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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Deva Blackfire
D00M.
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Posted - 2009.02.16 13:48:00 -
[181]
Edited by: Deva Blackfire on 16/02/2009 13:49:32 Edited by: Deva Blackfire on 16/02/2009 13:48:53 * Title: Rogue drone plexes/DED plexes/rogue drone commanders
* Category: PVE
* Description: Rebalance it. First of all: rogue drone DED plexes are almost useless. 2/10 or 3/10 DED ones seem like waste of time, waste of probes, waste of life. Give them some decent loot in the end or even a chance for drone BPCs (integrated or something) or even drone components/t2 salvage.
At the moment they only drop some low-end named loot which doesnt even cover probes used to scan out the site.
Aaaaand here we go to drone exploration sites (not-DED ones). They do have commanders (will come back to this in a sec.), do escalate, do have "final loot". Problem is: final loot is usually crap. Give some more "drone modules" (not only drone BPCs but also drone range augmentors, drone damage mods and stuff) and you have a winner. If its not possible at least increase drop rate for drone bpcs from last overseer.
Drone commanders... well their loot drop rates are crap. Add some t2 salvage on board (as normal loot) and it might improve just a bit. Still i prefer 1-2 dread guri ships rather than 20-50 rogue drone commanders. It says something.
* Goal: Make rogue drone PVE more useful.
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BharkKoum Zeer
Gallente Amarr Empire Research Copr
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Posted - 2009.02.16 14:43:00 -
[182]
Title; Repackaging of ships at a POS Category: UI Description: At the current time there is no option for the packaging of ships at a corporate POS. As a result I cannot manufacture ships in the assembly array since I cannot package them for assembly. In addition, I cannot package ships to remove them from POS Goal: Make POS more useful and give a greater purpose to the ship array for the POS
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sukio
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Posted - 2009.02.16 18:34:00 -
[183]
Originally by: Illectroculus Defined Edited by: Illectroculus Defined on 12/02/2009 23:07:53
Title: Caldari Rookies Use Missiles
Category: Ship Modification
Description: Give the Ibis Missile Launcher Hardpoints
Goal: The ibis is the first ship caldari players see, it should be able to use missiles to give new caldari players a reason to train them.
yes I also thought it was very odd that there wasnt a missile using caldari destroyer.
EVE PVP is out of control and is hurting EVE and CCP |
fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2009.02.16 19:40:00 -
[184]
* Title: New Fittings System
* Category: Module,Corp Managment
Originally by: Fittings-Devblog The item panel has collapsible sections for the item browser and for all the bays on the ship being fitted (e.g. cargo and drone bay). The item browser provides a unified mechanism for browsing hangars in the station such that the item hangar, ship hangar and corporation hangar are part of the same structure. The different hangars are browsed in the same window, rather than opening a new window for every sub-folder, using a bread-crumb trail for navigation.
* Goal: FittingsSystem should also be able to "look into" Cans from within Corp hangar, given the required roles are granted.
I usually sort the fittings in diff can categories, and if the Fittingssystem cant take Items out of Subcans, then the Feature doesnt work for me :P
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Woulvesbaine
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Posted - 2009.02.16 19:41:00 -
[185]
Edited by: Woulvesbaine on 16/02/2009 19:42:03 Title: Limited local blackout Category: wormholes etc Description: Due to wormhole activity local (chat channel) does not reveal present pilots. In wormhole systems and possibly a few surrounding systems local should either be disabled, or in the alternative, should only reveal a pilot that enters text into the channel.
Goal: add some much needed excitement and tension to limited areas of eVe. These areas should be more dangerous thus requiring a brave recon pilot to enter the system to scout things out. Nothing prevents you from jumping in on your own - except maybe bravery or stupidity! Eve needs a little diversity of game play and this would be a welcome change to jumping in, seeing how many in local are and them seeing you.
From a story perspective I am sure the devs could fashion a reason why local does not work here.
