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41. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Cheopis wrote: Pipa Porto wrote: This minor amount of totally optional complexity (there is no requirement that you deal with it since the refining interface does all the math for you) serves the important purpose of ...
- by Cheopis - at 2012.09.18 00:23:00
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42. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Cheopis wrote: When a new player is trying to learn how to play the game and is bombarded with all of the utterly meaningless absurdity involved in ore calculations it's only a bad thing. There is enough complexity that act...
- by Cheopis - at 2012.09.17 17:35:00
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43. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Roime wrote: Trade is a gut game, industry requires more math :) Are differences in ore material content really that artificial, or are they in a way realistic, in the RL sense? Ore material content is not what I'm worried about. The ret...
- by Cheopis - at 2012.09.17 11:05:00
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44. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Roime wrote: Isn't industry mostly a mind game? You know, offering challenge and rewards to those who are good with numbers. The fundamental process of mining, extracting and manufacturing are so simple, that if you simplify the system too much...
- by Cheopis - at 2012.09.17 10:32:00
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45. An interesting change to mining - in Player Features and Ideas Discussion [original thread]
I see hordes of deep core miner badgers sucking the high value middles out of asteroids and leaving noobs with whatever the cheapest minerals are, since the deep core miners would be able to choose their target mineral, and the noobs could not. P...
- by Cheopis - at 2012.09.17 10:27:00
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46. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Sigras wrote: youre forgetting that the complexity does serve a purpose. Since the lasers round down to the nearest whole unit of ore, it changes the efficiency of different lasers against different rocks. For instance, 3 miner 2s mine the s...
- by Cheopis - at 2012.09.17 10:08:00
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47. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Cheopis wrote: Good points Pipa, please consider this response: I would suggest always rounding down for all refining jobs. You will never lose more than 1 of anything in any refining batch. If you are refining 1m3 500 ti...
- by Cheopis - at 2012.09.17 09:54:00
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48. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Good points Pipa, please consider this response: I would suggest always rounding down for all refining jobs. You will never lose more than 1 of anything in any refining batch. If you are refining 1m3 500 times that's painful. If you are refining...
- by Cheopis - at 2012.09.17 07:22:00
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49. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
King Rothgar wrote: Supported, also see no reason why you shouldn't be able to refine just a single unit. I actually like the little stacks of ore left over after refining (they help me remember which station to go to) so I wouldn't want to ...
- by Cheopis - at 2012.09.17 04:18:00
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50. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Kerradeph, while your method would certainly reduce some complexity, it also seems to keep some unnecessary complexity. What is the purpose of requiring different volumes to refine? If you think that 1m3 to refine is too little, then maybe make ...
- by Cheopis - at 2012.09.17 02:51:00
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51. Would it be so terrible...... - in Player Features and Ideas Discussion [original thread]
It would be nice if the mission system were revamped in such a way that new pilots could use their newbie level skills to generate income, and learn about the professions. For example, manufacturing missions where one is provided with a BPC to ma...
- by Cheopis - at 2012.09.17 01:18:00
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52. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
I would like to suggest simplification of a system in order to streamline out some complexity which has no function. Right now, when we mine ore, every ore has a different volume per unit. Additionally, different ores require different numbers of ...
- by Cheopis - at 2012.09.17 00:15:00
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53. POSs: Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
Hrm, this thread appears to have fallen off the front page again. Re-sticky until implemented, please.
- by Cheopis - at 2008.12.19 13:00:00
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54. leave cloakers alone - in Player Features and Ideas Discussion [original thread]
Originally by: WillageGirl Originally by: Cheopis Edited by: Cheopis on 18/12/2008 08:34:58 Edited by: Cheopis on 18/12/2008 08:24:13 Take this ship and tackle with it. Immediately after tackle is successful, use another ch...
- by Cheopis - at 2008.12.19 12:58:00
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55. leave cloakers alone - in Player Features and Ideas Discussion [original thread]
Edited by: Cheopis on 18/12/2008 08:24:13 Take this ship and tackle with it. Immediately after tackle is successful, use another cheapo build cov ops build to cyno in a cov ops transport, a couple recons SB's, and a black ops. Recons take over...
- by Cheopis - at 2008.12.18 08:23:00
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56. Make BPOs and BPCs distinguishable - in Player Features and Ideas Discussion [original thread]
Kweel, I'm not certain that I was able to fully understand what you said in your most recent post, but I think I understood some of it. CCP could quite easily make a modification to the database that would allow colorization of BP's based on prim...
- by Cheopis - at 2008.12.18 07:38:00
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57. Miners: please sign this if u think that survey scanners are useless - in Player Features and Ideas Discussion [original thread]
While I agree that asteroid scanners are rather poorly implemented - they are much better than they used to be when I first started playing. If you mine a different roid type with each laser, you can easily tell which roids are disappearing, and ...
- by Cheopis - at 2008.12.17 12:20:00
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58. POSs: Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
Originally by: Evelgrivion Originally by: Cheopis Whoops, this hasn't been re-stickied yet. I'm not sure why there are so many requests for re-stickying, since this thread hasn't ever actually been stickied. I'm glad you g...
- by Cheopis - at 2008.12.17 12:07:00
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59. POSs: Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
Whoops, this hasn't been re-stickied yet.
- by Cheopis - at 2008.12.16 10:41:00
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60. Get Rid of the Learning Skills - in Player Features and Ideas Discussion [original thread]
I should say the best advice that can be given to any new player - don't stick with learning skills till they are maxxed. That's just plain dumb. If it's an alt, maybe. If it's a main character, mix and match. train a couple useful skill levels, t...
- by Cheopis - at 2008.12.16 10:26:00
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