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101. [Feedback] Shield > Armour GÇô Detailed Explanation - in Feedback/Requests [original thread]
I'd really much prefer the armor plate penalties to be to stamina, and not to speed. Agree with adjusting the suit bonuses to make sense. I'm glad CCP are paying attention to the OP and the discussion in the thread. I'll look forward to a more co...
- by Absolute Idiom II - at 2013.06.05 13:24:00
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102. Sticky:[Dev thread] Conquer district, use 1 hour window to change... stuff. Your thoughts? - in Feedback/Requests [original thread]
Also, can you investigate the following issue? I've had no response about it: As you can see from the following photos, I'm unable to launch an attack against an unoccupied district Almur : Hedaleolfarber III : District 4 https://www.dropbox.com...
- by Absolute Idiom II - at 2013.06.04 20:53:00
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103. Sticky:[Dev thread] Conquer district, use 1 hour window to change... stuff. Your thoughts? - in Feedback/Requests [original thread]
Might as well, as otherwise it's just a race between the new owners and the aggrieved losers to make the first move after the 1 hours window expires. That sort of gameplay is not strategic and not a compelling thing to lose or win by.
- by Absolute Idiom II - at 2013.06.04 20:50:00
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104. [Request] Corps & PC: Incentives for the individual @FoxFour & Nullarbor - in Feedback/Requests [original thread]
Mercs get paid for doing the PC fights themselves. The winning team gets 80k per clone that died that match - even the ones that your own corp brought to the battles. Yes, ironically you will get a larger paycheck at the end of the match if you ha...
- by Absolute Idiom II - at 2013.04.07 23:49:00
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105. [Uprising] Planetary Conquest - The stealing of clones - in Feedback/Requests [original thread]
Guys, the systems being proposed is an easy one to understand: Attackers win: they receive 50% of the clones that *would* have been generated by that district that day This means they will either earn 37 or 50 extra clones Defenders win: they ...
- by Absolute Idiom II - at 2013.03.28 22:49:00
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106. [Uprising] Planetary Conquest - The stealing of clones - in Feedback/Requests [original thread]
Garrett Blacknova wrote: Just to clarify, is the attacker only "stealing" from the clones in production? So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T ta...
- by Absolute Idiom II - at 2013.03.28 22:24:00
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107. [Uprising] Planetary Conquest - The stealing of clones - in Feedback/Requests [original thread]
Being able to steal clones from the opposing side when you win the battle gives you an incentive to throw a few extra clones into the battle to clutch victory from the claws of defeat. If I use an alt corp to send 200 clones to attack a district ...
- by Absolute Idiom II - at 2013.03.28 22:06:00
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108. [Request/Feedback] Limit the amount of ISK a director can give out per day - in Feedback/Requests [original thread]
So no clues on how much was robbed?
- by Absolute Idiom II - at 2013.01.29 09:24:00
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109. [Suggestion] After clones depleted, don't end the game until MCC is destroye... - in Feedback/Requests [original thread]
mollerz wrote: Absolute Idiom II wrote: I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC da...
- by Absolute Idiom II - at 2013.01.27 10:58:00
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110. Skill progression: Is 8 months too short? - in Feedback/Requests [original thread]
8 months is fine, and on par for how long it typically takes people to gain all the medals and patches in, say, battlefield 3. All having more SP will do is enable you to have versatility in what you can choose to bring. This is a good thing for ...
- by Absolute Idiom II - at 2013.01.27 01:52:00
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111. [Suggestion] After clones depleted, don't end the game until MCC is destroye... - in Feedback/Requests [original thread]
I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC damage we didn't manage our clone resources prop...
- by Absolute Idiom II - at 2013.01.27 01:33:00
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112. [Suggestion] Use the stamina bar to bleed time remaining - in Feedback/Requests [original thread]
When I'm lying on the ground waiting for a revive from a nanite injector, I'd like a better indicator for how long I've got left than *only* the heartbeat. Any chance you could use the stamina bar to show this graphically too? As optional extr...
- by Absolute Idiom II - at 2013.01.26 21:17:00
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113. RDV Flight Mechanics / Awareness - in Feedback/Requests [original thread]
I see this all the time. It's really funny because we're still in the beta. I hope they get programmed how to stop or swerve for full release. Anti-collision software ftw!
- by Absolute Idiom II - at 2013.01.26 21:10:00
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114. Restock fitting - in Feedback/Requests [original thread]
It used to work that way, and then they broke it somehow. They've not fixed it yet.
- by Absolute Idiom II - at 2013.01.15 19:25:00
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115. Comprehensive Equipment Feedback - in Feedback/Requests [original thread]
Nanohives: General: *The item attribute pages do not contain the armor repair rate of nanohives. *The scanner icon for nanohives that repair armor is only very marginally different from the normal nanohive. Please improve the differentiatio...
- by Absolute Idiom II - at 2013.01.15 16:30:00
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116. Call me crazy, but I like the new SP regime. - in Feedback/Requests [original thread]
You could always have an SP cap mechanic that allows you to play and hour here and there without penalising you for either missing a day (with a daily cap) or hitting the weekly cap way before the weekly reset. I have a proposal for a constantly ...
- by Absolute Idiom II - at 2013.01.15 16:22:00
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117. [Proposal] New SENSIBLE SP cap mechanic - in Feedback/Requests [original thread]
S Park Finner wrote: Nickles Jester wrote: I think this is really good and I think it would work well with my idea from earlier. I think the two could work well together. Just my opinion. Check Jesters idea out here . It is a really good, ...
- by Absolute Idiom II - at 2013.01.14 12:40:00
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118. [Proposal] New SENSIBLE SP cap mechanic - in Feedback/Requests [original thread]
Shaszbot wrote: I like the idea, but instead of pounding the database hourly to add XX points to every account, just do it nightly, adding the 27,200. +1 You mean like the way the database is pounded every 4 seconds to add 1SP passively? ;)...
- by Absolute Idiom II - at 2013.01.11 17:13:00
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119. [Proposal] New SENSIBLE SP cap mechanic - in Feedback/Requests [original thread]
Edit: I forgot to add that: 4) It doesn't matter what the SP pool size is, the SP pool recovery rate is what sets how fast the maximum speed of SP accrual is. The SP pool could be set to a month's worth; the only affect would be how far in front p...
- by Absolute Idiom II - at 2013.01.10 23:56:00
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120. [Proposal] New SENSIBLE SP cap mechanic - in Feedback/Requests [original thread]
The current system has wavered between a daily or weekly hardcap in active SP accrual for all players. Both have their pros and cons: Weekly Pros: 1) Large SP cap unlikely to be hit in a single day 2) Does not penalise players who cannot/do not...
- by Absolute Idiom II - at 2013.01.10 23:13:00
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