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Mike C
Caldari
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Posted - 2009.02.16 20:53:00 -
[186]
- Title: The Superdreadnought
- Category: Ships, Supercapitals
- Description: New supercapitals would be added to each race. These would be Super Dreadnoughts. They cannot dock, etc, just like other supercapitals. They have 200% resistances and 200% effective HP compared to their capital counterparts, aswell as twice the high slots (Caldari would have 7 highs, 6 missile hardpoints 1 turret; Gallente would have 7 highs, 6 turret hardpoints; Amarr would have the same as gallente. Matari would have 8 highs, 4 turret and 4 missile hardpoints.) This would make them as effective damage and tank-wise as a regular dreadnought in siege mode. While this may be considered overpowered, remember, its a supercapital. This means that it's pilot more or less will not be leaving it, thus making like boring unless you're going to be sieging during all waking hours. There is also the cost factor. By comparing materials cost from a Wyvern to a Chimera, and that to a Phoenix, I came up with these numbers for the caldari Superdreadnought:
Capital Armor Plates: 151 Capital Capacitor Battery: 267 Capital Computer System: 560 Capital Construction Parts: 267 Capital Drone Bay: 88 Capital Jump Drive: 220 Capital Launcher Hardpoint: 610 Capital Power Generator: 121 Capital Propulsion Engine: 151 Capital Sensor Cluster: 560 Capital Shield Emitter: 560 Capital Turret Hardpoint: 44 Capital Siege Array: 660
- Goal: A new path, new excitement, new things for more skilled characters only (finally), and a new ISK hole (Put this in just for you CCP :D)
__________________________________________________
Originally by: Mike C Trolls - We keep Humanity alive... and kicking...
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Kayn Otar
Samurai Syndicate
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Posted - 2009.02.17 02:19:00 -
[187]
Originally by: schurem
Title: Tactical Sound Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Agreed, as long as they aren't too obnoxious, and you can turn them off. I can't think of very many things more annoying than hearing "Warning, your shields critical." every few seconds on an armor tanking battleship. On the other hand, I can't even count the number of times I've looked up just in time to turn on my shield booster, or even too late.
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Ziat
Caldari
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Posted - 2009.02.17 06:26:00 -
[188]
Title: Remove prob name and Brecket Category: scaning and exploration description: make a hoktkey or option in starmaps setings that removes probs name and its brecket Goal: now its rather unconviniet to move move probs on big distances, because ne prob name and cover prob box. Now i must or zoom in on make prob prob radiuce bigger. _____________________________ Exploring EVE Fly safe |
Ziat
Caldari
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Posted - 2009.02.17 06:30:00 -
[189]
title: Fitting filter Category: new fitting panel Description: make a filter in new fiting panel that shows which modules can be instaleted in free cpu and powergrid space Goal: make fitting easer _____________________________ Exploring EVE Fly safe |
Divine Star
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Posted - 2009.02.17 06:41:00 -
[190]
* Title: Put t1 => t2 salvage conversion back into this expansion.
* Category: Salvage/Reverse Engineering.
* Description: I read in another post that this was taken out of the coming expansion, with no reason as to why. I suggest that it is put back in, cutting and pasting the code from gas harvesters, but with a times two multiplier, so it works as follows:
Skill level 1 - 10 to 1 conversion, skill level 2 - 8 to 1 conversion, 3 is 6 to 1, 4 is 4 to 1, and 5 is 2 to 1. The most popular rig in the game is the cargohold optimization, currently selling for 35 mil. The tech 2 version currently sells for 445 mil. A two to 1 conversion would decrease the commonality of tech 1 parts, raising the price slightly, my guess to 45 mil, and the tech 2 would then sell for a little over double that (due to invention costs on the bpc) or 100+ mil. Now the rig is affordable, but still expensive, for the extra 5% it gives.
Additionally, make the skill rank 16 so the tech 2 market doesn't crash overnight to the new prices, but drops over a period of several months as players slowly level the skill (at that rank, a few players will go for level 5 right away, but not enough to supply the entire player base, and I expect it to take 6 to 12 months before enough players have the skill at rank 5 to supply most regions.
Rigs that are currently worthless would still be worthless, and their tech 2 versions would also be worthless, which is a change, because right now these crappy tech 2 rigs are expensive to make.
* Goal: What is the goal of your feature? To put in a feature that allows more players access to tech 2 rigs, and to make tech 2 rigs cheap enough that they can be considered for non-capital use.
What do you think it will accomplish if it's implemented? I will have something to look forward to in this expansion. The 80% of your player base that seldom/never leaves high sec and doesnt have the skills to do exploration will also get something cool from this expansion. Right now this expansion seems to be set up for explorers and explorer corps, so they can build tech 3 cruisers that will look pretty in their hangers and never get flown. WTF is the point? Empire space is about BS, 0.0 is about capitals... who is going to fly these new cruisers?
How is it different/better than the current implementation? Prices on tech 2 rigs will drop from stupid down to really expensive.
