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101. Half the missions offered by your hi-sec Security agent are now a level lower. - in Player Features and Ideas Discussion [original thread]
Sura Sadiva wrote: I don't know where this misconception come from, but proved to be wrong in any game design. EVE is a game. And main purpose of a game is to prduce fun for the players. People play in high, low or null cause they feel good w...
- by Evelgrivion - at 2014.01.15 00:25:00
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102. Half the missions offered by your hi-sec Security agent are now a level lower. - in Player Features and Ideas Discussion [original thread]
Saleani Tsolyani wrote: Evelgrivion wrote: I'll be honest, this crazy proposal is a straight nerf to high-sec mission income. Hopefully, this nerf to high-sec income, that is, offering level 3 missions from level 4 agents... Where was this...
- by Evelgrivion - at 2014.01.15 00:12:00
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103. Half the missions offered by your hi-sec Security agent are now a level lower. - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: right, how about instead, we remove highsec incursions? in my experience, those are MUCH larger isk faucets, and from a lore standpoint and even greater a common sense standpoint, make no sense. I'm not against removin...
- by Evelgrivion - at 2014.01.14 23:38:00
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104. Half the missions offered by your hi-sec Security agent are now a level lower. - in Player Features and Ideas Discussion [original thread]
I'll be honest, this crazy proposal is a straight nerf to high-sec mission income. Hopefully, this nerf to high-sec income, that is, offering level 3 missions from level 4 agents, is a form that's a bit more interesting - and perhaps a bit less im...
- by Evelgrivion - at 2014.01.14 22:59:00
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105. Sticky:Dev blog: More Deployables from Super Friends - in EVE Information Portal [original thread]
I have to agree with the general sentiment expressed in here; this deployable suggests either a deep lack of understanding of null security space, a poorly disguised nerf to ratting, or the deliberate conception of a new hot-dropping magnet. If o...
- by Evelgrivion - at 2014.01.14 20:47:00
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106. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Sura Sadiva wrote: A thread about removing stealth abilities from stealth bombers? And maybe also removing bombing abilities from stalth bombers cause is a bad mechanic?! Adding a 10 seconds cooldown to target after declocaking? Are ...
- by Evelgrivion - at 2014.01.13 01:29:00
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107. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Dolorous Tremmens wrote: there is also the surprise aspect. if you KNOW they're on grid with you and where they were, you can scatter appropriately. They're not just useful for bombing. they're used to scout and take out targets of opportunity,...
- by Evelgrivion - at 2014.01.13 01:16:00
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108. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Dolorous Tremmens wrote: No, Luddites are wrong and should just be ignored. This is a Luddite topic. Surprise and stealth are the SB's only survival tool, and you're trying to take surprise away. Oh any ship can be stealthed, but the SB is in ...
- by Evelgrivion - at 2014.01.13 00:55:00
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109. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
buyer Bedala wrote: Evelgrivion wrote: Gimme more Cynos wrote: Come on, even I do think that bombers are fine.. Make them exposed to enemy fire before they can launch their bombs would defeat their purpose eintirely. That is not inhe...
- by Evelgrivion - at 2014.01.13 00:26:00
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110. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Bombs are a terrible game mechanic. They are not a threat until they are, their actual window of opportunity is seconds long, and the only thing people can do in response to them is disengage or get hammered. Game mechanics should encourage peopl...
- by Evelgrivion - at 2014.01.12 22:35:00
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111. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Gimme more Cynos wrote: You mean, untill the opposing force just warps away, yes? You mean what the opposing force does as soon as the bombs go out, assuming its in their power to do so? It's not the most dramatic change from the status quo....
- by Evelgrivion - at 2014.01.12 14:03:00
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112. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Remove the stealth from stealth bombers you mean? Remove literally the only protection they have? Make them entirely unable to do their job, that is, hit and run attacks on fleets of larger ships? Lest we forget, Steal...
- by Evelgrivion - at 2014.01.12 13:57:00
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113. Allow me to bring up assault frigates again. - in Player Features and Ideas Discussion [original thread]
What's broken that you're trying to fix? You can change a ship's flavor, sure, but I don't really think they're in conflict with the rest of their racial lineups, and there's no law that says all of the ships have to be the same.
- by Evelgrivion - at 2014.01.12 13:51:00
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114. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Gimme more Cynos wrote: Come on, even I do think that bombers are fine.. Make them exposed to enemy fire before they can launch their bombs would defeat their purpose eintirely. That is not inherent to this change; the only difference woul...
- by Evelgrivion - at 2014.01.12 13:41:00
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115. Remove the Covert Ops Cloak from Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Null security combat is ruled by a handful of ever present threats. You are at constant risk of being hot-dropped, pounced by a larger force at the other end of a stargate, and, prominently, of having your entire fleet annihilated by a bombing run...
- by Evelgrivion - at 2014.01.12 13:25:00
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116. Slot limits on role bonuses - in Player Features and Ideas Discussion [original thread]
Seranova Farreach wrote: interesting.. but one example of where it may not work is warp disruption, as it applies to scram and disrupt range i believe so it may need some additional changes to codeing to have warp disruption split into the diff...
- by Evelgrivion - at 2013.12.28 23:12:00
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117. Slot limits on role bonuses - in Player Features and Ideas Discussion [original thread]
To re-open some of the lost ship potential in the meta-game, some role bonuses could be capped to apply only to a certain number of modules, leaving any additional versions of that module un-bonused. This proposal is just another tool for the gam...
- by Evelgrivion - at 2013.12.28 17:36:00
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118. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
Covert mineral depot; a hard to probe-down ore collection facility, with a small volume and substantial storage capacity. This facility would take many days, or even weeks to become possible to probe down, and could be upgraded with a covert refin...
- by Evelgrivion - at 2013.12.01 11:29:00
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119. A Hotfix is needed to halt RMT via PLEX - in EVE General Discussion [original thread]
Dex Thunakar wrote: I don't get what the big deal is with RMT... the only thing I can't stand is botting ... but who cares if somebody wishes to sell some of their plex for real money? (I know it's against the rules, just saying I don't care a...
- by Evelgrivion - at 2013.10.28 10:52:00
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120. A Hotfix is needed to halt RMT via PLEX - in EVE General Discussion [original thread]
March rabbit wrote: - somebody (mister X) gives me RL money - i buy some amount of Tritanium - then i put it into freighter - then i eject from this ship in space - mister X boards ship - mister X sells the ship and the minerals from cargohold ...
- by Evelgrivion - at 2013.10.28 10:07:00
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