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CCP Oneiromancer
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Posted - 2009.02.10 09:25:00 -
[1]
This thread is for suggestions and feature requests regarding the Apocrypha expansion. When posting, please keep in mind that radical changes to the features are not likely to happen in this release. but you can still make suggestions for future patches or releases, based on your experience of these features on the test server.
Also keep in mind that the current build on Singularity has several known issues listed in another thread on this forum, they are being worked on by the developers.
Format for a feature request:
* Title: Summarize in one line the content of your suggestion or your feature request.
* Category: Place your suggestion/feature request in a category (Tech 3, Wormholes, Modules, Scanning etc).
* Description: Write a description of your suggestion/feature request.
* Goal: What is the goal of your feature? What do you think it will accomplish if it's implemented? How is it different/better than the current implementation?
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Max Hardcase
Art of War Cult of War
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Posted - 2009.02.10 09:37:00 -
[2]
Edited by: Max Hardcase on 10/02/2009 09:38:08 Tactical Overlay graphics change UI The tactical overlay provides a nice benefit by giving you some range indicators in space, so you dont have to be glued to overview.
However the range indicating feature when you hover over a module causes a white disc to appear through the middle of your ship and this persists.
Also it has a slightly grey mist color when nothing has been selected.
Both effects look like pants because your ship looks like it has been cut in half.
Proposed : get rid of the light grey mist completely, just leave the range rings. Range rings for modules : green ring for optimal, red striped ring for falloff range. No misty discs anymore please.
This will also probably help in reducing the amount of fps hit caused by the tactical overlay, since it has to draw less on screen.
Optional : make the changes an option ( for the ppl who like misty discs cutting their ships in half).
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monkfish1234
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Posted - 2009.02.10 09:48:00 -
[3]
system map focus on returns
scanning
when scanning for a signature/anomoly positioning the probes can be a bit difficult because positioning the camera can be a bit awkward. i.e either left click closest probes or guess with right click. it would be very useful if once you had a sig you could left click it to make the the focus of the system map to make positioning probes around it easier.
makes probe positioning easier/more intuitive. |
Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.02.10 09:58:00 -
[4]
Titel: Tech 3 Modular Ship Building Interface 2.0
Category: Tech 3 Ships
Description: Right now we have a text based interface to put our Tech 3 Subsystems together. Thats functional but lacks two very important aspects: Visual Feedback and Performance Feedback. I would like to suggest a system which is based on "previewing". The Player can activate (enter) the Basic Tech III Hull and the Station-View shows the endostructure of the tech III ship without subsystems. Then the List of all avaiable pieces plops up (as is). By clicking a Subsystem, the Station-View instantly updates the Endostructure and the Fitting Screen. If the Pilot is pleased with his choices, he/she can click "accept".
Goal: This improves the Tech III building with much needed visual eyecandy and reduces mistakes.
(I think you could use the "add turret gfx"-Script to apply subsystems to a endostructure.) |
Caius Severus
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Posted - 2009.02.10 10:09:00 -
[5]
* Title: Fitting screen is hard to read
* Category: User Interface
* Description: At present, the fitting screen is hard to read because the transparency effect allows windows underneath to show through too much. It is worse if the background is bright, eg if you open it in space. If it were more opaque it would be considerably easier to use. There is also no close button on the fitting window.
* Goal: To make the fitting screen easier to read and use.
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Der Seben
xPlaguex
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Posted - 2009.02.10 10:32:00 -
[6]
Title: Fitting Screen
Category: UI
Description: 1st. There should be a loadout graph for Dronebay and Cargohold. 2rd. Please throw the round CPU and PG Bars awary. Or give them an easy seeable 100% mark oder color coding(yellow 80% red 95% and up)
Goal: make the fitting screen more useable |
Major Stallion
The Dark Horses
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Posted - 2009.02.10 10:38:00 -
[7]
Originally by: Der Seben Title: Fitting Screen
Category: UI
Description: 1st. There should be a loadout graph for Dronebay and Cargohold. 2rd. Please throw the round CPU and PG Bars awary. Or give them an easy seeable 100% mark oder color coding(yellow 80% red 95% and up)
Goal: make the fitting screen more useable
Fitting screen is fine. I cant, for the life of me, understand what so many people are having a hard time adapting to with this. It's way more epic than the crappy looking one we've had the last few years. |
Tlar Sanqua
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Posted - 2009.02.10 10:51:00 -
[8]
Title: Re-examination of large Blasters and Autocannons
Category: Rebalancing
Description: Large blasters and autocannons are becoming increasingly rare. If one examines the battleships brought to the alliance tournament to small gang warfare, a very small selection consisted of blaster and autocannon set-ups (yes anecdotal, but have to start somewhere). In this environment one would hope to see more of these as was actually mentioned by the commentators during the interviews. Many regard the web adjustment as being one of the possible reasons for this. Several suggestions as to what needs to be done have been suggested:
http://oldforums.eveonline.com/?a=topic&threadID=834365&page=45
Goal: The goal is to bring these turrets back into use. At least a clear Dev review stating the opinion of the balance team and what these ships are to be used for would be a good start.
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Mica Swanhaven
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Posted - 2009.02.10 10:59:00 -
[9]
* Title: Replace advanced learning skills to be mission based for new players.
* Category:New Player Experience.
* Description: Currently the increased skill training speed basicly means a new player MUST train these advanced learning skills during this period, or be at a disadvantage. I feel they should be replaced with a system which gives you more attribute points to spend into whatever skills you wish ala the attribute point distribution system. Things like epic mission arcs which award the player with more points to spend. When you spend these points, they can't be redistributed, thus added another notch of white blocks to the left side.
For instance, if you achieve 25 wrecking shots, you gain a new attribute point to spend. Broke 4,500 m/s, gain another attribute point to spend.
When you gain these you have to go back to an agent who rewards you for RP reasons.
* Goal: Giving players goals within the game to reach which reward them by increasing their speed at which they train skills. Takes away a 25 million isk, 3 month training time sink. Rewards active players.
Downside: This change, while based on your new attribute system, is a HUGE change. Achievements might not fit into eve.
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Ineun
Minmatar Cogito Facio Fio Wildly Inappropriate.
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Posted - 2009.02.10 11:02:00 -
[10]
Zoom In / Zoom Out Buttons
i noticed you removed these buttons that allow you to zoom directly to system map and starmap. i see no reason for these to be removed..
bring them back please
:) ohai i is your resident Socialist... |
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J'inko Unn
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Posted - 2009.02.10 11:07:00 -
[11]
EVE Museum Maybe have some sort of way for players to view every ship, or maybe all T3 modules in 3D, in or out of game. If you go with an all ships museum system, allow players to see the Sovereign nations "Navy" area/place. It would be very very nice for NPE, and also for some of us "carebears" who have yet to see certain capital ships, and etc.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 11:08:00 -
[12]
Title: Auras voice still fits in with the character creation screen, put it back in.
Category: Immersion, ease of use.
Description: There is no reason to take out auras' voice acting in places where it belongs and nothing has changed. without it it breaks a lot of immersion, and makes the game far less welcoming. There was a reason you put it in in the 1st place. Also the tutorial has lost the part where aura tells you about the world of eve, this was great because it gave you an idea of what kind of world eve was, giving you back story, and starting you of on your epic journey.
These are important things that must be included and don't add much time to the development process as the assets are already done, you just need to see what voice acting still matches up, and what voice acting should be deleted. Then add back in the part where aura tells you about the world of eve. Right it's just, hi, go, target, shoot, bye thanks for trying eve.
RP is important damn it :(
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 11:08:00 -
[13]
Originally by: Ineun Zoom In / Zoom Out Buttons
i noticed you removed these buttons that allow you to zoom directly to system map and starmap. i see no reason for these to be removed..
bring them back please
it looks nice without them, you should include them somewhere new, with sexier buttons.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.10 11:16:00 -
[14]
* Title: Probing system controls * Category: Scanning/Probes * Description: At the moment, moving probes around is both difficult and frustrating for several reasons. I'll outline them below:
1. The moving widgets are too large and obstructive for their purpose. This could be changed either by removing them entirely, or playing smaller arrows at the probes scanning edges.
2. Widget movement is unintuitive. It should be changed to a freeform drag n' drop in the X/Y plane, with a modifier key to move in the Z-plane. Similar to what has already been described in several threads. So, drag 'n drop to place it's X/Y position, then press SHIFT+CLICK and drag for Z-plane movement.
3. Probe reloading is awkward at best since all deployed probes count as "used" and cannot be repackaged back to it's stackable state. This causes EVERY probe to be loaded one by one into the launcher, costing valuable (and frustrating) time.
* Goal: The changes outlined above are meant to decrease the frustration of the interface, causing probing to be quite a lot more manageable than it is in it's current implimentation. Many of the annoying things with the UI would be solved if the above was taken in effect. The probe repackaging part could be done only in station, if you wish. (That doesn't seem to work now. I can't find the "Repackage" option in the context menu when selecting probes) -----
EVE is a PvP game. Adaptation is your survival. |
Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.10 11:17:00 -
[15]
Originally by: MotherMoon *about Aura*
Yes, the silence now is crap. I still remember my first character creation back in Revelations II with that wonderful music and Auras voice. Bring that back; NOW! There is NO excuse to remove her. At all. None. Nada. Zilch. -----
EVE is a PvP game. Adaptation is your survival. |
RaTTuS
BIG Libertas Fidelitas
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Posted - 2009.02.10 11:30:00 -
[16]
Skills Respec-ing
Noobs can gimp themselves for 6months by doing a re-spec after character creation - I suggest more warnings and or the ability to re do the spec within 7 days for the 1st time.
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Daan Sai
Polytrope
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Posted - 2009.02.10 11:32:00 -
[17]
Title: Remove Char Stat Respec'ing
Category: char/skills
Description: This just breaks the idea of individuality of chars, their strengths and weaknesses, and above all reduces the consequences of the player's choices. I hope it isn't a knee-jerk reaction to other games that allow it.
Example, pumping up charisma to skill leadership skills, and then dumping the points back into will/perc once the skills are done. This just waters down the compromises set up by the original skill/characteristics system.
Goal: retain consequences for choices in character generation, keep it so that there isn't a mini-max solution and if you want to be good in one area then you are going to always have to compromise others. This makes the different chars more individual, not just plastic mouldable cookie cut clones.
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Abye
Perkone
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Posted - 2009.02.10 11:38:00 -
[18]
Title: Example portraits for character creation Category: New Character generation Description: Add a picture of each bloodline in the selection so a new player gets a basic idea how they look. Goal: A new player wouldn't have to confirm each bloodline and sex to get an idea how they look and a simple example bitmap of a char shoulnd't be hard to display. But finding a not hideous looking male Achura, now that is the hard part |
Marcus Insanus
Minmatar Inventores Lda.
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Posted - 2009.02.10 11:46:00 -
[19]
* Title: changing Range of Probes in Solarsytem view
* Category: Probes and Scanning
* Description: As it is now, you can change the range by clicking anywhere in the peripheral of the range circle, change it so it can only be resized clicking on the small arrow. The Sizes of the Boxs can be left alone as far a you change this, since you can drague the box by cliking in the correct side of that same box. The issue here is that when you try to select the box, most of the times you resize some other probe range. * Goal: Easyer modification of probe alocation and range. |
Marcus Insanus
Minmatar Inventores Lda.
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Posted - 2009.02.10 11:51:00 -
[20]
* Title: Moving Probes time
* Category: Probes and Scanning
* Description: Can it be possible to make the probe accept/reject the probe movement. example: You move the probe but it only takes efect after you accept the movement in a icon that apears near the probe, or you reject it. I take this post to ask for a probe naming system, if it's possible. * Goal: that way you know if the probe is the one you wanted to move. That way there is no time out for the probe movement. i think that some of the bugs that exist now in that movement may be easyer solved. you can see if the final place of all the probes is the intended one, only accepting them all after all probes have there destination set. |
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 12:00:00 -
[21]
Title: symbol for tech 3
Description: you can't ell whats a ship part and what is a tech 2 module in the new fitting wondow. Tech 3 needs something different so you can tell whats what.
Goal: not confuse the player.
Also as for aura, I understand not having voice acting for new stuff, that is 100% fine.
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EvilSpork
Invicta. Cry Havoc.
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Posted - 2009.02.10 12:01:00 -
[22]
Edited by: EvilSpork on 10/02/2009 12:01:39 * Title: ability to back settings (overview, bookmarks and friend list folders, etc.)
* Category: cache settings/new feature
* Description: I would like to see a way to export or in game settings to a file so we can have a backup of all our precious settings in the case of a mishap.
* Goal: ideally i would like to be able to install eve on a new computer, import my settings file and not be able to tell the difference between my 1 year old install and the new one. this will alleviate some major headaches for players that experience a problem and need to clear their cache or system crashes, etc. it takes hours to fine tune all your settings back to how you like them.
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Neth'Rae
Gallente Decorum Inc HUZZAH FEDERATION
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Posted - 2009.02.10 12:20:00 -
[23]
Color Coded Backgrounds for Ships.
Category: UI
Description: Color code each background for the ship icons with the color for each race.
Please visit your user settings to re-enable images.
Goal: No doubt which of the 4 factions a ship belongs to, more emphasis on each the color of each race.. |
Shirley Estyre
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Posted - 2009.02.10 12:25:00 -
[24]
Title: Music Category: Sound Description: sliders Goal: Control over sounds right now it isn't possible for example to have music box turned on maximum volume, while at the same time having no sounds from launchers, turrets, people warping through gates ect. ect.
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Gordan 23
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Posted - 2009.02.10 12:28:00 -
[25]
Edited by: Gordan 23 on 10/02/2009 12:28:09 Title: Fitting screen Category: User Interface
Here's a mockup http://www.gordan.it/ccp/
I have some years of UI design expertise, I'm looking for a job and I will work for ccp even without a salary for a brief period. (yes, this is begging, sort of...) |
Mashie Saldana
Minmatar Sharks With Frickin' Laser Beams
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Posted - 2009.02.10 12:40:00 -
[26]
Title: Save overview to file / restore from file Category: UI Description: Save/Restore button Goal: Let us share the overview settings between computers and characters.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 12:56:00 -
[27]
Originally by: Gordan 23 Edited by: Gordan 23 on 10/02/2009 12:28:09 Title: Fitting screen Category: User Interface
Here's a mockup http://www.gordan.it/ccp/
I have some years of UI design expertise, I'm looking for a job and I will work for ccp even without a salary for a brief period. (yes, this is begging, sort of...)
Quote: Removed "Personal Ship Modules" and "Personal Module Charges" for redundancy with "item" window that create confusion.
you just removed the best feature of the new UI, go back to school.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.02.10 13:01:00 -
[28]
Better movement system for Probes/Posmods
Scanning
Moving probes is very difficult, the system for moving posmods is outdated too. It's a pain moving them to the place where you want them, because you have to hit the arrows, and moving is very inaccurate. Abandon this movement system in favour of a new one, borrowed from homeworld2 (i think there is nobody at ccp who has not played it..): As long as ctrl isn't pressed, you move the thing on a plane. With a button (let's say ctrl) pressed, you modify the height. That way one can move things very fast.
Why? Because the current system is horrible :-| ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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Heroldyn
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Posted - 2009.02.10 13:23:00 -
[29]
* 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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Gordan 23
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Posted - 2009.02.10 13:30:00 -
[30]
Originally by: MotherMoon
Quote: Removed "Personal Ship Modules" and "Personal Module Charges" for redundancy with "item" window that create confusion.
you just removed the best feature of the new UI, go back to school.
Yes it is a good feature, but deceiving for new players, as long as the item browser stay as it is now. Plus it is a mockup meaning it -proposes- changes.
thank you anyway for the time, point noted. |
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 13:34:00 -
[31]
Originally by: Gordan 23
Originally by: MotherMoon
Quote: Removed "Personal Ship Modules" and "Personal Module Charges" for redundancy with "item" window that create confusion.
you just removed the best feature of the new UI, go back to school.
Yes it is a good feature, but deceiving for new players, as long as the item browser stay as it is now. Plus it is a mockup meaning it -proposes- changes.
thank you anyway for the time, point noted.
well it's just that the item windows shows all item, not just ship modules. thus having only ship modules is VERY useful, as it allows for everything to do with fitting a ship to be in the same window. If you have UI experince you should know that having to many windows open is not a good UI. CCP basicly took fitings/ship modules/cargo/drones/and ammo and put it all in one window instead of 5.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.10 13:40:00 -
[32]
Originally by: Batolemaeus Better movement system for Probes/Posmods
Scanning
Moving probes is very difficult, the system for moving posmods is outdated too. It's a pain moving them to the place where you want them, because you have to hit the arrows, and moving is very inaccurate. Abandon this movement system in favour of a new one, borrowed from homeworld2 (i think there is nobody at ccp who has not played it..): As long as ctrl isn't pressed, you move the thing on a plane. With a button (let's say ctrl) pressed, you modify the height. That way one can move things very fast.
Why? Because the current system is horrible :-|
Not to be an ass, but how is this different from post #14 in this very thread? -----
EVE is a PvP game. Adaptation is your survival. |
Gordan 23
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Posted - 2009.02.10 13:41:00 -
[33]
Originally by: MotherMoon
well it's just that the item windows shows all item, not just ship modules. thus having only ship modules is VERY useful, as it allows for everything to do with fitting a ship to be in the same window. If you have UI experince you should know that having to many windows open is not a good UI. CCP basicly took fitings/ship modules/cargo/drones/and ammo and put it all in one window instead of 5.
Yes but having everything on the same window it is good until that window became overcrowded/hard to read. take as example an OS, what if everything was on the same window?
besides that, tastes are tastes, technically we are both right ;)
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 13:43:00 -
[34]
Originally by: Gordan 23
Originally by: MotherMoon
well it's just that the item windows shows all item, not just ship modules. thus having only ship modules is VERY useful, as it allows for everything to do with fitting a ship to be in the same window. If you have UI experince you should know that having to many windows open is not a good UI. CCP basicly took fitings/ship modules/cargo/drones/and ammo and put it all in one window instead of 5.
Yes but having everything on the same window it is good until that window became overcrowded/hard to read. take as example an OS, what if everything was on the same window?
besides that, tastes are tastes, technically we are both right ;)
ah in that case you should be allowed to have a setting window for the fitting screen. Where you click on and off different settings so your fittings window is the way you want it.
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Aeo IV
Amarr Xomic OmniCorporation
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Posted - 2009.02.10 14:05:00 -
[35]
* Title: Logging in Ease
* Category: Logging in
* Description: Streamline the log out feature in game so that you can go back to the character selection screen, rather then having the client restart.
* Goal: It just makes EVE better. Very few MMOs have to restart themselves to get you back to your character selection menu, (even if they require you to log back in, however, I don't see why CCP can't do better on this issue.)
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Ammath
Amarr Mentis Fidelis Un-Natural Selection
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Posted - 2009.02.10 14:20:00 -
[36]
Title: Scan Probe Radius Menu
Category: Scanning
Description: Add the other "snap-to" sizes to the menu that currently only appear as has-marks in the solar system map .25, .5, 1, 2, 4au to the menu that presently has only 8au at its lowest. Also allow these resizes from the scanning panel, right now you have to click on probes directly.
Goal: Easier and more consistent probe management, if there are presets they should be on every menu. |
Ammath
Amarr Mentis Fidelis Un-Natural Selection
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Posted - 2009.02.10 14:26:00 -
[37]
Title: Black Ops Class Tweaks Category: Ships Description: Just as a suggestion as a quick and easy fix to address generalized complaints about this class of ship, I suggest lowering the fuel consumption of both the Jump Drive by 50% and the CJPG to 25% of its current level.
Also removing the sensor penalties and re-cloak delay on this ships should happen and make them more in-line with stealth-bombers in this respect.
Goal: This is a quick adjustment to the entire class of ships and will resolve much of the "fuel bay" issues people want without adding new-features or recoding to the ship for "fuel-bays" etc. The sensor and re-cloak penalties likewise will improve the tactical usage of the whole class of ships without moving them out-of-line with similar classes of ships like the Stealth Bomber. Both of these are quick wins and are easy statistical adjustments and should be easy to impliment even if just on SiSi for testing and balance. |
Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
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Posted - 2009.02.10 15:25:00 -
[38]
hey hey
Title : fitting screen anoyance Category : UI Description : the fitting screen upens up directly in the center of the screen and obscures everything. The ship its fitted to now lives inside the circle and while graphically pleasing i can no longer click on and off my ship. I also find that i cannot access my hanger to drag and drop on the fitting slots :/ this is because the fitting halo is obtrusive. it even overlays my chat channels.
Proposal : add transpacency to it and unlock it from the screen and make it scalable and movable pretty please :)
Title : Widgets Category : Probes and scanning Description : clunky widgets :/
Proposal : Can we make them also transparent to some degree but give them solid outlines for clarity.
Title : UI, UI, UI, UI, UI, UI, UI. Category : UI (probes) Descrption : The probe Ui continually resets its windows and never remembers the resized window :/. dunno if thats a bug or feature but when you got mulitiple probes out you need to continually resize the probe window :/
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.10 16:11:00 -
[39]
Originally by: Mikal Drey *stuff about fitting window*
Reason you can't dragn' drop from the hangar is that you are supposed to use the fitting tool on the left of the fitting window that displays ONLY modules and ammo. ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |
Nova Fox
Gallente Novafox Shipyards
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Posted - 2009.02.10 16:13:00 -
[40]
Title: Shares/Stock/Shareholder API information Category: Coorporations Description: To allow logging of Shares and thier prominent information to be uploaded to external websites
Goal: Though an extremly minor from a programming aspect and QA balance needs its a step that would be forward to player ran stock markets and essently the bare minimal tool we need get these markets going.
Title: Multi Colored mining lasers! Category: Graphics Descpriton: We got different colored crystals on our modulated strip miners why cant they have a different appering beam as with amarr lasers? Also strip miners and regular miners need to be segregated in terms of effect. Goal: immersion and visual inditiations to allow for recon while stealthed. =============
Pre Order your Sisters of Eve ship today
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Jaques Laveau
Gallente Hyper-Nova Tenth Legion
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Posted - 2009.02.10 16:31:00 -
[41]
Title: Ship Icons Category: UI Description: Change the ship ui icons to something with more contrast, currently the ships are all to dark and distorted in them that it is hard to visually identify a ship in your hanger by looking at it, and the gallente ones look like they are on fire.
Goal:To be able to identify ships in hanger visually. |
Creat Posudol
Gallente
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Posted - 2009.02.10 16:38:00 -
[42]
Originally by: Batolemaeus Better movement system for Probes/Posmods
Moving probes is very difficult, the system for moving posmods is outdated too. It's a pain moving them to the place where you want them, because you have to hit the arrows, and moving is very inaccurate. Abandon this movement system in favour of a new one, borrowed from homeworld2 (i think there is nobody at ccp who has not played it..): As long as ctrl isn't pressed, you move the thing on a plane. With a button (let's say ctrl) pressed, you modify the height. That way one can move things very fast.
Why? Because the current system is horrible :-|
Originally by: Ancy Denaries * Title: Probing system controls * Category: Scanning/Probes * Description: At the moment, moving probes around is both difficult and frustrating for several reasons. I'll outline them below:
1. The moving widgets are too large and obstructive for their purpose. This could be changed either by removing them entirely, or playing smaller arrows at the probes scanning edges.
2. Widget movement is unintuitive. It should be changed to a freeform drag n' drop in the X/Y plane, with a modifier key to move in the Z-plane. Similar to what has already been described in several threads. So, drag 'n drop to place it's X/Y position, then press SHIFT+CLICK and drag for Z-plane movement.
3. Probe reloading is awkward at best since all deployed probes count as "used" and cannot be repackaged back to it's stackable state. This causes EVERY probe to be loaded one by one into the launcher, costing valuable (and frustrating) time.
* Goal: The changes outlined above are meant to decrease the frustration of the interface, causing probing to be quite a lot more manageable than it is in it's current implimentation. Many of the annoying things with the UI would be solved if the above was taken in effect. The probe repackaging part could be done only in station, if you wish. (That doesn't seem to work now. I can't find the "Repackage" option in the context menu when selecting probes)
Yes PLEASE! I was about to post the same thing... This is the single most ingenious 3D placement system I've ever seen. Intuitive, easy to use and pretty precise.
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.10 16:58:00 -
[43]
Edited by: DeTox MinRohim on 10/02/2009 16:59:45 Title: Probe warping
Categoty: Probes, Scanning
Description: Make it an option that the probes warp by themselves after being moved or that you manually click on a "warp probes" button so that the relevant probes enter warp.
The timer before the probe enters warp is simply too short as you sometimes have to battle the clunky widget to move it and you lose control of said probe. But it can't really go longer than that as it would build too much waiting time.
The addition of a click to make them go into warp when you need them to go into warp will not downgrade the experience as it is already when you lose control of the probes when they enter warp before you could finish your movement.
More so when the probes are very close to each other making them very hard to move or move the right one.
Sorry if it was posted already. ------ This sig space is Read-only ! omgalink - Online Skillsheet |
Zach Donnell
Ghost-Busters
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Posted - 2009.02.10 17:15:00 -
[44]
Title: Control Panel Underlay
Category: UI
Description: A simple opaque underlay behind the main control buttons at the bottom-center of the screen [See screenshot for better description]
Goal: While this may not be experienced in PvP that often, many times in PvE settings the surrounding environment makes the buttons and whole control panel VERY hard to read. (think, trying to open cargohold button while on massive white dustcloud) This could be an option that could be turned on, or off, to add clarity to the control panel if desired.
Screenshot
[Note: Screenshot demonstration is a quick throw together, courtesy of Caiman Graystock, as I am unable to snap my own at the moment] |
Evelgrivion
Ignatium. Rote Kapelle
|
Posted - 2009.02.10 17:26:00 -
[45]
Choosing Patterns and Colors for Tech 3 Ships
Tech 3
In addition to being able to choose the colors for our Tech 3 ship's hulls, the ability to choose a paint pattern as well as a color (especially from a large palette) would be an epic addition to the game.
The goal of this addition is to make tech 3 ships even more awesome than they already are by letting you give each ship a (relatively) unique paint job. This is purely graphical pimping for the sake of graphical pimping, but is nicer than being able to choose a limited block of color and a limited range of colors. The psychological impact of a black and white zebra-striped ship neutralizing the hell out of your capacitor is also just too epic to pass up. |
Pottsey
Enheduanni Foundation
|
Posted - 2009.02.10 17:41:00 -
[46]
Edited by: Pottsey on 10/02/2009 17:44:21 Title: Add Hardware Sound back to Vista
Category: Sound
Description: Re add the ability to use hardware sound with Vista. Hardware sound was working in Vista with Eve for months before CCP stopped the use of Creative's ALchemy program. Please let us use it again. There was no reason to ban hardware sound in Vista. Or if there was a reason at least tell us why.
Goal: Takes the ease of the CPU, provides better quality sound, increases the FPS. All this for very little coding. Just white list the two files you put a ban on for what appears to be no reason and we get hardware sound back.
____ Telltale sign of their presence is non-linear teleportation (www.eve-online.com/races/theodicy/Theodicy_All.pdf)
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cytheras wrath
|
Posted - 2009.02.10 17:46:00 -
[47]
* Title: revamped missiles/rockets
* Category: combat (?)
* Description: in most sci-fi films (and some anime which i think can also be considered a sci-fi film) missiles can counter missiles (defenders). missiles can be dodged by a evasive change in direction (yay, a reason to have ship moving in a new direction by duble clickin space). self targeting missiles (fof) having a turning speed thus allowing people to evade them? also the missile type scale to evasion abilitys and dmg being: rockets really fast, light damage, hard to avoid/detect. Light missiles fast, more detectable easyer to avoid at long range with a frig. heavy missiles moderate, easy to detect, hard to avoid with cruiser or bigger. Cruise missiles slow, really easy to detect, hard to avoid with a BS or bigger. Torps really slow, easyest to detect, not easy to avoid with capital ships. citidel torps extreamly slow, extreamly easy to detect, all ships could avoid it. and bombs must be disarmed by a skill, takes like 4mins to det (or all ships must get away from it in that time frame to avoid massive damage that can pop most non cap ships). and all missiles can be fired in a volly in a straight vector at a blob (lawl, random shot and hit a frig then boom!) or locked target and fired in the direction that ship is traveling.
* Goal: to make missiles into a scary weapon in pvp by adding a massive pow! to those pilots who dont or cant avoid them and allow for a realistic way to avoid a missile that is locked on or cant alter direction
ps. i can explain more in depth about this idea via mail ingame or a future post as im short on time atm.
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Quaerus
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Posted - 2009.02.10 17:56:00 -
[48]
Title:Race/Bloodline/Ancestry should make a difference Category:Attribute Redistribution Description:The ability to redistribute attributes is great, but little differences between the races/bloodlines should be preserved. Limits for Atribute changes would allow to 1:optimize for skill training 2:undo character creation mistakes 3:keep a meaning to character creation choices For example, cap Amarr base Intelligence at 13, Achura Willpower at13... . Goal: Something like that would allow for changes but still make the Race/Bloodline matter.
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Pottsey
Enheduanni Foundation
|
Posted - 2009.02.10 17:59:00 -
[49]
Title: Passive shield tanking
Category: Modules
Description: A long time ago there were two forms of passive tanking, shield recharge/HP regan tanking and buffer tanking. During the combat extend patches a few years back shield extenders got a hit point boost this unbalanced passive tanking and made shield rechargers almost completely useless. At the same time it merged both forms of passive tanking together so you get the best of both worlds. Shield extenders boost HP regen and buffer tanks. I would like to see the old days of Gallante ships are best at HP regen passive tanking and Caldari ships best at hitpoint buffer tanking. Back to the modules I would like to see shield rechargers with a faster recharge rate so the module is useful and worthwhile on HP regen tanks. At the same time give shield extenders -x shield recharger penalty. Perhaps boost the shield extenders hitpoints a little at the same time.
Create some ships with bonuses to passive tanking. My dream would be to see Gallante with shield recharge bonuses and Caldari with shield hitpoint bonuses again.
Goal: Rebalance passive tanking so you no longer get the best of both worlds with buffer tanks and HP regen tanks all in one from one module type. Make shield rechargers useful again as you almost never seen them in use now when years back they where the main passive tanking modules. Shield extenders with a -x shield recharger penalty allows the introduction of Extra Large shield extenders so cap ships can buffer shield tank without overpowering passive regen tanks. Oversized extenders no longer make massive HP regen tanks with large buffer tanks. Shield extenders with more hitpoints could be made to extend PvP fights but don't create overpowered Regen setups.
As for ships the goal will be to fill the gap of missing ships. Right now there are combat ships to boost active boosters. Combat Ships to boost active amour repairers. But no combat ships with bonuses directly related to passive tanking like shield recharge or hitpoints.
____ Telltale sign of their presence is non-linear teleportation (www.eve-online.com/races/theodicy/Theodicy_All.pdf)
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Lijhal
Pretty Good Piracy
|
Posted - 2009.02.10 18:21:00 -
[50]
* Title: Wormhole
* Category: Names
* Description: Currently if you find a wormhole (i know, you cant warp to it) the wormhole itself has a name, something like wormhole 974. please remove the number in the name!
* Goal: Prenventing of collecting a database of wormholes ... if someone found one, he shouldnt know what wormhole it is b/c after 2months or sooner, a database will pop up in the wide internet which show everyone the exact containments of the wormhole system
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ZMasterz
Caldari Pothouse Cartel IDLE EMPIRE
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Posted - 2009.02.10 18:34:00 -
[51]
Edited by: ZMasterz on 10/02/2009 18:37:50
- Title: Fitting Window Item/Module/Charges list
- Category: UI
- Description: While i¦m not too happy overall with the Fitting window, i can see how i will probably get used to it in the future. There¦s one major thing that needs changing though: The Lists in the left-hand area of the Fitting Window, showing Modules/Charges etc you can fit on your ship ... they¦re terrible ... let me explain:
1. Imagine you fly all 4 Races, have several ships of each race, both T1 and T2 (and now T3). Naturally, you will have a large amount of different Modules, for armortanking, shieldtanking, different turrets, launchers, ECCM, ECM .. etcetcetc. Additionally, you have lots of Ammo for all those Weapons, plus lots of Drones, plus Charges of other nature ... In total, you have a sh*tload of stuff in your Hangar; that is, if you don¦t .. : 2. Sort your Hangar ! I do it, and i know of a lot of other players doing it ... mainly using Station Containers, GSCs, etc., maybe one for storing all your Ammo/Charges/Drones, one for T1 Modules, one for T2 Modules, one for high-Meta stuff, and so on.
Now, if you don¦t sort your Hangar with Cans, you have a huge list of Items to scroll through everytime you want to fit/unfit something from your ship. If you sort your Hangar with Cans, the Modules/Ammo won¦t show up in the list anymore.
In both cases, it¦s way faster to just fit ships like you had to before Apocrypha ... Open Item Hangar, Drag/Drop Items from there to your Fittings screen. As the new Fitting Window is pretty huge, that isn¦t easy :-/
So, proposed changes: Either: Completely rework the List in the Fitting Window, make it sortable by Item Types/Race/Slotsize/Techlevel/etc. Add recognition of Containers and modules/charges stored in them. Or: Remove that feature completely, reduce the size of the Fitting Window, and make it easier again to fit your ship like before Apocrypha. Or: Something totally new and spiffy, no idea :P
- Goal: Much easier use of the new Fitting window, much faster Fitting of ships. Less frustration when scrolling through a list of 500 Items.
(Plus, i am also very much for the proposed changes of the current Probe-UI. Those Widgets are pure evil, they¦re too big, stupid and slow to use, and camera movement is a right PITA sometimes when you can¦t focus your camera on the Site you¦re actually probing for.) |
Komi Toran
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Posted - 2009.02.10 18:58:00 -
[52]
Edited by: Komi Toran on 10/02/2009 18:59:30 Content deleted because ^^^^ This
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Merin Ryskin
Peregrine Industries
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Posted - 2009.02.10 18:59:00 -
[53]
New features are wonderful, but it would be nice to see some of the old ones fixed as well. In this case, there is a lot of ship re-balancing to do.
Some are easy, requiring only minor changes that would be broadly supported. A few I would like to see, others are free to add more.
1) Nighthawk. Grid is severely crippled, and everyone agrees that it is. It should be able to fit a setup comparable to the other command ships, that is: gang mod heavy missile II x6, MWD, 2x LSE II, warp disruptor II, invulnerability II, 3x BCU II, damage control II, PDU II.
Less universally agreed on is the Nighthawk's lack of dps: it barely does more than the Drake, while the other command ships get larger increases. Adding a high slot and a launcher hardpoint (with matching CPU and grid) would fix this.
2) Cerberus. Like the Nighthawk, it was apparently balanced without a MWD, but MWDs are mandatory in PvP. Add 125 base grid so it can fit a MWD with dual LSE IIs on a HML II setup.
3) Retribution. One mid slot = lol. Move either a high or a low to a mid, possibly adjusting CPU to allow proper use of it. Two mids is (IMO) still considerably worse than the three-mid AFs, but at least it makes it a viable PvP ship.
4) Vulture. Why does a T2 Ferox have fewer turrets? Add the 6th gun slot, no other changes are necessary.