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Titas Agor
TITANS OF PEACE
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Posted - 2009.02.17 08:18:00 -
[191]
Edited by: Titas Agor on 17/02/2009 08:17:58 Title : Hiring NPCs for Missions
Category : NPC AI
Description : Something I've tried to mention since the start of factional warfare but basicly having the ability to go into the LP store, and buy yourself NPC backup ships before you enter a mission. You could make it so it uses LPs you gain from completed missions, or make it cost a couple million per ship or something along those lines, and once u reach your mission, the NPCs that you've bought will appear and you can control them using the right click funtions simular to the fleet menu options we have now... Like telling fleet to concentraite fire on a particular target, setting formations so the NPCs follow you through gates to minimize full agressions. This could immerse players into a much more roleplaying experience as they would become more involved in true story telling activities...
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Titas Agor
TITANS OF PEACE
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Posted - 2009.02.17 08:31:00 -
[192]
Title : Epic Mission Story telling
Category : Missions / PVE
Description : With epic mission arcs comming, i think it would be wise to completely change the direction of how missions work alltogether right now. With factional warfare so much could have been done with the mission side of things, to bring players closer to actually be involved in the stories of eve-online.
I think its about time that missions become more diverse where you have missions that you are part of faction fleets fighting against eachother and i mean actual fleets, not solo'ing your way through a level 4 mission, i mean actual events where you are fleet'd up with NPCs in a fleet.
Example of this would be that a Galente federation moros has invaded a caldari system, and you must take it out before it does anymore damage. So your pitted up with several caldari navy issue ravens as you attempt to take it down. Or a secret amarr navy ship factory has been discovered inside frarn, which is imperitive that you take it out, but its heavily defended by 20 apocs, and you must take yourself and a small fleet of 5 fleet issue tempests to take them out.
You could have factional warfare events take place at random times in eve, where theres an invading milita trying to take over one of the home systems of an enemy high-sec system. Nothing would be more awesome then seeing 200 galente milita trying to take over kisogo with shooting going on all over the place.
To me thats epic, and needs to be implemented, everything is too focus'd on PVP, rather then forwarding the whole eve story which should re-define the word EPIC.
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Red 7
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Posted - 2009.02.17 09:00:00 -
[193]
Edited by: Red 7 on 17/02/2009 09:02:57
Title: In Game Browser (IGB), Linking & Microformats
Category: UI?
Description: Many things can be linked to chat - contracts, locations, items and ship load-outs (in M10 expansion) but currently the only way to interact with the outside world is the API which due to time constraints & limited resources tends to lag somewhat behind. Additionally some things lag behind the dev curve a lot (like the contracts API).
A relatively simple solution would be to allow data-exchange from in-game to the outside world using microformats, the IGB and linking.
Background on Microformats
The approach would: 1) Define a HTML attribute that could be applied to textboxes 2) On rendering the page in the IGB the client would detect the attribute, flag for special use and allow dragging of a linkable object to the textbox container 3) On dropping the linked object the client would turn the link into a microformat. If the textbox was inside a form - then the microformat (being text) is posted.
Example microformat for contracts (using the standard microformat syntax):
<div class="eve:contract"> <div class="id">12625/42319</div> <div class="seller">Joe Doe</div> <div class="desc">10mn Microwarp Drive x 2</div> <div class="station">Jita V Moon 1</div> <div class="type">Item Exchange</div> <div class="items"> <div class="item"> <div class="eve:id">110011/23171</div> <div class="name">10mn Microwarp Drive</div> <div class="amount">2</div> </div> </div> <a class="url" href="contract:12625/42319</a> </div>
The above could also be represented in XML/YAML.
While this approach is mainly focussed on passing information from inside (the client) to the outside world - it could be further extended to allow rehydrating for information from outside in (ie for Ship Fittings). As the eve Wiki becomes more mature this would allow a player in-game to connect to the wiki and to use information found in a more immersive manner.
This approach would benefit many types of players and facilitate better exchange of information for individuals, corps & alliances. With the M10 expansion it would allow ship fittings to be passed around within an alliance without having to implement a special "ship fit" approach. For manufacturing corps - it would allow passing of BP information to streamline procurement of minerals and to better plan manufacturing processes.
Goal: To allow a clean and timely exchange of information from in-game to out-of-game. This would simplify the operational aspect of many corps/alliances and provide an immersive way to exchange and provide information.
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sarako
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Posted - 2009.02.17 09:37:00 -
[194]
Originally by: galphi Title: Improved agent finding
Category: Agents/navigation
* Description: Every communication with an agent should list a linked destination for that agent. e.g. When flying in a system you want to know which station a certain agent is located at so you can dock there (this is very common with storyline agents). At the moment you have to go into standings and look through a list to get his or her location, and even then you can't right-click and dock/set destination.
ya I really hate misson grinding because they are so boring and cumbersom and if you want to refuse a misson you take such a huge facton hit what they should have is kind of like wanted adds where there are several "jobs" to select from and you contact the employer via radio (i see no point in having to go to his office every misson)
the misson info screen is prety crude also need a larger type interface and actual buttons for items and destonations ect.
