever. Right now, the agressor has to commit more into keeping people from defensive plexing than the plexer and offensive plexing himself. Banning stabs is probably a little short-sighted but could at least make this mechanic more dangerous for farmers and active FW players. To make people commit to their activity, CCP could also introduce a Entosis-like mechanic, which would have a similar effect.
Looking at a gameplay mechanic targeted towards PVP in LowSec, I think Faction Warfare is lacking Warfare. Another option to adress this problem is to increase the LP payouts for player kills while lowering the payouts for plex mining.
Reaver Glitterstim wrote: 1.) denying opponents kill value is part of the dynamic nature of warfare in EVE
The implants themselves are already lost, so you do hurt the person getting his pod caught. But why make it have no consequences except for lost isk? In a situation like this, nobody knows which implants the person lost and that he did lose implants. Thinking about denying kill value, I think of not losing your ship or not having expensive implants plugged in in the first place rather than unplugging implants. The loss exists, it is just invisible.
Reaver Glitterstim wrote:Sometimes a pilot is stuck away from stations and wants to change implants. No reason to make that harder for them.
As a compromise to adress this issue: What about limiting the restriction to not allow unplugging implants when being targeted? |

Riela Tanal
Repercussus Goonswarm Federation
61
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Posted - 2015.09.03 19:43:22 -
[56] - Quote
1. Fitted ships will preload any thing that uses ammo such as guns, cap boosters, ancillary repair modules 2. The ability to do a mass fit of ships, click on a fit and click fit ship, then quantity you want, and then a quantity taking modules from your existing hangar or corporate hangar. 3. Mass Ship Rename - The ability to rename multiple ships instead of having to right click on every single one and change it manually. 4. Mobile Depots that can be usable by fleet or corp members in some limited fashion 5. More sizes for Dscan Inhibitors that can block ranges from 50km to 250km 6. The ability to save a fit that has modules in the cargo instead of just ammo, this is important for Capital pilots and some doctrines that want you to keep spare modules for refitting on the fly while roaming. 7. Special Cargo holds currently do not allow you to save their fits, the ammo hold for one of the Minmatar ships for example. 8. The tag system for the overview, make it more persistent such as tagging specific pilots with a special icon so whenever they show up on grid.
That is all I can come up with at the moment |

Cee Blue
Sanctuary of Shadows Triumvirate.
7
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Posted - 2015.09.06 01:08:58 -
[57] - Quote
1. A character "follow" list that allows you to jump to cynos even when not in fleet. I can think of two ways to do this with one being its limited to characters on accounts linked to you or two its a list that requires both parties to agree to it, but is not limited to one persons accounts. (I just think it'd be nice to have....)
2. Very short bubble "RF" timers so you cant instantly pop them. (5-10 minutes) |

Tyranis Marcus
Bloody Heathens
1447
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Posted - 2015.09.06 04:18:15 -
[58] - Quote
Save weapon groups with ship fittings.
Do not run. We are your friends.
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FishySquirrel
Sanctuary of Shadows Triumvirate.
1
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Posted - 2015.09.09 00:02:12 -
[59] - Quote
1. Logistics inherits every single flag under the sun from the people they repair, why don't they get on KM the people they rep get on?
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Ransu Asanari
AQUILA INC Verge of Collapse
346
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Posted - 2015.09.12 23:18:02 -
[60] - Quote
Small FE for Contracts:
Before we complete a contract, the last page shows us a summary of all of the items in the contract, but it's in plain text and not capturable. Can we have item summary be available to be copied so we can drop it into EVEPraisal?
I find myself having to make a contract twice - once to my self so I can open it and get the item summary so I can get a price, and once to the actual recipient with that price. |
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