5) Merlin. Like the Vulture, it was overlooked in the Caldari railboat fix. There's really no reason NOT to give it a 3rd gun slot, so just do it already.
6) Deimos. It needs a 4th mid, move the 6th high to a mid.
The next couple would have mass support, but require more thought to get a working fix:
7) Muninn. It sucks, and needs a re-design, but there's no real easy option. Poll the Minmatar players and fix it.
8) AFs: they need a 4th bonus, but it's a bit of a delicate balancing act to give it to them without making them overpowered. My only request here is that the Harpy gets 5% small railgun (NOT blaster) damage.
9) Tier-1 BCs. Everyone agrees that the Prophecy and Cylone are utter trash, while the Ferox is pretty bad. Fix them somehow.
Finally, a couple more controversial ones:
10) Fleet command ships: they need to be combat ships (though support, not pure tank/gank), not AFK POS boosters. Vulture gets 7 guns and 8 highs, Eos trades its guns for 125mb bandwidth and proper drone bonuses, Claymore becomes a 7-gun midrange artillery ship, and the Damnation gets 7 launchers and a poll of the Khanid players on whether it keeps its amazing tank, or gains HAM damage instead.
11) "Stealth" bombers: start with a covert ops cloak, see what's left. Ideally, a re-balance to 3x cruise, MWD, medium shield extender or plate, point, with cheaper bombs that are allowed outside 0.0 (beware of Darwin awards involving CONCORD). Result: slower, less tank than AFs, but a cloak with excellent damage/range, and an actual reason to use one instead of a force recon.
12) Black ops: fuel bay is nice, but a covops cloak is really needed. Find a way to give it to them, and change the worthless bonuses (Sin's agility, Widow's conflicting missiles/ECM), and increase base HP to at least their T1 levels. The Widow should also become a T2 Rokh with 6 guns and 5% damage, 10% range, and 5% shield resists.
13) Scrap the tier system. It's time for this obsolete mechanic to go, now that insurance and short training times make it redundant. Remove it and balance all ships in a class to the same level. -----------
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Karrade Krise
Galatic P0RN Starz
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Posted - 2009.02.10 19:34:00 -
[54]
Title: Bookmarks on Overview Category: UI/Overview Description: Having the ability to add bookmarks to the overview, and another option to show bookmarks in space. They would show up as Celetial Objects in both Overview and Space.
Goal: This would make warping to specific bookmarks that are/could be on grid durring battle. As we all know, zooming in on the starmap only goes so far. You cannot differentiate your bookmarks if they are so close together.
CCP Atlas - The Short Story - "With Quantum Rise, we kind of messed up the performance of the EVE client."
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Raptor Deathbringer
Minmatar Birds of Prey - Raptor
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Posted - 2009.02.10 19:51:00 -
[55]
Title: Open Fitting Instantly
Category: UI
Description: Make the fitting-window open instantly instead of one element at a time. While it looks flashy when it opens it's just an annoying delay that shouldn't be there.
Goal: Prevent players from falling asleep while waiting for the UI.
Originally by: CCP Wrangler I have no clue.
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Cera Minos
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Posted - 2009.02.10 20:00:00 -
[56]
* Title: Skill Queue shows 'filtered' number of skills in each category
* Category: Skill Queue
* Description: The group titles (e.g. 'Subsystems - skills: 4, points: 809') change when a filter is selected (i.e. within timeframe or partially trained) to show the number of skills in that group matching the filter conditions, e.g. 'Subsystems - skills: 4 trained, 2 matching current filter'
* Goal: Being able to select skills which fit in current timeframe, and partially trained skills is great :) but currently the user must open each skill group individually to see if skills exist matching the filter. |
Merin Ryskin
Peregrine Industries
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Posted - 2009.02.10 20:40:00 -
[57]
* Title: Keep the current SHIP probe system.
* Category: Scanning
* Description: Keep the current scan system for finding ships (NOT wormholes/deadspace/etc, only ships), whether by literally keeping it, or allowing the new probes to find a ship with only a single scan with a single probe. It should still be possible to find ships with the new probes (such as those hard to find targets in deadspace), but the current fast scanning system should still be an option.
* Goal: Avoid wrecking scanning in PvP. Currently, a skilled covops pilot can find a safespotted target with a single scan (taking less than 30 seconds) by a single probe. While difficult if the target is watching for probes on their directional scanner, it is at least possible to find a target fast enough that they don't just warp off (whether because they change safespots to avoid detection, or they are just done safespoting and moving on). Since the new system takes considerably more time to pin down a target, the odds of successfully catching it decrease massively.
==========
* Title: Ensure T3 and wormholes are available to ALL players.
* Category: T3, wormholes.
* Description: Balance sleepers and T3 component drops so that solo players are not left out. Some of us wish to spend our group time on PvP, and play the PvE side solo when there are no friends available. If the new NPCs are balanced around an organized PvE gang, it will be suicide for us to get involved directly, and we'll be stuck hoping to find our T3 components on the market at absurdly high prices.
* Goal: Ensure that all players are involved in the new content, not just the rich and powerful.
=========================
* Title: Remove SP loss from T3 ships.
* Category: T3
* Description: Just remove it. T3 ship loss is just like normal ship loss.
* Goal: Remove poor game design. T3 is already going to be expensive and difficult to obtain (and therefore losses will hurt), adding a SP loss on ship destruction just makes it a frustrating annoyance. It breaks the expectation that items are lost, but skills only increase over time, it has no apparent reason (lore-related or otherwise) beyond "make losses suck", and it sets up an incredibly frustrating skill treadmill that hurts newer players the most. -----------
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Wolfgang Achari
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Posted - 2009.02.10 21:10:00 -
[58]
Edited by: Wolfgang Achari on 10/02/2009 21:09:51 Title: Ship Naming
Category: Ships
Description: Currently you have to be in the ship that you want to rename. It would be nice to be able to rename ships without having to actually be sitting inside of them. If that's not possible, to have the option to rename ships you're not currently sitting in to be removed from the menu when you right-click on them.
Goal: Just a bit of a convenience to the player if he/she has multiple ships in the hangar that they want to rename so they don't have to wait 30 seconds between each ship.
Not a real big issue in the least, I just don't see the need to be sitting in the ship that you want to rename.
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Emrys Ap'Morgravaine
Caldari Caercamel Corporate Interdictions
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Posted - 2009.02.10 21:24:00 -
[59]
* Rigs & Subsystems
* Tech 3 Amendment
* As Tech 3 ships are entirely customisable, I propose when alterations are made, either the entire rig is restored back to the items tab, or a random selection of components that go into creating the rig are restored. Possibly with a skill to increase the number of components returned. Or perhaps a skill required to initially restore, and at lvl 5 will return the entire rig intact, probably a very high rank of skill.
* Given the massive level of control we are being given of our craft, I see no reason why any particular facet of the design/modules system should be overlooked. Rig's are an essential component of almost any ship fit, and given the core concept of Tech 3 ships - that endless flexibility should be integral to what is trying to be accomplished here.
Em. -=-=-=-=- Reformed Carebear.
Much bear, zero care. -=-=-=-=- |
Major Stallion
The Dark Horses
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Posted - 2009.02.10 21:58:00 -
[60]
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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SexxxSlave
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Posted - 2009.02.10 22:01:00 -
[61]
Originally by: Merin Ryskin While difficult if the target is watching for probes on their directional scanner,
you do realize probes dont appear on directional scanners anymore...its been this way for at least a year. |
Merin Ryskin
Peregrine Industries
|
Posted - 2009.02.10 22:02:00 -
[62]
Originally by: SexxxSlave
Originally by: Merin Ryskin While difficult if the target is watching for probes on their directional scanner,
you do realize probes dont appear on directional scanners anymore...its been this way for at least a year.
Learn to un-check "use overview settings". Probes very definitely DO appear on directional scan. |
schurem
Silver Snake Enterprise Skunk-Works
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Posted - 2009.02.10 22:15:00 -
[63]
Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
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Korrakas
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Posted - 2009.02.10 22:27:00 -
[64]
TitleBlackOps Speciality
CategoryShips/Modules
DescriptionAdd The ability for BlackOps to be able to cyno into cynojammed systems by hacking the systems cynojammer and reverse Cyno, include all other suggestions of increased fuelbay etc. Also allow BlackOps to carry a special explosive deplyonace system that requires an uncloaked BlackOps to instal 4 explosive packages into any enemy POS that require 10 min per attachment. Each explosive, if succesfully deployed, requires a full game day to build up charge before being primed for detonation. Each explosive doing 25% damage to a POS (with 4 of them completley destroying any POS insystem thus rendering the system Sov 1). Also create a counter module for other blackops giving them the ability to scan each Pos (each scan taking 1 hour) scanning is percentage based (with skills increasing the chance of locating explosives) and explosive removal taking 5 hrs (also chanced based).
GoalTo increase the risk for 0.0 alliances that have firstly many uninhabited systems because of jumpgates and also to increase the ability for smaller allainces/corps to sabotage making EVE once more a dynamic warzone with true infiltration. Also making the BlackOps a valuable asset to any major corp or allaince.
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Deva Blackfire
coracao ardente
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Posted - 2009.02.10 23:07:00 -
[65]
I guess there is not much time for larger tweaks, so:
Title: Rocket fix
Category: Gameplay/balance/fix
Description: there is lots of issues with rockets (for example bug report ID: 67132). But except for obvious ones: 1. make rockets to standard missiles as torps are to cruises (so 1,5x dps). 2. increase rocket velocity, decrease flight time (so range stays same, or boost range 20% to include missile speed-up process).
Goal: 1. rockets will be useful for pvp (nowadays vengeance with 25% rocket damage bonus is better off using 200mm autocannons - they deal more damage and are easier to fit) 2. rockets will actually be able to hit targets moving 1,5km/s or faster (nowadays they dont hit fast targets at all due to missile "agility" issue) 3. make comeback of rocket dogfighters (hawk/malediction/vengeance/crow/heretic) who will actually use rockets instead of other weapon systems.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.10 23:23:00 -
[66]
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
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Aya Sin
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Posted - 2009.02.10 23:24:00 -
[67]
Title: Context menu icons
Category: UI
Description: Add icons to some of the more important context menu items. Examples would include "Warp to X", "Dock" and "Show info"
Goal: Significantly improved lookup times when interacting with context menus. Since Eve's menus are not static (unavailable entries are removed instead of "greyed out"), players have to visually scan though the entire menu time and again to find what they are looking for. Icons for the most important entries would act as landmarks and help players to find what they are looking for more quickly.
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Draco Hemigidious
Caldari Deep Core Mining Inc.
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Posted - 2009.02.11 00:46:00 -
[68]
Title: More options for corporate mergers/takeovers
Category: UI/Gameplay/Immersion
Description: Allow corporations to merge without having to disband one of the two corps. Allow assets in space like POS's in high sec to merge into the new corp without having to dismantle them. A vote by both corps could approve a merger and adding options to the corp UI could allow a corp to decide which assets merge and which do not.
Also a vote by shareholders could force a merger, for example a corp that has had an IPO and sold shares could potentially face a hostile take-over. That would be awesome.
Goal: To give more options to corporations and to shareholders. Provide more exciting gameplay on the Corp/Exec/Investor level. |
Fredou
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2009.02.11 00:55:00 -
[69]
* Title: isk sink with attribut remap
* Category: attribut
* Description: use the remap feature for an isk sink, charge for every point moved and every time it saved, increase the charge for the next move, in anyway... make it a nice isk sink
* Goal: remove isk from the game |
Dixi Zi
|
Posted - 2009.02.11 00:57:00 -
[70]
* Title: Scanning Probes: changes to UI, moving probes * Category: Scanning * Description: Currently scanning probes uses same cube with six arrows as POS modules.
For best scan results, when we trying to get to 100% we decrease scan range and trying to put four or more probes around one red dot. In that case probes usually overlap and it’s difficult to move them.
1. If you keep probe with its number and sphere, but move cube with arrows from center to surface of sphere, and keep it reasonable sized, that might help to move probes. Attachment point on sphere should be picked most distant from other probes.
2. Depending on camera position, some time it’s hard to click on arrows. So arrows should always be rotated along their axis ---=>--- wide side to the camera. Same for POS structures while anchoring. Change arrows models from flat to cylinder might help as well.
3. There should be easy and clean way “to pin” any object as the center of map. When one open solar system map, his ship is a center. Clicking on planet or moon, somewhat changes “focus” to that object. But that works not so good, because it’s very simple to change focus by misclick again to something else. Also, when “focus” is changed, all distances, should be shown, not from ship, but from “focus”. This feature was most important with old scanning system, but might be useful with new too.
4. Ship internal scanner, has some range (one can pick from 0 to about ~18au). Could be nice to have some switch to make this range visible on starmap.
* Goal: better star map & probe scanning UI usability
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Allen Ramses
Caldari Typo Corp
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Posted - 2009.02.11 02:37:00 -
[71]
Title: Don't rush the expansion.
Category: Quality Control.
Description: Quantum Rise (or more specifically, speed rebalanced) left gaping holes in the framework of EVE mechanics. These flaws were never addressed, and were swept under the rug for the sake of releasing QR. Please don't let this happen with Apocrypha (which the M10 release date, IMO, was announced prematurely). Push it back for a month (or two, for that matter) if you need to, just please don't release it for the sake of meeting a deadline projected by pure speculation.
Goal: Preventing the feeling that a product was obviously rushed.
Title: Finish what you started.
Category: Quality Control.
Description: Quantum Rise was unfinished. Finish it.
Goal: To finish what you started. |
Alan Kell
Minmatar
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Posted - 2009.02.11 04:59:00 -
[72]
* Title: Priorities
* Category: Game design
* Description: Change the system whereby you design and implement UI changes. Namely, that priority would be given to reducing the "EVE learning cliff" as was mentioned during a speech at fanfest.
As it stands right now, it seems that the art department has much say over what gets included, ahead of performance and usability. An example would be the new ship fitting screen. Looks nice but is unintuitive and slow. It has many more slots(T3) than the old system which a new player will wonder what to do with. I remember wondering what rig slots were for when I first started playing.
If you want to reduce the "EVE learning cliff", look at the usability of other game interfaces. As an example, Mechwarrior 4 gives a mech outline and blatantly obvious slots within the frame by which weapons, jump jets, heatsinks and other items are dragged and dropped with complete configurations able to be saved and loaded. This is intuitive and more self explanatory than a high/mid/low/rig slot layout that doesn't provide a visual link to what each slot type is useful for. A comparable EVE fitting screen would have a ship outline, slots at actual weapons mount locations for highs, with mids and lows showing visual links between shields, sensors and propulsion systems so that only minimal help is required to learn them.
It has already been mentioned on multiple occasions that the POS module placement system is unintuitive, clunky and unpleasant to use. Now it is being expanded to control probes as well.
Change priorities to place usability and performance ahead of pretty designs and you might start getting somewhere.
* Goal: To reduce the "EVE learning cliff" and make EVE an easy to learn, enjoyable game, without stripping out any depth.
|
Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.11 05:51:00 -
[73]
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Third...ed? This would add tons of immersion. ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |
The Economist
Logically Consistent
|
Posted - 2009.02.11 05:54:00 -
[74]
Title: Clone location display Category: Character Sheet Description: A small line of text underneath you clone type saying where it's located Goal: To help us remember where our damn clones are before we find out upon exploding.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
|
Posted - 2009.02.11 06:13:00 -
[75]
1. One-way wormholes.
2. Local changes in WH space.
3. Removal of skillpoint loss mechanic and tangible combat differences in Tech 3.
4. Removal of attribute reassignment mechanic.
5. Better scanning implementation, and faster player probing. |
ori thermos
|
Posted - 2009.02.11 07:24:00 -
[76]
* Title: UI Scale Slider.
* Category: UI.
* Description: Please add a UI Scale Slider to Display and Graphics option menu.
* Goal: Allow user control of the UI Scale via a slider. Improve the usability of the UI particulary on larger and wide screen monitors. I find the icons, windows and text to be small at 2560x1600.
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Lan'dako
|
Posted - 2009.02.11 08:25:00 -
[77]
Title: Probe positioning and timers Category: Probe and scanning
Description: As it doesnt looks like the probes will be stackable again after scooping back to cargo you should think about the timer for loading probes in the probe launcher. Goal: 10 seconds for each probe are to much time to drop at least 3 probes to scan a ship. The best solution would be to take the same load timer as scripts have.
Description: The positioning system for probes is the same as for pos modules. Just to say that this system isn't really user-friendly. Goal: I would like to see a system like the game Homeworld had. There you can set positions by using the mouse (only mouse for vertical position) and shift-key (additional to mouse when you want to change the horizontal position). This system was very easy to use and would be a great advance. As an alternative you could insert the posibility to set shortcuts for positioning. |
Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.11 08:54:00 -
[78]
Originally by: The Economist Title: Clone location display Category: Character Sheet Description: A small line of text underneath you clone type saying where it's located Goal: To help us remember where our damn clones are before we find out upon exploding.
God yes.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Freyya
GeoCorp. Paxton Federation
|
Posted - 2009.02.11 09:08:00 -
[79]
TITLE: Dual monitor support
CATEGORY: No idea actually..UI/Gamedesign?
DESCRIPTION: The ability to shift around certain UI elements between 2 monitors so that you have customizability. For example move all the chat windows, neocom and system information to secondary screen while maintaining all tactical information on primairy screen.
GOAL: Give players the ability to have as much room for information they want in plain sight and what information they want tucked away but still easy to monitor. I myself have a 22 wide screen and am still running out of room fast.
Several chatwindows open for tactical information as enemy movement/gang formation take up some space already, less viable when you have to stack them because it will become easier to miss bits while checking another channel. Overview and dronebay window. Add the fleet windows when in fleet. Add target informations when in combat and add the system information in the top left corner (which can be removed or customized on sisi currently = good step if this wasn't possible already) and you have a cluttered screen which could take up over 60% of your monitor already.
Having dual monitor support in this aspect would make players able to keep vital information on primairy screen and less vital but still important information on their secondary screen. Result is a very managable primairy screen with lots of overview and as little clutter as possible. Sorry for wall of text but i wanted to make my point crystal clear |
Bellum Eternus
Gallente Death of Virtue
|
Posted - 2009.02.11 09:19:00 -
[80]
Title: Redesign ship fitting UI
Catagory: UI
Description:
Currently players are able to view modules/ammo/drones/cargo items etc. only in alphabetical order, and only from a very small window that doesn't allow much range of viewing the items, unlike how the current item window displays the information.
The current ship fitting UI feels cramped in that items can't be viewed quickly from a long list and specific items must be accurately scrolled to and then added to your ship. Further more, one can not make multiple stacks of items and highlight the entire group of stacks (say, seven unique stacks of blasters) and then fit the entire group of stacks to a ship, so that the fitting goes faster, instead of having to individually fit each gun to the ship which takes longer due to fitting lag.
Additionally, the naming convention for items is really bad. When you sort items by group, you get ammo intermixed with guns intermixed with armor tanking modules intermixed with propulsion mods... you get the idea. The naming convention for modules needs to be similar to something like this: Ammo, Hybrid, Advanced, Spike L so that when you're scrolling through your list of stuff that is sorted by group, all ammo is in one spot, all propulsion mods are in another, all guns/launchers are in another, all tanking modules are together (shield and armor separate).
This is in addition to modifying the tiny module selection window for the new UI.
The new fitting screen should replicate all of EFT's functionality with respect to stats like tanking ability, DPS output, cap use, time to warp, scan resolution etc.
The goal of the new fitting screen should be ease and speed of use. As it is currently it's actually slower to use and less intuitive, if for no other reason than it's impossible to drag/drop from the very large (by comparison) items window, where it's easy to see/select items for fitting on your ship.
The fitting screen, even when both expanded windows are minimized, isn't able to be moved from the center of the screen, and/or re-sized. This is an issue when you want to use your items window to apply modules, and the reason you'd want to use the items window is that it's far easier to access than the current fitting menu.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
|
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Gypsy Overlord
Amarr Super French Mining Merchant Surrender Fleet
|
Posted - 2009.02.11 10:47:00 -
[81]
Title: Fitting Window
Category: UI
Description: It's pants on head ******ed. If you must implement it at least let us use the old one or make a compact and moveable new one in addition to the ring of doom.
Goal: Have a fitting window that is easy to use, small, and functional.
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Darnok Iksnibiks
Gallente INDUSTRIA BATTLETECH
|
Posted - 2009.02.11 10:51:00 -
[82]
Title: UI
Category: Tactical overlay
Description: Two things: 1) Ad possibility to change tactical overlay color, or at least, please changes it to something that will contrast with background (nebulas) for example "radar" green
2) If it’s possible, attach center of the tactical overlay to the object on which I’ve used "look at" button.
Goal: 1) Players can in any moment change tactical overlay so it is in contrast with star system background (nebulas.) It would make it easier to read especially in Caldari space where most of nebulas are gray, or in mission/explorations sites (gas clouds)
2) It would mostly benefit when ship isn’t the point of origin of the strategic events (for example fleet FC in cov op 100km from the camped gate), so it would be easier to acquire distance indicators and vectors for FC, target callers, etc who not always are in the center of the fleet. By default it would be attached to player ship
With regards Darnok Iksnibiks |
Red 7
|
Posted - 2009.02.11 12:12:00 -
[83]
* Title: Probing Groups * Category: Scanning/Probes * Description: Some of the issues around the display of probes would be simplified if probes could be grouped into categories (ala drone groups). Categories would allow a custom name and colour. When deployed and active a tooltip on a semi-transparant background would be available. Active probes would have their range sphere tinted to the colour for the group.
The list of probes would be grouped into their categories and would allow changing of the scanning range of the probes as a group - rather than individually (reducing the number of clicks and mouse moves involved and potentially helping server load as the information would be sent to the server in a batch - rather than as each probe is changed).
You would be able to override the group range by selecting an individual probe and setting the scanning range. Groups would be defined through the scanning window interface - and right clicking on the group header would allow customising the probe group information.
* Goal: The changes outlined would help when working with multiple probes in the system map display and allow a less confusing experience when scanning down multiple signatures.
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Maximus Profitus
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Posted - 2009.02.11 12:19:00 -
[84]
* Title: Make maximum mass, related to time left.
* Category: Wormholes
* Description: let the maximum mass slowly decrease in time. So the closer the wormholes get to their time limit, the smaller the ships that can still pass through. This would mean you only need to check on mass for collapse and not mass AND time.
* Goal: I guess the goal would be to make it a bit more realistic, wormholes becoming more unstable allowing less mass over time untill collapse.
See my thread in the Features and Ideas Discussion forums: linky
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Jason Edwards
Internet Tough Guy
|
Posted - 2009.02.11 12:53:00 -
[85]
* Title: Existing bpos & probes -> apoc
* Category: Scanning
* Description: So far when I checked sisi. My Multispectral frequency probes didnt turn into the deepspace one; they turned into Core probes. Same with the bpo afaik.
* Goal: I dont need 12 bpos for the same probe. I need 2 now afaik. 1 deepspace; 1 core. The multifrequency bpo I have researched already would then become the deepspace I need instead of a totally and utterly useless core bpo. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
Aylara
|
Posted - 2009.02.11 15:18:00 -
[86]
Edited by: Aylara on 11/02/2009 15:24:42 Title: Solar sistem map Category: UI
Description: - ability to center the camera on the scan result; - ability to toggle a plane for easier orientation -> use the model of the tactical overlay, in normal view (existent); it will be best if i can do this and keep the center in the current camera position, not on my ship only; - use transparency for scan range bubble -> like it is right now on tranquility - use only 3 arrows for positioning (one for each axis); best to use pipe type arrows, rather then flat ones; - make the positioning cubes smaller, scalable and transparent; - display the moving UI (arrows and cube) only for one probe at a time - the active one; - add a button for warping the probes
Goal: It will make the display when scanning less cluttered and easier to understand and interact. Also it has the advantage of using existing elements and quick to implement.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:22:00 -
[87]
* Title: Ship scanning solution
* Category: Scanning
* Description: Instead of using the exploration mechanism one needs to manually pinpoint the direction of the target ship(s) (better skill allows more deviation) through the directional scanner. Once a direction has been found (say @5% angle at base skill level) you launch a probe into that direction. That probe will warp to target as long as it stays within the deviation range (warp speed of probe skill based). Once the probe finds the target it targets it and keeps following it around, the probe should be destroyable. Once a probe has acquired target it gives the target an agression timer (to prevent logging off). The lock prevents the target from cloaking, moving to another spot makes has limited use (use is still that you need to warp to the target and it can keep running) since the probe will follow to the location.
As a result the better the player is skilled at manually finding the direction of a target the faster he/she will be able to scan someone down.
The deeper a safespot, the safer it will be for it will take longer for a probe to actually arrive.
* Goal: Make the ship scanning work even when someone is moving between safes, prevent people logging off, prevent people from cloaking once found whilst adding skill to the process of finding them. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.11 15:31:00 -
[88]
* Title: User friendly exploration
* Category: Exploration scanning
* Description: Instead of the POS widget let us draw a matrix on the map where each corner represents a probe, show the scan results within that matrix (the better the result the smaller the bulb). Each probe can be moved picked up and dragged in or out to extent the matrix or to narrow it.
* Goal: Create a user friendly interface that doesn't interfere with the map and works both in large areas as well as pinpointing small areas whilst maintaining the triangulation mechanics but without the clutter the current widget causes. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Jack' Sparrow
Minmatar Hammersmith Hardmen Exquisite Malevolence
|
Posted - 2009.02.11 15:52:00 -
[89]
Well, i think that that the fitting menu needs to be changed. I dont like the layout and it's more complicated. you want something more simple like before. Aswell i think that Pirates looked better flashy flashy and not war targets. Wt's should be stone red and have the little red star and pirates flashy. And my one last thing to mension is that the new cruisers look like agents on the overview so personaly id have them looking like a normal cruiser square on the overview.
Thats all. everyone is welcome to insult what i say i dont care :)
Fly safe - Jack
You Can Run But You Cant Hide |
Crestingmoon
Caldari Amarr Empire Research Copr
|
Posted - 2009.02.11 15:58:00 -
[90]
Feature Request:
Title: Movement of objects into ship coprorate bay Category: UI
Description: At the current time when I try to move items into the corporate hangar, it does not give me the option to partially place items as it does into the hangar bay. Would it be possible to make it so that I can partially fill the corporate hanger up to its maximal capacity by having the option to partially move the items I want to place into it.?
Goal: Use corporate hanger up to its intended capacity
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Useless alt
|
Posted - 2009.02.11 16:32:00 -
[91]
Originally by: Zach Donnell Title: Control Panel Underlay
Category: UI
Description: A simple opaque underlay behind the main control buttons at the bottom-center of the screen [See screenshot for better description]
Goal: While this may not be experienced in PvP that often, many times in PvE settings the surrounding environment makes the buttons and whole control panel VERY hard to read. (think, trying to open cargohold button while on massive white dustcloud) This could be an option that could be turned on, or off, to add clarity to the control panel if desired.
Screenshot
[Note: Screenshot demonstration is a quick throw together, courtesy of Caiman Graystock, as I am unable to snap my own at the moment]
Or of course kill the ugly backgrounds that are often way to bright to even give a feeling of being a part of space. (white fluffy clouds!?!?!) But yes please CCP make these buttons easier to see, it is quite often very hard to see if a module is activated simply because the background is so bright.
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AshtarDJ
Filthy Scum Scum Alliance
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Posted - 2009.02.11 16:59:00 -
[92]
* Title: Take away skill loss from losing a T3 ship
* Category: T3/Gameplay
* Description: Nowadays with 50k players online it is really easy to get mindless blobbed while jammed by 5 falcons. Losing the isk for the ship and fittings is penalty enough for not being careful/smart enough to evade that terrible death. Losing skillpoints will be too big of a penalty.
* Goal: From a PvP perspective, I thought Eve's goal was to have as many players as possible using, risking and losing their ships all the time. T3 ships won't be cheap to buy and fit and the fact that you lose sp if you lose the ship, will only make people treat them more like shiny "special case" ships (more then faction ships are today) instead of something that you don't mind using and losing as long as you have some LOLz with it.
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BiggestT
Caldari Resurrection Skunk-Works
|
Posted - 2009.02.11 17:33:00 -
[93]
Edited by: BiggestT on 11/02/2009 17:33:37 Title: Missile effects Topic: Effects Idea: Please update the out-dated missile effect. Assuming dev's ever play other games than EVE (shock horror), please make them look like the missile effects on a game like supreme commander (or almost any modern game with missiles in it). Edit: To clarify, my current biff is that they all often spawn as one shiny orb, and appear from no-where.
E,G Supreme Commander: You know when a Soul Ripper fires AA missiles? Looks cool eh? Imagine a drake or nighthawk doing that(epic fun and win).
To help you picture what I mean..
Plz plz do not say "its too hard!"
EVE history
t2 precisions |
Anneke Goulet
CUTLASS CORPORATION
|
Posted - 2009.02.11 18:05:00 -
[94]
Edited by: Anneke Goulet on 11/02/2009 18:07:07 Title: Fitting Screen
Category: UI
Description: My 09 Feb 2009 bugreport was directed to be hollered here. It's same Fitting window blabbering that's already been mentioned in this thread.
Bugreport 69525
Goal: Less fitting screen whines and more beer for devs at fanfest from happy users.
EDIT: Added goal
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Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2009.02.11 20:10:00 -
[95]
Edited by: Carniflex on 11/02/2009 20:13:37 Title: Scanning Probes: UI, moving probes Category: Scanning Description: Currently scanning probes uses same cube with six arrows as POS modules. It is very hard to use if there is many probes near each other.
For best results one reduces scan range and will try to put several probes around one red dot. In that case probes usually overlap and itÆs difficult to move them. It is especially annoying that often, when you try to click arrow you pick up instead probe resizing.
Proposal would be letting us drag probes around by just clicking at their marker in space, in horizontal plane this might work out quite nice, but for vertical movement something additional might be needed, perhaps control key to move the probe in z axsis direction. Ability to focus on target signature instead of probe would be helpful also, with perhaps something similar like current tactical overlay around it, just with AU's instead of km. Probes, when moved into range on that tactical overlay would poject a dot into the plane and display visual bar (similar to current tactical overlay for targeted objects) to ease understanding it's relative location to target signature.
Goal: better star map & probe scanning UI usability
Edit: If ability to see actual location of target signature would seem overpowered then I'm sure grapix department would be quite happy to create some particle effect displaying as 'propability cloud' for your target, changing color and getting smaller in size the better signal you get.
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Daelin Blackleaf
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Posted - 2009.02.11 21:06:00 -
[96]
* Title: Remove the Sansha/Blood/Gurista standings lock-out
* Category: NPC corp standings
* Description: Either alter the standings of one, two, or all of these factions to allow players to work their way into their good favor again via raising standings with another corp or introduce a mechanic for reducing negative standings.
* Goal: It is possible to recover from low standings with any faction bar these three, they like only each other. This is a problem compounded by the fact that mission running for Amarr or Caldari will lower standings to all three. Many players find themselves locked out of these factions before they are aware that these standings cannot be regained.
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Cryten Jones
Gallente Eldritch Storm The Matari Consortium
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Posted - 2009.02.11 22:19:00 -
[97]
Title: Ship scale and bumping
Category: Space Flight
Description: To make a ships mass and speed count when calculating collisions so that ships don't bounce around each other. Something like ship (Ship1 mass * ship1 speed) - (ship2 mass * ship2 speed) = reaction
If reaction is -ve the ship1 will react if +ve ship2 will react. reaction value is a modifier on how much the ship reacts.
Goal: More 'correct' use of bumping but mainly to stop the silly dancing of ships
Downsides: Probably heavy on the calculation side
Other options: make the impact have damage effects so that ramming a BS in a frig at 7km/s majorly damages the frig and dents the BS.
-CJ
Originally by: Nogap toosmall
and your understanding of probability is on par with a radish.
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ResearchBunny Beatrix
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Posted - 2009.02.12 02:39:00 -
[98]
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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Rika I
Caldari Tomoe Laboratories Celestial Imperative
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Posted - 2009.02.12 06:19:00 -
[99]
This is an alternate suggestion to Daan Sai's post.
Title: Severely Limit Character Stat Respec'ing
Category: Char/Skills
Description: This just breaks the idea of individuality of chars, their strengths and weaknesses, and above all reduces the consequences of the player's choices. I hope it isn't a knee-jerk reaction to other games that allow it.
Example, pumping up charisma to skill leadership skills, and then dumping the points back into will/perc once the skills are done. This just waters down the compromises set up by the original skill/characteristics system.
While a re-spec system is nice for people who started with very bad stats without knowing what they did, allowing it freely every 6 months is too easy to abuse as said above. Instead, give 1 free re-spec so new players can set their stats and old players can fix their mistakes. After that, change future re-specs to once a year and make it so that it costs 100m ISK for every stat point moved (so moving a couple points is ok but completely changing from per/will to int/mem is expensive) along with a loss of about 1m SP (taken from skills of your new lowest attribute).
Goal: Retain consequences for choices, keep it so that there isn't a mini-max solution and if you want to be good in one area then you are going to always have to compromise others. This makes the different chars more individual, not just plastic cookie cut clones.
----------------------------- Rika, the Uber Researcher! |
Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.12 09:22:00 -
[100]
I have to say I'm kinda on the fence about the respec thing. It's good for starting players, but the flexibility is too great for older players IMO. A few suggestions:
The first couple soon after character creation of respec's should be really cheap, as now. And the time limits seem quite ok. However, please make the cost exponentially more expensive in terms of isk, as the character gets more skillpoints and has done more respecs.
This ensure that you don't get people fine-tuning their skilling for 6 month periods.
Next, make it more expensive according to how many skillpoints you move around.
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SirFett
Best Path Inc. Ethereal Dawn
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Posted - 2009.02.12 11:31:00 -
[101]
Title: UI Enhancement to greatly improve handling of weapon grouping in the form of a single button/icon
Category: UI
Description: A single button should be place in the in space ship control interface. Specificaly above the overload rack buttons next to the high slots. Upon pressing this button high slot modules that are capable of grouping should automaticaly be grouped together or incase the modules are already grouped the groups should be disbanded.
Goal: Easy of use, easy of access, avoidance of unecesary steps, freeing up of righclick menus, simply and easy to use improvement
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H Zebra
Dark Ashes
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Posted - 2009.02.12 13:49:00 -
[102]
Title : fitting screen form over function or give us teh choice to use teh old one Category : UI Description : playing on anything other than full screen teh fitting window covers most of teh screen, covering channels, station info and all hanger windows. this change will take away peoples options to window eve and play mulityply clients on teh same pc, which will no doubt hurt eve's bottom line in teh long run.
bug report 70043
let us have teh choice to use teh old one if we wish and dont force us to use this if it takes away from our gaming experance, as it will from many many people i have spoken to in game
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Rip Striker
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Posted - 2009.02.12 14:25:00 -
[103]
Edited by: Rip Striker on 12/02/2009 14:27:38
Title: Keeping skillpoints
Category: T3 Ships
Description: Losing a small amount of skill points for each T3 ship loss can seem rather insignificant. However, the "insignificance" is relative.
For a veteran (older than lets say 4 years), who already has maxed out all relevant skills and is now only training to get some odd skills to level 5, spending 1 day each week or every other week re-training a rank 1 skill is insignificant.
For a non-veteran (less than 4 years), who still has alot planned out to train and is far from maxing out skills, spending 1 day each week or every other week re-training a rank skill 1 is significant.