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derkudo
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Posted - 2009.02.17 10:16:00 -
[195]
COURIER CONTRACTS AND TRADE HAULING.
The system really needs an overhaul to make it much more useful and enjoyable and active part of EVE online.
the system is so flawed that it has been corupted and exploited into a useless mess first the bonds are rediculous 5 MILLION+ on a pathetic little 200 unit load of veld??? and 90% of the time its just a scam to get haulers into lowsec space so they can be destroyed and real courier contractos have huge difficulty reliably gatting any type of cargo hauld so they simply dont use it they haul it themself or get a corpmate to haul it for them.
what I see NEEDS to be done is this system NEEDS to be made much more effecient and reliable,, as reliable as UPS or USMAIL or pony express where there are many more contracts to haul and many people wanting to haul it,, if that means making packages invulnerable (at least in high sec) then thats what needs to be done! also a courier method for BULK shipments like 10 million veld so that any ship from a frigate to a freighter can participate in hauling these loads only limited by their cargo size (though i do hope you make a way so freighters done squeeze out the little pilots)..
TRADING: in tradegoods like oxygen and carbon and wheat I do hope that you overhaul this as many of the items seem to be broken or disfunctional and definatly not very dynamic I loke hauling tradegoods (especially with the courier system borked) but its quite crude and no relation to the real world
lastly id like to see some hauling missons that are much more creative like hauling passengers that is no just more cargo but actual luxury liners or troop transports (would love to see planetary assaulrts with orbital bombardment and drop troops.
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sukio
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Posted - 2009.02.17 10:22:00 -
[196]
FITTING SCREEN color code or shade modules that cannot be installed into the selected slot instead of having to look at 500 modules for each and every slot to equip have it sort at least high medium and low modules. same thing with the market one of the search routines should be wether your only looking for a high med or low power slot THIS WILL GREATLY HELP PEOPLE THAT ARNT FAMILIAR WITH ALL THE MODULES if your looking for something to fit into a high power slot it would be very helpful to filter out the other slots off the available options. EVE PVP is out of control and is hurting EVE and CCP |
derkudo
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Posted - 2009.02.17 10:36:00 -
[197]
COMBAT chaff flares
I would like to see some modules available that would drop missile countermeasures like chaff and flares I figure this would be a low or maby a mid slot option this would disrupt a missile lock but not destroy the missile allowing for a possible relock.
I would also like to see a revamp of the anti missile, missiles as they are C.R.A.P defenders and their launchers should be able to target ANY MISSILE WITHIN RANGE not just the ones targeted at the defending ship this would allow a ship to assist in defending another vessel from incoming missile fire. I would also like to see some PONT DEFENCE GUNS these guns would most likely be small or at most medium but would specialize in missiles and drone defence
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Workher Daily
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Posted - 2009.02.17 11:18:00 -
[198]
NEW PLAYER EXPERIENCE
Remove the ancestry options, with the new attribute system they've become extraneous except for ***otty role players. Plus, extra clicking = effort.
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Arengor
Glittering Dust
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Posted - 2009.02.17 12:37:00 -
[199]
Title: Changes in fitting window.
Category: UI.
Description: My suggestion here:
Goal: Fitting will be easier.
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Major Stallion
The Dark Horses
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Posted - 2009.02.17 14:02:00 -
[200]
Originally by: ResearchBunny Beatrix
Originally by: Major Stallion
Originally by: Heroldyn * Title: Add Antialising Option to ingame Settings.
* Category: Graphical Settings
* Description: Allow people to enable AA through the client.
* Goal: People will have a nicer eve and dont have to struggle around with third party tools like nhancer.
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.17 14:11:00 -
[201]
Title: Probe movement
Category: Scanning
Description: Give the probes a "Warp to Probe X" command.
Goal: While probing you often need to deploy additional probes to cover a signature. If your ship is far away from the sig this causes a lot of zooming in and out. It would be nice if the probe listing had a command that would allow you to send the probe within the display area of your screen, which presumably contains a probe.
Optional: give probes a "Warp to" menu containing celestial objects.
Corporation RP channel: "PlacidReborn" |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.17 14:13:00 -
[202]
Title: Probe handling
Category: Scanning
Description: Move the "Recover Probes" button away from the "Analize" (yes, I know the typo has been fixed :P)
Goal: Avoid accidentally recalling your probes during a scan session. Not that this ever happened to me, no....
