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121. Tech II Core & Combat Scanner Probes - in Player Features and Ideas Discussion [original thread]
Catherine Laartii wrote: I would assume they'd be stronger, especially with astro to 5 possibly with support skills to 4. +1. You trolling again ? In which way do random skill levels, which work on ALL probes, have an influence on the design ...
- by Fer'isam K'ahn - at 2014.09.13 14:30:00
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122. Personal Wallet Divisions - in Player Features and Ideas Discussion [original thread]
Personal Savings ... Personal wallet division Wow, exact wording... Hangar Divison... goes hand in hand. Thats only 1 PLEX contracted to me for the service of PRSFT (Personal Remote Search Function Typing). Thank you for using our servic...
- by Fer'isam K'ahn - at 2014.09.13 14:27:00
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123. Tech II Core & Combat Scanner Probes - in Player Features and Ideas Discussion [original thread]
Well, price tag always is and T2 is not supposed to be better then faction ... usually. Isn't the idea more training time, less heavy price tag fro a bit improvement.... so far, why not.
- by Fer'isam K'ahn - at 2014.09.13 14:20:00
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124. Oceanus inty/dictor rebal - in Player Features and Ideas Discussion [original thread]
No, you are using an announcement as an excuse to spam your opinion all over the place circumventing this: https://forums.eveonline.com/default.aspx?g=search&topic=interceptor&forumID=270 Some announcement of news does not make the same...
- by Fer'isam K'ahn - at 2014.09.13 12:49:00
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125. Oceanus inty/dictor rebal - in Player Features and Ideas Discussion [original thread]
I read that too, could you open a thread AFTER they announced what they are implementing, trying, testing ? Wall of text and starting a redundant discussion before any facts are know.
- by Fer'isam K'ahn - at 2014.09.13 12:32:00
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126. concord using white light to scan - in Player Features and Ideas Discussion [original thread]
Can you please leave this forum with your useless troll suggestions ... And Concord is already doing something like that, as well as faction police scanning everyone at each gate. You are really annoying everyone here and create unnecessary work...
- by Fer'isam K'ahn - at 2014.09.13 09:36:00
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127. Mining and rats - in Player Features and Ideas Discussion [original thread]
Voxinian wrote: More danger? There is no danger up to now... that was my point. That 1.0 and 0.9 has no rats is okay cos new players start out there, but come on, a 0.6 and 0.5 system should at least have some random spawns that are harder then...
- by Fer'isam K'ahn - at 2014.09.12 13:27:00
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128. Sovereignty Mechanics - in Player Features and Ideas Discussion [original thread]
Remove Sov
- by Fer'isam K'ahn - at 2014.09.12 12:49:00
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129. Mobile app - in Player Features and Ideas Discussion [original thread]
No ingame features without logging into the game. My billion $ on this. (not sure why its supposed top be 2 or 5 cents)
- by Fer'isam K'ahn - at 2014.09.12 12:37:00
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130. Mining and rats - in Player Features and Ideas Discussion [original thread]
Steppa Musana wrote: I wouldn't mind seeing harder rats introduced into lower security systems. Perhaps not the incursion AI, but something like in the mining L4s.... You are aware that there are only 3 missions with rats ? And they are dron...
- by Fer'isam K'ahn - at 2014.09.12 11:36:00
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131. Nerf specialized industrials - make them use cargo expansion too - in Player Features and Ideas Discussion [original thread]
Steppa Musana wrote: You're making a few too many assumptions here, and obsessing over small details instead of focusing on the general idea. Let's scrap specialized cargo bay expanders and instead add a hull bonus to these specialized haulers...
- by Fer'isam K'ahn - at 2014.09.12 11:27:00
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132. Nerf specialized industrials - make them use cargo expansion too - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: Fer'isam K'ahn wrote: Reaver Glitterstim wrote: Itty V hauls less than Nereus in lowsec, and I'm talking about the safer parts. Nereus = 2700 m3, 5 low, 3 rig, 5% per skill Iteron V = 5800 m3, 5 low, 3 rig, 5% ...
- by Fer'isam K'ahn - at 2014.09.12 09:17:00
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133. Terrorism - in Player Features and Ideas Discussion [original thread]
Kiera Malukker wrote: Petrified wrote: baltec1 wrote: Any destructive tools, like more drugs you add for .... But at least people will have more options. Exactly Fixed that for you. It resembles much better the mindset of th...
- by Fer'isam K'ahn - at 2014.09.12 08:32:00
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134. Terrorism - in Player Features and Ideas Discussion [original thread]
Small scale and large scale terrorism is already possible and exercised, if you suck at it, that's your problem. Don't make up redundant, exploitable and abusive game mechanics to deal with your inability to do so.
- by Fer'isam K'ahn - at 2014.09.12 08:06:00
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135. I'd like to see tech 2 and tech 3 carriers, dreads, supers, and ... - in Player Features and Ideas Discussion [original thread]
Luwc wrote: I'd like to see less obvious troll posts Yes, me too .. and you can easily recognize them by OP ignoring all criticism, shifting the burden of proof and shifting the actual work of the suggestion and the creativity unto the critic...
- by Fer'isam K'ahn - at 2014.09.12 07:58:00
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136. Noctis Tweaking - in Player Features and Ideas Discussion [original thread]
Veers Belvar wrote: Meh, my Noctis sits in the dockup unused while I blitz through L4s because its no longer worth it to salvage. The change I would need to even bother with it is one that would make salvaging missions worthwhile, maybe both ...
- by Fer'isam K'ahn - at 2014.09.12 07:43:00
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137. Notifications of Insufficient Clone Grade - in Player Features and Ideas Discussion [original thread]
Not the first Hmm, thought I commented there .. must have been another one. I-¦d rather remove the reoccurring clone insurance then add just another warning , but that's a different discussion i guess - can also be found under the SF keyword 'c...
- by Fer'isam K'ahn - at 2014.09.12 00:00:00
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138. Change MLU bonus to cycle time (instead of yield) - in Player Features and Ideas Discussion [original thread]
Hmm, I'd say no from a balancing point of view, for exactly the same reason you think it would be a nice bonus. Long cycles and big yields promote active mining, cause you really have to take care, while short cycles and lower yield support more a...
- by Fer'isam K'ahn - at 2014.09.11 18:46:00
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139. Bring Back the Mines! - in Player Features and Ideas Discussion [original thread]
So, haven't heard that before. Or ... Mines - still open, as of niceness of the ISD Could mines return with new deploydable ruleset? Return the Mines Mine Explosives, Minesweeping, Problems/Solutions, & CCP Time to reintroduce mines?...
- by Fer'isam K'ahn - at 2014.09.11 17:29:00
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140. Capitals and Capital Industrial Ships have 20% - in Player Features and Ideas Discussion [original thread]
A T2 Orca has been mentioned as a possibility on the Fanfest ... many of those and T2 Rorqual threads exist. ... and where is your 'F' or 'I' ?
- by Fer'isam K'ahn - at 2014.09.11 17:19:00
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