To me it is clear that the gap in skillpoints of relevant skills between new and old players will increase even more with T3 ships.
Hence, I suggest that no skill points are lost when losing your T3 ships. However, if CCP really feels compelled to implement this feature, how about making it so that several ship losses are needed for a sub-system skill to drop 1 level?
Goal: Preventing or slowing down the increase in gap of skillpoints of relevant skills between veteran and not-yet-veteran players.
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sarako
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Posted - 2009.02.12 15:57:00 -
[104]
explorer/surveyor class ships with more ability to opperate self suficiently
a support craft with deticated repair and hanger bay for servicing below capital ships.
a small factory ship capable of crafting certain modules
an ore processor ship
either this or some type of mobile support station.
weapons will be a huge problem with no resuply effectivly means the only viable weapon is the lazer??? this puts the other 3 races at disadvantage.
how are these "systems" going to be much different from an instanced system?
sounds like just more 0,0 space only available to the medium and large pvp corps which will exclude all non-pvpers and casual players from enjoying this expansion unless they enjoy being a glowing pile of hauler or miner wreckage. |
sarako
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Posted - 2009.02.12 16:10:00 -
[105]
friendly and enemy targets seperate
UI
support ships have had a long anoying problem that targets are not decerned between friendly and enemy even when grouped with the friendly ship this means that when support ships target a friendly ship to proform repairs or buffing they are seen by the friendly ship as an attacking enemy??? and on the support ship both the friendly and enemy targets are clumped together and very often swap and shift positions making accidental attacks on friendly ships and possible reprisal by comsec a huge risk. for suposidly being futuristic FTL space craft they sure are retuarded.
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sarako
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Posted - 2009.02.12 16:17:00 -
[106]
readjust nav computer
when you comand your ship to approach another ship or an astroid the ship ALLWAYS fails to stop as per the navcom and bounces off what it was supose to be approaching the ship should be slowing down earlier to actually be at 0 speed at the selected approach range, not decide to stop AFTER it has allready past this point.
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sarako
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Posted - 2009.02.12 16:33:00 -
[107]
skill interface:
the ability to shift and s skills so that the player can place high priority skills in one place and low priority skills in another id have a default setting and a custom setting for example
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sarako
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Posted - 2009.02.12 16:35:00 -
[108]
interface
manual manuver controls for turning pitching and speed control please
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sukio
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Posted - 2009.02.12 16:51:00 -
[109]
UI
sort options for courior and market such things as limiting bond or size or security so if i want to search for cargos with only a 2mill bond or less and a cargo not exceeding 10k its possible
oh yes REVAMP THE WHOLE COURIER SYSTEM its been a useless mess full of EXPLOITS for years EVE PVP is out of control and is hurting EVE and CCP |
Gabi Angel
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Posted - 2009.02.12 20:05:00 -
[110]
Devs,
I have an improvement to request. :)
When you click in a BP and select invent you need to select a lab with the "Pickup Installation" button.
The following window already save your previous selection of Activity, Location and Type, but do not save the Range previous selection.
So every time i start a new invention, I need to change the Range value from Current Blueprint Location to Current System or Current Region.
Its so annoying and doing this i loose almost 10 minutes to set up a entire batch of 10 invention jobs.
Can you forward this request to help my life and other inventors in EVE?
When anyone asks what I hate most about Eve, the select installation interface is my answer.
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Gabi Devil
|
Posted - 2009.02.12 20:10:00 -
[111]
Edited by: Gabi Devil on 12/02/2009 20:12:16 * Title: select Installation Interface
* Category: Invention, Manufacturing, Researching and Copy
* Description: The current interface doesnt remember the last location selected. You need to change the Location in all new jobs (e.g. Location: Current Region) all the times
* Goal: Less stress, more productivity, eliminate repeated efforts in this annoying step.
edit: Selected the wrong char... sorry :)
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Malvaroth Vidaru
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Posted - 2009.02.12 20:18:00 -
[112]
* Title: Return of the magnifier.
* Category: UI
* Description: This is the perfect time to bring back the magnifying square that was part of the UI prior to the Trinity update.
* Goal: This would simplify / enable visual identification of another pilot's T3 components.
Inspired by Chribba: "WTS Ship Scanner II's in bulk."
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DrAtomic
Atomic Heroes Chain of Chaos
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Posted - 2009.02.12 20:54:00 -
[113]
Title: Introducing wormhole probing without wrecking current exploration/pvp scanning balance
Category: Exploration probing
Description: Label all wormholes as scantype wormhole and use the currently unused structure scangroup for them. Add a group of probes for wormhole scanning (wh specific multi through sift) with low entry scanning skill requirements and scan to result to fit design goals of it being fast.
Goal: Create an accessible probing mechanism without hurting pvp scanning and with a -insert explicit- pos -insert explicit- widget, whilst introducing players to the site exploration mechanics used without turning the exploration system into yet another mission grinding method.
Reason: The new exploration and shipscanning UI is taking us back to the old much dreaded probing mechanism but instead of the ship warping around you now don't have to warp around yourself since your probes are doing it for you. All targets are now aware of propper use of safespots where before safes were actually considered safe, players will not do away with their logoff/cloaks, i.e. the public is now educated where as the old system relied completly on players trusting their safes/lack of knowledge about being able to be found. - - -
Originally by: CCP Prism X I can invent ways to get free candy for you where the implementation is so bad that you'd never want to see candy again in your whole life.
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Potrero
Gallente Federal Navy Academy
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Posted - 2009.02.12 21:37:00 -
[114]
- Tile: Ship Balancing: Black Ops
- Description: Would request a rebalancing of the mass / lightyear calculation which currently governs the behavior of cov ops jump portals. I'm proposing a calculation which penalizes mass much more than range. The result would be the ability to carry perhaps 8 to 10 frigate-sized ships 10 jumps or more.
Would additionally like to see the restriction of allowed shiptypes to expand to include assault frigates and e-war ships
Now would also be an excellent time to implement the fuel bay
- Goal: Make BO useful as a platform for small assault frigate, stealth bomber raids across a larger number of jumps. This would radically expand the gameplay options while not making the ships too overpowered.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:08:00 -
[115]
* Title: Allow drag and drop of characters to contract creation screen.
* Category: Contracts
* Description: When creating a private contract you have to type in the name of the character you want to send the contract to. It would be nice to be able to drag and drop a portrait to the name field instead of typing.
* Goal: To make it faster and easier to create private contracts. Also makes the interface more consistent since drag and drop woks everywhere else.
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Illectroculus Defined
|
Posted - 2009.02.12 22:23:00 -
[116]
An easy one: Give the Ibis Missile Launcher Hardpoints
It's one of a tiny handful of caldari ships that can't fit missiles, and it's the first one every caldari player sees. Depending on their advancement path players can spend a lot of time training railguns before the caldari preference for missiles becomes apparent. (this especially happens to miners who progress from the Ibis into the Bantam, the only caldari frigate without missiles).
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:26:00 -
[117]
* Title: Add default enter actions where it's missing.
* Category: UI
* Description: There are many places you want to accept or go to next screen, currently you often have to use the mouse. Would be great if you could use the Enter key to accept or click next.
Some places where enter currently doesn't work: Logging in a character - after login where you have your three characters I often want to login with the preselected one. Pressing enter does nothing, having it pree the "Enter Game" button would be great.
Contracts - None of the contract screens accept enter as a way to press next. Enter works if you don't click anywhere else but as soon as you change field there is no way to click next except to use the mouse. This is true for all the 4 screens of the contract creation process.
Science & Industry - After selecting one or more jobs it would be nice to use enter to deliver jobs but instead it just clicks get jobs again since that was the last clicked button. - When starting a job you have to select line to use first so would be nice if enter would open up that option but instead enter clicks Ok - an illegal action. After selecting a line to use it would be nice to use enter to accept the job but then enter clicks the change installation button instead (something you have already done).
There are probably more places but that's what I can think of right now.
* Goal: To require less mouse interaction and more possibilities to use the keyboard. Also makes many things go faster since it's easier to find the enter key then to click a small button.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:34:00 -
[118]
* Title: Allow different configurations of the effective hitpoint calculator in the new fitting tool.
* Category: UI, fitting screen.
* Description: The new fitting screen show effective hitpoints as your total hitpoints when hit by the damage type you have weakest resist against. While this way of calculating effective hitpoints has it's uses there are other ways that are interesting as well. For example you might want to test that you can tank a doomsday by checking effective hitpoints against one damage type or how good your tank is against certain rats that deal two damage types or you want to compare it to EFT and use an even damage distribution. It should be possible to change how effective hitpoints are calculated to make the feature more useful.
* Goal: Adding more options for effective hitpoints calculation makes it more useful. It also avoids confusion when talking about effective hitpoints since some people will look at EFT and others in game making it hard to compare numbers with your friends.
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Telorast
Caldari AWE Corporation Intrepid Crossing
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Posted - 2009.02.12 22:48:00 -
[119]
* Title: Change sorting by different columns to be consistent with windows and all other programs.
* Category: UI
* Description: The game remembers the direction (ascending/descending) you sorted each individual column in last and when you change column to sort by the value is fetched and reversed. In windows and all other programs I can remember using the old direction is used instead (no reversion). For example I usually keep my market info sorted by price so I see the cheapest on top but sometimes I want to buy the closest item instead. So I click the Jumps column to sort by distance. After I'm done I want to change back to sort by price, so I click the price column and the game see that I wanted cheap items on top last time so it reverse that to show most expensive items instead forcing me to resort by price again to restore it to show cheapest items first. This means that even if I have all columns sorted the way I want to view them I still have to sort twice every time I switch column to sort by.
I can't remember any time that the eve behavior has felt better then the standard way of doing sorting.
* Goal: To make the interface more consistent with other programs like windows and save work when sorting. It should also remove some calls to the database so should be in line with the need for speed.
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Faraelle Brightman
Gallente Placid Reborn
|
Posted - 2009.02.13 02:40:00 -
[120]
Edited by: Faraelle Brightman on 13/02/2009 02:46:38 Title: Refresh noob missions to match the new tutorial format better.
Category: New Player Experience
Description: This is a suggestion of new text for the very first mission a player does.
Agent eve-mail:
Greetings, <name>
You are almost ready to become a fully qualified pod pilot. Your instructors have been telling me good things about you and I'd like to offer you the chance to take part in an internship program where you will work with an agent to explore different career opportunities that New Eden has to offer.
But first, if you're ready, come talk to me and I will run you through your final flight check before you set off.
Agent mission breifing:
Hello, <name>. Ready for your flight check?
(I'm ready.)
Excelent Here are your instructions: Undock and warp to the coordinates I will load into your ship's computer. At the location you need to destroy the training drone flying around there. Retrieve the data chip from its cargo. When that's done, return and speak with me. Your ship's computer should tell you any other information you need to know.
On completion:
Excelent! Congratulations. I'll arange contact with some agents for you, come back to me in a few minutes...
Second Mission Breifing:
I've almost got everything in order but in the meantime could you do me a favor?
(What sort of favor?)
I need these documents delivered to <location>; they contain sensitive info so I can't send them electronicly. By the time you deliver them I should have the list of agents ready for you.
Goal: Because the character selection screen has been streamlined some of the background information that was presented there has been shifted to the wayside. The aim here is to give the players answers to these basic questions:
- Who am I? (A rookie pod pilot) - Where am I? (A school where you've been/are training as a pilot) - What am I doing? (Sha na na na, get a job o/') -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
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Mike C
Caldari
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Posted - 2009.02.13 03:12:00 -
[121]
- Title: Black Ops
- Category: Ship-Specific Skill Bonuses
- Description: Change the "multiplies the cloaked velocity by 125% per level" to "-96% to -100% reduction in Cloaking Device CPU use per level"
- Goal: By its own description, the Black Ops is meant for Clandestine maneuvers. By giving it a covert ops cloak fitting, it can completely counteract the Black Ops current lack of survivability is OK, but it is without balance. This would grant it survivability in the covert form.
__________________________________________________
Originally by: Mike C Trolls - We keep Humanity alive... and kicking...
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Mike C
Caldari
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Posted - 2009.02.13 03:20:00 -
[122]
- Title: Booby Traps
- Category: The Anti-Canflipper
- Description: The ability to rig bombs to cargo cans, which would detonate when a player chooses to open the container.
- Goal: A new way to prevent can flippers, and teach people that ore stealing may not be the best career path afterall.
__________________________________________________
Originally by: Mike C Trolls - We keep Humanity alive... and kicking...
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Faraelle Brightman
Gallente Placid Reborn
|
Posted - 2009.02.13 05:37:00 -
[123]
Title: Update the corporatin and faction databases reflecting ingame events
Category: Um...world info? Backstory?
Description: Thukker agents have been/are being updated in this patch to reflect their new friendly status with the Minmatar Republic. Excelent!
Now update the rest of it. :p Jamyl Sarum as empress, Tibus Heth as CEO of KK, Otto Garushi no longer the CEO of Ishukone, etc, etc. The thing hasn't been updated since Heridian was emperor years ago.
Goal: Finish bringing the ingame info up to date with current events. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.13 06:07:00 -
[124]
Originally by: Mike C
- Title: Booby Traps
- Category: The Anti-Canflipper
- Description: The ability to rig bombs to cargo cans, which would detonate when a player chooses to open the container.
- Goal: A new way to prevent can flippers, and teach people that ore stealing may not be the best career path afterall.
wat? Being able to get shot at by the whole corporation without Concord inteference is not enough? Not that I like canflippers, but this idea was just...over the top. ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |
Ris Dnalor
Minmatar Ex Cruoris Libertas
|
Posted - 2009.02.13 07:36:00 -
[125]
# Title: Replace skill point loss associated with T3 ships
# Category: Tech 3 ships
# Description: Remove skillpoint loss associated with the destruction of your T3 ship. Instead provide all bonuses that apply to these ships will start at 50% effectiveness when ship is first assembled. Allow these ships form a symbiotic relationship with the pilot and learn to react better for that pilot when flown over time. This would effectively increase the bonuses to their full 100% after a given amount of time in use. If the ship is lost, a new replacement ship would have to be retrained all over again and would be less-effective than one that has been in service for awhile.
# Goal: Preserves character skillpoints, but still achieves a loss beyond isk when you lose a t3 sihp
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Leeluvv
Federation of Freedom Fighters Executive Outcomes
|
Posted - 2009.02.13 10:26:00 -
[126]
Edited by: Leeluvv on 13/02/2009 10:26:14 * Title: Ship Fitting
* Category: UI
* Description: The primary objective of the fitting screen should be to fit your ship, not to provide a nice view of it through a round window. Having the ship visible in the middle may look nice, but it does nothing to help you actually fit the ship, plus it takes up more room than the rest of the window.
* Goal: Make the fitting screen fit for purpose. == Sig to follow |
LtCol Laurentius
Agony Unleashed
|
Posted - 2009.02.13 13:38:00 -
[127]
Title: Ship Fitting
* Category: UI
* Description: The current iteration of the fitting screen has one major disadvatage: It is not - by any stretch of imagination - intuitive. And for this reason alone it is simply crap. Yes, the old fitting window may not be that pretty, but it is intuitive and serves the purpose. UI shouldn't be about pretty graphichs or change for changes sake, but about function. To use the proposed fitting screen you need a frikin' manual. Unless a major redesign is possible before launch, I propose keep the old one (with added slots for tech 3) until you have the time to do it right.
* Goal: Intuitive fitting screen. |
Zewdire
|
Posted - 2009.02.13 15:35:00 -
[128]
Title: Defensive Tech3 modules resistances & Drone bay
Category: Tech 3
Description: All defensive Tech3 modules resistances should be atlest Tech2 HAC resists or better. Now 2 out of 3 defensive modules have tech1 resistances. Another thing is that 1 defensive module should give a BIG drone bay (1 uber drone carrier) when combined with a sertain offensive module with few hardpoints for guns/launchers and 125 m3 drone bandwidth.
Goal: To get a larger number of options to the ishtar in all races (only 2 drone ships of rank in game, need more) and a better resiliant ship design for wormhole operations and other types of ops. |
Deva Blackfire
coracao ardente
|
Posted - 2009.02.13 15:38:00 -
[129]
Edited by: Deva Blackfire on 13/02/2009 15:38:43 Title: XYZ construction skills
Category: Production
Description: Add another "ability" to those skills. Like 1-5% (or even 2-10%) reduced waste/less mineral/component needs for production using those skills. ATM only use for cruiser contr.5 is commands and HIC production - it dosnt help at all with HAC/recon production
Goal: Make those skills more useful than "requirement" only |
Adunh Slavy
Ammatar Trade Syndicate
|
Posted - 2009.02.13 15:56:00 -
[130]
* Title: No Backgrounds Space
* Category: Graphics/UI
* Description: Allow users, via the ESC menu, Display and Graphics tab, the option to turn off backgrounds.
* Goal: Provides more contrast for some users. Decreases eye strain. Could possibly provide a slight FPS performce increase on some graphics cards. Helps color blind players. Provides versitility/customization - looks cool.
Star field and background appear to be on different layers
Oh P.S. Thanks for the option to turn off shaky ship :)
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Illectroculus Defined
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Posted - 2009.02.13 16:39:00 -
[131]
* Title: Reduce Skill Requirements For Covetor
* Category: Skills
* Description: Make the skill requirements for the Covetor Mining Barge 4 & Astrogeology 5. Right now you need 5 in both skills.
* Goal: Make the covetor useful to players and a viable stepping stone between the Retreiver and Exhumers. The covetor is one of a tiny handful of T1 ships which need their relevant ship skill at 5 to fly. As such players find that as soon as they can fly the Covetor they're only a few hours of training away from the T2 version. So by reducing the Mining barge requirement to 4, players can spend a few weeks training from Retriever -> Covetor and then fly those for a few weeks while training up to fly exhumers (or maybe they just choose to stop training mining there because it's boring). Either way, we'll see some more covetors getting flown, and mining characters will have an extra step on their training ladder. |
Kawajiri Tetsuya
|
Posted - 2009.02.13 17:45:00 -
[132]
Title: Redo Faction Ships, specifically pirates frigates and cruisers
Category: Gameplay
Description: You've redone the Sanshas and Blood Raiders, please do the same for the other ships. There are some gorgeous models, ie Dramiel, do them the honour of being usable pvp ships, rather than expensive shuttles and station spinners.
Goal: To make the pirate faction sub-BS ships worth their LPs and market prices.
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The Economist
Logically Consistent
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Posted - 2009.02.13 18:40:00 -
[133]
Edited by: The Economist on 13/02/2009 18:45:40 Title: Asset Filters Category: UI Description: Filters to make asset searching easier - search by ship type, hull class, item category, search by distance ranges (i.e. show everything up to 30 jumps away) etc Goal: To make our lives easier. I have a lot of assets in a lot of stations, a lot of which I haven't checked in years, it's a ***** trying to find out what I have lying around unless I want to search for every item in the database one by one.
|
The Economist
Logically Consistent
|
Posted - 2009.02.13 18:49:00 -
[134]
Title: Clone Placement Category: Cloning interface Description: It should not be possible to set your clone to an incapacitated cloning facility Goal: To stop the silliness whereby you pay to happily set your clone to a certain facility, get no warning, no denial, no refusal of payment, no nothing; but upon cloning find yourself somewhere else entirely. It's unnecessary.
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The Economist
Logically Consistent
|
Posted - 2009.02.13 18:56:00 -
[135]
Title: Buddy list portraits Category: GUI Description: For the love of all that's holy, pleeeeeeeeeease let us enable/disable the sodding buddy list online/offline notification portraits. Last time I asked for this (I assume) simple feature about a year ago I was told the whole buddy list was getting revamped, think I was told that the year before too. Screw the rest, please just do this! Please! Goal: To stop lag caused by the client trying to display online/offline portraits during fights; to stop columns of them from obscuring one side of the screen, to stop portraits appearing over the f11 map while trying to scan someone down etc etc etc etc etc etc etc.
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The Economist
Logically Consistent
|
Posted - 2009.02.13 19:02:00 -
[136]
Title: Alliance executor corp abilities Category: Alliance mechanics Description: For God's sake, please make it harder for a director to kick all corps from an alliance and thereby disband it than it is to start a war. It should require more security than anything else, but instead it doesn't even require a vote. Goal: To stop the kind of **** that's happened to one of the oldest, best established and best known alliances from happening again. It's utterly insane that it should be so easy to do.
|
The Economist
Logically Consistent
|
Posted - 2009.02.13 19:08:00 -
[137]
Title: Weapon tooltip graphs Category: Fitting window Description: A featured mentioned as desirable by hammer a long time ago; upon mouse-over, or right-click of a turret on a ship on the fitting screen a tooltip type window appears showing an optimal/falloff/dmg graph for the selected weapon and the ammo it has loaded. Goal: Adds more pimp juice to the fitting window. |
The Economist
Logically Consistent
|
Posted - 2009.02.13 19:29:00 -
[138]
Title: Capital Jump Planner Category: UI Description: Capitals have been in game for a little while now, you think maybe it's time to, i don't know, maybe add a bloody jump planner to the game? Maybe like the one at www.wtfbbq.info, or the eve-icsc one...? Goal: To stop us having to look to third party sites to do something as basic as move a ship.
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The Economist
Logically Consistent
|
Posted - 2009.02.13 20:06:00 -
[139]
Title: Ship model toggle Category: GUI Description: a little check box in the graphics settings allowing us to disable ship models for intensely laggy fleet fights. Goal: Reduce load, increase performance. All we need are the brackets we choose to see and the content we want on our overviews, would much appreciate the option to switch ship models off. [When there's 1000 people fighting in one system the last thing you think is "ooh that mega's shiny, maybe I'll zoom in on that cluster of enemy ships and look at how cool they are at 1fps]
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Nayomi
Minmatar M. Corp Mostly Harmless
|
Posted - 2009.02.13 20:20:00 -
[140]
Edited by: Nayomi on 13/02/2009 20:25:38 Title: Meta Level Display Category: GUI Description: Either an icon overlay or a column in item listings in market and inventory for meta level. Goal: Reduce the number of times someone has to click "show info," saving the database from a lot of work brining up that info, and save me a lot of time when trying to fit out a quick trash pvp ship or decide which loot to reprocess.
PS: I would actually like to see if this does reduce the amount of demand on the database as this is the main reason I hit show info anymore. |
|
The Economist
Logically Consistent
|
Posted - 2009.02.13 20:25:00 -
[141]
Title: Show all brackets warning Category: Overview Description: Bracket settings and overview filters have made fleet combat much more manageable, however it's all too easy to accidentally click on an ovewview tab with show all brackets selected on it; in a big feet fight, this usually results in lag, client freezes, a plummeting framerate, and often death. So how about a little warning message (which you can disable in general settings) saying "are you really really sure you want to do this?" when you click on an overview tab with show all brackets set on it. Goal: To prevent the above negative side-effects. Personally I would disable the warning normally, then turn it on for massive fleet battles so I don't freeze my client and get myself killed with a mis-click. |
Nayomi
Minmatar M. Corp Mostly Harmless
|
Posted - 2009.02.13 20:27:00 -
[142]
Originally by: The Economist Edited by: The Economist on 13/02/2009 18:45:40 Title: Asset Filters Category: UI Description: Filters to make asset searching easier - search by ship type, hull class, item category, search by distance ranges (i.e. show everything up to 30 jumps away) etc Goal: To make our lives easier. I have a lot of assets in a lot of stations, a lot of which I haven't checked in years, it's a ***** trying to find out what I have lying around unless I want to search for every item in the database one by one.
/signed |
Nayomi
Minmatar M. Corp Mostly Harmless
|
Posted - 2009.02.13 20:41:00 -
[143]
Originally by: Mike C
- Title: Black Ops
- Category: Ship-Specific Skill Bonuses
- Description: Change the "multiplies the cloaked velocity by 125% per level" to "-96% to -100% reduction in Cloaking Device CPU use per level"
- Goal: By its own description, the Black Ops is meant for Clandestine maneuvers. By giving it a covert ops cloak fitting, it can completely counteract the Black Ops current lack of survivability is OK, but it is without balance. This would grant it survivability in the covert form.
/signed
Balance these ships in general, but the funny thing is, don't change the bonuses on the ship. I know right? But hear me out.
Title: Black Ops Compromise Category: Ship Re-balancing Description: Alter the speed bonus on the Black Ops ships, don't allow them to warp while cloaked. Instead please increase the speed of the ships while cloaked or allow them to use an AB or a MWD while cloaked. This would give us the option of extra cloaked speed while at the same time requiring us to have to fit another module, hell, increase the cap required to use them as well. I would also like to see us be able to cloak if targeted, not being shot at, but if we're just targeted. If we're being shot at I can understand that would keep us from cloaking, but to not be able to cloak when only targeted seems a bit off to me. Goal: Silent Hunter V: Eve Online.
PS Mike C, mail me in game and I'll let you know how to use the speed bonus the way I think it was intended, and to be honest, I think you'll like the way it looks. :) |
Farrellus Cameron
Sturmgrenadier Inc Skunk-Works
|
Posted - 2009.02.13 21:22:00 -
[144]
The drop down menus on the fitting screen show mods but not rigs. As it stands, you have to open the hangar to get rigs to install. Kind of defeats the purpose of the drop down menus if you still have to go into hangar for stuff.
Also, the fitting screen needs to have some sort of closing button mechanism on it. My instinct is to go to the top right corner to X it out, but that's just the info button. It's counterintuitive to remove that UI feature since every other window / menu still had it. |
The Economist
Logically Consistent
|
Posted - 2009.02.13 21:50:00 -
[145]
Title: Align to bookmark Category: UI Description: an align to option as well as warp to for boomarks. Goal: to allow us to align to bookmarks.
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The Economist
Logically Consistent
|
Posted - 2009.02.13 21:56:00 -
[146]
Title: Saving overview columns Category: Overview Description: Column states should save with the other overview settings. Goal: to allow us to have tabs with different columns on
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Mes Ren
No Trademark
|
Posted - 2009.02.13 22:42:00 -
[147]
Edited by: Mes Ren on 13/02/2009 22:42:19 Title: Non-CovOps cloaking ships able to be found with probes
Category: Probing and Scanning
Description: Currently there lacks the ability to defend your space from freeloading ninja ratters. The ratter will rat in space, the second someone comes into local, they warp to a safe spot and cloak. With the mechanics of Probing on TQ, making non-covops cloaked ships able to be probed made little sense as it would be way to easy to bust the safespot. With the new probing mechanics being more difficult, making the mechanic of non-covops cloak NOT remove the cloaked ship from scanners and probes sensors would be viable. In addition to this, you would add the additional mechanic that made it so when you warped to the result of a non-covops cloaked ship that you probed out, you would land at a distance that is random from 10km to 100km. From there the prober and/or his gang would still have to try and decloak the non-covops cloaked ship. The prober and his gang would have the advantage of being able to use the directional scanner to help them get closer to the non-covops cloaked ship in efforts to decloak it, but the non-covops cloaked ship could still decloak and warp away depending on how far away the prober/gang landed.
Goal: This feature would solve one of the biggest complaints currently in the game -- the ability to deal with the practical immunity of ratting ships and any other ship that throws a cloak on it and parks in your space. The implementation of this feature would still give non-covops cloaked ships plenty of opportunity to escape as it will take several minutes simple to probe the ship down, and then you would still have to decloak a cloaked ship that is somewhere within a 100km radius sphere. This would create an interesting and exciting game of cat and mouse that rewards player skill and talent. Currently there is no mechanic to deal with this situation, and becomes even worse with the new probing system being implemented with M10. Anding this feature would work very well with the proposed scanning and probing mechanics of M10. ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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galphi
Gallente Unitary Senate Unitary Enterprises
|
Posted - 2009.02.14 01:26:00 -
[148]
Edited by: galphi on 14/02/2009 01:30:30 Title: Procurer update. I have a small request, to improve the Procurer and make it more usable without upsetting balance between the current barge designs.
Category: Ship update/rebalance.
Description: Very simple; Give the Procurer a 25m3 drone bay (and corresponding bandwidth), and a new bonus: "10% increase to mining drone yield per level".
Goal: The current Procurer design is only useful for the two days it takes to train the Retriever. This change allows it to remain as a viable alternative to the other barges, without clashing with their roles, and encourages more use of mining drones. Thank you for your time.
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Monkieon
Minmatar Scrap Iron Inc
|
Posted - 2009.02.14 02:33:00 -
[149]
* Title: Right click Repair
* Category: Ship/Module repair in stations
* Description: Assuming that the station has a repair bay please can we have a repair item/ship in the right click menu. It already exists for reprocessing so why not repairing?
* Goal: If you have a lot modules and or ships in a station then finding the item you want to repair in the repair bay interface screen can be somewhat slow. It would really really nice if we could just right click on a module or ship in the hanger, select "repair" and then go straight to the repair cost screen.
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Pytria Le'Danness
Placid Reborn
|
Posted - 2009.02.14 06:51:00 -
[150]
Originally by: Carniflex
Title: Scanning Probes: UI, moving probes Category: Scanning Description: Currently scanning probes uses same cube with six arrows as POS modules. It is very hard to use if there is many probes near each other.
...
I sign this and amend it with
Add a checkbox to the probe listing that allows the user to toggle display of rhe movement widget on and off for each individual probe. When you have a lot of probes in one place (for instance after launching) grabbing a specific one is very tricky.
Alternatively give a visual feedback on the movement widgets of the selected probe. |
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PeHD0M
|
Posted - 2009.02.14 09:27:00 -
[151]
Edited by: PeHD0M on 14/02/2009 09:27:57 *Title: Dominix, Executioner, Hyperion ships texture quality
*Category: graphics, art
*Description:
1. Fix the texture quality for Dominix. (omg terrible texture resolution and mapping) 2. repaint executioner into classic golden color 3. make hyperion texture more dark and less dull
These 3 are my favourite regular ships.. Every time i log in using premium client and see them, it makes me a sad panda They were so beautiful in classic client, but you have spoiled them so badly, that when i see them i just want to scroll away the camera or to press ctrl+q and don't log in anymore.
*Goal: I want to enjoy playing eve online. |
Sherpa Alt
Minmatar
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Posted - 2009.02.14 09:57:00 -
[152]
Edited by: Sherpa Alt on 14/02/2009 09:58:15 Title: selecting and moving multiple probes at the same time.
Category: Scanning
Description: as many stated UI for probes isnt the most practical thing. My sugestion is beside approving the ones alrdy mentioned. that it would be possible to:
- select and move multiple probes at the same time. Puprose: waaay faster positioning.
- setting that u can make so the probes after the launch scrambles around the ship at a preset distance. Purpose: after launching 4 probes they are alrdy in position for triangulation and all u need is move them all toghether to a position where u want to scann. (ok this would probably boost them too much but well maybe something along this lines)
- solarsystem grid and an option for snap to. or making the draging on a 2d solar system plane and than a single drag arrow for the height offset.
Goal: ease of the use of the new probing system, so the ship scanning doesnt become totaly obsolete becouse of the needed wrestling with the probe UI. |
Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.14 10:54:00 -
[153]
Title: Resumable BITS downloader
Category: Patching
Description: The current test patching system is to download a small 740kb file and then run it - it proceeds to download the actual patch via BITS. This appears to not only be slower than a simple file download, but isn't resumable. Given how long it takes to download the patch (hours), it should be resumable. At least with files you could use download managers to resume patches after an Internet disconnect.
Goal: Improve the patching experience for those with unreliable connections. |
Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.14 11:24:00 -
[154]
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Awesome winsaucable goodness here.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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xarjin
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Posted - 2009.02.14 12:37:00 -
[155]
Category: New patching system Suggestion: Scrap the bits patcher rollout and develop around bittorrent for patch file transfers
The new patching system for the latest Apocrypha build was deployed using BITS technology which is -only- microsoft centric and seems to have encountered many transfer failures including my x64 vista ultimate system, inherently slower that other protocols ( transfer files on msn messenger often? ) and is not platform agnostic.
Developing a patcher utilizing bittorrent which is also platform agnostic by design and would greatly reduce ccp's bandwidth cost for patch and software deployments.
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.14 12:37:00 -
[156]
Originally by: MotherMoon 2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
To expand on this further (and request that as with all such messages we get the option to turn them on or off, and have a separate volume control for them):
"The gate you are approaching leads to low-sec. You requested I warn you about that." - when desiring a low-sec warning. "The gate you are approaching leads to high-sec. Your current status will result in your being fired upon." - when in a ship and having a low security status.
Also more generally - bring back Aura's messages! ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Demeterus
Caldari
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Posted - 2009.02.14 15:58:00 -
[157]
Edited by: Demeterus on 14/02/2009 15:58:50 Title: Colour code probe handlers
Category: Scanning
Description: If you have more than 4 probes out, handling them becomes a hassle because they all have the same colour. The best thing to do would be to remove this clunky mechanism all together, but if you're keeping it at least make each probe handler (the cube with the arrows in the map window) different colours so that you have a decent chance of selecting the right one.
Title: Colour code the cursor
Category: Scanning
Description: In the system on SiSi now it is hard to see when you are able to manipulate the handling cupe, and when you are not able to do so. You often click on a cube to move it, and find that you rotate the map instead. This leads to having to "reset" the map, and leads to frustration and extra work. If the cursor were to be coloured say green or red when it entered into a cube manipulation mode it would be a lot easier to see, and would save a lot of frustration. --- Why are you reading my sig? Did you expect something of sigs? |
Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.02.14 16:51:00 -
[158]
* Title: Chat window improvement.
* Category: UI.
* Description: Tabs with the name wouldn't be all in a single line above the window, but could be customised to be in two lines, both above the window, or one above and one under.
* Goal: When you have 6 or more chat windows active, the names are truncated, and you don't see anymore the number of people in each chan. ------------------------------------------
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Ahkali Ahline
Minmatar Fire Wings of Destiny Brotherhood of Nod.
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Posted - 2009.02.14 19:08:00 -
[159]
* Title: Launcher power grid usage killed Cheetah setup
* Category: Module/Ship
* Description: Remove the extra point of power on the new launchers or boost the PG on probe bonused ships.
* Goal: The PG is already very tight on these ships, it will mean removing a mid slot module or 2 low slots ones, on my ship if the launcher remains as is. I all ready have 3 empty slots just to run the fittings I have now.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.14 19:16:00 -
[160]
Title: Probe grouping
Category: Scanning
Description: Using one probe as the "center", have it so you can place that probe where you want it (i.e. more or less over your partial scan result) and click a button/menu option that says (more or less) "Regroup Active Probes around this point". This will cause your other three probes to warp to a neat scanning pattern around the selected probe.
Goal: Less clicking/fiddling to get your probes placed "just right" -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.14 19:26:00 -
[161]
Title: Integrate Certificates into the Tutorial
Category: New Player Experience
Description: When Aura is explaining skills in the first part of the tutorial, have her point out the Certificates tab with a quick explaination of what it is and a "we'll get back to this later".
When a player completes for the first time a profession training mission series (finishes mission 10/10), launch a tutorial that walks a person through claiming the respective starter profession certificate for it and the certificate system in general.
Goal: Further one of the stated goals of implementing Certificates, to make them usefull guides to newbies with their skill planing. Namely, let them know it exists and what it is. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
Kumi Unn
Amarr United Industries LTD. Shadow Empire.