Corporation RP channel: "PlacidReborn" |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.17 14:17:00 -
[203]
Originally by: Arengor Title: Changes in fitting window.
Category: UI.
Description: My suggestion here:
Goal: Fitting will be easier.
Signed. Also:
Title: Add remaining CPU/grid in numerical form
Category: UI/Fitting
Description: In addition to the "<used>/<available>" displays add a number of the units that remain. Even better: display only items in the list that can be fitted with these constraints, but allow this to be turned off to allow selection of offlined modules.
Goal: saves annoying calculations, makes fitting easier.
Corporation RP channel: "PlacidReborn" |
Drak'meh Grakh
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Posted - 2009.02.17 16:58:00 -
[204]
Title: Option to turn off shield booster sounds
Category: Modules/UI
Description: New shield booster sound effect, while really cool and all, gets incredibly annoying after about 2 minutes of listening to it. Turning off the shield just to be able to hear the other sounds of the game is obviously not an option, and turning off all the sounds defeats the purpose of having sound in the first place.
Goal: Just like many video features, the option of turning off the shield boost sound effect would allow players to enjoy the rich soundscape of EVE combat without being annoyed, while providing those players who don't mind it the option to have the sound enabled.
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Captain Vampire
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Posted - 2009.02.17 21:33:00 -
[205]
* Title: Delayed Local
* Category: PvP
* Description: Delayed local should be introduced in wormholes at least, perhaps even to 0.0 as well.
* Goal: Right now, local is the #1 intel tool in the game, it is a horrible game mechanic that makes life way too predictable and safe for anyone who combines it with cloaks and logofskis. Removing local may require a substitute intel tool, in particular for 0.0 space, but it makes really no sense having a local chat channel with your name in it in uncharted space on the other side of a wormhole.
Wormholes are supposed unpredictable and dangerous, make sure the game mechanics reflect that design feature.
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DEM0NG0D
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Posted - 2009.02.17 22:15:00 -
[206]
Hi all I don't know if any one has requested this yet but here it goes.
Title: Wormhole stability scanner
Category: Wormholes, Modules, Scanning
Description: What I'm suggesting is a module like a cargo or survey scanner that tell you the mass allowance and time left on the wormhole
Goal: This would allow pilots to plan there ops before jumping in.
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Xelios
Minmatar Brutor tribe
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Posted - 2009.02.17 23:17:00 -
[207]
Title: Barrel Roll
Category: Ship control
Description: I'm suggesting the addition of a button to the UI that makes your ship execute a barrel roll, along with an audio message from Aura saying "Do a barrel roll!". I think it's a pretty minor change that would make combat a lot more fun.
Goal: Everyone knows the best way to survive space combat is to do barrel rolls, lots of them.
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Lana Torrin
Minmatar Republic Military School
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Posted - 2009.02.18 00:03:00 -
[208]
* Title: Filter in your hanger
* Category: UI
* Description: Allow your hanger and items in a station to be filtered in the same way the market search and item search work. This would mean when im looking for an EANM2 I can just start typing 'energi' and it will only show me modules with that in their name. Obviously this would need to be easily turned off (off by default?) so as not to confuse new people.
* Goal: Make fitting easier. Stop me from loosing faction loot in the mounds of crap I have built up. NOT a kublai alt. Honest! |
Alqualonde
Merch Industrial GoonSwarm
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Posted - 2009.02.18 02:41:00 -
[209]
Originally by: Lana Torrin * Title: Filter in your hanger
* Category: UI
* Description: Allow your hanger and items in a station to be filtered in the same way the market search and item search work. This would mean when im looking for an EANM2 I can just start typing 'energi' and it will only show me modules with that in their name. Obviously this would need to be easily turned off (off by default?) so as not to confuse new people.
* Goal: Make fitting easier. Stop me from loosing faction loot in the mounds of crap I have built up.
Oh man, I need this soooooo bad. |
T'Amber
starvald emurlahn
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Posted - 2009.02.18 04:51:00 -
[210]
Title: New Graphics Effects Balancing
Category: Graphics
Description: Some of the new effects need balancing, ie; explosions, artillery bursts when firing need to be toned down a little. Battles in FD look almost like a WOW battle now with alot of over done effects, some looking cartooning and unreal () (Lasers however look very cool). Something similar would be someone who just learnt Photoshop and over uses the layer effects. Trinity engine is cutting edge and basic texture shaders like this are dated, bring on your new particle system.
Goal: To keep Eve looking SCIFI and not like a Cartoon.
T
starvald . emurlahn
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