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1. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Ersahi Kir wrote: It's pretty obvious that they wanted to avoid giving it a sentry bonus because sentries are flavor of the month Not just of the month; they're objectively better than other combat drone types in most situations, and have be...
- by Balzac Legazou - at 2013.08.12 23:00:00
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2. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Florian Kuehne wrote: Why are you boosting the Field Command Ships so hard [...] the abylity to use gangmodules with bonuses too, in comparison to the Fleet Command Ships? [...] The two ships are like equal with the changes, i really dont get ...
- by Balzac Legazou - at 2013.08.12 19:35:00
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3. EVE Launcher - Accept an account name as a command line parameter - in Player Features and Ideas Discussion [original thread]
It should allow the password to be entered into the command line, too, so we can create an icon for each account, and launch them all easily. Or (even better), make the launcher remember the password for each account (optionally with a "master p...
- by Balzac Legazou - at 2013.08.12 19:01:00
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4. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. We don't want to acc...
- by Balzac Legazou - at 2013.08.12 18:43:00
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5. About the Eos' model - in Player Features and Ideas Discussion [original thread]
While I like the idea of having more distinctive hulls for each ship, I can't say I find the Myrmidon very suited to a fleet command ship role. It just doesn't look tough enough. I'd rather keep the Eos as is and make the Astarte look a bit more l...
- by Balzac Legazou - at 2013.08.12 06:31:00
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6. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Ersahi Kir wrote: MainDrain wrote: May have been asked already, but... If i have an iteron mark 2, with it's new mineral bay, and i fill the bay to the max, and then store the itty inside my rorqual ship maintence bay what happens? Does it ...
- by Balzac Legazou - at 2013.08.12 06:16:00
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7. ISK / Jump filter (and column) in courier contracts listing - in Player Features and Ideas Discussion [original thread]
Cant believe this isn't in the "reasonable ideas" thread (or whatever the name is of that thread where people are supposedly voting on 99 things but where a lot of them are repeated).
- by Balzac Legazou - at 2013.08.12 05:54:00
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8. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Please stop adding new skills to make the game less annoying. Just make the game less annoying... Move with the times, man. Trolling is the new game design, and waiting is the new gameplay. I hear the next version of And...
- by Balzac Legazou - at 2013.08.12 05:45:00
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9. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Victor Rayl wrote: Akturous wrote: Now just add the ability to store all your clones in one station and hot swap them with no or very little cooldown and I'll love you long time. Why not just make implants unpluggable then? Switching impla...
- by Balzac Legazou - at 2013.08.12 05:33:00
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10. The hacking loot spew game for gatecampers. - in Player Features and Ideas Discussion [original thread]
Actually, the idea of loot getting scattered when you blow something up makes a lot more sense than loot getting scattered when you simply hack the lock on a box. It would also make life more interesting for passers-by when someone gets blown up ...
- by Balzac Legazou - at 2013.08.08 08:53:00
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11. Sticky:[Odyssey 1.1] Skill group name changes - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: please change mechanics and hull upgrades .. they don't explain what they are and is hard to remember the difference.. The problem there is that "Hull Upgrades" actually improves armor (and also allows you to install lots...
- by Balzac Legazou - at 2013.08.08 08:45:00
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12. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: I recognize that a lot of people are unhappy with the existence of active repair bonuses on half of these ships, but I think that giving all command ships buffer bonuses isn't the right way to go. I believe that the four skirm...
- by Balzac Legazou - at 2013.08.08 08:19:00
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13. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Rainbow Prism Colorblind wrote: Hmm, what is this talk about barriers, and why you you NEED to train the skill? your not forced to have the skill learned, Rise described the issue pretty well: CCP Rise wrote: The goal here is to avoid...
- by Balzac Legazou - at 2013.08.07 19:49:00
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14. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Rainbow Prism Colorblind wrote: IF you remove the +4 and +5 it would only make +3 cost around 1 bil instead sense it would be the best implant. +3 implants cost 5 million ISK + 5000 LP from the LP store. I really don't think anyone would pay...
- by Balzac Legazou - at 2013.08.07 19:39:00
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15. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
KIller Wabbit wrote: The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line. KIller Wabbit wrote: Any sink means more plex sales. CCP has just decreased the cost of medical clones, a...
- by Balzac Legazou - at 2013.08.07 19:33:00
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16. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: The goal here is to avoid situations where jump clone delay pushes jump clone use back a bit each play session until eventually people wind up stranded in the wrong clone during their few hours of play time. If that is th...
- by Balzac Legazou - at 2013.08.07 03:46:00
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17. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
KIller Wabbit wrote: The more med clone jumping the more money CCP makes - don't expect them to go up against their bottom line. Hint: ISK isn't real money, and, even if it were, they can print as much of it as they want. ;) I doubt anyone ...
- by Balzac Legazou - at 2013.08.07 03:35:00
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18. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mr Floydy wrote: Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make...
- by Balzac Legazou - at 2013.08.05 22:21:00
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19. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Looking only at the defensive bonus type, I think most people would feel happier with something like this: Gallente field command: +% to armor repairer amount Gallente fleet command: +% to armor resists Amarr field command: +% to armor repairer ...
- by Balzac Legazou - at 2013.08.05 21:15:00
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20. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Why not solve this the way most other MMOs solve the "24 hours plus a bit" problem? Change the cooldown to 23 hours . Problem solved; people will always be able to jump on the next day at their "usual" play time. Why add yet another skill? Does ...
- by Balzac Legazou - at 2013.08.05 20:54:00
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