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Posted - 2009.02.14 23:33:00 -
[162]
* Title: Co-operative Probing
* Category: Scanning/Wormholes
* Description:Well today on the test server me, and about 6 other guys went about scanning for Wormholes(if they are in or not we don't care) but I found it frustrating, that I could not see where my fleet members drones were if he was say having trouble pin-pointing a "cosmic signature". I think this would spawn a new age of corporations, and exploration. As doing anything with other people is always more fun.
* Goal: It would offer fleets of people to see where they should send their probes, and help with faster probe pinpointing of Cosmic Signatures
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Marlona Sky
Caldari Astroglide X
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Posted - 2009.02.15 01:24:00 -
[163]
One voice??
Do we really have to settle for the same chick telling us we are docking?
Can we not have different voices or something depending on where we are and what station we are interacting with?
But, this is really nothing important anyways but would add to the immersion of the game.
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Matt G
School of Applied Knowledge
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Posted - 2009.02.15 03:39:00 -
[164]
Tractor beams 40km please
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Calexis Atredies
Quantum Industries RAZOR Alliance
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Posted - 2009.02.15 05:10:00 -
[165]
I would just like to take the time to thank CCP for the updates we have seen for this new release. The game now looks visually stunning (when it works :P) and I can only see it getting better prior to release. Thank you Dev team :D
Two suggestions though these are purely aesthetic: Reduce the size of the smart bomb effect as the sprite is dissorientating, or at least increase the transparency value. Watching the effect for too long is just anoying. Spruce up the sound effects for hyrbid weapons and projectile turrets, they are boring in comparison to the sexy new laser effects.
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schurem
Silver Snake Enterprise Skunk-Works
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Posted - 2009.02.15 11:53:00 -
[166]
Originally by: Calexis Atredies I would just like to take the time to thank CCP for the updates we have seen for this new release. The game now looks visually stunning (when it works :P) and I can only see it getting better prior to release. Thank you Dev team :D
Two suggestions though these are purely aesthetic: Reduce the size of the smart bomb effect as the sprite is dissorientating, or at least increase the transparency value. Watching the effect for too long is just anoying. Spruce up the sound effects for hyrbid weapons and projectile turrets, they are boring in comparison to the sexy new laser effects.
Amen on the 1st part of the post.
As for the second, shush, its a stealth nerf to the rancer pirates :P
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Calexis Atredies
Quantum Industries RAZOR Alliance
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Posted - 2009.02.15 17:29:00 -
[167]
Edited by: Calexis Atredies on 15/02/2009 17:30:48 *Title: POS shield/armour remote repair array
*Category: POS starbase modules
*Description:
Well it works much like any other POS starbase battery or structure that are placed outside the POS field. It will target friendly ships (may need a gunner to operate, otherwise added AI coding) and provide either armour or shield remote repairs to the targeted ship (depending on which type of array it is).
The battery can even be used to repair the POS or modules themselves, limit the number you can field or give them high fitting requirements to stop people from spider tanking POS.
*Goal: Gives smaller low sec alliances a helping hand in performing POS repairs without the need for carriers (costly ships that not everyone can get their hands on). Bring added diversity to POS warfare, too often ships cower within POS field against insurmountable odds.
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Galleus Einhorn
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Posted - 2009.02.15 18:39:00 -
[168]
Title: Add "shadows" to scan results in solar system map
Category: Scanning
Description: I've noticed probes already cast a "shadow" on the solar system plane. It would be nice if the non-circular scan results (red & yellow dots) could cast a similar shadow.
Goal: Make it easier to align low-range probes with scan results.
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Bethulsunamen
Amarr 24th Imperial Crusade
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Posted - 2009.02.15 20:12:00 -
[169]
Edited by: Bethulsunamen on 15/02/2009 20:15:09 Title: Fix fitting window.
Category: Fitting around
Description: Im a graphics *****, i really am. I love new gfx, i love new UI designs and all that. But the new fitting screen is epic failsauce.. It has a huge hole in the middle so "we can see our ships", excuse me but we are permanently locked to our ships in the center of the view 24/7 during gametime, so why the obsession if a window covers it up? Its still transparent! I really love the old current fitting window. Its perfect in size, in layout and in information. I think the old fitting window should be kept and you just replace the right side info with the collapsible info from the new window, and add a left side similar to the new one with all modules availible to fit etc. I mean, it uses the space. Capacitor in the middle, modules around it, cpu power and calibration centralized below that for EASY QUICK spotting.
In the new one, a big hole in the middle for 0 use, the power is on one side in tiny numbers and the cpu is on the other side, and the capacitor is up to the right.. Wtf? You have to oogle your eyes all around the screen just for the most basic info. Yes i know the powergrid and cpu output is flowing around the ring, doesnt matter. Its very hard to determine the % power left by just looking a a friggin ring, a simple horizontal bar is so much better for quick glances through the transparent market window while buying stuff.
The new fitting screen isnt thought out at all. Its useless if you have the station items on the right, cuz they blend with the numbers of the fitting window. Its useless if you open the market window cuz again, the numbers blend together. And you cant position as with the old fitting window, where the powergrid / cpu bars show through the market window, for EASY CHECKIN if you have enough powergrid / cpu for that module you want to buy. Its useless if you quickly want to check how much power you have left or the immediate effects while hovering over PDS in your inventory etc, you gotta sweep your eyes across FOUR seperate areas on the screen.
Pointless.. Usability 0 - Eyecandy 1.
Goal: Not to mess up usability just to have a hole in the middle so we can "see our ships" that we already do 99% of the time we play.
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The Economist
Logically Consistent
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Posted - 2009.02.15 21:18:00 -
[170]
Title: Custom damage profiles for effective hitpoint calculation Category: Fitting window Description: added ability to create and save custom damage profiles in relation to the new tanking information on the fitting screen Goal: As is the new fitting screen shows effective hitpoints. However, without knowing what types and %'s of dmg that effective hitpoints is related to it is a fairly meaningless number. I assume that currently it shows effective hp as calculated against an even dmg spread; the goal of this addition would be to render the number meaningful by allowing us to define how it is calculated, a la EFT. Example: pull-down menu on the ehp label allows creation/selection/saving of simple custom profiles, e.g. 60% em, 40% therm, 0% kin, 0% explo.
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Keigari
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Posted - 2009.02.16 00:18:00 -
[171]
*Title: No Wormhole bias towards System truesec status
*Category: balance
*Description: Do not make the wormhole system in a way that let better wormhole space be more likley spawned in 0.0 areas than in highsec or lowsec.
At the moment 0.0 already gets every goodie in the game (dyspro moons... every small corp that does not want to be one of the major powerblocks playtoys can only dream of that income)
So id propose that the frequency of high grade wormholes (that lead to valuable w-space) are the highest in lowsec (since lowsec is in fact the most dangerous area,... 0.0 backyards are like carebear heavens with all the goodies but without any risk if you are in the right powerblock)
place mid-level wormhole connections into highsec and just let the least profitables end most likley to 0.0
the guys down there dont need to have the best ressources for t3 all over again when they already have the best normal ressources in the game.
*Goal
make eve a bit fairer and dont always play towarsd big alliances and powerblocks to give them the best goodies. Also make low-sec more attactive with having higher value wormholes.
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Andy Evans
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Posted - 2009.02.16 03:44:00 -
[172]
Title: Separate window(s) for the chats from the main UI (undocking).
Category: EVE UI
Description: Many playes running EVE in "window mode". This mode runnig the EVE in a window, leaving the pretty much enough space on the sides.
Why don't you guys design the UI that allow to unwire the boxes from the main UI to the separate windows?
Like the chat boxes. During playing, the chat boxes takes up to the half of the main screen (depends on the screen resolution).
Another good idea is to separate the chat traffic from the main game (as it works for the EVE Voice). The separate small cluster with some powerfull message broker, like webMethods Broker or BEA Tuxeedo, which have a performance about 16-18K JMS events per second - and you can get some cluster performace, needed for avoid the lags.
Goal: reduce the game traffic by separating the UI threads between the different windows on the client side and separate endpoints on the server side of the game. |
Matt G
Caldari School of Applied Knowledge
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Posted - 2009.02.16 03:47:00 -
[173]
Wipe employment history (but keep the general corp in there, but make it say you've been in from when you started after wipe is done...)
Forget Skill (Pesky skills you don't use, just forget them. I forget stuff all the time. Would also help keep a better count of the skill points you use.) Troubleshoot my mind if I sound stupid. |
galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.02.16 04:55:00 -
[174]
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.
* Goal: This will making finding your way around to new agents much easier, and you won't have to scroll through tedious lists or dock to find where you need to go.
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Jebba IV
Vale Tudo. Privateer Alliance
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Posted - 2009.02.16 05:13:00 -
[175]
* Title: Ship Attribute change.
* Category: Interceptors (Malediction)
* Description: Malediction interceptor has 22 Base lock range. With maxed skills you get 27.5km Lock range (solo) While with a T2 Disruptor You could potentially Disrupt targets @ 30 km; Yet you cannot lock targets that far away without a sensor booster. No other interceptor is disadvantaged in this way. All other interceptors in the same class can target things at least as far as the disruptor reaches.
* Goal: Correct Unbalanced interceptors.
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Morscerta
Gallente Living in the Fridge
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Posted - 2009.02.16 09:10:00 -
[176]
Title: Color change in scan sphere when overlapping
Category: Scanning
Description: When scanning with multile probes in a 3D environment placement is sometimes difficult. You can not really see whether the moved probe is inside the others sphere of influence or whether you placed it a couple au's outside its range. Another problem arises when you move multiple probes on one spot, because of the intersecting spheres you can not see whether whether the fourth probe you just moved in realy does cover the tiny red dot you try to scan for.
It would therefore be great if the color of the intersecting spheres would change color. Example: One sphere (blueish-grey scanning area, just like now), second sphere intersecting (the intersecting part because light orange), third sphere comes in (the three way intersection becomes more greenish), fourth sphere intersecting (it becomes green).
Goal: It would make placement of probes a lot more comfortable and easier to learn.
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Maceross
DEATHFUNK Doctrine.
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Posted - 2009.02.16 09:38:00 -
[177]
Edited by: Maceross on 16/02/2009 09:39:47 * Title: New Blaster effect tweak
* Category: Graphics
* Description: Play the blaster animation 2 or 3 times per "shot" this is a purely cosmetic effect and all calculations should remain the same. The new blaster animation is ace but over very quickly this should make it feel a bit more action-y so we get *pew* *pew* *pew* rather thank just *pew*. Perhaps even tie it in to the number of blasters in a weapon group if this does not create any more overhead.
* Goal: Make EVE look even more awesome.
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Selenica Draper
Caldari State Protectorate
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Posted - 2009.02.16 10:11:00 -
[178]
Originally by: Ineun Zoom In / Zoom Out Buttons
i noticed you removed these buttons that allow you to zoom directly to system map and starmap. i see no reason for these to be removed..
bring them back please
I second this. Why oh why would you remove the solar-system map?
Please resize your sig to less than 24000 bytes - Mitnal |
Isaac Remmington
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Posted - 2009.02.16 12:18:00 -
[179]
So many good suggestions in this thread i wouldn't mind signing. Here is one more...
Title: Shiptypes handled by Acceleration Gate.
Category: Missions and Combat Sites.
Description: We need the Acceleration Gate description to tell us which shipclasses it handles. As it is now we have to bring a ship that isn't allowed through to gain this information.
Why is it, that we suddenly get a specific list of shiptypes allowed through when a ship is rejected and not by taking info on a gate? It dosen't make sense... either you should just be rejected with no info, which hardly would be acceptable, or you should of course be able to gain this information just by reading the gates description.
Two common scenarios where this happens.
1) A corp. mate asks for help with a mission, but you don't know which ship to bring. Okay, it's a level 1 mission, so you grab that nifty little assault ship of yours only to learn that it cannot enter. So you have to tell your corp. mate that you're sorry, but he has to find someone else who can helps him. Lots of frustration and time wasted.
2) You scan down an uncharted, non DED rated combat site, not knowing what the opposition inside will be like. Bring a battleship, it might be rejected, bring a cruiser and you might find that the site probably was meant to be dealt with in a battleship.
Goal: To make access through acceleration gates less guesswork and maybe hint what to expect inside.
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.02.16 13:10:00 -
[180]
* Title: Combine probes in fleet
* Category: Scanning
* Description: Make the results from probing stronger when combined in a team / fleet. Keep the current hard/impossible to find sites the same, but let the result rely on like 16 probes from 2 probers.
* Goal: ATM, many probers are afraid it will be too easy for any "noob prober" to get the goodies. Having teams of probers should result in faster results (like it does now, chance based : 2 probers half the average time on a hard plex) . It also promotes teamwork.
---- [PXIN Recruiter]
PXIN Recruitement thread |
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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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galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.02.18 05:00:00 -
[211]
Edited by: galphi on 18/02/2009 05:00:10 Title: Dominix model tweak
Category: Art/ship models
Description: "The old upside-down boot" could use a bit of a facelift. Compare the Dominix hull to the Megathron hull and tell me which one is sexier ;). Since the art director is tweaking models, is it too much to ask to have that forehead shrunk on the Domi? Perhaps make it a bit more like the Exequer? Please? :D
Goal: A less crapulent appearance for the mighty Dominix.
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Taak Coram
Gallente Cursed Souls Vort3x.
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Posted - 2009.02.18 05:10:00 -
[212]
Edited by: Taak Coram on 18/02/2009 05:11:56 * Title: No easy way to load drones
* Category: Modules
* Description: Place drones in Personal Module Charges or make a new Drones submenu in the fitting window.
* Goal: To make loading drones into a ship as easy as loading ammo or modules is with the new fitting window.
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Ahkali Ahline
Minmatar Fire Wings of Destiny Brotherhood of Nod.
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Posted - 2009.02.18 13:05:00 -
[213]
* Title: Mods/ammo in cans
* Category: Ship fitting window/items window
* Description: When opening the fitting window, since there is no more drag and drop, have it also look in cans. To help myself keep up on clutter, I have several modules/ammo in cans. As it is now I would have to drag what I need out into the main items window and drag stuff back when done.
* Goal: Easy of use, less drag and drop and opening of extra windows.
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SolarNova
Master Miners Electric Monkey Overlords
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Posted - 2009.02.19 00:14:00 -
[214]
Tile: E.T
Category: Game Content (for future patches)
Description: Eve is set in this galaxy right ? ..right :) (not universe) Are u telling me out of allll the systems desicovered and now more through wormholes, that there r no alien life??!! (not humanoid) ..wheres the space dwelling organisms ? Somthing other than metal to shoot at?
Goal: Appart from the apprant change of things to shoot at or hunt down. it can lead towards new weapons and part biological ships . Think chemical missiles that eat away at shields and armors, or bio plasmic beam lasers etc etc. Can open a nice new area for storyline devolment. You already have the conccept for making things look biological with the drone ships so making new models aint exactly a stretch for u. As for the weapons ..all they would req is a new color and or effect when fireing and a damage over time effect. Eve is stagnent, everything 'new' is just a twist of what is already here.. add somthing truly new for once.
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FeralShadow
Repo Industries R.E.P.O.
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Posted - 2009.02.19 02:45:00 -
[215]
Title: Corporation Auditing Tool
Category: Corporation Management Tools
Description: The Auditing feature in current use in Eve on Tranquility for corporate investigations is faulty and difficult to use. Not only that, but it doesn't work properly 90% of the time. Please try to re-work this, as auditing corporate members is a very important function when it needs to be done.
Goal: To be able to accurately audit members of a corporation for corporate investigations. _______________________________________________ "If you want to taste the ground, feel free to attack." - Kenshin Himura -CDS Now Taking Contracts-
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Kayn Otar
Samurai Syndicate
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Posted - 2009.02.19 05:03:00 -
[216]
Consistent Item Layout Market UI It would be nice if the blueprints were organized the same way as other items; in the same categories and such.
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Gerlaise deTroix
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Posted - 2009.02.19 06:45:00 -
[217]
Title: Scanner selection for probes
Category: Scanning
Description: If you are mission running in low sec right now the only way to detect that someone is hunting you is to set your scanner to ignore overview settings and max range and scroll through a massive amount of clutter every ten seconds or so. This is very tedious and decidedly not fun. Please give us an option to select probes on the overview settings so they show up on the scanner while the fluff like moons, planets and POS that are not threatening at the moment stay off.
Goal: To make detecting probes easier and reduce the tediousness of low-sec mission running a bit. This might even cause some more people to use low sec agents.
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Rellik B00n
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Posted - 2009.02.19 09:15:00 -
[218]
Character switching skill queue: allow the skill queue to operate over all the characters on an account.
Category: player experience
Description: allow the skill queue to flip between any available character on an account over its 24 hour cycle.
Goal: Allows people to develop all the characters on their accounts without logging in/out lots or missing skill training because you trained a little skill on one of your characters then went to work. Sometimes the other characters on accounts need a few hours training but not a full day. This would allow for more depth than "out-of-the-box" alts currently give without impacting too much on server login load or "main" character development.
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Dwaggysnaxx
GoonFleet GoonSwarm
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Posted - 2009.02.19 09:26:00 -
[219]
Originally by: SolarNova Description: Eve is set in this galaxy right ?
nop
Originally by: SolarNova Are u telling me out of allll the systems desicovered and now more through wormholes, that there r no alien life??!!
EVE is pretty big but, since its a dense star cluster, still "only" has a radius about 100ly. Life is pretty rare man. Well, Toodles. |
Toawa
EVE Mercantile Exchange Virtue of Selfishness
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Posted - 2009.02.19 10:24:00 -
[220]
Title - Probe launchers should not take a launcher slot.
Category - Scanning
Description - With the new space to operate in, and being able to probe being so vital to operate in it, there are many ships which would be perfect for such operations (Marauders) but cannot because probe launchers require a launcher slot. This is particularly true of Marauders, as fitting a launcher is either impossible (Vargur, etc.) or represents a huge reduction in firepower (Golem).
Goal - To expand the number of ships that can operate in wormhole space.
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Sader Rykane
Amarr Midnight Enterprises
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Posted - 2009.02.19 14:27:00 -
[221]
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Wow, actually this is a pretty good idea. ...
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Sader Rykane
Amarr Midnight Enterprises
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Posted - 2009.02.19 14:34:00 -
[222]
Title: Pod Breaching
Category: Adding Risk and "realism"
Description: Allow an low percent chance for your pod to be destroyed or damaged upon the destruction of your ship.
Goal: Currently CCP wants to add a form of "risk" to flying Tech 3 ships, this would extend that risk to all ships and might even encourage people to "eject" more often.
I'm well aware no one will like this idea btw. ...
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Karina Redstar
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Posted - 2009.02.19 14:46:00 -
[223]
Edited by: Karina Redstar on 19/02/2009 14:47:29 Title: Corporation contracts/orders improvement
Category: same as title
Description: Corporation contracts & buy/sell orders should be controllable by any director/accountant/contract manager. It's just stupid that once a sell order it's set by someone from corp, that sell order cannot be modified by anyone except that person. If the contract/sell/buy order was set in the behalf of the corporation, ppl with right roles should be able to modify them.
Goal: Make them be real corporation orders/contracts.
P.S. see the features & idea thread here
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W3370Pi4
Caldari Lords Of Kaos
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Posted - 2009.02.19 16:55:00 -
[224]
Edited by: W3370Pi4 on 19/02/2009 16:58:16 * Title: Enhancement of the Channel & mailing list moderation panel
* Category: Communication
* Description: Overhaul of the communication tools
* Goal: EVE tend to be a very social game , and the current given communication tools do not full fill their duties anymore considering the increasing scale of this game , & moderating a channel is more likely to become a nightmare in the close future(I.E eve sold in store) .
temporary solutions : - Ability to sort the blocked/muted characters by alphabet or date of block .
- Editable "reason" field for block or mute list . this is just an example of what can be done to make it easier
P.S : i really wish CCP would include more "customizable" features to give the players more room & to facilitate initiative & to be less dependant of outofgame solutions .
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Korizan
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Posted - 2009.02.19 19:15:00 -
[225]
One Request. Right click send probe to planet whatever.
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DCBomB
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Posted - 2009.02.19 20:51:00 -
[226]
* Title: (Re)move the "Start Conversation" button
* Category: UI
* Description: Move "Start Conversation" in the right click menu for character names to the bottom, or remove it since the same button in already in a sub-menu.
* Goal: I have, on multiple occasions, started and received accidental convos from people who mean to click "Show Info" instead. This would prevent those awkward conversations.
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Jaczeris
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Posted - 2009.02.20 03:16:00 -
[227]
Star map has become unusable... cannot see statistics data anymore due to the "fuzzy" effect on all the solarsystems (a ss with 200 people in it will color the same as one with no one in it). The old starmap was way better imo. Dump this fuzzy stuff pls! The entire starfield looks like a smattering of haze! |
Thomas Bank
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Posted - 2009.02.20 07:31:00 -
[228]
* Title: Restrict wars to lower Sec space (0.7 and below)
* Category: New Player Experience.
* Description: Currently a stiuation exists where new players can join a corp and find themselves at war within a day or two of starting. This is great for the attackers flying BC's or BS's blowing little frigates up as they get a lot of kills for their board.
Not so nice for the unprepared or unskilled as they can loose ships and perhaps skill points and ultimately leave the game from an inability to progress. The only option for a player who is outmatched is leave the corp or sit in a station for the week or more the war is on for.
By simply removing the right to attack someone in higer sec space it allows those who wish to participate in the war to do so and those not able, to avoid it. (everyone wins) It could also be used by corps to fuel a war from safe space and allow corps to field larger ships during the war. After all it seems politically wrong for a war to be raging in so called 'safe space' with the police watching citizens be killed!
* Goal: To give players some choice in their participation of wars and allow newer players to develop prior to that decision.
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.20 07:32:00 -
[229]
Title: Drones being targetted/shot at feedback
Category: Drone combat
Description: Right now there is no way to determine if someone is agressing your drones. When a ship targets you you get a yellow rectangle flashing, but if someone is targetting drones - for many Gallente ships this is their main weapon system - you don't get any feedback before the drones start taking damage. If the attacker is webbing the drones that time is usually too late to recover them. This will be especially crucial in combat with Sleepers who aparently are able to target even light drones very rapidly, and their excessive damage means that by the time you see a drone being under attack it is already gone. Losing drones will pose a lot of problems for dedicated drone boats in WH-Space.
Goal: Allow withdrawal and recovery of drones before they are destroyed.
Corporation RP channel: "PlacidReborn" |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.20 09:04:00 -
[230]
Title: Allow drones to be moved to drone bay in space
Category: Drones, Combat
Description: If a drone ship loses its drones it has to redock or seek out a POS to move drones back into the drone bay. This puts drone ships at a severe disadvantage towards ships with a non-destructible weapon system, especially with regard to WH exploration. However this needs to be carefully balanced, otherwise drone ships would get a huge drone bay since their cargo bay can double as drone bay. In addition this feature would allow drone ships to exchange their damage type even with a limited drone bay which needs to be added into the consideration.
I suggest a penalty similar, if not harder than onlining a module in space, as in, lots of capacitor needed and removed, per drone moved.
Goal: Allow drone ships to regain their offensive capability even in hostile territory.
Corporation RP channel: "PlacidReborn" |
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Mc Velvet
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Posted - 2009.02.20 10:58:00 -
[231]
Title: T3 Image simulator + Stats Simulator
Category: T3 Ships
Description: As the variety of the T3 "optical" Ship and stats generation differs. ( 5 Modulas @ 5 Flavor ) That will give you over 3000 Possibilities, as a Player I will want to "see" all the possibilities but there is no chance in doing so , as you can only see it , after the creation Process.
Goal: Gives you a better Handling on the variety of T3 Cruiser and the possible Stats , and will be nice to "see" the Ships possible to build.
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King Hopy
Interstellar eXodus Minor Threat.
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Posted - 2009.02.20 18:08:00 -
[232]
* Title: Buying the modules for your saved fitting by a press of a button
* Category: Ship fitting interface
* Description: Now that we can save fittings for our ships how about you make a button you can use to buy the modules for your saved fitting from the market. Preferably you should be able to set the distance how far you allow the modules to be similar to setting market orders (station, solar system, 5 jumps etc.). When pressing the button you would get a quote according to the cheapest price that can be found using your criteria. By accepting it the modules would appear in your hangar at the appropriate station and the amount of ISK would be deducted from your account.
* Goal: Shopping for modules can be a taunting task. Also I hate lagging out for an hour at jita 4-4 trying to buy the modules for my new ship. This would allow for easy and fast fitting of a new ship.
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Bo Kantrel
Gallente
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Posted - 2009.02.20 18:46:00 -
[233]
* Title: Saving Drone/Fighter loadouts
* Category: Fitting screen
* Description: Save drone/fighter group assignment/loadouts. This would allow for changing out of drones/fighters quicker. This would also aleviate the time spent on organizing your drones/fighters when you loose your cache, have to reload your client or playing on a different PC.
* Goal: To make loading drones/fighters into a ship as easy as saving groups/loadouts with the new fitting window.
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Treeati Harnsore
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Posted - 2009.02.20 21:08:00 -
[234]
* Title: Better Mission Content
* Category: Missions
* Description: Have each mission have up to 5 varying events (with 5 appropriate possibilities each) that can occur, and have most require special action or a change in tactics. Have the guys you're shooting communicate a lot more so as to add to the sense of accomplishment as you kill them, as well as to the storyline of the game. Increase the "epic" feel of level 4 missions, or at least the last part of multi-part missions.
* Goal: To increase the mental effort required to complete a mission, and to increase the immersion the player experiences while completing the mission.
An example: You receive a mission from Gallente Federal Intelligence to ambush a Sisters of Eve ship that is assisting ejected pirate crews. To set the bait, you have to destroy a pirate force. Heres where the first random possibility comes in.
When you warp into the mission area, a group of 1 of 4 different possible pirate factions will be waiting for you. So, you pop the pirates. As you do, you can see their comms fill with panicked orders, then distress messages, and then finally screams as their ships go up. Then, after a bit, the sisters of EVE ship warps in to rescue the survivors.
Which is where the second event comes in. As you destroy it, the Sisters of EVE ship may, as a random choice, either A.Fight, B.Run at 50% armor, (meaning that if you didnt think to bring a warp scrambler you just failed the mission; if you did, you'll get to see their comms become panicked as they realize theyre being scrammed) C. Call for Backup from additional Sisters of EvE combat ships, or D. Put out a distress signal, which the Federal Navy responds to. As you engage the SoE ship, it would send you messages, which would be clues as to what would happen. As it goes up too, you would see similar screams appear over the comms just like when you killed the pirates.
As well, during the course of the combat, a News frigate may or may not appear. If it does, you would get an increased mission bonus for destroying it, or a concord security hit for letting it live.
I should add that I am not proposing increased mission payouts; I think payouts are ok where they are. I just feel that Eve would benefit from requiring pilots to be more mentally engaged and immersed when running missions.
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Opertone
Caldari Gladiators of Rage Wildly Inappropriate.
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Posted - 2009.02.20 22:13:00 -
[235]
Title: large fonts in context/user interface Category: user interface Description: on 23' inch monitors and higher with native resolution above 1900x1200 it is increasingly hard to see small typing in market, info windows and tactical overview. Please provide us with larger font sizes up to 14, 16, 18, 20, 22 and higher to lessen the eye fatigue. Goal: Make the game actually playable and enjoyable on big screen and native resolution.
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Swampland
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Posted - 2009.02.20 23:17:00 -
[236]
* Title: Slight warp audio and visual change.
* Category: Animations/effects/sounds.
* Description: The new warp effect didnt feel 'wow' anymore. I remember the first time i saw the warp effect on TQ, and i thought it was really cool. This one is too passive. Id like the old vibration, and sonic boom back. Something that makes you feel the massive power and speed of warp flight.
* Goal: It will keep the warp flight interesting, as it allways have been so far. The new one felt placid and uninteresting. I didnt feel like i was traveling at warp speed through space, but just quietly sliding through some warp-tunnel-mud.
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Swampland
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Posted - 2009.02.20 23:23:00 -
[237]
* Title: Galactic map visual improvement.
* Category: GUI.
* Description: It was difficult to see the various colors and variations on the map compared to the current version. Checking soveregnity, statistics and information is basically impossible. Id prefer it to be easy to read, because the map is no longer usable. The current one is crystal clear, allthough the new one looks nicer.
* Goal: To make the map serve its purpose. I dont think it is good enough or usable in the current SiSi version.
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Titas Agor
TITANS OF PEACE
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Posted - 2009.02.21 05:12:00 -
[238]
Edited by: Titas Agor on 21/02/2009 05:13:48 Edited by: Titas Agor on 21/02/2009 05:13:05 Tittle : New Planet Graphics
Cateogry : Trinity Graphics Engine
Description : Basicly with all the new added effects and graphics, to put it simply, we need new planets, period. I know that this is being worked on, but durring the alliance tournament it was mentioned that the new planet graphics wont make it in time for the new expansion, PLEASE!!! make it in time... The planets are so dated, all the latest trailers have nice smoothed out textures for the planets, with more detail but for the game they are still unchanged, i dont care if its just a "slight" improvement, but we need something to do us for now, untill you finish the job..
Goal : New Detail on planets for the M10 deadline.. please make it happen...
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Venatoris Portucalis
Agony Unleashed Agony Empire
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Posted - 2009.02.21 09:17:00 -
[239]
* Title: Non-Intelligent windows.
* Category: UI (User Interface).
* Description: Auto-size and auto-snap should not occur when a window is open, only when its moved by the user. Can we have EVE WITHOUT intelligent windows? You know, like the market window that decides by itself to open and have the same size has the local chat window, it fits so nice... Or the scanner window that sometimes thinks we really need to move fleet and chat out of the way...right in the middle of a fight... i really would love windows with no brains (i do have enough for me and the windows )
* Goal: Users can re-size windows to fit their screen/needs, windows that decide by them self that other windows need to move out of the way give more troubles than benefits.
Vena
The views expressed here are my personal views, and in no way represent my corporation views.
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T'Amber
starvald emurlahn
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Posted - 2009.02.21 09:39:00 -
[240]
* Title: SHIP ICONS
* Category: Graphics/ GUI
* Description: Please make the ship models bigger in the icons + the coloured background mentioned earlier.
* Goal: To be able to differenciate between all my ships with similar hulls. It is difficult to tell which is which without getting into it.
T'amber starvald emurlahn
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Ral Ulgur
Caldari Provisions
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Posted - 2009.02.21 10:01:00 -
[241]
Category: Tech 3
Suggestion: Implement only one set of subsystem skills, instead of one per race. To compensate in training time, increase rank of racial strategic cruiser skill if necessary.
Goal: Not having 24 new skills bombing my spaceship command skills tab and not having to train 20 rank 1 skills (skill queue will make it alot less tedious, but still). It would make EVE a but cleaner and polished.
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T'Amber
starvald emurlahn
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Posted - 2009.02.21 13:11:00 -
[242]
* Title: GFX Controls
* Category: Graphics
* Description: Option to turn off dx8 style warping graphics and replace with dx9 jumping effect
* Goal: EPEEN, looks better
T starvald emurlahn
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Alurexar
Celestial Ascension Tenth Legion
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Posted - 2009.02.21 14:18:00 -
[243]
Please CCP give us just few more visible stats on Fitting screen, to decrease the usage of 3rd party programs like EFT 50%+ of the time we fit our ships
- add a sub category called "Firepower" with; *Theoretical damage of our drones / fitted guns -EASY to add *Theoretical volley damage -EASY
- defence category should also have; *Tank / Sustainable tank DPS -EASY
- capacitor category should have; *Capacitor stability with current active modules, let the fitting screen think all active mods will be running. Let it count in the cap boosters, NOSes and all other relevant manipulating cap modules -Medium-Complicated _______________________________________________________
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Johan Price
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Posted - 2009.02.21 17:49:00 -
[244]
Title: Have the new fitting show cargo space.
Category: UI
Description: The old fitting would show you how much ammo and/or cap boosters you could fit in your cargo. Unless there's a setting I'm missing, the new fitting doesn't.
Goal: Save time and frustration.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.21 18:12:00 -
[245]
Title:scene in scene target windows and ship icons.
Category:PiP
So I was thinking it might be kinda cool if locked targets showed lttle 3d models of the ship you've targeting.
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Skjorta
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Posted - 2009.02.21 19:11:00 -
[246]
Title: Drone UI damage messages
Category: Drones
Description: Title pretty much says it.
Goal: All other weapons let you know how your weapons are doing vs the target so you can adjust tactics....would be nice for drones too. (ie target going too fast...or is too small...need to drop down to faster tracking drones). Also for the HELL YA moments of wrecking drone hits :)
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Septacore
Caldari Psychopathia IDLE EMPIRE
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Posted - 2009.02.21 21:05:00 -
[247]
Edited by: Septacore on 21/02/2009 21:11:45 * Title: A Pirate Ship (Ship) * Category: Shiptype * Description: Make some specialized ships for pirates with -10! * Goal: Make a pirate feel like a pirate! ! Atm everything is against pirating as though its a direction of a player and he lives in <0.4 only!
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Horzunaman
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Posted - 2009.02.21 21:16:00 -
[248]
Title: Update POS module Positioning gadget
Category: UI
Description: As the UI team spents a lot of time and love on the new scanning system, I would like to remember you to add the overhauled 3d positioning for POS modules, too.
Goal: less frustrating module positioning :P
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DeTox MinRohim
Madhatters Inc. The Initiative.
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Posted - 2009.02.21 23:07:00 -
[249]
Title: Fitting Manager Enhancements
Category: Fitting Manager
Description:
1 - The fitting manager shows the modules with a green check mark and the info icon (blue I). The check mark doesn't mean much unless it means that it is something that the character can use (skilled for it). Good but a way to see if it is available in the items of said character might be as much useful. (Or as a separate column).
2 - When right-clicking on the module in that list, the only option available is "Show info". A few more options would be nice but the most important one would be "View Market Details". At the moment, all we can do is Search on the market for the item. Given the "OMGWTHISTHATNAME" sometimes items have, it can become a long process to have everything to fit the ship. With the "View Market Details", it's a few seconds less searching for the items.
Image Here ------ This sig space is Read-only ! omgalink - Online Skillsheet |
ShadowGod56
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Posted - 2009.02.22 02:40:00 -
[250]
Title: After Burner speed increase Category: Modulus
Description:
the idea is to increase the T1 AB to have 150% increase to speed, and T2 AB to 200%.
This would give the AB a better use for PVP
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Daphne Eveningstar
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Posted - 2009.02.22 06:38:00 -
[251]
Title: Highlight my orders in the Market Details Category: Market
Description: In the Market Details views, I want MY orders highlighted in a special color so they stand out in the list, and I want to be able to right-click on them right out of the Details pane to choose "modify/delete."
Goal: This seems like a simple yet massively helpful request for everyone using the market.
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ViolenTUK
Gallente Aliastra
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Posted - 2009.02.22 06:52:00 -
[252]
Originally by: Sader Rykane
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Wow, actually this is a pretty good idea.
This IS a good idea.
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Gabriel Virtus
hirr Morsus Mihi
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Posted - 2009.02.22 10:35:00 -
[253]
Title: Adding used and total drone space to the drone window in fitting screen
Category: Fitting UI
Description: It would be nice to have the drone window tell you how much space you have used and how much space you have. It would also be nice for this space to work as a dbl clcd cargo window, so it tells you how many drones will fit in this space.
Goal: Do less math when trying to fill my drone bay with drones. This would be nice in the cargo bay in the fitting screen as well.
-GV
P.S. REMOVE THE WARP ANIMATION. IT IS AWFUL
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Sophie Malaster
Gallente EUROMECH Unlimited ARTESANOS
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Posted - 2009.02.22 11:11:00 -
[254]
Title: Pos Fuel Packs
Category: Pos
Description: I read about it here at the forum, it's bpo which you can use to create fuel packs for a little time of pos fuel. You can include it in Apocrypha.
Goal: Include Fuel Packs for poses, for better use or gestion of pos fuel times.
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.22 12:06:00 -
[255]
Title: Allow renaming of POS silos Category: POS Description: Allow the rename function to have an effect on POS silos as well. Goal: To be able to write "Technetium goes into 'Silo Tc', Vanadium into 'Silo 42' and excess beer into Silo 'Joe's bar'". Right now you have to describe it by location or open lots of silos.
Corporation RP channel: "PlacidReborn" |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.22 13:05:00 -
[256]
Title: Allow to abort POS operations Category: POS Description: If you accidentally anchor or online a wrong object you have to wait the whole time until the operation is done before you can undo it, and usually have a wait time there too. Please add an "Abort" button somewhere.
Goal: Make POS work a little bit user friendlier. Also help me get rid of the notion that the designer of POS operations was a sadist.
Corporation RP channel: "PlacidReborn" |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.22 13:14:00 -
[257]
Title: Shorten Silo unanchor time Category: POS Description: Silos take 10 minutes to anchor and 20 minutes to unanchor. If someone anchored the wrong silo (I'd never do that of course, no) he wasted 30 minutes. I see no valid reason why unanchoring a silo should take 15 minutes. Goal: As before, give me the illusion that the POS design guy is not a sadist.
Corporation RP channel: "PlacidReborn" |
Crausaum
Ixion Defence Systems Sc0rched Earth
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Posted - 2009.02.22 18:03:00 -
[258]
Title: Jump Clone Cooldown.
Category: Gameplay.
Description: Decrease the cooldown time between jumpclone uses.
Goal: The current 24 wait time on the jumpclone system is very frustrating. If a player has a standard time of day they play at it can effectively force them to miss a day of play. Example: If a player jumps at the end of their typical play session then they will be stuck in that location for their next play period and typically will skip logging in the next day as they are stuck in an area of space they no longer wish to be in.
Shrinking the timer by even just a few hours would greatly help many players.
--------------------------- absit iniuria verbis |
Manfred Rickenbocker
The Elliance
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Posted - 2009.02.22 22:31:00 -
[259]
Edited by: Manfred Rickenbocker on 22/02/2009 22:32:37 Title: Fittings Window Lighting
Category: UI
Description: Adjustable lighting on ship in fittings window.
Goal: I dont know if anyone has suggested this, but can we get a light-change feature for the new fittings window? The lighting from the current system background in the window is a bit dark from some angles so its hard to see what the ship looks like (particularly strategic cruisers).
------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.02.23 01:01:00 -
[260]
Title: Tournaments Category: Combat Simulator
Description: I would do it with real ships and no ranks at all. Player creates tournaments with entry fees, ships and modules restrictions and prices for the winners. This could bring T1 to use again for old players, T1 tournament, maybe corporation restricted if you want to or by invitation, allowing new players in the corp to pvp for a price with corp subventioning on the ships. Or the contrary, only faction ships for all those who don't know what to do with their isks. Or dogfight tournament with ceptors bitting each other, etc.
No ranks but medals, the tournaments with good reputation should find their medals recognized by the community. Info on the medal should give you info on all tournament conditions.
Looks like we have most of the code, so why don't we use it for good? With betting on ships and spectators allowed this could be marvellous. I would do it so you can setup some 1vs1 too. What do you think on this?
Goal: Since Combat Simulator can not be implemented in-game and since it looks like the code is at least partially written, It could be used to make EVE better and improve gameplay.
You can comment on this here.
EVE Knowledge |
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Camdim
Caldari The first genesis INTERDICTION
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Posted - 2009.02.23 01:41:00 -
[261]
Originally by: Crausaum Title: Jump Clone Cooldown.
Category: Gameplay.
Description: Decrease the cooldown time between jumpclone uses.
Goal: The current 24 wait time on the jumpclone system is very frustrating. If a player has a standard time of day they play at it can effectively force them to miss a day of play. Example: If a player jumps at the end of their typical play session then they will be stuck in that location for their next play period and typically will skip logging in the next day as they are stuck in an area of space they no longer wish to be in.
Shrinking the timer by even just a few hours would greatly help many players.
This ftw! I say drop it to 1-2 hours at most give people the options to play the game how and when they like.
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Karthmine
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Posted - 2009.02.23 04:08:00 -
[262]
I dont like the circle bar that show the cpu and pg left.
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Camerta
Gallente
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Posted - 2009.02.23 14:40:00 -
[263]
Edited by: Camerta on 23/02/2009 14:40:37 * Title: Simplify Training Queue Management
* Category: UI
* Description: Add a right click to the character Sheet icon that opens the Training Queue. Left click for the character sheet as normal right click for the Training Queue.
* Goal: Simplify the Skill queue management. Removes the requirement to have the character sheet open to access the training queue |
Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.23 15:14:00 -
[264]
Title: Increase number of locked targets for T3 ships.
Category: Tech 3
Description: I was informed that it is a design decision to give the T3 cruisers a "Max locked targets" stat of two. This gives them the usability of a rookie ship and greatly reduces the situations where the ship is fun to fly. In fact the only time I can think of where such a low number is not much of a bother is mining since you don't lock new targets often. Even T1 cruisers have 5-8 slots there (8 on the Blackbird).
I've tried to fly these ships, and both in PvP as well as in PvE the two targets are painful. In PvP against a ship that uses drones it's a sure way to lose.
Goal: Reduce the number of people that say "Tech 3? Expensive b*ll sh*t not worth thinking about".
Corporation RP channel: "PlacidReborn" |
Lisa Nomkob
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Posted - 2009.02.23 15:18:00 -
[265]
Title: Tranformation of BPO
Category: Charges / ME-PE / BPO
Desc.: by the transformation of the scan probe bpo (sift/comb etc) into the new core probe are all me and pe levels lost. so it's on my wish list that the me/pe levels also transformatet.
Goal: no lost of time and money that was investet in teh bpo's
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Pytria Le'Danness
Placid Reborn
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Posted - 2009.02.23 15:19:00 -
[266]
Title: Rename the Hybrid Tuner Interface
Category: Tech 3
Description: Contrary to the interfaces used in invention the "interface" used in reverse engineering Sleeper technology is consumed during the process. While this decision is fine the naming indicates that the "interface" will survive the process and I can already see scams and whines starting all over TQ if the existing naming convention is violated in that way. Call it "R.A.M. - Hybrid Tech" or "Datacore - Hybrid Tech" or "Reverse Engineering Voodoo Doll", just give it a different name. Goal: Make it easier to teach new players (as in: new to the invention/RE scene) invention and reverse engineering. Reduce overall confusion and number of bug reports on TQ.
Corporation RP channel: "PlacidReborn" |
Karthwritte
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Posted - 2009.02.23 17:41:00 -
[267]
#1 * Title: Powergrid and CPU bar
* Category: UI
* Description: The current PG and CPU circle bars dosent help visually like the old line bar had.
* Recommendation: Make the line bar of the CPU and Powergrid again below the resistances-capacitor window. Or, give 2 contrasting colors to the circle bar of the new fit. * Goal: Give the visual aid that the PG and CPU old bar give to people, it help me most when I was a noooooob.
#2 * Title: Warp Drive Effect
* Category: Graphics
* Description: The warp drive effect I see in SiSi destroys the cool effect that the old warp drive effect give to the user. Exactly the sense of speed and fast movement that the old effect gived.
* Recommendation: Give the tunnel effect back to the warp drive effect. The new changes were cool, but the lack of the tunnel effects I dont like it. * Goal: Make EVE look even more awesome. Dont destroy the nostalgia of the warp drive.
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Palovana
Caldari Inner Fire Inc.
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Posted - 2009.02.23 20:10:00 -
[268]
Title: Laser Effects
Category: Graphics
Description: In the new effects video here it is mentioned that changes to the laser crystal no longer affect the color of the visual effect.
Recommendation: Use the new effects (beam vs pulse, etc) but match the colors to the crystals loaded in the laser weapons.
Goal: Keep multi-color laser ships looking cool.
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Jordan Musgrat
H A V O C Minor Threat.
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Posted - 2009.02.23 22:08:00 -
[269]
Edited by: Jordan Musgrat on 23/02/2009 22:09:38 Title: Black.
Ops.
Fuel.
Bay. Category: Fuel Bay for Black Ops
Description: 2000-3000 m3 dedicated Fuel Bay
Goal: To allow the Black Ops to carry Fuel -----------
Primary is family values, secondary is 0.0... |
Dr Caymus
Gallente Applied Technologies Inc Agents of Fortune
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Posted - 2009.02.24 00:58:00 -
[270]
Title: Astrometric Acquisition Skill - please set to Rank 8
Category: Skills
Description: As currently presented on the test server, the Signal Acquisition skill, rank 8, is replaced by the Astrometric Acquisition skill, rank 5. Players stand to lose up to 768,000 skill points (at level 5) as a result of this change. Recommend setting Astrometric Acquisition to rank 8, consistent with the current Signal Acquisition skill.
Goal: Avoid a huge avalanche of petitions requesting reimbursement of lost skill points.
-=ATI=-
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Lijhal
Native Freshfood
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Posted - 2009.02.24 08:42:00 -
[271]
Title: Blood Raider ships need a revamp (Cruor, Ashimmu, Bhaalgorn)
Category: Ships
Description: As currently the above ships are not only hard to fit, they dont represent the Blood Raider philosophy. They are the weakest ships of all avaible faction ships in eve, which occurs with the current bonuses on the ships themself. Replace the neut/nos and webifier bonus with a RoF and Dmg bonus, to bring those ships inline with the other faction ships. Also add cpu and pg, they lack for a lot in them
Goal: Balance in order to bring BR ships more inline with the other faction ships
Title: Apocrypha fitting Widow
Category: UI
Description: Add bars at 50/75/100 percent to the cpu/pg bars in the new fitting widow (green/yellow/red)
Goal: Better overview of the current needed pg&cpu
Title: cloaking effect
Category: UI
Description: the new cloaking effect is horrible for small ships like CO's oder SB's. this is affected by the "electric" shape which surrounds the entire ship now. And please fix the thruster animation, currently if you are cloaked, you see the thrusters at all
Goal: eye candy
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RadHard
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Posted - 2009.02.24 10:07:00 -
[272]
* Title: Adjustable scan time affecting scan strenght of probes
* Category: Scanning
* Description: I was thinking about this as a way to balance for the lower player probing skills that affect scan strenght. Giving probes more time to pickup signals (like when you set longer exposure on a photo camera) could lead to minor increase in the scan strenght. Even small bonus like 1% per step will be nice. Make the next time step to be always twice of the previous. 10sec base,then 20, 40, 80, 160seconds and so on, up to some reasonable limit.
* Goal: It will allow players to be able to set longer scan time instead of moving the probes extremely close to get 100% result. It also makes the skill affecting the scan time more usefull and bring some more variability into the new probing system.
Rad
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Arengor
Glittering Dust
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Posted - 2009.02.24 10:37:00 -
[273]
Title: Improvements in new fitting panel.
Category: UI.
Description:
Goal: easier to move stuff to cargo bay.
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Hidden Snake
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Posted - 2009.02.24 14:42:00 -
[274]
Title: Fix the bomber finaly
Category: Ship
Description: add expl. speed bonus. No need to add something horrible high. At least some bonus will totaly change the situation.
Goal: To make SB fliable ship again. There is no need to make it frig carnage again, but if i have to invest huge amount of sps and isk to fly one, I should be able to kill that noob in incursus easily, not with the use of every tactical knowledge.
Note: it is quick and easy change, please do not destabilize the game by some complete redesign of the ship.
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Hidden Snake
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Posted - 2009.02.24 17:26:00 -
[275]
Title: cloaked fleet info
Category: UI
Description: fleet should be able to see cloaked ship in their fleet
Goal: To FC covert ops fleets
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Hunter Darkside
Caldari Fearghul Corp The Dominion Empire
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Posted - 2009.02.24 18:33:00 -
[276]
Originally by: Camdim
Originally by: Crausaum Title: Jump Clone Cooldown.
Category: Gameplay.
Description: Decrease the cooldown time between jumpclone uses.
Goal: The current 24 wait time on the jumpclone system is very frustrating. If a player has a standard time of day they play at it can effectively force them to miss a day of play. Example: If a player jumps at the end of their typical play session then they will be stuck in that location for their next play period and typically will skip logging in the next day as they are stuck in an area of space they no longer wish to be in.
Shrinking the timer by even just a few hours would greatly help many players.
This ftw! I say drop it to 1-2 hours at most give people the options to play the game how and when they like.
Seconded (Thirded?) Anyway, yeah. The once-a-day rule is rather limiting. Jump clones are nice to have but the 24 hr limit is tedious. How about x times per 24 hours, where x=Infomorph skill level. Thoughts?
HD Can't think of anything witty? No, neither could I. |
Koyama Ise
Caldari Equestrian Knight Order of Lolicon
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Posted - 2009.02.24 21:31:00 -
[277]
Title: Give us the ability to kill the PiP display on the fitting screen. Category: UI Description: Cause it kills my FPS to 5 even if it was 60 before and for people barely able to run the "premium lite" client it will help them too. Goal: To make so the affected people don't have to open the map to fit their ship without the fps dropping to 5. --- O.P. is made of fail c/d.
Originally by: rValdez5987 I dont like your sig. It fills me with rage.
I want it removed. Reported.
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Sfynx
The Arrow Project Morsus Mihi
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Posted - 2009.02.25 02:30:00 -
[278]
Edited by: Sfynx on 25/02/2009 02:32:49
Originally by: RadHard * Title: Adjustable scan time affecting scan strenght of probes
* Category: Scanning
* Description: I was thinking about this as a way to balance for the lower player probing skills that affect scan strenght. Giving probes more time to pickup signals (like when you set longer exposure on a photo camera) could lead to minor increase in the scan strenght. Even small bonus like 1% per step will be nice. Make the next time step to be always twice of the previous. 10sec base,then 20, 40, 80, 160seconds and so on, up to some reasonable limit.
* Goal: It will allow players to be able to set longer scan time instead of moving the probes extremely close to get 100% result. It also makes the skill affecting the scan time more usefull and bring some more variability into the new probing system.
Rad
I like it. Of course you'd balance it so that people still can't just drop long range probes, set high strength, and finish it in a reasonable time. Either you wait until next Christmas if you don't want to work for it, or you work for it. Or any middle route you think is good for you.
Edit: then you just have to make sure the shortest ranges like 0.25 or 0.5 AU are still useful somehow. Since most people would probably take things like 1 AU as a minimum, not caring about that extra minute, making 0.5 and 0.25 probes underused.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.25 03:22:00 -
[279]
I can't find the older fitting window thread, this will have to do
Title: Label the power/cpu indicator bars on the fitting window better
Category: UI
Description: Latest iterations to the new fitting window have been good but this is one thing I think has gone backwards over the iterations. Although the power grid and cpu bars have been given colors now both of them are slightly different shades of blue and the text readout has been moved where both are in the same place. In prior ones I could still distinguish between them with some difficulty, now I can't tell which is which *at all*.
Give them contrasking colors, not similar ones, use clearer labels and consider graphical labels! They could stand to be aligned better on the circle but that one is probably allready known.
Goal: Stomp out fitting window confusion. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
Thaeus
Black Serpent Technologies Intrepid Crossing
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Posted - 2009.02.25 05:24:00 -
[280]
I think this might get met with flame... But Any plans for changing jump animation of capital ships? Something along t elines of Battlestar Gallactica animations would be awesome IMO. >.>
T3 Ships need a boost... They fit worse than a HAC, and ships like the Legion have horrible cap consumption issues. If T3 ships are gonna be hard to find, lets make it worth it. Oh **** IT'S A TARP! |
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ELECTR0FREAK
Carpe Nocte
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Posted - 2009.02.25 06:30:00 -
[281]
I'm sorry if this has already been suggested, but I'd like to see the fitting bar (scale, meter, whatever you want to call it) for PowerGrid and CPU turn red if an item that is being moused over will cause the MW or tF to exceed what the ship is capable of.
IE, when you mouse over something that won't fit, instead of just filling up the bar all the way, fill it up all the way and turn it an angry shade of red for "Hey! Stupid! That module won't fit, you noob! Find another one, gosh!"
Discoverer of the Original Missile Damage Formula |
ELECTR0FREAK
Carpe Nocte
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Posted - 2009.02.25 06:41:00 -
[282]
* Title: Fitting window CPU and PowerGrid values
* Category: Fitting UI
* Description: A quick observation notes that the actual values "MW" and "tF", used as the unit of measure for PowerGrid and CPU used by nearly every module in the game, are not actually used anywhere on the new fitting interface.
* Goal: Simply adjust the display in the fitting window to show: CPU xx/xx tF POWERGRID xx/xx MW
I feel that this fairly simple change will improve immersion, consistency, and avoid new player confusion (though, perhaps I'm not giving them enough credit, you'd have to be pretty thick not to figure that out).
Discoverer of the Original Missile Damage Formula |
Lijhal
Native Freshfood
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Posted - 2009.02.25 07:33:00 -
[283]
Edited by: Lijhal on 25/02/2009 07:37:05 Edited by: Lijhal on 25/02/2009 07:35:04 Title: multiple sugestions on the fitting window
Category: Fitting UI
Description:
(1) add the missing information in the navigation bar
(2) rigs showed as offline, but calibration is full used
(3) replace the cpu bar into green or yellow or color change on exceeding total pg/cpu.
(4)defence tooltip cannot be read, make it non transparent
(5)add a small window in the down right side under the navigation tab, which shows the current total bonuses of the ship
Goal: make eve better
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T'Amber
starvald emurlahn
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Posted - 2009.02.25 11:14:00 -
[284]
TITLE: Gallente Ship Colours
CATEGORY: Stop the Caldarians from Laughing (please)
DESCRIPTION: Please redo the colours for Gallente, Baby Blue like original Trinity colours would be nice. Caldari CANNOT have the last laugh.
GOAL: Stop them now!
starvald emurlahn
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Hidden Snake
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Posted - 2009.02.25 12:11:00 -
[285]
Originally by: T'Amber TITLE: Gallente Ship Colours
CATEGORY: Stop the Caldarians from Laughing (please)
DESCRIPTION: Please redo the colours for Gallente, Baby Blue like original Trinity colours would be nice. Caldari CANNOT have the last laugh.
GOAL: Stop them now!
Well we will laugh anyway :)
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Dirty Python
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Posted - 2009.02.25 14:17:00 -
[286]
Fitting window Classic View mode
Map classic view mode (no blur around system dot)
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Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.25 19:51:00 -
[287]
Edited by: Uni Zueto on 25/02/2009 19:57:21 Title: Clone Downloads (Clone Jump and Clone Death)
Category: Wormholes
Description: The rational for death jumps working but clone jumps failing seems very illogical. Allow any clone transfers while any worm hole in that W-Space pocket is open because subspace communications are online. Disallow any clone transfers while all wormholes are closed. If a pilot self-destructs or is killed then they reawaken in K-space in clone that has all the skill points at the time that the last wormhole was open and their pod was able to transfer continuous updates to K-Space.
Alternative: Say that a wormhole is always open to K-Space from any pocket but the pilots just don't know the location but this doesn't stop globally transmitting clone transfer information from getting through. This would still allow jump clone functioning. Allow jump clones but penalize the use in some way. 'May all your ventures be profitable' - Caldari Farewell |
Vivien Sureflight
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Posted - 2009.02.25 21:17:00 -
[288]
Title: Tactical Subsystems
Category: Tech 3
Summary: Basically, add in a sixth subsystem category called "Tactical Subsystems". This is full of ship skill bonuses (i.e., a subsystem with a racial damage modifier based on the race's strategic cruiser skill). There should probably be one of these subsystems for every obvious racial ship bonus (Gun damage, drone damage/HP, warp disruptor range or sensor damp effectiveness for Gallente, etc.). When assembling the modular ship, the pilot should be able to choose 2 of these for the ship (though I could live with just one). You might consider making them tiered as far as levels are concerned; i.e., you need the Tactical Subsystems skill at a certain level in order to choose a more powerful bonus.
Goal: Right now, t3 ships are just like HACs, only worse. Not only do they lack ship bonuses, but they can't be configured to do anything better than another ship of that race. Add in the penalty for losing the ship, and there becomes little to no reson to fly it. This way, ships could be configured to fit highly specific roles (to a higher degree than the t2 cruisers), though would have to sacrifice a lot to do so. Or, you could make a slightly more powerful version of a HAC. Which would make sense, as the price is likely to be rediculous. __________________________________
Give a man some fire and he'll be warm for a day. SET a man on fire and he'll be warm for the rest of his life... |
Ahtnaver
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Posted - 2009.02.25 21:36:00 -
[289]
Title : Restart Storyline missions for Interbus
Category : Missions
Description : Ypu can start by giving interbus their own stations , so that players can use the LP . and then enable Storyline missions - as interbus is positive towards the major factions.
Personal Reason : i have been in eve only from october 2008 , but i have read the old forum posts about when interbus gave storyline missions . i have done quite a lot of missions myself. some of us like to maintain neutrality to all factions and be able to travel through all empire spaces and also work for many agents of different races. for me , i have just one account and only one character . i like to buy and sell stuff , travel everywhere and work for all kinds of agents with this one character . with the current type of faction standings , it isn't possible to maintain neutrality for a long time. so , i request ccp to consider enabling Storyline missions for Interbus - it would help greatly - after all , some of us like to stay positive to everyone else & also sympathise with all empires & factions .
Goal : to enable positive standings with all major factions.
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Ahtnaver
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Posted - 2009.02.25 21:48:00 -
[290]
Title : Introduce Aliens into Eve
Category : Races
Description : well , as the story of Eve goes , we are currently many millenia in the future and also many millions of light years from Earth . how can it be that Humans are the only biological , intelligent lifeforms in the universe ? granted that there are slaver hounds & that bug ( filo or so ) but are bipeds ( humans ) the only intelligentia ? u should accept that most ship designs are not human like in the current eve. likewisae , u can create a storyline where u eventually introduce Aliens - who were attracted to new eden by activities of the humans or came here as a result of their contact with the original humans in Earth - and are here for 2 reasons > one would be to help us or the othere would be to eliminate us after they finished off Earth.
such a turn of events would be interesting and would be a reason for the inhabitants of new ededn to unite. these new aline species - they dont have to be of one type but there could be many types - some who are at war within themselves > can be basis for new tech & stuff , worlds , systems. etc.
Goal : to spice up eve and to provide more content and gameplay.it will also enhance the roleplaying feel . { personal reason : we already fight,quarrel,warmonger in real life. doesn't have to be so in a sci fi game } also , aliens are defacto in sci fi anyway.
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Ahtnaver
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Posted - 2009.02.25 21:56:00 -
[291]
Title : Sisters of EvE should be friendly / positive to all major factions
Category : Faction Standings
Description : well , as in my previous post , some of us like to be positive to all . like interbus, which is positive to all major factions , SoE should be made to have positive standings with all major factions - as the backstory already says that most factions including even some pirats factions respect SoE for their humanitarian work and attitude. this wouls also enhance roleplaying and gameplay value. you could do thais by introducing a story which makes the factions which dont like SoE currently change their views. it is very easily possible. you just have to set your mind to do it.
Goal : To give players who value neutrality and positivity a chance and also take SoE's story and goal in a new direction.
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Kensuken
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Posted - 2009.02.25 21:58:00 -
[292]
TITLE: New Hacking Feature: Obfuscate Identity
CATEGORY: Piracy/PvP/RP
DESCRIP: Allow hacking another ability to hide your characters tru identity. Maybe create a new skill called Obfuscation. Usage would allow pilot to hack the transponder of the current ship (excluding pods) to appear to be another character on the same account while keeping the current characters skills and attributes. It must be another character on the same account and will show the same standings, employment history, decorations, etc. Chance to discover the deception by other pilots would use the ECM/ECCM challenge code and be based on comparing the targets Hacking/Obfuscation skill to the other pilots within 300km (or ship targeting range). Usage: a. Allowing temporary infiltration of FW gangs by opposing side. b. Allowing pirates to hide their identity like flying another nations flag or putting up the Jolly Roger. c. Allowing RPing characters to carry out missions of secrecy like attacking slavery supporters while appearing to still being a loyal Amarran citizen.
RESTRICTIONS: a. No way to use this skill to infiltrate a corporation or alliance because it is specific ship based and Corps/Alliance would have the pilot exit his pod at some point or go thru identification procedures at joining. b. Specific hacking/obfuscation mods will be needed to be added to the ship to succeed forcing a loss of combat ability.
Eve has a very vital bad guy player base and I think this is a very fun addition to all those players and RPers.
(Posted by my alt so my real identity is Obfuscated)
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Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.26 02:05:00 -
[293]
TITLE: Sleeper captives
CATEGORY: Research and production.
DESCRIP: There is a lot of talk about T3 production being something completely different. How about making one of the components for Experimental Labs and Production Lines be the appropriate Sleeper captives of Sleeper Scientist and Sleeper Engineers? At least for the Amarrans this would be unethical. Having a Sleeper Scientist could lower Reverse Engineering time by 10% to 20% and require an extensive Epic Mission Arc to capture one. Experimental Labs might go offline from Sleeper Researchers dying from exhaustion or escaping.
Maybe it could be possible to capture a Sleeper Research base and occupy it forcing the Sleeper crew to do the work for you at 1.5 production costs and 200% Reverse Engineering times. This is moving more into station ambulation and not sure how to implement under current mission writing code. Captured bases would have Sleeper reinforcements return every so many hours forcing defense of the base. Capturing NPC assets is something new. 'May all your ventures be profitable' - Caldari Farewell |
Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.26 02:17:00 -
[294]
TITLE: Sleeper Incursions and Differences in K-Space/W-Space Laws of Physics
CATEGORY: Mission Arc, Random Encounters in K-Space
DESCRIP: Wormhole travel is into and out of W-Space so once the first incursions of Eve residents into Sleeper W-Space starts occurring what's to stop the Sleepers from sending scouts and gangs out into K-Space. It would be interesting to even see two NPC factions at war when you enter an asteroid belt or fixed beacon or outside Station. Sleepers could be destroying gangs of Guristas leaving the Sleepers weakened and allowing them to be more easily destroyed my K-Space pod pilots. It would even be very cool watching CONCORD taking down a Sleeper BS and leaving a new wreck in the Graveyards. Sleepers in K-Space may have trouble surviving because of differences in laws of physics. They maybe weakened so much by their 'pure' Sleeper tech (as opposed to the new T3 hybrid tech) that they are as easy as taking down 0.8 system rats (scaling Sleepers to Guristas rookie levels in 0.8 and scaling the salvage drops way down). An adjunct to this could be that Pod Pilot tech degrades slowly in W-Space because of the same differences in Physics and also explain why Jump Clones fail. Sleeper Tech brought into K-Space may degrade and drop from Intact Versions to the next lower levels after each Reverse Engineering attempt on them. Again they begin to fail because of Physics difference.
Just some thoughts hope they spark some interesting developments. 'May all your ventures be profitable' - Caldari Farewell |
General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.02.26 04:17:00 -
[295]
Edited by: General Xenophon on 26/02/2009 04:27:23 Edited by: General Xenophon on 26/02/2009 04:25:10 Edited by: General Xenophon on 26/02/2009 04:22:56 Edited by: General Xenophon on 26/02/2009 04:21:06 Title: OMG Fittings? or OMG eyecandy? - The Fittings page
Category: UI
Description: This new fittings page looks really cool, but it's going to be WAY Too COMPLICATED for new players, plus it's not exactly a quick fit kind of page. Fitting a ship is a pretty darn important part of the game, so making the screen where this is done more complicated and harder to use is really just more of a pain than its worth. Eve has LOADS of Eye Candy, and short of an exotic dancers bar in the stations, its all set. Tis page sure looks cool, but its a nuisance to use.
Dating a supermodel who doesn't have a brain may be fun for a little while, but eventually it just another headache. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |
Ferocitana
Igneus Auctorita GoonSwarm
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Posted - 2009.02.26 11:36:00 -
[296]
Title: Fitting screen information, cargo / drone space.
* Category: UI, fitting screen
* Description: Write a description of your suggestion/feature request.
* Goal: Would be nice to see somewhere how much cargo space you have and how it will be affected by item stats. Would be nice to see how much dronespace / bandwidth the ship have.
-
Title: Give loaded & launced drones/fighters the right stats when "show info" with skills in effect.
* Category: UI / Module
* Description: Would be nice to see the correct stats on drones / fighters with skills and ship bonuses in effect. Calculating all the stats is a pain in the ---!
* Goal: Make Players lazy, so they dont have to spreadsheet effects on drones.
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D'ceet
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.26 11:58:00 -
[297]
* Title: actually playing
* Category: game play
* Description: whenever i boot up my client with the current apocrypha build, it freezes and crashes; never did this until recently, but now i cant even get to the login screen. i hope this "feature" doesnt make it into the full release.
* Goal: to play the game.
Originally by: Popperr
I resent the insinuation that we have intelligence, artificial or otherwise.
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FDIC Agent
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Posted - 2009.02.26 13:35:00 -
[298]
How about moving the "Bridge to member" and "Jump to member" away from each other. Nothing sucks more than planing a black op only to accidentally jump your main tool to get the bombers to the target instead of opening the bridge.
Who's idea was that anyways to put those right next to each other? Part of the pre-nerf??
Shouldn't be too hard to impliment.
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Lucifers Advocate
State War Academy
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Posted - 2009.02.26 16:28:00 -
[299]
Edited by: Lucifers Advocate on 26/02/2009 16:29:10 Title: Scanner, Probing, and Scouting Profit
* Category: Scanning/Probing
* Description: Please incorporate an old aspect of the old - old scanner system. Let us probe for rats. If we're to have all this trouble probing using this 4 probe (minimum) system, then let us scan for anything and everything. Also, what ever happened to getting all those hidden belts in the system? You know, the ones if you warp to a belt from another belt you'll see quickly pop up on your overview for 0.25 seconds. The only way to get to them now is to get into a cap stable fast MWD ship and burn towards your warp origination from your warp destination. It's tedious, annoying, and inaccurate.
* Goal: To use the new scanner/probing system for all that it is intended for.
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Dirty Python
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Posted - 2009.02.26 17:58:00 -
[300]
Title: Skill queue length = Subscription time left
Category: Skill Queue
Description: Currently the skill queue length is 29 days maximum. If I have a subscrition time of 4 months left, I should be able to train for the next 120 days.
Goal: Make the Skill Queue truly useful and maintenance free.
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Dadder
Quantum Revolutions
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Posted - 2009.02.26 22:57:00 -
[301]
* Title: Fix "rent factory slot" and "factory manager" roles
* Category: titles and roles
* Description: Currently if a corp member wants to use a corp blueprint for production, they require the role "factory manager". This role however gives them the power to complete and or cancel ALL corporation jobs. This is bad, and so only trusted members are ever given roles to manufacture using corp blueprints. The "rent factory slot" role needs to be fixed so it allows members to initiate/complete/cancel jobs started ONLY by themselves. Also adding "personal hangar" as an option for the imput and output on corporation manufacturing would allow you to use materials in your own hanger as imputs and an output destination for corp jobs.
* Goal: Fixing this would allow all corp members to use corp owned blueprints at no risk to the corporation. This would be a HUGE benefit to production based corps, making eve a happier place :-)
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Nayomi
Minmatar M. Corp Mostly Harmless
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Posted - 2009.02.27 03:46:00 -
[302]
I'm not sure if this has been suggested or not but I'd like to finally see missile turrets and missiles flying out from different points on the ship.
* Title: Launcher Turret Models
* Category: Graphics.
* Description: Add missile launcher turrets to the ship models if loaded into hardpoints.
* Goal: Give us another neat looking graphical effect.
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Nayomi
Minmatar M. Corp Mostly Harmless
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Posted - 2009.02.27 07:04:00 -
[303]
* Title: Waypoint color coding.
* Category: UI
* Description: Color code waypoints, the gate icon colorings, based on their number ie, first waypoint gate icon is yellow, second waypoint gate icon would be red, etc. Then make their visual based on their level ie, yellow for first waypoint covers all the others and shows 'on top' of the second waypoint color red. Have this terminate into a single color like violet, for waypoint 8 and beyond which basically means, 'way down the road' waypoint so I can ignore it when traveling.
* Goal: Have me not get my waypoints confused when I'm here traveling and I have waypoints that eventually overlap each other because I'm gathering buy order stuff and I'm trying to set it up efficiently.
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Tiree
Amarr Kinetic Vector
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Posted - 2009.02.27 13:00:00 -
[304]
* Title: unique NPC naming for target calling
* Category: NPC
* Description: As wormspace NPC encounters are going to be more like PvP, NPCs on one grid should all have unique names (like players in PvP have), so target calling can be done like in PvP using voice instead of clicking and marking.
* Goal: Making calling primaries on NPC easier, and make it more like PvP
Names could be like: * Sleeper Warden 001 * Sleeper Warden 002 * Sleeper Warden 003 * Sleeper Interceptor 001 * Sleeper Interceptor 002 * Sleeper Interceptor 003 * etc
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da Noddsda
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Posted - 2009.02.27 13:57:00 -
[305]
Title: Larger or more readable fonts
Category: UI
Description:
Originally by: Opertone Title: large fonts in context/user interface Description: on 23' inch monitors and higher with native resolution above 1900x1200 it is increasingly hard to see small typing in market, info windows and tactical overview. Please provide us with larger font sizes up to 14, 16, 18, 20, 22 and higher to lessen the eye fatigue.
There are also people who suffer from astigmatism and cannot read item labels or mission descriptons because the fonts are too small.
Goal: Make the game playable for visually handicapped people or guys with big screens :)
************************
Originally by: Freyya TITLE: Dual monitor support
CATEGORY: No idea actually..UI/Gamedesign?
DESCRIPTION: The ability to shift around certain UI elements between 2 monitors so that you have customizability. For example move all the chat windows, neocom and system information to secondary screen while maintaining all tactical information on primairy screen.
GOAL: Give players the ability to have as much room for information they want in plain sight and what information they want tucked away but still easy to monitor. I myself have a 22 wide screen and am still running out of room fast.
Several chatwindows open for tactical information as enemy movement/gang formation take up some space already, less viable when you have to stack them because it will become easier to miss bits while checking another channel. Overview and dronebay window. Add the fleet windows when in fleet. Add target informations when in combat and add the system information in the top left corner (which can be removed or customized on sisi currently = good step if this wasn't possible already) and you have a cluttered screen which could take up over 60% of your monitor already.
Having dual monitor support in this aspect would make players able to keep vital information on primairy screen and less vital but still important information on their secondary screen. Result is a very managable primairy screen with lots of overview and as little clutter as possible. Sorry for wall of text but i wanted to make my point crystal clear
************************
Originally by: Adunh Slavy * Title: No Backgrounds Space
* Category: Graphics/UI
* Description: Allow users, via the ESC menu, Display and Graphics tab, the option to turn off backgrounds.
* Goal: Provides more contrast for some users. Decreases eye strain. Could possibly provide a slight FPS performce increase on some graphics cards. Helps color blind players. Provides versitility/customization - looks cool.
Star field and background appear to be on different layers
Oh P.S. Thanks for the option to turn off shaky ship :)
************************
Title: Add a state-of-capcharge-bar to fleet watch list
Category: UI
Description:
Managing a fleet as commander would be much more easier if you didn't only know shield/armor/hull stat but the charge which is left of your fleet mates.
Goal: Enhance the fleet capabilities and maximize fun
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Takeshi Yamato
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Posted - 2009.02.27 17:38:00 -
[306]
* Title: Giving rarely used modules a purpose
* Category: Modules
* Description: I believe that the usefulness of following modules should be reviewed:
a) Signal Amplifiers (I suggest raising bonuses to 30%/30% and lowering fitting requirements) b) Sensor Backup Arrays (I suggest raising bonuses slightly and lowering fitting requirements) c) Micro and Small Smartbombs d) Javelin, Gleam and Quake ammo (I suggest making them medium range sniping ammo to complement the existing long range sniping ammo Spike/Aurora/Tremor. Stats could be 0% range bonus, -40% tracking, damage similar to Gamma/Plutonium/Phased Plasma) e) Regenerative Plating and Energized Regenerative Plating (not useful on subcapitals. I suggest adding medium and large versions of these modules with increased powergrid costs and letting them passively repair armor at much lower rate compared to an armor repairer of the same size) f) Cap Batteries (I suggest changing them to +30% max cap and +30% cap recharge time (for no gain in cap/sec), and having them add a fixed amount of cap/sec depending on size)
* Goal: Increasing fitting options.
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Xi Tzu
Amarr Relentless Storm Cartel FOUNDATI0N
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Posted - 2009.02.27 19:33:00 -
[307]
* Title: Account Expiration Warning
* Category: Billing?
* Description: For those of us who extend our game time via GTC can we have a timer on the character selection screen telling us how long we have left on our subs? Either that or a pop up on sign in (similar to the account expired message) telling us when we have less than 7 days left on the account. * Goal: No more going to log in for an op only to find out that your account is expired and spending the next hour either haggling on the forums for a GTC or waiting for your email to arrive.
PWEEEEEEEEEEEZE
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Aya Vandenovich
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Posted - 2009.02.27 19:55:00 -
[308]
* Title: Message of the Day feature for corp/alliance/gang chat.
* Category: UI
* Description: Essentially, the ability for the CEO/Directors (or in the case of gangs, the Boss) to set a message of the day for corporation/alliance chat channels.
* Goal: Currently, it's only possible on player created channels, and allowing MOTD in corp/alliance/gang channels will allow players to be better informed of the current situation when they log in, or join a gang. For gangs especially, it will allow them to include links to the destination system, as well as other information that won't have to be explained to every new pilot that joins. Somewhere In England |
Arengor
Glittering Dust
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Posted - 2009.02.27 21:15:00 -
[309]
Title: Ability to add not trained skills in queue.
Category: Skill queue.
Description: The skill queue is very good feature. But it does not allow to include not injected skills. You must manually eat book first.
I think this can be improved by changing prerequisites test. Prerequisites check occurs when you injecting book. But this can be moved to training start time. In other words, allow to inject skills without check. But check on training start.
This will allow to include skills in queue if prerequisites are in queue already.
Goal: Players will be able to add any skills in queue, not just trained ones. |
Smurfprime
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Posted - 2009.02.28 01:23:00 -
[310]
Title: Clock on log in screen
Category: UI
Description: Add an eve time clock to the box were DT schedule information is, because knowing what time DT is going to be does not help if you do not know what time it is currently.
Goal: Make it easier to know that the server time is without having to calculate it or fully log in.
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.02.28 11:04:00 -
[311]
Title: Bookmark this "Warpable Scan Result"
Category: UI
Description: When you've sucessfully probed a result, on the right-click warp-to menu, add "Bookmark this location".
Goal: Make room for profesional probers. They don't need to warp to the site, they just want to probe out every location, and save the bookmarks, then hand them of to their corp for further investigation. Also, makes it much easier to see which results you've already probed, so you don't keep working on you already have. |
Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.02.28 12:57:00 -
[312]
* Title: Sisters Scanner Probes
* Category: Items/LP store
* Description: Add Sisters Core/Combat Scanner Probes to The Servant Sisters of EVE LP store. Proposed attribute change: 22 Base Sensor Strength (10% increase)
* Goal: Increase attractiveness of Sisters faction for mission runners. Add "charge" item to their LP store.
Joomla! in EVE - IGB compatible CMS. |
Frank Lonehorn
Gallente The Scope
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Posted - 2009.02.28 15:16:00 -
[313]
ok, about skill training. new ppl are going to be able to train skills faster, is this true? eplain and if it is why? it took me a year to get where im at, and it will be unfair to me and all the older players. it should take the same time for them as it did us.
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Darwin's Market
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Posted - 2009.02.28 17:54:00 -
[314]
Ability to probe all wrecks.
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Bethulsunamen
Amarr Viziam
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Posted - 2009.02.28 19:53:00 -
[315]
* Title: Longer Warp-effect duration
* Category: effects
* Description: I'm sure its not finished yet, but i still want to bring it up.. Due to the premature fade-out of the warp effect, i often feel disoriented, thinking i'm about to drop out of warp when i'm in fact not even close to my destination. Please extend the warp-effect to the exact duration of the old effect, which sort of started to fade out much closer to your destination (at lower speeds), it should only be 100% faded out when you are in visible proximity to your destination (station, stargate, etc).
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Imhothar Xarodit
Minmatar Wolverine Solutions Dead Mans Hand
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Posted - 2009.03.01 04:12:00 -
[316]
Title: Consistency on number outputs
Category: UI
Description: All number displays everywhere should contain the separator between digit triples. Simple example: inconsistency in the fitting screen. Mass is displayed as 12,500 t Targeting range 56250 m Effective HP 1687159 In fact all numbers in the whole game should be displayed with separators everywhere (except when editing).
Goal: Make the UI more usefull by eliminating the manual counting of digits.
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XoPhyte
Black Nova Corp KenZoku
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Posted - 2009.03.01 05:23:00 -
[317]
Edited by: XoPhyte on 01/03/2009 05:26:41 Title: Fitting screen changes
* Category: All ships, especially new T3 ships..
* Description:
- ability to see the stats on ACTIVATED mods in the fitting screen. Ie, resists once a hardner is activated, or optimal range when a tracking computer is activated. Today we rely on EFT and/or undocking
- the remaining turret and launcher #'s is gone (this is kind of a pain when trying to change the attributes of a strategic cruiser). I see the icons at the top, but they don't indicate numbers, so I keep having to "show info" on the ship and look at the fitting tab.
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K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.03.01 11:32:00 -
[318]
fix missiles... click on the link below my sig
Pledge your support |
Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.03.01 16:44:00 -
[319]
* Title: Active hardener effects on fitting screen
* Category: User Interface
* Description: Active hardener resists should also be displayed in the Fitting window. e.g.: current resist lines each split into upper and lower halfs, separately showing resists if all hardener modules (armor hardeners, damage controls, invul fields, etc) are active.
* Goal: The current implementation only supports the passive modules fully, while active tanking is only by displaying the hp/sec of the active tank repper/booster modules. This addition would give active tanking crowd the same support as to the passive tanking one.
************
* Title: borderless timeout fading chat in backround
* Category: User Interface
* Description: Chat windows should have options to: -remove borders -move to background so they can be placed behind other UI elements, eg: a local chat behind the main ship control -timeout fade setting: lines of the chat moved to the background, etc should disappear after a user set time, so old lines don't intrude, while new lines call attention to themselves.
* Goal: A much better chat window. (yes, it is a WoW-style one, go figure.)
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Arengor
Glittering Dust
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Posted - 2009.03.01 16:59:00 -
[320]
Title: Reconnect to drones.
Category: Drones.
Description: Give option to reconnect to loosed drones (due to disconnect or rewarp). Or just reconnect them automatically.
Goal: Harder to lose drones. |
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Breed Love
FinFleet KenZoku
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Posted - 2009.03.02 08:10:00 -
[321]
Edited by: Breed Love on 02/03/2009 08:12:32 Title: Star background in space.
Category: Graphics.
Description: I remember a few expansions ago you could see every star in the eve world on the background when just flying in space: old screenshot, poor quality but you can see the stars in top left corner. I believe it was cut later because of performance issues (corrent me if I'm wrong, personally I've never noticed any impact on fps, maybe server related though). I think though that this feature was very nice as it increased the immersion by a great deal, especially if you were "at the edge of the world". Unless it somehow affect the performance of the server etc (i.e. not just fps on the client), I'd like that back, as an optional choice perhaps.
Goal: Increase immersion.
Title: Give an option to disable colored nebula backgrounds.
Category: Graphics.
Description: There was a map bug approx 2 years ago, where opening the map and undocking would give you an image looking like this. Imo the absense of any background, apart from being more realistic makes the space look more "spacey" and some players might like that. If there was an option available to turn off colored backgrounds in the graphics menu, it would be nice.
Goal: Increase immersion.
-----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
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Haral Reimo
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Posted - 2009.03.02 11:48:00 -
[322]
Originally by: Selenica D****r
Originally by: Ineun Zoom In / Zoom Out Buttons
i noticed you removed these buttons that allow you to zoom directly to system map and starmap. i see no reason for these to be removed..
bring them back please
I second this. Why oh why would you remove the solar-system map?
Thirded, and along with it the Ctrl-Scrollwheel shortcut for switching in and out between map zoom Starmap->System map->Real view
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Camdim
Caldari The first genesis INTERDICTION
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Posted - 2009.03.02 12:13:00 -
[323]
Wormholes and Bookmarks.
Wormholes.
When you go through a wormhole that you have found it should mark it on the map for the player that has gone thorugh it. On both sides. This will keep the bookmarks required for wormholes down and not over stress the database. As it stands right now. You have to BM both sides of a wormhole once you find it. Once found and activated they should stay visable to someone that has gone through them.
This will make it both easier on the database and the player.
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Mohenna
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Posted - 2009.03.02 13:32:00 -
[324]
Title: Rocket explosion speed
Category: Gameplay/balance/fix
Description: explosion speed should be more than missiles', not less than half as now, otherwise it makes no sense as anti-frigate/drone weapon. See also the positively constructive thread http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1005679
Goal: balance rockets and make vengeance and hawk, but also merlin, tristan, and malediction worth it in pvp.
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Somnolik
Caldari Corporation of the Month
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Posted - 2009.03.02 14:08:00 -
[325]
Title: Add status to tutorials (done / partially done / new)
Category: User Interface
Description: Add an extra "status" column to the "tutorials" section of the eve help. The status of a tutorial could for example be one of the following: new, partially done, done.
Goal: This helps beginners in eve keeping track of what aspects of the game they didn't look into yet. It's easy to click away a tutorial, but hard to remember what the title was. It may further enhance a structured approach to learning eve and complement the new "new player's experience".
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Somnolik
Caldari Corporation of the Month
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Posted - 2009.03.02 16:05:00 -
[326]
Title: Add an optional numeric capacitor readout to the Ship Control Panel
Category: User Interface
Description: By clicking "Show Readout" in the Ship Control Panel options the pilot should get 4 lines of information: Shield, Armor, Structure & Capacitor.
Goal: A readout makes capacitor management more efficient. The current method to get accurate data is to hover the mouse over the Ship Control Panel and wait for the tooltip. This takes time a capsuleer just doesn't have in the heat of battle.
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Sevani
H A V O C Minor Threat.
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Posted - 2009.03.02 17:55:00 -
[327]
Title: Proximity Indicator Warning on Probes
Category: Scanning, Effects
Description: If two probes are close enough together to return two results for the same signal, color the two probes sphere's red. Do this either in realtime, or after the analyze button is pressed.
Goal: Remove the guesswork about if a probe is too close to another probe.
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Sevani
H A V O C Minor Threat.
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Posted - 2009.03.02 18:03:00 -
[328]
Title: Armor Hardener Sound Effect
Category: Sound
Description: This is one of the sounds we'll be hearing over and over again. It needs to be more subtle and of lower volume, more of an ambient effect and not of a duck choking on a pebble.
Goal: Change the sound from that of a dying goose to something more subtle and of lower volume.
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SillyWaif
Galactic Kingdom
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Posted - 2009.03.02 20:52:00 -
[329]
Originally by: Nayomi I'm not sure if this has been suggested or not but I'd like to finally see missile turrets and missiles flying out from different points on the ship.
* Title: Launcher Turret Models
* Category: Graphics.
* Description: Add missile launcher turrets to the ship models if loaded into hardpoints.
* Goal: Give us another neat looking graphical effect.
^^^ This! It's about time the Caldari get real launchers !
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Altomat
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Posted - 2009.03.03 01:52:00 -
[330]
Originally by: da Noddsda Title: Larger or more readable fonts
Category: UI
Description:
Originally by: Opertone Title: large fonts in context/user interface Description: on 23' inch monitors and higher with native resolution above 1900x1200 it is increasingly hard to see small typing in market, info windows and tactical overview. Please provide us with larger font sizes up to 14, 16, 18, 20, 22 and higher to lessen the eye fatigue.
There are also people who suffer from astigmatism and cannot read item labels or mission descriptons because the fonts are too small.
Goal: Make the game playable for visually handicapped people or guys with big screens :)
************************
Bigger Fonts to select would be VERY nice.
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Athus
Phenex Industries
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Posted - 2009.03.03 05:06:00 -
[331]
Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top? so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
Goal: allow player more control over his/her screen space and move all items where they want them.
Title: Current Location readout Category: UI Description: As with the request to allow us to move and manipulate the ship controls, can you also allow us to move the current location data as well.. and please don't do something lame like with the ship controls and just give us align to right or something please.
Goal: allow player more control over his/her screen space and move all items where they want them. |
ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 05:26:00 -
[332]
pirate faction content in wspace
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Strange Watcher
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Posted - 2009.03.03 12:36:00 -
[333]
* Title: Old new fitting * Category: UI * Description: The only really useful thing in the new fitting window was the panel with all modules at the left. To fit a module with one click and especially loading all turrets at once was very convenient. I would be very glad if you'd put it back. * Goal: To increase usability of the fitting screen.
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Tokas III
Minmatar Onorata Industries
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Posted - 2009.03.03 14:13:00 -
[334]
* Title: Anti-Aliasing * Category: Graphic Settings * Description: Please add native anti aliasing support.
* Goal: To remove jaggies.
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Nabukanozor
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Posted - 2009.03.03 14:28:00 -
[335]
*Wormhole graphics *Wormholes *Would it be possible to improve the rendering of wormholes, despite being nice, they should have been a bit more dramatic with some lightnings and thunder specialy when the wormhole start to be unstable. *Additonal feature/Indication of wormhole stability
Thanks
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Borgh Brainbasher
Path of Now and Forever
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Posted - 2009.03.03 14:42:00 -
[336]
combat graphics
a "set to default settings-like button that diables all lag causing stuff
with the new shading I can imagine large fleet battles turning back to a lagfest thanks to straining computers so a button to swat all settings down would be nice.
Borgh
Resistance Is Futile. |
BharkKoum Zeer
Gallente Amarr Empire Research Copr
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Posted - 2009.03.03 15:42:00 -
[337]
Title: Suggestions for improving probing
Category: Wormholes Description: The scanning as it is set up is not working very well. I will like to suggest several features 1) Be able to identify whether a sig is radar, gravimetric, wormhole, or combat 2) Be able to save scans since I have to rescan the whole system again to find signal 3) Get rid of unstable wormholes, they serve no purpose 4) Add a triangulate feature that will warp probes toward a signal to reduce scanning time 5) Change current system so that toons have that aquired implants and training to lvl 5 have some type of advantage as in previous system. The way it seems to be setup right now a new toon can scan down something with the same rapidity as a toon with all of the skills trained to lvl 5 6) Probes need to warp faster
Goal: Make this expansion worthwhile and reasonable to players that have specialized in scanning skills
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Aya Vandenovich
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Posted - 2009.03.03 16:06:00 -
[338]
* Title: W-spcae effects to include disabling cloaking devices.
* Category: Workmholes.
* Description: Although the exact implementation is a mystery at the moment, certain w-space systems appear to have an effect on ship systems. My suggestion is that one of those effects could possibly be an inability to use cloaking devices, just like a deadspace complex disables MWDs.
* Goal: With delayed local, cloaking devices, but specifically covert ops cloaks, are going to be very handy. This effect, although obviously rare, would be an interesting effect to tip the balance away from cloaks/recon ships in certain w-space systems. Somewhere In England |
Risingson
Mezzanine Inc
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Posted - 2009.03.03 19:33:00 -
[339]
Edited by: Risingson on 03/03/2009 19:34:18
"View Market Details" + "Buy this type" on saved fitting's mods Fitting screen / saved fittings will help on buying the stuff you need for that fitting faster // http://eve.databased.at |
Risingson
Mezzanine Inc
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Posted - 2009.03.03 20:28:00 -
[340]
Faction Standing / Navy NPCs missions killing navy npcs of opposing faction should not only make you loose faction standing of the opposing faction but win faction standing for agent corp faction. balance // http://eve.databased.at |
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Rod Pliskin
United Industries LTD. Shadow Empire.
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Posted - 2009.03.04 00:50:00 -
[341]
* Title: Fitting Window options * Category: UI * Description: Add an input field for naming the ship (with current ship name already filled. And a (!) icon next to it for quick checking of the ship stats.
* Goal: To wrap more functionality and ease of use into the Fitting window.
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Nera Thorn
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Posted - 2009.03.04 02:32:00 -
[342]
* Title: Enabling sound card selection in game
* Category: UI/Sound engine * Description: The idea is to still be able, like in quantun rise, to switch on the fly beetween soundcards ingame, it is way more handy than switching the default sound card in windows, restarting the game and so on
* Goal: Being able to switch easily beetween multiple soundcard, as of more and more headphones are available as separate soundcard via usb, this is a very handy to handle sound cards the way it is actually inside quantun rise, to still enjoy mega boom without complicated manipulation and ever without unplunging anything!
Cheers!
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Lynx Amurie
Caldari Caldari Innovative Sciences and Engineering
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Posted - 2009.03.04 02:38:00 -
[343]
Edited by: Lynx Amurie on 04/03/2009 02:48:50 Edited by: Lynx Amurie on 04/03/2009 02:43:21 Title: Skill Re-Spec Algorithm Category: Characters
As of now, to respec your attributes it takes a year to be able to change it back. For someone that plans on doing all frigates, cruisers, and jazz to 5, that makes sense. But, lets go to the two-hour old character who finds out about this nifty feature. Like every newbie, they decide try it out and blissfully ignore the warning, BAM all their points are now into charisma. OF course, I'm sure you have already restricted this to toons that have completed the first epic arc.
Anyway, point is it's rather unintuitive. There should be some kind of time-stacking system for it. For sake of example, let's take me, with 22-23-19-19-24 (top to bottom on attrib panel). Now I want to get Ammar Cruiser to 5, so I'll pull two points from Intel, and four from Memory. Of course, that should take a year to reverse. But, say it takes one day to move one point from one attribute into another, and two days to move a second, etc... So to make my intel 20 it would be three days (one day for the first point, two days for the second point) and ten days to move four memory. So, instead of twelve months it's twelve days.
Of course this will present a balance issue. Just checking now I could train Gallente frig 5 in 8 days and a bit. Moving those points into perception and willpower will make GF5 take probably around 5 days, allowing me to train something else to five, like Minmatar frigate. Minnie frig to four probably in 14 hours with the new attribute points, and to five in five days. I honestly wouldn't think this as a balance issue though. Blitzing skills to 3 then trudging through getting them to four is boring, especially for newbies, who want nothing more than to blow stuff up. At least I do anyway, :P
Goal: To reduce the time it takes to train skills to five, reduce risk of losing newbies to a year of fixed attributes, and to allow more modular attributes.
EDIT: OMG!!!! I'M POST 343!!! BAAHHHHHH! :P
Player versus asteroid: We win 99.9% of the time! |
Airborne Legoholic
Caldari Caldari Innovative Sciences and Engineering
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Posted - 2009.03.04 02:48:00 -
[344]
Edited by: Airborne Legoholic on 04/03/2009 02:50:54 Erased because of stupidity...
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T'Amber
starvald emurlahn
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Posted - 2009.03.04 03:51:00 -
[345]
TITLE: Block List Importing
CATEGORY: Communication
DESCRIPTION: The ability to import Block lists. Export Block list to item (like bookmarks).
GOAL: To be able to create, buy, sell and import Block lists
T starvald emurlahn
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T'Amber
starvald emurlahn
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Posted - 2009.03.04 03:54:00 -
[346]
Originally by: Athus Edited by: Athus on 04/03/2009 01:39:37 Edited by: Athus on 04/03/2009 01:39:15 Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top? so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
You can move them around the top or bottom and drag the readout left or right (by clicking on the capacitor and dragging). Isn't that enough?
T
starvald emurlahn
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Athus
Phenex Industries
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Posted - 2009.03.04 04:02:00 -
[347]
Originally by: T'Amber
Originally by: Athus Edited by: Athus on 04/03/2009 01:39:37 Edited by: Athus on 04/03/2009 01:39:15 Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top? so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
You can move them around the top or bottom and drag the readout left or right (by clicking on the capacitor and dragging). Isn't that enough?
T
uhm... no not really. LOL, I just like to be able to customize my view to fit my needs is all. granted that they at least did that but it just seems silly the way it was done.
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Lance Troiden
Monks of War United Legion
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Posted - 2009.03.04 04:09:00 -
[348]
* Title: Bigger Broadcasts icons * Category: UI * Description: Add resize (like in Selected Item window) to broadcast icons, or just make them bigger, like in old times * Goal: Better interface useability.
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Lance Troiden
Monks of War United Legion
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Posted - 2009.03.04 04:34:00 -
[349]
* Title: Standing filters in chat windows * Category: UI * Description: Add filter like in overview window, especially to local chat; i.e. flying in low-sec with hight local count i wana see only bad guys and neutrals for example * Goal: Remove unnecessary information.
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Ayv Anya
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Posted - 2009.03.04 07:04:00 -
[350]
Title: War-Time Courier Missions
Category: Missions
Description: Okay, so I am running a mission, 5 part, called "What's In A Name". I think that for these types of missions, well, it says that you will make sure the person arrives safely. I've got an interesting twist. Beings that this is the type of courier mission during a War Set, I think it would be much better if the enemy swarmed the gate or something, give me something to fight instead of it basically being, "Yeah, let me jump a few systems and he'll be there". There's no point of worrying about getting the guy there safely or not. It's just getting him there. In my case, 1 jump and that was completed. No worries, eh? Gimmie something to worry about!
Goal: More interesting war-time courier missions.
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Winterreign
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Posted - 2009.03.04 07:58:00 -
[351]
Edited by: Winterreign on 04/03/2009 08:03:03 Tech 3 weapons, ammo and defensive modules.
With a background in Game & Art design, and the last 10 months experence playing Eve online i've had numerous idea about new modules weapons and ammo based upon the Eve universe. These are some of my best and hopefully look forward to seeing some of these considered in future expansions. My goal with all of these Tech 3 weapons, defensive modules and ammo was to provide superior stats at a cost. All weapons/defenisve modules/ammo cause heat damage functioning exactly as if the Module/s where already overheated, thus taking advantage of Tech 3 ship bonus's and providing a new realm of play. Up First my Idea's for Amarr
----------------------------------- Title: Amarr Tech 3 Weapon: Plasma Lance
Category: Modules
Description: Plasma Lance
Plasma Lance is nothing more then current technology refined utilizing new materals and Sleeper components integrated with current Amarr enginuity. Based upon Energy Capacitor Transfer technology the Energy lance vents pure raw energy much like Energy Transfer arrays except at greater magnitude causing a Target's Capaictor buffer to overflow causing a feed back which deharmonize's and rupturing a target's sheild. Due to the nature of the weapon only causing damage to sheilds it is considered a broadside's weapon to be fired in the first opening waves of any assault. Plasma Lance Sm High Slot Fitting: 30 CPU 15 Powergrid Sheild Dmg: 300 Range: 2.5km Cap Charge: 170 Weapon Cycle Time: 60 secconds Heat dmg: * Essentialy 5 use's before heat destoyes weapon
Plasma Lance Mid High Slot Fitting 50 CPU 300 Powergrid Sheild Dmg: 1200 Range: 5km Cap Charge: 650 energy Weapon Cycle Time: 90 secconds Heat dmg: * Essentialy 5 use's before heat destoyes weapon
Plasma Lance Large High Slot Fitting 80 CPU 3500 Powergrid Shield Dmg: 3200 Range: 10km Cap Charge: 1550 Energy Weapon Cycle Time: 120 secconds Heat Dmg: * Essentialy 5 uses before heat destoyes weapon
Required Skills: Energy Grid Upgrades V, Energy Management V, (Small Energy Turret V) for Small (Med Energy Turret V) for med (Lrg Energy Turret V) for Large.
Goal: To provide a single but powerful opening salvo that cause's significant damage to a target's sheilds at the cost of a massive amount of Capacitor Charge. The Sheid Damage is not a Damage type as such it does that directed amount to a target's sheilds but provides no actual damage to Armor or Structure.
Notes: The other option if viewed too powerful make the blast EM Damage type which means it can be mitigated. But the cycle team limites the weapons ability to be used in anything but opening broadsides or desperate gambles to turn the tables ------------------ Edit: Ack, Blinkdog and I are the same peep it autoswitched me during 2nd post ------------------
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BlinkDog
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Posted - 2009.03.04 07:59:00 -
[352]
Title: Amarr Tech 3 Defensive Subystem: Anti-Missile-System Defensive Subroutines (AMSDS)
Catogory: Modules
Description: Developed by Khanid technologis the AMSDS function a lot like Defender missles, however functions dramaticaly different requiring no new ammo or launchers. Once activiated the AMSDS modules super charges trajectory analysis and fire control systems dropping all Turrets out of the standard targeting selection and instead focusing fire upon all hostile hyper veolcity contacts, namley incomming missles not only for itself, but anyone assigned to the same squad. Thus allowing a Ship to essenitaly opperates all it's turrets in a defensive fire mode to mitigate incomming missle fire for itself and it's squad. The percision that AMSDS system function allows a 80% hit ratio as long as you have a weapon cycled to fire however since all anti-missle fire is based upon your turrent weapons, you are limited by the range of your turrets. The downside is that the AMSDS causes massive duress on a ships processor and has a significant amount of waste heat, as such the AMSDS can not be used for extended periods with out causing serious damage to the module
AMSDS Low Slot Fitting: 30 CPU 1 Powergrid Cycle Time: 12 secconds Cap Charge: 50 Cap
Required Skills: Trajectory Analysis V, Surgical Strike V, Long Range Targeting V
Goal: To make an effetive and squad based Point Defense based module that A) Allows one's own guns to work like point defense and B) protect one's squad mates incourging yet more fleet tactical options.
Notes: While a nice and nifty idea there may be serveral large hurdels to understand. A) might be a nightmare to program, i can see several ways to go about it but with out knowlege of the source code can't offer any suggestions for optimization on the best way to go about this. B) The AMSDS only fires the weapon when missles enters weapons: Optimal + Falloff, so utlizing blasters with their great tracking speed may result in intercepting about 90% incoming fire towards yourself or a freind who is squeed in tight. Longer ranged turrets increase your protection evenlope to protect a more spread out squad.
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BlinkDog
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Posted - 2009.03.04 08:00:00 -
[353]
Edited by: BlinkDog on 04/03/2009 08:01:52 Title: Tech 3 Infection Pulse Ammo
Catogory: Ammo (Crystal)
Description: The advanced materials and composites of the sleepers brought fresh and exciting new ideas, for some it brought new life to old ideas that previous technology made impossible. One of these such ideas was the Infection Class speicalized pulse ammo. Utilizing Frequency Modulation of Infection blurs the line between damage capability and energy destabalization allowing slightly better damage output than that of a Standard Mulifrequency Crystal as well as a small neutralization of the enemy's Cap. Due to amount of energy required the crystal offers dramaticaly shorter range, more power and is known to cause a signifiant amount of heat.
Infection Crystal Requires Tech II Pulse Laser Sm/Med/Lrg Range Bonus -75% Tracking Bonus -12.5% Cap charge +50%
Dmg
Small 8 Em 6 Thermal Cap Destabalized: 3
Med 15 EM 11 Thermal Cap Destabalized: 7
Large 29 EM 22 Thermal Cap Destabalized: 13
Required Skills: Gunnery V, Small Energy Weapon V, Small Energy Pulse Spec V ( Add Med Energy Pulse V and Pulse Spec V for Med ammo and Large Energy weapon V and Large energy pulse spec V for Large)
Goal: Advanced T3 ammo that offers significant advanges over other ammo types but the heat generated prevents extended use with out slagging one's own guns. Additionaly the cystals are abit more fragile.
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BlinkDog
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Posted - 2009.03.04 08:01:00 -
[354]
Title: Tech 3 Wither Pulse Ammo
Catogory: Ammo (Crystal)
Description: Wither was one of the first ammo types created utlizing already advanced Tech II crystals, Sleeper technology and the lastest in Zero-Point Energy Matrix's. Based upon the Standard Energy crystal, with it's lightweight materials and unique substance Wither diffuses waste heat created by the firing of Pulse Laser along the focusing array thus allowing the weapon to cycle faster. Though Wither is not with out it's drawbacks require more substaincial charge and because the heat is not completely mitigated only diffused; Wither ammo can build up an impressive amount of ambient heat which if not kept in check can cause sever damage to the ships weapon modules
Wither Pulse Crystal : Sm/Med/Lrg Range Bonus: 10% Cap Charge: +20% Rate of Fire Bonus : +50%
Small 6 Em 4 Thermal
Med 13 EM 9 Thermal
24 Em 18 Thermal
Required Skills: Gunnery V, Small Energy Weapon V, Small Energy Pulse Spec V ( Add Med Energy Pulse V and Pulse Spec V for Med ammo and Large Energy weapon V and Large energy pulse spec V for Large)
Goal: To create a viable ammo typte that in a short amount of time can deal an impressive amount of fire but like the Infection ammo type generates alot of heat making it really only viable for short engagements
Notes: I was oringaly not going to make this ammo type as it seemed abit on the strong side as it offered slightly less damage then the Standard Crystal but had 10% more range and a significant increase in ROF. The ROF was the key to making it on the balenced side as each energy shot eats up 20% more cap then a regular shot and you are firing them 50% faster, so even though you will have machinegun like ROF you will not only be generating a significant amount of heat but also be burning though your cap unless you have Heroic like Cap recharge.
--------------------- Tomarrow I will post up Gallente, we will do 1 faction a day. Feel free to critique.
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Aylara
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Posted - 2009.03.04 11:02:00 -
[355]
Title: Drones as a weapon Category: Drones.
Description: Make the drones untargetable, or at least boost their health and lower their signature, make them harder to destroy. In a PVP engagement, is almost impossible to use drones these days; it also very hard to use a drone ship against sleepers. And since the blasters are the way the are, drones are now the Gallente main weapon.
Goal: Make them inline with all the weapons. The drones must travel to the target just like the missiles; they can be jammed, either by jamming the drone ship or by using the ECM Burst module; they take bandwidth, same as the weapons are taking hardpoints; they are using space just like ammo, and very limited most of the times. Unlike other weapons, I cannot overload drones and also they are destroyable (very easy actually).
So please, make possible for us to use drones in small scale PVP.
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.04 12:38:00 -
[356]
BPOs/BPCs
Icons
Have different colours for BPOs and BPCs and/or be able to tell the difference between the two in a ship scan.
A) Will make it alot easyer to distinguish between the two just by glancing, either in a hanger or assets window. B) You currently can't tell if its either a BPO/BPC by scanning a ship.
Not really that major, but it always bugged me.
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Jdestars
Stars Research systems Incorporation
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Posted - 2009.03.04 12:43:00 -
[357]
Title: translate module & ship Category: Localisation.
Description: We are several people who think that the translation of the name of object of the market is not a good thing(, it is going to engender an enormous confusion on Channel de Trade in particular. The translation could limit yourselves if that - ic is organized has the graphic interface and summary of mission / storyline?
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William Clarque
Gallente Free Traders
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Posted - 2009.03.05 02:58:00 -
[358]
TITLE: Drone Rebalance
CATEGORY: Drones
DESCRIPTION: Drones should be made more difficult to destroy by lowering their signature, increasing their speed, or both. Drones have limited use in PVP as it is, but with the new AI for the sleepers, and especially the plans to similarly improve general NPC AI, Gallente pilots have basically been nerfed-- especially if they started as Military Special Ops.
GOAL: Un-nerf Gallente characters and ships. Gloria Virtutem Sequitur |
BlinkDog
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Posted - 2009.03.05 06:09:00 -
[359]
Title: Tech 3 Blaze Beam Laser Ammo
Catagory: Ammo (Crystal)
Description: Blaze Beam laser crystal was developed as an offshoot of the Wither Pulse ammo, due to the success and the unique properties of the Wither ammo allowing heat to be diffused along the Focusing Array, Blaze utlizes these unique materials and Sleeper components in their crystals allowing greater and more sustained energy to be channeled though Focusing Array before it reaches it's threshold for failure. Even though Blaze diffuses the majority of the heat allowing dramtaicaly more powerful blasts to be acheived the Module itself still builds up a dangerous amount of ambient heat and even Tech3 ships after a dozen or so shots run the risk of causing module failure. Even with all the drawbacks Blaze was approved, because for that brief time enemies will feel as if they are having the fury of a sun itself was unleashed upon them.
Blaze Crystal Range Bonus: -15% Tracking Bonus: -20% Cap Charge Bonus: +100% Rate of Fire Bonus -10% Dmg
Blaze Sm Crystal 10.5 EM 7.5 Thermal
Blaze Med Crystal 21 EM 15 Thermal
Blaze Lrg Crystal 42 EM 30 Thermal
Requires Tech 2 Beam Lasers Required Skills: Gunnery lvl V, Energy Beam Spec V ( Sm/Med/Large) and on up.
Goal: To create a high powered Tank-Breaker type of ammo, though many may feel this to be too over powered I feel it is suffiented balenced by the limited time one can use it with out turning one's modules into molten slag and the sheer amount of Cap that you will be pouring out the airlock.
Notes: I am of two minds on weather to keep this named as Blaze, or to call it "Cleanse" or "Castigate" instead
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BlinkDog
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Posted - 2009.03.05 06:36:00 -
[360]
Title: Tech 3 Gallente Offensive Module "Puppetmaster"
Catogory: Modules
Description:
When various Sleeper artifacts and components becane to Trickle into the Federation, CreoDron was one of the first to get there hands onto the much sought after and prized treasures. Born from ingenuity and brilliance CreoDron has unleased it's latest creation dubbed "Puppetmaster" Utlizing Sleeper technology Puppetmaster utilizes a combination of sensor jamming, white noise , powerful emitters combined with the latest in corruption and imprint software. When used on a targeted drone Puppetmaster literaly corrupts and subverts the drone's CPU, severing it from it's controller (if it has one) allowing puppet master to assume control of the drone, and best of all not infringing upon the ships own Bandwidth. As long as Puppetmaster has targeted the drone and the module remains active the drone will be able to be controled. If Puppetmaster loose's lock or is deactivated the drone with automaticaly do a hard reset reverting back to it's original role under the control of it's oringal owner. The benefits of Puppetmaster are staggering though like like most Tech 3 system Puppetmaster generates a lot of wasteheat, and despite the benefits CreoDron discourages running multiple modules for extended times.
Tech 3 Puppetmaster DCS Fitting: Mid-Slot 40 CPU 10 Powergrid Cycle Time: 12 secconds Cap Charge:30
Goal: An additional limited tool that allows gallente to capitolize upon their drone technology, to allow them to temporarly control additional drones / and or to subvert an opponents drones for a limited time. I beleive this weapon to be balanced based upon the need for 10 powergrid which limits it for subversion frigate fleets and the need to both target the drone and keep the device active. That means with multiple modules you would require multiple target locks on different drones, and last but not least the fact that it generates heat like the rest of my T3 type modules / weapons. I beleive this to offer thought provoking new and interesting fitting load out's and designs for ships with out breaking the current status quo.
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Scooter King
E.Y
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Posted - 2009.03.05 13:44:00 -
[361]
Title Holographiic Projection Category ships and modules Description Module to be allowed to be fitted to ship which will create a holographic projection of your ship Goal Enable players to have chance to escape fleet engagements, gate camps, dps spawns from wormholes and the like. Upon being fired upon/engaged the projection disappears, could be time based to expire after n seconds depending on skill level of an appropriate skill. May cause problems with overview listings an server load for high numbers of users
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Taradis
Amarr The Imperial Assassins
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Posted - 2009.03.05 13:52:00 -
[362]
Originally by: Ancy Denaries
Originally by: MotherMoon *about Aura*
Yes, the silence now is crap. I still remember my first character creation back in Revelations II with that wonderful music and Auras voice. Bring that back; NOW! There is NO excuse to remove her. At all. None. Nada. Zilch.
I miss Aura we need her back
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Taradis
Amarr The Imperial Assassins
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Posted - 2009.03.05 13:53:00 -
[363]
Originally by: Perry Titel: Tech 3 Modular Ship Building Interface 2.0
Category: Tech 3 Ships
Description: Right now we have a text based interface to put our Tech 3 Subsystems together. Thats functional but lacks two very important aspects: Visual Feedback and Performance Feedback. I would like to suggest a system which is based on "previewing". The Player can activate (enter) the Basic Tech III Hull and the Station-View shows the endostructure of the tech III ship without subsystems. Then the List of all avaiable pieces plops up (as is). By clicking a Subsystem, the Station-View instantly updates the Endostructure and the Fitting Screen. If the Pilot is pleased with his choices, he/she can click "accept".
Goal: This improves the Tech III building with much needed visual eyecandy and reduces mistakes.
(I think you could use the "add turret gfx"-Script to apply subsystems to a endostructure.)
I second this it would be really helpful and full of awesomeness
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Taradis
Amarr The Imperial Assassins
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Posted - 2009.03.05 13:56:00 -
[364]
Originally by: ViolenTUK
Originally by: Sader Rykane
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Wow, actually this is a pretty good idea.
This IS a good idea.
Agreed would be awesome to hear that.... hmmm you could replace "Hull breach, abandon ship" with GTFO!!!!!!
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Taradis
Amarr The Imperial Assassins
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Posted - 2009.03.05 13:58:00 -
[365]
Originally by: Sader Rykane Title: Pod Breaching
Category: Adding Risk and "realism"
Description: Allow an low percent chance for your pod to be destroyed or damaged upon the destruction of your ship.
Goal: Currently CCP wants to add a form of "risk" to flying Tech 3 ships, this would extend that risk to all ships and might even encourage people to "eject" more often.
I'm well aware no one will like this idea btw.
Very Good then
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Venatoris Portucalis
Agony Unleashed Agony Empire
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Posted - 2009.03.05 14:27:00 -
[366]
Edited by: Venatoris Portucalis on 05/03/2009 14:28:34 Title: Fitting Screen
Category: UI
Description: On the fitting Management window when looking at a particular fitting, the right-click menu on a item showa only "Info", my sugestion that it will also shows "View Market Details"
Goal: since allowing to buy directly from fitting would open a huge can of worms :) this way it will allow to quickly buy the fitings a person needs using already in-place systems (like when u right-click an item in hangar)
Vena
The views expressed here are my personal views, and in no way represent my corporation views.
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achoura
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Posted - 2009.03.05 16:58:00 -
[367]
Edited by: achoura on 05/03/2009 16:57:52
- Title: Pin Ship Readout/modules
- Category: U.I.
- Description: Being able to more our ship readout block by simply clicking and dragging the cap icon is great, as is being able to lock models and overheating. Problem is, while someone finally realised accidentally moving individual modules causes problems, Clicking on this and moving all the modules causes more. Add/allow the ability for the user to pin the readout like every other ui component in the client.
- Goal: Ease of use. It makes little sense for a U.I. so customisable at allow the pinning of all components bar one. Being in combat and accidentally shifting all your mods rather than just switching too makes the game more difficuilt than before the U.I. change.
***The EVE servers and their patches*** |
Troxel
Phantasmal Collective Sylph Alliance
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Posted - 2009.03.05 21:18:00 -
[368]
Title: Active Module effects Displayed in Fitting Screen.
Category: UI
Description: Have the ability to preview what kind of resists and or Cap Usage you will have with modules active. Have a read out that will tell you if your cap stable or not, how long till your cap drains, How much HP/sec is repaired/boosted. Currently we have to go to a 3rd party program for this info or undock and activate modules to test how well the work
Goal: to make development of a "good" fit more streamlined. T...
pew pew |
Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.05 21:20:00 -
[369]
* Title: Tactical overlay for System map
* Category: UI
* Description: Project celestial object, probes, scan results, etc on ship's base plane, when tactical overlay is turned on.
* Goal: Easier probe placement and navigation.
Joomla! in EVE - IGB compatible CMS. |
K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.03.05 21:36:00 -
[370]
Title: Missiles
Category: Missiles unbalanced and unrealistic (even for a sci-fi world) - go here
Description: Obviously ALOT of people are unhappy with missile physics since QR and this needs to be sorted, i know its late for Apocryphia but maybe the next patch. A possible solution (as obviously it needs to be changed but it will never go back to how it was)... Instead of just giving missiles a low exp velocity i was thinking - ships coming directly at you take significantly more damage, ships heading away from you take less, ships coming in at an angle take only a little bit more, angling out just a littlebit less etc etc then take all other factors into consideration... people will have to think when fighting missile boats and not just move around.
Goal: Make everyone happy!
Pledge your support |
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Hagbard23Celine
Evoke. KrautbreaK
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Posted - 2009.03.06 00:12:00 -
[371]
Title: module cooling array Catogory: modules Description: reduce heat done by overheating modules Goals: make overheating more usefull
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Teevils
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Posted - 2009.03.06 00:18:00 -
[372]
Title: Visible Missile Launchers
Category: Visual Effects
Description: Please can we have missile launchers that are actually visible on ship? Im sick of my missiles unrealistically appearing from the middle of my ship.
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Sciencegeek deathdealer
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Posted - 2009.03.06 00:44:00 -
[373]
Title Wormhole Protection Program Category Wormholes Description Prevent POS from being setup in wh space. or atleast large and mediums. Goal Keep wormhole space pure and easily accessable. this would also prevent people from building cap ships in wh space.
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Sciencegeek deathdealer
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Posted - 2009.03.06 00:45:00 -
[374]
Edited by: Sciencegeek deathdealer on 06/03/2009 00:45:01
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
/signed
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Assassin Zer0
Amarr PURE Legion
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Posted - 2009.03.06 01:13:00 -
[375]
* Title: Better buttons on module mouse over
* Category: Fitting Window Usability
* Description: Get rid of the fly out menu of icons that appear when you mouse over a module in the fitting window and replace it with a tray of slightly larger icons in the outer right corner of the modules slot icon with a black 40% transparent background to add contrast and make the buttons easier to see. In this tray you would have the Info button, the Unfit button and perhaps a new Remove Charge button. The remaining Show Charge Info button can be removed and added as an option to the right click context menu for the module along with Remove Charge.
* Goal: The current fly out menu of icons that appears when you mouse over a module in the fitting screen is not user friendly because the icons are difficult to click for two reasons. 1(: They are to small 2(: Where they will appear is difficult to predict based on a human beings natural spacial memory. The proposed buttons would be much easier to click because they would be both bigger and more inline with a persons natural spacial intelligence. It would also keep a double redundancy without the completely unnecessary triple redundancy of having 3 different ways to Online/Offline a module.
I can't tell you how many times I clicked that stupid "Put Online" button from the fly out before I realized all I had to do was click the module... witch made me feel like a ****** because that button is hard to click being so tiny and in such an awkward spot. If your a human being I love you =D unless your stupid =P
WARNING: My ship made of imaginary pixels might kill your ship made of imaginary pixels. |
K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.03.06 02:57:00 -
[376]
Originally by: Hagbard23Celine Title: module cooling array Catogory: modules Description: reduce heat done by overheating modules Goals: make overheating more usefull
second this, very good idea, would be good timing with T3 ships also which have bonuses to heat.
Pledge your support |
Frank Lonehorn
Gallente The Scope
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Posted - 2009.03.06 05:14:00 -
[377]
if u guys liked the first concepte on the fitting tools that showed u the items that could fit that ship, then let ccp know u did so they bring it back, see my thead, called fitting tool.
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Frank Lonehorn
Gallente The Scope
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Posted - 2009.03.06 05:15:00 -
[378]
Edited by: Frank Lonehorn on 06/03/2009 05:17:27
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Letifer Deus
181st Legion W A S T E L A N D
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Posted - 2009.03.06 05:29:00 -
[379]
Title: Swap Legion's Fuel Catalyst bonus for Proteus' Localized Injectors bonus
* Category: T3
* Description: Localized Injector mwd/ab cap usage reduction should be swapped for Fuel Catalyst AB speed bonus
* Goal: With the introduction of MWD-disabled scramblers, afterburners have become almost a necessity on smaller blaster ships, and those that continue to use MWD only do so due to the still somewhat low speed of ABs. Thus, AB bonus makes a lot of sense for blaster ships on that point alone. Second, blaster ships generally do not orbit with their MWDs on, only for the initial approach (just a few MWD cycles), and AB cap usage is already almost inconsequential. As such a mwd/ab cap usage reduction has very minimal benefit for blaster boats. Laser boats, on the other hand, tend to fight not by close range orbit, but by keeping themselves out of web/point range but within their optimal/disruptor range. This generally requires an extensive amount of MWD usage and with lasers already being cap hungry, the 15% cap usage reduction per level would be extremely welcome.
P.S. I fly both amarr and gallente and as such I am not particularly rooting for either side of this table, I simply believe each of these bonuses to be far better suited to the other race. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |
Presidente Gallente
Order of the Griffin
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Posted - 2009.03.06 08:52:00 -
[380]
Edited by: Presidente Gallente on 06/03/2009 08:53:01 * Title: New Fitting Window Load/Save needs some improvement
* Category: Fitting Load/Save should take care of grouping, cargo hold, drone groups, ship name
* Description: Saving a fully prepared ship setup should allow to load back excactly the same setup: > mod groups > cargo hold: eg. container with ammo/cap booster, ammo etc. > drones moved to the specific drone group. If the drone group name does not exist it could be useful to create them or just place them into the root of the drone overview as actually.
* Goal: Fitting Save/Load saves and loads 100% the ship how it was prepared and we don't need to load up cargo, group mods or move drones to their groups manually. +++ JOIN PAP +++ |
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.03.06 13:07:00 -
[381]
Edited by: Mahai Ano on 06/03/2009 13:15:03 Title Aling to acceleration gates
Category UI / gameplay
Description "Align to" button on acceleration gate interface, like on warpable objects. (simply aligning to the direction is enough, no need to speed, unlinke with self-powered warping)
Goal Better fleet coordination through almost immediate warp for all members, instead of waiting for slow aligning.
Title Separate render thread for portraits/new objects
Category Engine
Description Separating the rendering of portraits / new objects displayed, so the client does not momentarily freeze when something new has to be displayed. (eg: new spawn wave)
Goal Player experience: less apparent "lag" due to the rendering. Similarity, clicking on a player won't cause a momentarily freeze.
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Night Doc
Orekaria
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Posted - 2009.03.06 14:33:00 -
[382]
Edited by: Night Doc on 06/03/2009 14:33:31 Title: Show drone range in the new fitting UI
Category: UI
Description: As we can see the targeting range in the UI, would be nice to see the drone range
Goal: for droning strategy, is important to know the range in relation to the targeting range. With this data you could choose to fit a mod for drone range, to skill up, to change the targenting range for the ship, etc. - Target analysis - Fit EVE to screen - EFT setup sort |
Crestingmoon
Caldari Amarr Empire Research Copr
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Posted - 2009.03.06 15:42:00 -
[383]
Title: Adding asteroids belts to wh space Category: Wormholes Description I would like to suggest the addition of asteroid belts to the wormhole space. The belts should include belts containing ice belt. At this times the systems I seen have planets, moons but the asteroid belts have to be scanned down as gravimetric signals.
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.03.06 17:47:00 -
[384]
Originally by: schurem Title: Tactical Sound Category: UI 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. Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
+1 vote, plus: -"Scanning finished" or even "Cosmic/No Signature found"
other examples: -"Target destroyed" -"drones under attack" -some distinguishable warning sound for target painting, webbing, scrambling, etc.
features: -definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing. -maybe even customizable warnings
Title: Visible Launchers Category: Graphics Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints. Goal: Turrets are visible, make launchers visible too!
Title: inactive UI elements hiding Category: UI Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window. Goal: less clutter on the UI, more space for the action.
Title: SFX volume slider Category: UI & Engline Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions. Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.
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Photon Ceray
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Posted - 2009.03.07 08:16:00 -
[385]
Title: Make scanner work as a passive radar or at least semi automatic.
Category: Wormholes/scanning(normal scan not probing)
Description: as we know, local is delayed in WH space, therefore if we want to keep an eye on our surroundings we'll have to keep spamming the scanner button, that is a very boring and annoying task, not to mention it causes RSI, or for those who already have it -like in my case-, makes it worse! the only time playing eve hurts my hand is when scanning. This also applies to normal space when are trying to find stuff or just watch our surrounding, we have to keep spamming the darn button like no other, or those relaxed of us, once every 2 seconds at best.
I suggest that scanner becomes passive, it's intended as a radar as far as my understanding of the game goes, therefore we should have it open and it automatically scans our surrounding like a normal radar.
if this is too much to ask then please modify it to be semi automatic, meaning we have to click it once every 30 seconds to active or once every minute, this way we skip the pointless clicking fest.
eve is a game of making decisions, we command our ship as commanders not clickers, that's why we don't point the guns but only tell them what to shoot, the same should be applied to scanner, we tell the scanning guy to scan, we don't scan it ourself, we're in the majesty of our pod.
Goal: replace a pointless unhealthy minor aspect by a classy eve-like one. Thanks.
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Photon Ceray
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Posted - 2009.03.07 08:21:00 -
[386]
Originally by: Mahai Ano
Originally by: schurem Title: Tactical Sound Category: UI 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. Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
+1 vote, plus: -"Scanning finished" or even "Cosmic/No Signature found"
other examples: -"Target destroyed" -"drones under attack" -some distinguishable warning sound for target painting, webbing, scrambling, etc.
features: -definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing. -maybe even customizable warnings
Title: Visible Launchers Category: Graphics Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints. Goal: Turrets are visible, make launchers visible too!
Title: inactive UI elements hiding Category: UI Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window. Goal: less clutter on the UI, more space for the action.
Title: SFX volume slider Category: UI & Engline Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions. Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.
+ another vote, don't know how many are so far.
it would be extremely useful to have the UI announce many things like: shields depleted, low armor, heat damage is high and many other things.
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Aramaki Makisan
Slacker Industries The Boat Violencing Initiative
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Posted - 2009.03.07 09:03:00 -
[387]
Edited by: Aramaki Makisan on 07/03/2009 09:04:59 * Title: Station services
* Category: station ui
* Description: enable the station services and sidebar buttons to open and close by clicking on them ie like the open cargo one does when in space. its a pain having to close or minimise windows just to close the items/ship hanger
* Goal: it makes it more user friendly
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Aceoil
Capital Ships Inc. Intrepid Crossing
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Posted - 2009.03.07 16:42:00 -
[388]
Edited by: Aceoil on 07/03/2009 16:46:12 Title: To make scanning easier and quicker. 3 ideas.
Category: Scanning
Description: When scanning I hate clicking and dragging 6 other probes around my central probe where the hit was. This takes way to long when you are trying to scan down a ship in a safe spot.
Can you guys add a feature to automatically relocate the active probes around this probe "x" at the edge of the scan range radius.
I would also like to be able to highlight all probes in space, and change all of their scan ranges at once. Instead of one at a time.
Also an UNDO button, cause I clicked a probe and accidentally dragged it way off somewhere else instead of the minute adjustment that I wanted. My first instinct was to UNDO that move.
Goal: These changes will improve scanning and stop unwanted hairloss from frustration and stress.
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William Clarque
Gallente Free Traders
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Posted - 2009.03.07 16:57:00 -
[389]
Edited by: William Clarque on 07/03/2009 16:58:37
Originally by: Mahai Ano
Originally by: schurem Title: Tactical Sound Category: UI 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. Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
+1 vote, plus: -"Scanning finished" or even "Cosmic/No Signature found"
other examples: -"Target destroyed" -"drones under attack" -some distinguishable warning sound for target painting, webbing, scrambling, etc.
features: -definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing. -maybe even customizable warnings
Title: Visible Launchers Category: Graphics Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints. Goal: Turrets are visible, make launchers visible too!
Title: inactive UI elements hiding Category: UI Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window. Goal: less clutter on the UI, more space for the action.
Title: SFX volume slider Category: UI & Engline Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions. Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.
Add another vote to this one: all much needed, especially the Tactical Sounds and SFX Volume Slider. The SFX volume slider would also be attractive to those who understand that space should be silent.
Gloria Virtutem Sequitur |
Esiel
Caldari
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Posted - 2009.03.08 03:46:00 -
[390]
Format for a feature request:
* Title: Probe numbering system
* Category: Probes in scanner interface
* Description: Basically your drones identifing number keeps growing every time you launch them. That means if you jump to several different systems to launch them the numbers get quite high. I would simply reset the number everytime you no longer have drones in a system.
* Goal: It became a little annoying when I was working with drone 11+ and I only had 4 drones out. It isn't going to cause any trouble but it just seems off and I was slightly annoyed. If you don't change it, I will still use it but it will still just be slightly annoying every time I launch a new probe that is numbered 9 10 ... *
Beat the dead horse |
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Zothike
Deep Core Mining Inc.
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Posted - 2009.03.08 11:01:00 -
[391]
Edited by: Zothike on 08/03/2009 11:01:21 Title: remote asset stacking
Category: UI
Description: allow stack all assets in remote regions, as it's possible to repackage today
Goals: lowering global servers load (got some station with 1700+ items that could go probably easily below 1000 with this feature)
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The Shadowman
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Posted - 2009.03.08 17:44:00 -
[392]
Originally by: ViolenTUK
Originally by: Sader Rykane
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Wow, actually this is a pretty good idea.
This IS a good idea.
Tactical Sounds and Alarms ABSOLUTLY a great idea.
I would also suggest a small alarm noise for recieving fleet commands. And for immersion, some creeking hull pressure noises like in submarines when we are damaged or being hit -which would actually be the only sounds we could hear in space and make us feel like we really are inside our ship.
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.03.08 19:25:00 -
[393]
Edited by: Mahai Ano on 08/03/2009 19:26:31 * Title: New Patcher system
* Category: update / client delivery
* Description: The patcher should have two vital options: 1. option so that it won't delete the actual patch file, essential for multibox setups, also would lower server loads. 2. instead of standard http protocol, usage of something less basic, so if a download fails, (wink patchday/new expansion server load) not all of the damn pathc has to be redownloaded again but only some part of it. 3. bandwidth. Even on a measy 2Mbit line, the downloader hardly goes above 70 kbyte/sec (total: ~260), which makes it 8 hours to download a full premium client (eg: SiSi)
solution eg.: incorporating optional torrent download source, but mandatory piece-by-piece hash check instead of the current whole-file-only approach. Yes, like WoW, and this would address all said deficiencies in the current downloader.
* Goal: faster patch download, actual multibox support, less load on server, more apparent bandwidth for users.
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Gamma Red
Caldari State Protectorate Academy
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Posted - 2009.03.08 21:05:00 -
[394]
* Title: Optional confirmation dialog for "destroy probe"
* Category: Scanning; UI
* Description: "Destroy probe" is right next to "recover probe" in the scanning UI, and "destroy all" is right next to "recover all." There is no optional confirmation like there is with other destructive acts (such as trash item, jettison, remove implant, etc.). This means if you are a pixel or two off you blow your probes without meaning to.
* Goal: Prevent player frustration at unintentionally destroying their probes. Every other similar action has a confirmation (with a "do not show this again" checkbox for those who want), so it would be very quick and easy to implement.
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Mahai Ano
Gallente Center for Advanced Studies
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Posted - 2009.03.08 21:23:00 -
[395]
* Title: No scrolling of chat if not on bottom
* Category: UI
* Description: Currently, even if the chat display window is not on the bottom row, it scrolls with every new line, making it unusable to catch up if someone is talking. Remove the autoscroll if the window is not scrolled to the newest message!
* Goal: Better chat window.
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Anihilus
ROMANIA Renegades Legiunea ROmana
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Posted - 2009.03.09 00:45:00 -
[396]
I have a suggestion for the next patch. I think the blueprint copies should have different color than original. I lost about 1 hour to separe the originals and copies.
regards
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Xaniff
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Posted - 2009.03.09 12:36:00 -
[397]
* Title: Search/Folder sorting of items in stations
* Category: UI
* Description: Would allow better sorting of goods in the stations and allow the user to find their stuff easier instead of scrolling through a large list of items. Sort of a continuation of the idea at Post #208, but with the ability to group stuff into your own folders for easy, custom categorizing (eg. Ammunition, Blueprints, etc..)
* Goal: Neater station inventory. Easier to find your stuff from a list.
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Xerbo Quartz
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Posted - 2009.03.09 14:25:00 -
[398]
*Title: In Game Announcer
*Category: Sound
*Description: Could CCP look into creating a few additional announcer voices? It would really be nice to be able to switch to someone different sounding than having the same old "Warp Drive Active" or "Docking Request Accepted" repeated over and over by the same person - I think it would be a great idea to have different sounding voice files for different kind of ships. Maybe something for each class of ship.
*Goal: In my opinion this would really improve player experience and reduce one person's voice droning away month after month.
Thanks,
Xerbo
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AlpacaSolution
Caldari Hyperions
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Posted - 2009.03.09 18:01:00 -
[399]
* Title: T2 Guns Looking T1 ... -.-
* Category: Fix them too the way they look on QR ...
* Description: The T2 blasters / rails on Apocrypha are horrid looking, I think they need to be changed to the look oh a REAL T2 BLASTER / RAIL. :(
* Goal: The old memories of QR and it'll bring a blaster megas sexy back.....
Bring the T2 gun looks back! >:( There are no friends in EVE. Just future enemies. |
Presidente Gallente
Order of the Griffin
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Posted - 2009.03.09 20:29:00 -
[400]
* Title: Some effects look cheap and need to be visually optimized [if they are not WIP actually]
* Category: OGL GFX
* Description: The new warp tunnel needs eventually more repetitions around the tube of the new displacement effect. Also the cloak effect looks too simple and cheap. Just a hint to the game designers: watch some great SCI-FI movies and adapt the effects: eg. Star Trek warp tunnel and Klingon cloak effects.
* Goal: A lot of stuff is now really looking good while effects we use every minute like jumping, cloak/decloak or warping look actually not really well designed and therefore a bit annyoing. Would be great to see them optimized and finalized. Thx!
+++ JOIN PAP +++ |
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Sabrina Al'Kian
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Posted - 2009.03.09 20:33:00 -
[401]
Edited by: Sabrina Al''Kian on 09/03/2009 20:34:34 Title: Neut icons Category: UI Description: Add an ewar icon in the overview for nos/neuts. Reason: it's nice to know who's webbing you, but it's even nicer to know who's neuting you...
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Presidente Gallente
Order of the Griffin
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Posted - 2009.03.10 18:02:00 -
[402]
Edited by: Presidente Gallente on 10/03/2009 18:03:30 * Title: GFX Settings should be saved individually for each char/account
* Category: GFX Settings
* Description: GFX Settings should be saved for each character individually
* Goal: When using 2 clients I need to use my main with quality GFX settings but my alt just on low GFX level for optimal performance. Actually I need everytime to set the settings from scratch. I want to see that the GFX settings will be stored for each character I log in incl. screen size. So I don't need to take care about this anymore.
+++ JOIN PAP +++ |
QuoMor
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Posted - 2009.03.10 18:18:00 -
[403]
Title: Explosion Graphics
Category: Graphics
Proposition: The Quantum Rise explosion graphics were a lot better. The new explosion graphics look like some image taken out of a comic book strip.
So bring back the bubble explosion that one used to see in Quantum Rise, the Apocrypha new graphics sucks! Space Shuttle |
Presidente Gallente
Order of the Griffin
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Posted - 2009.03.10 18:23:00 -
[404]
Edited by: Presidente Gallente on 10/03/2009 18:25:08
Originally by: QuoMor Title: Explosion Graphics
Category: Graphics
Proposition: The Quantum Rise explosion graphics were a lot better. The new explosion graphics look like some image taken out of a comic book strip.
So bring back the bubble explosion that one used to see in Quantum Rise, the Apocrypha new graphics sucks!
And that's not all from my personal pov as a 3d animation and vfx artist and finally: "living SCI-FI Visual Effects database" :-D. I mean: check out all these great concept arts done by CCP artists. Looks like they don't really talk to the VFX game designer?!
Some new effects really look like WOW IN SPACE. While other stuff looks great. +++ JOIN PAP +++ |
QuoMor
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Posted - 2009.03.10 19:02:00 -
[405]
Edited by: QuoMor on 10/03/2009 19:03:46
Originally by: Presidente Gallente Edited by: Presidente Gallente on 10/03/2009 18:25:08
Originally by: QuoMor Title: Explosion Graphics
Category: Graphics
Proposition: The Quantum Rise explosion graphics were a lot better. The new explosion graphics look like some image taken out of a comic book strip.
So bring back the bubble explosion that one used to see in Quantum Rise, the Apocrypha new graphics sucks!
And that's not all from my personal pov as a 3d animation and vfx artist and finally: "living SCI-FI Visual Effects database" :-D. I mean: check out all these great concept arts done by CCP artists.
Looks like they don't really talk to the VFX game designer?!
Some new effects really look like WOW IN SPACE. While other stuff looks great.
The Apocrypha new grpahics look like cartoon scens, I don't like them. Quantum Rise graphics were more realistic.
They messup the whole idea of realistic environment.
Space Shuttle |
Cpt Placeholder
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Posted - 2009.03.11 15:59:00 -
[406]
* Title: Always display the decimal, "ISK Cents", even if they're 0, example: "1,000,000.00 ISK (1.00 Million)" instead of the current "1,000,000 ISK (1.0 Million)".
* Category: Contracts
* Description: When viewing or creating a contract the full ISK amount should be displayed like it was pre-Apocrypha, right now it can get confusingly inconsistent because at some spots it includes the zeroes and at others it does not.
* Goal: Increasing readability of contracts by increasing the consistency of how sums are displayed.
** Additional Information: The current behavior is witnessed when viewing a contract (at the starting bid or buyout price for auctions or at the cost of item exchanges) or when creating a contract (at the final step by the fees and prices)
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Blu Eyez
Caldari Perkone
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Posted - 2009.03.11 18:30:00 -
[407]
Edited by: Blu Eyez on 11/03/2009 18:31:12 Capital Pilots are sorely disappointed with the new Cyno effects. It's... EPIC FAIL! GIVE BACK OLD CYNO EFFECT PLEASE!
Edit: It is the same as gate jumping, no emphasis on the dramatic capital class jumps and the value of such behemoths. Boring, yawn. |
Deacon Rayne
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Posted - 2009.03.13 05:55:00 -
[408]
Based on information a day or two old.
* Title: Restore laser color dependency on charge lens.
* Category: Modules
* Description: The old system had lasers whose color depended on the lens type used, such as red for radio, blue for gamma, white for multifrequency, etc. Being a physicist in real life, this was pretty cool. This actually was pretty close to the way things would really be, with the more damage coming from higher energy and hence the blue/white color and the shorter range. Lower damage from the yellow/reds (and a longer range). This also provides information to pilots, just like the different missile explosion show damage type, the color of lasers should reflect range/damage.
* Goal: Change laser animations to set the colors based on the laser crystal. This will convey information to pilots. It also improves immersion, as the current "all crystals the same color" isn't really all that believable. |
Men4ace
Third Return Inc. Blue Sun Trust
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Posted - 2009.03.17 22:36:00 -
[409]
Title: revision to in-game sounds
Category: In-game sounds
Description: In Quantum rise the sound effects of the ships were really nice and they could be heard clearly, now in Apocrypha the sounds can only be heard if zoomed into the ship, but that does not happen very often because the whole field needs to be seen most of the time. It is also impossible to hear the firing of enemy turrets and allied turrets. This makes the game fairly dull.
Goal: Amp up the sound volume of the turrets, as in, how far the sound travels. Also fix the problem with the warp sound effect fading out after zooming out about 1km--same with the jump effects.
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BaSs0
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Posted - 2009.03.19 19:37:00 -
[410]
And again.
* Title: Weapon looks and effects.
* Category: BRING THIS BACK, http://i227.photobucket.com/albums/dd41/staticextasy1/blawlb/before2.jpg
* Description: Bring the T2 weapon looks back, the new ones look total CRAP, it's disappointing to have your T2 ship look like a POS with the new eaponl ooks....-.-
* Goal: The goal is too make the guns and ships with them sexy again...the whole game = nerfed IMO without this..........................................
AGAIN:
Before... : http://i227.photobucket.com/albums/dd41/staticextasy1/blawlb/before2.jpg http://i227.photobucket.com/albums/dd41/staticextasy1/blawlb/before1.jpg -_-
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AncientLord
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Posted - 2009.03.21 21:42:00 -
[411]
Title: Add confirmation window if you want to accept wardec or no.
Category: Corporation.
Description: Adding confirmation window if you want to accept wardec or no.
Goals: This feature woud prevent griefing on new corp. and new players that camed into EVE Online woud stay.
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Clygorn
Minmatar
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Posted - 2009.03.23 02:07:00 -
[412]
Title : Improve the map search
Category : UI
Description : It' way too hard to click on the system we want to see. If i need to see the number of pilots in a system, my only choice is to click on the system which is impossible in some cases. Even if i use "show on the map", the info on the system doesn't pop up, the focus remains on another system.
Goal : Acquire information that you can't get via the "info menu" and get it faster without driving people crazy.
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Photon Ceray
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Posted - 2009.03.24 16:29:00 -
[413]
Title: fix effects and especially the fatal cloaking one
Category: effects
Description:
the cloaking effect first made on sisi before apocrypha with electricity around the ship was not only awesome, but also very useful. with current effect when we warp to a belt and we get decloaked by a rock we can't notice it untill 4-5 seconds passed because our ship takes ages to become visible for us while our enemies spot us on the overview instantly. the only way to survive with current cloaking effect is to constantly stare at the cloaking mod to see if it turned off or on. this is extremely annoying and inefficient, the old effect which we had for years was much better as we were able to instantly notice if we're decloaked! please do something about it because we're losing ships and kills and targets like this. if the electric effect was too hard on the eyes reduce it's intensity or opacity slightly while still clearly visible, or reduce the number of particles.
also shield/armor effects are almost invisible, we have to look at a ship and stare zoomed in at maximum to notice if there is a shield effect on it or not, armor effect on BS is slightly more visible but on smaller ships it's very difficult to spot, increase the intensity of these effects dramatically so that we can see what's going on.
warp disruptor/web effects: I didn't notice these effects in ages, there was one time on sisi when web effect was visible distorting the space around a webbed ship but it's aparently gone, and even then that was confusing with wasp disruption effect, please make an effect that shows graphically which ship is doing what, make web effect distinguishable from disruption one, warp disrupt effect can have the sisi web idea but with the current circles running much more intensly to look almost as a tube between the two ships with animation from scraming ship towards scrammed.
Sounds: the current sounds don't reflect the size of the guns and ships, they sound like mini ships with plastic guns instead of huge battle ships, please give us a reason to not turn sound off.
note: I know that some effects might be hard on client systems especially in big battles, but in this kind of battles all effects are off anyway so it shouldn't matter.
Goal: to enhance the player experience, give him more information graphically as one would logically expect, and save unneccessary losses due to bad effects (cloaking). Thanks.
Thanks.
Goal:
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Audrea
FinFleet Band of Brothers Reloaded
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Posted - 2009.03.24 20:19:00 -
[414]
Edited by: Audrea on 24/03/2009 20:19:17 Title: Ability to block corps/alliances in chat channels.
Category: Misc.
Description: Give the user, the capability to block anyone he doesn't like, and by "anyone" I mean not only individuals - but also corps or alliances, that try to spam, bother etc. especially in local channel where we cant close it. (Minimizing isn't closing it).
Goal: Same as above, you can see just how widely it is wanted, if you look here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=994397
Thank you! please let us have this control over our game!
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DragonWarp
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Posted - 2009.03.25 17:50:00 -
[415]
Change Astrometric Acquisition to be more useful.
* Category: Scanning
Right now the Astrometric Acquisition skill is almost useless, as it takes a couple minutes to move the probes around, and then maybe 5-10 seconds tops to do the actual scan. Lowering the scan time by even as much as 50% makes a maybe 2% change in the OVERALL time to scan something down.
I would suggest changing this skill to make it so that you can tell what a signature is sooner, especially wormholes, but everything else also.
Right now, how it works is that around 30-40% you get to see if it's Ladar, Radar, Unknown, etc, and around 70% you get to see the name of the site, and for unknown sites, if it's a wormhole or not.
Example change for scan strength and identification: level 0: 30% for site type, 70% for site name, 60% for wormholes. Level 1: 25%, 65%, 50% Level 2: 25%, 60%, 40% Level 3: 20%, 55%, 30% Level 4: 15%, 50%, 20% Level 5: 10% to find out site type (mag, grav, etc), 45% (sansha war storage, core gas reserve, etc), 10% (unstable wormhole)
* Goal: Make the skill more useful, and improve the scanning process, making it more user friendly. ~Dragon |
General Esylium
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Posted - 2009.03.25 19:23:00 -
[416]
Title: ideas for making eve maps very usable and useful.
Category: UI
Description: In-game maps are almost useless, since I started playing eve a year and a half ago I never found them useful and always used other maps (e.g ombey), but all hope is not gone, there is a lot of room for improvment and here are some suggestions:
All these options have to be optional, checkable!
1- this is the most important feature: make only the region you're in visible, when I am in region x I don't care about seeing all 5000 systems in eve, I only want to see my own region. 2- make system names always appear above a system even when it's not connected to my current system. 3- make all lines visible always but in low contrast. 4- make passive lines between systems colored by constallation (e.g constallation 1 ->lines soft yellow, constallation b -> soft red), I know it already exists in some way but the colors are too few that it's hard to distinguish constallations in the same region. 5- when we click a system make it high light in high contrast and remain highlighted even when we mouse-over other constallations, make the mouse-over lower contrast than selected, but higher than passive lines in bulletpoint 3. 6- make a window with immediately connected regions, let say my region x is connected to 3 other regions, a, b and c, let there be an option to click-check displaying each of these regions according to our need. 7- give each system informative icons like in ombey, number of belts, station, important services and security status, ALL CHECKABLE! 8- make each region's space filled by a certain colour in 3D, which both helps identify the 3D location of each star in relation to others without having to rotate in all directions first; star colors are not enough to distinguish a region out of multiple (when viewing more than 1), 9- this one may be difficult but I think it's one of the most useful ones, new tactical maps: make this map openable in a separate window, in 3D and movable like any other window! tactical maps (f11) take a huge portion of the view and only 1-2 parts of it are usable in some situations, let us choose what tactical map we use, how many, and where we put it without losing half the screen. 10- let Sov be visible on top of region fill with suitable colors with the icon of the alliance on it; the color can be the average color of the alliance logo. 11- I don't know if this one works, but experiment with patterns and don't be afraid to use them if colors are not enough to make it easily visible!
I believe these ideas will dramatically improve the game experience, make the game more self dependent and could remove the need for external maps outside of eve!
Goal: to make the eve maps usable and remove the need for external maps to navigate properely in the game.
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Photon Ceray
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Posted - 2009.03.25 19:31:00 -
[417]
Title: give the option for video feed from other ships.
Category: don't know :S
Description: In modern armies commanders are able to get video feed from the soldires or vehicles on the field, and this option will definetly persist in the future, I believe that we should have this as an option in eve as well.
the idea is simple, enable fleet commanders or members to see what other members see exactly as if they were in their ship, only they don't have control over the ship, but the ability to see the overview, see the gate they're watching or see the battle frield from a different angel, ability to right click>show info on stuff that's on the overview, even see the status of the ship.
I don't know how hard this is to implement on the client, it'll take a few seconds to connect to another ship just like in real systems but I believe this feature is immensly useful for managing battles. fleet commanders will be able to get live feed from the scouts and use their vast experience to judge the situation much better than a scout could, members would also be able to get much more useful information or collect information.
Goal: to make communication in eve much easier and enable fleet commanders/members to have eyes with the scouts.
Goal:
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Sar'ran Zorn
Amarr Trade Nexus
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Posted - 2009.03.26 04:43:00 -
[418]
Title: Scan Probing Graphics
Category: Graphics
I would like to see more color options in new scanning system. I am Red-green color blind and I had really hard time to see red hits (low hit) and green hits (good hit) colors from the 3D map. Also red ring in the map is hard to see sometimes, if background colour is bad.
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.26 12:34:00 -
[419]
Edited by: Phrixus Zephyr on 26/03/2009 12:35:28
Title: Component Balancing
Role: Cargo space love
Bring interface components in line with every other constrution component. T1, T2 and T3 salvage takes up very little space, gas and minerals vary of course but are still generally balanced to the ships that mine and haul them. But for some reason interface components take up 1m3 each. Which means the cargo hold of your average ship AND and expanded covert ops is filled in 2 Radar sites. I could do a hundred arch sites before i even came close to filling my cargo.
I'm not expecting them to be as small as salvage, but an interface requires (off the top of my head) 50-200 of these 1m3 components to build but the interface itself is only 1m3, this doesnt really make much sense.
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Lady Serendipity
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Posted - 2009.03.27 14:20:00 -
[420]
* Title: Status icons in channel * Category: Channel improvement
* Description: Players should be able to switch their status between: available, busy, away. This is useful to indicate whether a person is available for chat or not and also who is active on a channel at the time.
* Goal: To enable others to see your status in the channels that you are currently subscribed to. A very basic idea that is not yet available on Eve.
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Gabi Angel
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Posted - 2009.03.27 22:47:00 -
[421]
Originally by: Gabi Devil Edited by: Gabi Devil on 12/02/2009 20:12:16 * Title: select Installation Interface
* Category: Invention, Manufacturing, Researching and Copy
* Description: The current interface doesnt remember the last location selected. You need to change the Location in all new jobs (e.g. Location: Current Region) all the times
* Goal: Less stress, more productivity, eliminate repeated efforts in this annoying step.
edit: Selected the wrong char... sorry :)
Noticed this function is working partially. The Science and Industry Window, only remember the current location for the main window, not for the Pick Installation, and only when you are in space, not when you are docked.
Can you
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Gner Dechast
Flashman Services
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Posted - 2009.03.29 02:29:00 -
[422]
Title: Location Agents should not be able locate in W-Space.
Category: Wormholes & Location Agents.
Description: Instead of the current implementation, location agent should give a result like "The person in question is not in known space" for characters in W-Space.
Goal: The current implementation doesn't make sense RP-wise. How could an agent have resources keeping taps on a character in W-Space, when wormhole travel is supposed to be restricted by CONCORD?
Game mechanics-wise there is atleast one scenario that I consider game breaking. Local is in delayed mode, in order to keep inhabitants, their arrival and leavings hidden from people that are not actively following other's movements by scanning, for example. Consider scenario where a person has made a kill attempt on W-Space dwellers and has failed, now lies hiding and biding his time. Only that the targets of this aggression talk to their corp mates in known space and ask them to do agent search'es once in awhile that reveal explicitly that the stalker is still in the same system with them. This in my opinion obviously breaks delayed local.
Changing this would remove unfair and unfounded intel tool that should not exist.
Referring to a thread about this: Development suggestion: Location Agents and W-Space -- No expansions before holidays and no release until QA gives it's approval |
Kovid
Reaper Industries Eternal Rapture
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Posted - 2009.03.31 08:26:00 -
[423]
Title: Bomb deployment precision control
Category: Modules
Description: Change the way bombs are deployed giving them a variable arming in one of two ways.
1) A preset timer set like your orbit distance in seconds. Once bomb is launched timer starts. Auditory clues like a rhythmic ticking would let the pilot countdown while he is in combat or trying to run away from it. Or a more paranoi inducing pace increasing ticking sound. Additional visual clues might also be an option. A numeric counter counter or clock/pie diagram could be added.
2) Launching a bomb only arms the bomb. An additional press would explode the bomb like a remote detonator. Whether they could be fired while cloaked is up to the devs.
Besides deployment the fact that having one bomb in the launcher and maximum of 2 reloads is kinda rough. Might want to give them one more at the very least. And yet 1 reload (for argument though you could concievably have 3 reloads in the Purifier) and one in the launcher equals the value of the tech two ship hull(or more) with current market prices. One shot and one reload for the price of the ship hull?!? Come on here. Purifier full reload would be twice the value of the ship in ammo. So currently loosing a loaded Purifier due to the timing of the bomb and difficulty of launching equals 4x8 = 32 mil for the electron bombs and 10-11 for the hull. Sounds kinda odd. We are talking about tech one ammo, non capital. Seems exorbitant. Doomsday weapons cost a lot but nothing in terms of the hull.
Goal: Current implementation so heavily stacked against the pilot risk-wise and financially. The one shot bombs are very inefficient isk to damage-wise. They are highly risky and currently hard to deploy and survive. Giving them a timer gives some control to the pilot. If pilots are going to spend so much money on a situational item it should be at least able to not blow their ship and their ammo which is worth even more that the tech two ship.
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Thyb0000
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Posted - 2009.03.31 09:56:00 -
[424]
Title: clone upgrade misery
Category: Game mechanics
Description: Most people are playing the game for fun. Get into battles, blow up enemy ships, or be blown up by the enemy. Who cares about loosing a ship? Fighting is fun. However loosing skill points is not fun.
Upgrading the medical clone every time one dies is a pain in the *ss. The clone should only be upgraded when changing stations, or when it's skill point capacity must be increased. May be with an increased price? Most people would accept that.
Please do a poll on this on the eve-online website to see if most players agree or not.
Goal: Remember, this is a game! It's for having a whole lot of fun!
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hyesp24
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Posted - 2009.04.02 00:06:00 -
[425]
Title Adjusting sounds to our liking.
Category Audio?
Description current problems. Everything is so quiet now. I turn up the volume so i can hear things like. I'm being targetted, i'm targetting. My fleet boss just activated a fleet warp etc etc to name a few. Then i dock at a station and my ears start to bleed from all that mambo jumbo.
Another problem. When i'm just a bit close i can hear constantly that annoying sound of my invul. because i had to turn the volume up so i can hear everything else.
I know i know i can zoom out to make the sound go away but that's just a workaround. Doesn't change the fact that locking for example is ver quiet.
It might be the case that only i'm affected by this after the 85476 update?
If that's the case then i'd appreciate help solving this. But the station sounds do need to be quieted down.
Proposed allow more options for us to adjust different volumes to our liking.
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Murashu
Agony's End
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Posted - 2009.04.02 18:58:00 -
[426]
Two major changes I would like to see to improve faction warfare.
1st Joining any faction should make you KOS to all enemy NPCs inside enemy complexes. Right now it is possible for many players to capture enemy complexes with zero risk since the NPCs do not defend against players with high faction standings. Players have been able to make the highest rank in FW without ever participating in warfare.
2nd Give players an incentive to capture plexes and systems. Capturing a complex/system gives zero rewards and is just a money sink for those who choose to participate. High sec mission runners, miners, explorers, couriers and tradesfolk get HUGE rewards compared to the tiny bit of risk they take but FW pilots get nothing. Murashu Agony's End |
Evan McGreggor
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Posted - 2009.04.03 23:55:00 -
[427]
Edited by: Evan McGreggor on 03/04/2009 23:58:08
Title: Realign Roll of Titan Usage in Fleet Combat
Category: Game Mechanics Ballancing
Description: The usage of Titan Class ships is unbalanced and overpowered when used in small skirmish warfare. Alliances are using Titans in small scale combat, sometimes multiple Titans in the same engagement. This grossly effects player corporations/alliances abilities to combat this strategy as Titans are becoming much more common place, much more difficult to destroy and even more difficult to aquire. This is especially true for smaller alliances. Titans should be a specialized roll ship. Currently, they are being wielded to drastically change the face of small scale battlefields. The use of this mechanic is a superwin for any alliance that owns a Titan and virtually unstoppable if they have more than one.
Goal: Place Titans in their role as Large Fleet Support ships. To accomplish this, I propose the following:
1. Require Titans to enter a seige mode, similar to Dreads prior to launching a Dooms Day device. Titan can not warp or jump until it has exited seige mode. This invites a level of risk versus a level of reward for both the attackers and the defenders. 2. Require a time delay via a cosmic anonomly to prevent multiple Dooms Days from being deployed on the same grid within a specific time period. 3. Require a Titan to be in a Fleet with a High Level Fleet Commander and a large Fleet Structure in order to fire its Dooms Day Device.
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Abortica Inbortaliss
The United Snakes
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Posted - 2009.04.04 05:38:00 -
[428]
* Title: Bring back Mag/Radar/Ladar/Combat Spawns for settled systems
* Category: Wormholes.
* Description: Allow corporations that have a POS anchored in Wh Space to still actively pursue Mag/ladar/combat sites within that system, the logistics of WH space already make it difficult and now that there is no respawns for the above sites no one has any reason to stay in a WH and produce tech3 equipment, I don't believe people will farm wh's the frequency just needs to be updated it can't be 100% to 0% it needs to be somewhat more balanced so that the price of tech3 can come down and Manufacture/Reactions can happen in unknown space.
* Goal: The Goal is to eventually make Tech3 affordable, to make tech3 components and products a Roaming commodity, to allow systems to be settled and work productivly inside that system is key to sleeper technology advancement.
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Marius Nervosu
Caldari The Fallen Angels Unit Legiunea ROmana
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Posted - 2009.04.04 10:57:00 -
[429]
Because there is not ghost training anymore can we have a skill queue for a week or so ? The summer is coming and some people will go to vacation....
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JadeO
Caldari W.A.S.P
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Posted - 2009.04.04 11:34:00 -
[430]
* Title: Change UI font.
* Category: Game Interface.
* Description: Right now, there are several characters that have no or very little differentiation between themselfs. For example: O and 0, 8 and B, 6 and G, I and 1 just to name a few. What is requested by this thread (link: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1014541) is that small fixes are implemented such as the diagonal slash in the 0 (zero) for example.
* Goal: Make the interface font more easier to read as, with the current similarities, idenfifying 0.0 systems, characters, corps etc is a problem.
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Photon Ceray
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Posted - 2009.04.05 11:09:00 -
[431]
I made this as a post first, but I think it's worth putting here.
Title: enhanced tooltip for T3 subsystems
Category: UI
Description: When building T3 cruisers we cannot memorize what each subsystem does, that is forcing us to show info on every single subsystem so many times especially when we want to compare them, therefore I suggest making a tooltip that appears when we mouseover a sub system which shows only what the player wants to know most:
the bonuses the slot layout critical info if I missed any.
another nice feature would be to add a list of all the bonuses that we have on our ship after building it, it's not fun to check all the subsystems again to know precisely what we have on the ship. Thanks.
Goal: to make choosing subsystems easy and smooth without need for external software or show info 1000 times.
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Photon Ceray
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Posted - 2009.04.05 22:43:00 -
[432]
Title: allow fitting setup to include ammo in the cargo
Category: UI
Description: Please add a feature to save the ammo/scripts in the cargohold as well as the rest of the modules, it is quite inconvinient to have to pull different ammo types and scripts everytime to the cargo.
Goal: to further improve the fitting options and make it less time consuming on routine click+drag tasks.
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Fzhal
Caldari Deep Core Mining Inc.
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Posted - 2009.04.06 13:49:00 -
[433]
* Title: Probe Scanner Filters
* Category: Scanning
* Description: Allow us to filter out all of the types of sites, IE gravimetric etc., so that we don't have to scan down 50 things to find what we want.
* Goal: It will make scanning much less of a hassle. Instead of taking an hour to find a wormhole space exit it will take 10-20 minutes.
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Johnnyan
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Posted - 2009.04.07 18:52:00 -
[434]
Title: Learn a thing or two about effects from Homeworld
Category: Graphic effects
Description: I consider the graphic engine used by Eve to be really powerful and I really like the artwork of the game, the colors, the models, etc. Unfortunately i can't say the same about the "battle effects". So, in my opinion, you guys, instead of changing perfectly working effects (in some cases with other silly ones), learn something from a game from 2003 about weapons and explosions and do something really cool
I. Randomize the point of impact for weapons
An entire fleet shooting my ship in exactly the same place is pure stupidity, there is no excuse for this thing to be honest, it's 2009 for god sake. And even more, it makes the wrecking hits from guns hilarious. Now, the way things should look (please choose HD, let the video load and then watch it full screen)... Notice that the torpedoes are actually launched from the ships and do not magically appear, hear me CCP ?
II. Change explosions and ship wrecks
Let me put it this way, they simply suck in the current form, the explosions are not even looking like explosions to be honest, and the wrecks are all copy-paste, maybe you could use the original ship and let it behind badly damaged instead of a big pile o metal things that all look the same ?
Goal: I don't know, real awesomeness ?
(Sorry for the sound problems in the video, Fraps somehow interferes with the game, but even so, hard not to say that H2 has sound, Eve not so much :P)
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Gilail
Gallente 0utbreak KrautbreaK
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Posted - 2009.04.08 12:42:00 -
[435]
Title: Fitting Screen: Fitted items should be larger
Category: UI
Description: I find it exteremly difficult to quickly see which modules are fitted and with which scripts/ammo. Also i am missing the number readout for CPU/PG. I dont want to move my mouse over it to see it. Makes fitting easier. The ship itself is shown which looks nice but is totally useless. This space could be used for more informative things like PG/CPU/Inertia/SigRadius/DamageMod/Cap/... Another thing is, the hi/mid/low/rig slots are not ordered logically. The previous fitting screen had a certain logic. Hi's ontop, mids in the middle, lows at the bottom. Rigs are treated seperatly, so small fitting slot icons.
Goal: Replace shininess by Information. When people are using the fitting screen, they want to fit their ship and get information about their current fitting. This change would increase the amount of information significantly. As of now, the only information i get instantly at the screen is how my ships looks and some too small icons representing my fitting. |
Gilail
Gallente 0utbreak KrautbreaK
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Posted - 2009.04.08 13:28:00 -
[436]
Title: Improved scanning UI / star-/solarsystem map
Category: UI
Description: ScanningUI: Manipulating the probe positions is pretty similar to positioning 3D entities in a 3D-modeling application. The difference here is, in EVE its is WAY more complicated because certain features are missing and the user input paradigm just doesnt fit for the task. What i propose is a new input paradigm for manipulating the camera view and object positioning similar to a normal 3d-modelling application.
This should include the following features:
(Only for scanning) - show grid - change grid size - snap to grid (toggle) - snap to object (toggle) - center on selected object - set rotation pivot point - by default rotation pivot point should be the center of the screen - select object movement axes by hotkey (toggle) - select object movement plane (toggle) - be able to select 3 different orthographic views of the system (side, top, front) - optionally display 4 viewports with 3 ortho and 1 3d view
- Mouse manipulation (for map and scanning): - rotate: alt + left - move: alt + middle - zoom: alt + right - select object: left (on object) - deselect object: left click empty space - object context menu: right (on object) - object gizmo can be the same as of now - zoom in on part of the screen: ctrl + left (drag rectangle in orthographic view)
Note: (toggle) means pressing a certain key actives the mode and releasing it deactivates it
Goal: We have to work on a flat screen but in 3 dimensions, which is always a hassle. 3D apps had to deal with this issue for quite some time and found a decent solution. So adopt it and it will make things much easier. Especially for scanning it will be very useful since you can put your probes exactly where you want it within no time once you get used to the input paradigm. And if you dont want to use the extended features like ortho views, grid-snap, movement axis snap etc. you dont have to and the input is pretty much the same as the current one. Whoever wants more efficiency in scanning can work out the details on the extended feature set. |
Katy Karkinoff
Minmatar Psycho Chicks
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Posted - 2009.04.09 21:02:00 -
[437]
Racial Traits of T3 Strategic Cruisers
Tech 3
I've looked over the stats of the cruisers and it's quite evident that a lot of effort was put into them to make sure they weren't over powered but still had ability to be seen on the battlefield. While this was done, as far as we can tell being they are still rare to see on TQ, the racial characteristics we usually get aren't really there. Amarr seemed to have usurped all of the gallente perks and gave their amarrian CPU issues to gallente. The slot layouts generated by amarrian load outs tend to generate the idealized 4 mids that gallente tend to have/need for their tackler/point blanc combat. Contrastly the Proteus has to go out of the way to make bizarre hodgepodges of bonuses to get 4 mids. Further, proteus has an abundance of fitting issues when comparing nearly equivalent fits with a Legion. It has been traditionally that gallente have more CPU but less PG than amarr, however with the legion vs. proteus the legion has an abundance of both CPU and PG while the proteus comes up short on CPU quite frequently. The PG on the proteus seems suitable but CPU was something that has been reliable with gallente ships.
It's those issues that prompt to point out that perhaps the T3 Strategic Cruisers should be reviewed so that they properly reflect their racial traits.
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Photon Ceray
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Posted - 2009.04.10 15:27:00 -
[438]
Edited by: Photon Ceray on 10/04/2009 15:28:04 Title: make fleet window informative
Category: UI?
Description: current fleet window is completely useless beside arranging squads/wings and assessing the number of people. we need MUCH more information that that, especially FCs, we need to know what ship types we have, what sizes, what system they are in and in many cases it's good to even know what corp/alliance they are from.
Therefore I suggest to make extra columns in the fleet window, first one should be ship size (like the squares in overview, bigger for bigger sizes), 2nd one should be exact ship type, third should be location of the pilot, what sys, how far from FC if in same system, rest is up to CCP and the capability, the more info the better. remember, we're supposed to be in space age where information sharing is instant and effortless. hell we should be able to even get video feed from other members/scouts, like an ability to "look at" and copy overview from anyone regardless of location.
Also as FCs we need very good statistics, we need to know how many interceptors we have, how many covops, BS, recons, hacs, hics, caps and all that kind of stuff.
Goal: to make the fleet window useful and informative, and spare the FCs hundreds of spams like: x- ship type, x- location, x- if interceptor, x- if BS and all that kind of primitive stone age method. (scream if you have a club, rawr! scream if you have a bone spear, yarr!)
Edit: I have made a separate post about video feed in some earlier page.
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Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
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Posted - 2009.04.10 22:39:00 -
[439]
Title: Revisitation of the implementation of Grav sites in w-space.
Category: Wormholes.
Description: Due to the large numbers of nearly worthless 'hidden belts' that clutter w-space, probing is far more frustrating than it should be, and that frustration is caused by 'hidden belt' grav sites that are in many cases less valuable than belts found on the overview in high-sec. The solution to this is relatively simple: reclassify most existing grav signatures in w-space, making them anomalies instead. At the same time, sprinkle the system with a much smaller number of grav signatures with higher-quality ore. The belts found at actual signatures should have ore comparable to nullsec belts, keeping in mind that w-space is nullsec and carries much of the same level of risk, especially for miners.
Goal: The primary goal of this change is to reduce the w-space 'probe clutter', while retaining a large selection of belts for those interesting in mining or hunting for Sleepers in belts. Common belts are reasonably easy to find, even for a mining ship without probes, yet at the same time more valuable belts are available to those making the effort to find them. This would greatly improve quality of life for those exploring w-space.
-- Becq Starforged
The Flame of Freedom Burns On! |
Photon Ceray
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Posted - 2009.04.12 15:00:00 -
[440]
Title: Surveilance Camera Drones
Category: Modules/scanning
Description: in current technology we are able to install camera drones anywhere we like, in war zones modern armies are able to send camera probes or robots. In eve, a futuristic game it's only normal that we should be able to do the same, scouts should able to fit a camera probe launcher, or use camera probes with the current probe launchers; should be able to send them and call them back. these camera drones can be sent anywhere within a solar system, including gates, planets, POSs, belts...etc, and provide live footage of their location as if the player was there himself (e.g see ships in overview, show info and stuff like that) However, these cameras, like real ones, should be easily destroyable. I don't know if their number should be limited, with a bigger number of drones comes the challenge of keeping an eye on 10 locations and noticing everything, very difficult if you ask me. also technically I don't know how hard that is to program, but it shouldn't be hard if it's given a loading time/link.
there will come the argument that this will replace player scouting, I disagree, because these probes cannot cloak, hostile players can shoot them down when they jump in, and will know that someone was watching, cloaked scouts will still be very important.
Goal: make eve more futuristic, make scouting more professional, eve-like, and accessible.
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Meatball Enema
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Posted - 2009.04.14 18:04:00 -
[441]
Title : Drone Deployment Options
Category : Combat
Description : Display the current shields/armour/structure of the drones in your drone bay so you don't constantly release injured drones when trying to cycle your injured ones back to your bay. It would also be helpful if the 'launch drones' option resulted in the fittest five drones (or max launchable) from whatever group is highlighted to be launched.
Goal : To make drone management a little easier.
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B'reanna
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Posted - 2009.04.15 05:10:00 -
[442]
* Title: Neural Skill Remapping
* Category: Skills
* Description: Allow skills to be changed in the same way Attributes are. Attributes are allowed to be changed due to the unknown of game mechanics and your skill plan. Skills have been increased with the thought in mind that you would use them, and it turns out that they were a waste of time becouse of the lack in fun of that profession.
* Goal: The goal of this feature is to put skill training time spent on skills that you will never use again to use on skills currently trained.
Criteria: 1) Remove skills currently trained by skill points, not levels. This will allow for skill time multipliers. 2) Prerequisits for skills currently trained cannot be removed unless that skill itself is removed. This keeps people from taking advantage. 3) Isk from skills lost is not refunded. This keeps people from taking advantage. 4) 10-25% of skill points are lost in remapping. This keeps people from taking advantage. (trust me, I would happily lose SP's on my unused skills) 5) Once a year implementation. Yet again this keeps people from taking advantage.
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War StalkeR
Caldari
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Posted - 2009.04.17 05:38:00 -
[443]
Title: Factions Ships Rebalancing
Category: Ships
Description: Suggestions for rebalancing of faction ships of All Factions. Topic: Development suggestion: Faction ships rebalancing suggestions...
Goal: This feature will make faction ships very useful in PvP and PvE. Also these faction ships be worth of their current ISK price. ___________________________________________________________________________ "Happiness for everybody, freely, and let no one to stay unhappy!" ¬ Strugatskiy Brothers |
Thomas Elite
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Posted - 2009.04.20 21:29:00 -
[444]
Originally by: ViolenTUK
Originally by: Sader Rykane
Originally by: MotherMoon
Originally by: schurem Title: Tactical Sound
Category: UI
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.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.
2nd, "your shield has been breached" "we are being targeted" "we have been target painted/webbed/scramed" "the capacitor is empty" "Heat damage critical" "Armor is failing" "Hull breach, abandon ship"
Wow, actually this is a pretty good idea.
This IS a good idea.
I am very impressed by this concept. My added opinion on the subject would be a voice setting (sparse, verbose) for that robot eve girl to STFU if it got annoying.
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Clockmaster Xenos
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Posted - 2009.04.21 02:59:00 -
[445]
Title: Secondary Player Wallet
Catagory: UI?
Description: A secondary wallet in addition to the primary wallet that each player has. The ability to set a tax on sold minerals/missions is also a possibility so that the account can grow without having to constantly transfer ISK directly from the primary wallet.
Goal: The goal of such a wallet would be that it could act as a personal savings account for players who might want to have such a thing. I think it will give players more flexibility with their ISK, better ISK management possibilities for personal fiances. It is better than the current system because right now players only have one wallet. |
Larkness
modro Sc0rched Earth
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Posted - 2009.04.21 07:24:00 -
[446]
Title: Cyno and Jump portal effects
Catagory: Graphics / wtfpwnzr effects
Description: Bring back the old effects there wasnt anything wrong with them.
Goal: We cap pilots spend alot of time and money getting those ships and most of the time it was because of the awe-inspiring effect of their jumpdrive/portal - now that its all been replaced how can we go on?
Also 20 pages worth of petition threads in support of bringing the old effects back and still nothing it concerns me...
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ollobrains
Caldari State Inc. People for Organised Peace
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Posted - 2009.04.21 12:26:00 -
[447]
Fix scanning fix probing remove bugs in that order
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JanSVK
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Posted - 2009.04.22 09:42:00 -
[448]
Edited by: JanSVK on 22/04/2009 09:45:07 * Title: Change display mode in Market, Group tab
* Category: Market
* Description: Allow to change the display mode in the group tab to not show the info you don't want to see (item immage, description, ect..).
* Goal: Making it easier to buy items of the same group (example: x unit of each hardener hardener, different science skills, ect... ). By removing the unwanted info you can dramatically shrink the room a single item is taking in the list allowing a large number of items bein shown with the extra info you want. As it is now every time you buy an item from the group tab window causes a refresh and reset to the top so you have to scroll down again.
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Tyranis Marcus
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Posted - 2009.04.25 17:44:00 -
[449]
* Title: Put system messages in a window
* Category: UI
* Description: Instead of system messages appearing in the upper center portion of the screen, how about putting them in a chat window, so we can move them to a more convenient location, and we can watch the messages scroll by, rather than seeing just a portion of them when things are going fast. Then, of course, let us assign different text colors to different categories of messages, so we can pick out the information we're looking for in different situations. Filtering message types becomes very important also, for those people who can't read at a glance. In combat, it can be a wall of spam, but from playing other games I can say it's something you learn to use to your advantage, and can be a huge help once you learn to keep up with it. And in slower times, it allows you the advantage of just scrolling up to see a missed message or notification.
* Goal: What is the goal of your feature? Improved combat awareness. No more system messages popping up on top of whatever other windows I'm working with, and blocking my view of them when I'm trying to read. Fewer instances where I open the logs to look at some info or other.
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Tyranis Marcus
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Posted - 2009.04.25 17:53:00 -
[450]
* Title: Change directional scanner range input to AU.
* Category: UI / scanning
* Description: Let us set the directional scanner's range by typing in a number of AU instead of a distance in km. The directional scanner and scan probes would then both use the same unit of measure for distance, as well as most of the landmarks showing in the overview.
* Goal: Make scanning faster, easier, more user friendly, easier to learn for new players and easier to use for old players.
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Chompy
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Posted - 2009.04.27 19:38:00 -
[451]
can we please salvage implants please, or at least have the corpse show what implants they had, then i can lulz at the pilots i kill who had full snakes =)
But better I get them formyself, I deserve it
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Alxea
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Posted - 2009.05.02 11:09:00 -
[452]
* Title: True Passive Armor Regeneration
* Category: Modules
* Description: New modules that use nanobots like a passive armor regeneration system that uses no cap and regenerates hp. Similar to passive shield tanking only its for armor now.
* Goal: To fill the gap between passive shield tanks and armor buffer tanks. Point is, armor isn't passive regenerating, shield tanks have a huge advantage over armor. For example, not only can a drake have a insane buffer tank, it also can have a 1000 DPS tank that is capless or only uses cap for the hardeners.
We need armor to beable to work like this so it is not only similar in buffer tank alone. But so armor tankers aren't left out. Armor NEED's cap for its tank to regenerate, shields don't need cap, and can perma run even with no cap. Armor should be able to do the same to some point.
Armor buffer tanks are just out classed by this fact and active tanks phail in comparison to passive shield tanks. Because they have many advantages armor tanks don't have. What it I want to solo for long periods of time in 0.0. Oh a nighthawk pilot has no prob doing that with 150,000hp and a 1000 DPS passive tank complete with a warp disruptor and a endless supply of energy for its tank. A inv field helps only alittle. The regeneration alone with the base resistances are a 600/800 DPS tank and amps can work fine.
I can't do this with a astarte. I need cap boosters, or cap recharging of some kind. Or live off a 100,000hp buffer tank I can't regenerate unless I dock in a station or have support. A nighthawk can be a solo deep into 0.0 boat until you run out of ammo or are ganked by a blob. When I run out of cap boosters or are neuted my whole tank is gone if I use reps. Why can't I have a similar tank to a nighthawk thats atleast passive for armor but half the tank?
A DPS nighthawk even gets the same DPS and still can have a huge tank. 100,000hp 400/500 DPS tank. You can not tell me a armor tanked idea like this is overpowered when a nighthawk can have 800+ DPS with just 3 BCS damage mods in the low slots and a DC. With a shield buffer tank. It still gets a large advantage when neuted even, it can continue to deliver its DPS and pop the target even before its able to warp away when you have 0 cap, maybe you put down a bubble around a gate and the fight happens inside the bubble.
This can not be done in any other armor tanked ship but a damnation. But that leaves gallente and other armor tanked ships out of this kind of fighting 1vs1? So a curse is the ultimate killer of cap useing ships and I should just fly one of them or fly caldari? No this is why I have a passive ishtar yes its shield tanked because passive tanks are just superior in every way. 800 DPS tanked drone boat FTW. I'm neut proof. LOL Autocannions and drones, gake camping with a medium bubble. Fits the powergrid perfectly. When dual armor reps and medium guns are a joke to fit on a ishtar with its powergrid. Seems like shields where made for it, even better on a myrmidon.
550 DPS gankage, 800 DPS tank, sure I can't move that fast, but you don't need to on a gate camp. Solo or fleeted. They come to you. Good bate ship too. But point is, shields on a ship that uses armor is just wrong maybe a armor rep bonus to a ishtar could replace my passive drone boat? Not really, giving I'm neut proof have 70,000hp and a 800 DPS tank. Main point is, no matter what its on you can make a better shield tank on a armor boat most of the time with enough high slots. Why we need a armor regeneration type of passive mod. There are regenerative energized nano membrains's but why don't they regenerate armor? They only give more hp, thats the job of armor plates, not membrains.
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Drenehtsral
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Posted - 2009.05.02 23:32:00 -
[453]
Title: Salvaging Drones
Category: Drones
Description: There are many types of drones, but there is one conspicuously missing: Salvager Drones. I envision them working a lot like mining drones, but they would be used on wrecks instead of asteroids.
Goal: Drones offer a compromise between what tools for battle or mining you fit as modules, and which you carry as drones. Each has their advantages and disadvantages. I fly a Myrmidon and use drones for most of my damage and use my high slots for salvagers and tractor beams. It would be neat to have the possibility of doing the reverse as well and using guns on the high slots and salvager drones.
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Peanorue
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Posted - 2009.05.03 17:40:00 -
[454]
Title: Fleet Mergers
Category: Fleets Description: An ability to merge fleets, Setting Fc and wing commanders from existing fleets. Goal: To make the Merger of fleets a lot quicker and smoother with much less effort.
Title: Corporation Skills
Category: Skills
Description: More Corporation/Alliance skills such as Diplomat which could increase the amount of standings possible between Corps or Alliances or from NPC's.
Goal: To give more options to Corps and there Alliances.
Title: Asset Functionality
Category: Assets
Description: Let the Pilot sort there Assets by either location, Type or Quantity as seen on Evemeep, It can be tedious to go through a load of stations to cross check what and how many ships you have and so on, Which could be done easily if sorted by type.
Goal: To improve Asset usability and efficeiency by letting the pilot sort there assets as they wish.
Title: Multiple System/Station Contracts Category: Contracts Description: Have the ability to add items to a contract from different stations or systems, The range/Amount of stations could be affected by the pilots skills, Having to setup seperate contracts for items in every station is quaint
Goal: To improve The contracts system functionality by again giving more options and control to the pilots.
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Tashuri
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Posted - 2009.05.13 13:56:00 -
[455]
* Title: Fleet Drones.
* Category: Drone Operations.
* Description: Allow miners the ability to set all deployed drones to protect FLEET insted of just protecting 1 player, I realize you can split them up, but to set them to protect the entire fleet would be great.
* Goal: Allow depoloyed drones to engage upon any target that agresses regardless of which member of the fleet is targeted.
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lil rugrat
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Posted - 2009.05.13 14:12:00 -
[456]
* Title: Corporate Shares - Buy/Sell.
* Category: Market shares.
* Description: Allow corporations to sell shares at a set price which enables players to buy those shares and in return recieve dividens set by the corporation.
* Goal: Enhance the game mechanics by allowing the changing of values amongst players and creating stronger and better corporations.
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Weight What
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Posted - 2009.08.10 18:56:00 -
[457]
Here's a suggestion, roll back to Trinity please
ZOMMMMBEEHHH
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Annonymous, trading as "Weight What". |
zacuis
Great Big Research
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Posted - 2009.08.11 08:13:00 -
[458]
Title: reducing the number of clicks neccessary when using a pos for production
Category : UI
Description : would it be possable to get the S&I interface to remember your range preferance when entering jobs at a pos from a station. it drives me crazy that i have to change the range setting to see my labs at my pos for every job. also it would be great if when entering a job build or copy it would remember the number of runs u entered last time.
a small change that would reduce the number of clicks i have to make when enetering multiple jobs ( and i do a lot )
Goal: make the S&I interface easier to use when entering multiple jobs.
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