Pages: 1 [2] 3 |
21. New way to "fix" redline - in Feedback/Requests [original thread]
Saxbrin Shain wrote: CCP LogicLoop wrote: No rewards has been discussed internally. No decision made. This should work both ways. You should earn no points behind the redline and you should be worth no points behind the redline. This woul...
- by CCP LogicLoop - at 2013.09.17 02:37:00
|
22. New way to "fix" redline - in Feedback/Requests [original thread]
Quil Evrything wrote: there is a straightforward, albeit one-time labor intensive way to fix redline firing (by snipers, tanks or anything else), that I havent seen suggested yet. CCP could make it so that team-specific redline areas, could ne...
- by CCP LogicLoop - at 2013.09.17 01:36:00
|
23. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Scheneighnay McBob wrote: 1. Too complex- too easy to get lost. A simple map on the wall would help. You mean like this ? Also, read the signs on walls. They do coordinate with buildings / exits. Not too hard to figure your way out in ther...
- by CCP LogicLoop - at 2013.09.17 00:23:00
|
24. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
dw ad wrote: CCP LogicLoop wrote: Hello community. With the release of the new Surface Infrastructure (Sockets) set, and the new terrain with game modes. We want to get some very specific feedback. All the positive feedback is greatly appr...
- by CCP LogicLoop - at 2013.09.13 01:09:00
|
25. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
Poonmunch wrote: Well boys, dedicated sniper here. I think some of you know me because I'm on so many of your in-game hate-mail lists (it comes with the territory when you are a sniper). I'd like to offer a few thoughts. I believe one of th...
- by CCP LogicLoop - at 2013.09.11 06:00:00
|
26. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
Jathniel wrote: CCP LogicLoop wrote: Jathniel wrote: CCP LogicLoop wrote: For the sniping rules. Remember. This applies to sockets only. For those believing we need a better system where players are the solution to snipers, we also be...
- by CCP LogicLoop - at 2013.09.09 03:12:00
|
27. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
Jathniel wrote: CCP LogicLoop wrote: For the sniping rules. Remember. This applies to sockets only. For those believing we need a better system where players are the solution to snipers, we also believe this. Game design will be working som...
- by CCP LogicLoop - at 2013.09.09 01:20:00
|
28. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
For the sniping rules. Remember. This applies to sockets only. For those believing we need a better system where players are the solution to snipers, we also believe this. Game design will be working something for this out eventually. I have disc...
- by CCP LogicLoop - at 2013.09.09 00:30:00
|
29. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
ladwar wrote: CCP LogicLoop wrote: On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist ...
- by CCP LogicLoop - at 2013.09.06 06:37:00
|
30. Your AFK fix, stinks!!! - in Feedback/Requests [original thread]
On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players i...
- by CCP LogicLoop - at 2013.09.06 06:24:00
|
31. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
IgniteableAura wrote: Just thought I would update my thoughts on the new research outpost. I feel it could use more routes to get out of objective bravo. Currently there are 4 or 5 ways to get into bravo and only one exit. The power core obj...
- by CCP LogicLoop - at 2013.09.06 05:26:00
|
32. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Thanks to every one who has responded accordingly so far. We really appreciate it. What I am gathering thus far is that every one likes the new outposts and game play areas, and the complexity is mostly not an issue. Not to dismiss those who have ...
- by CCP LogicLoop - at 2013.09.06 00:12:00
|
33. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
501st Headstrong wrote: CCP LogicLoop wrote: I would appreciate if we keep the requests out of this thread. We are trying to collect specific information. If you would like to make a request, feel free to start a new thread for it. Thank y...
- by CCP LogicLoop - at 2013.09.05 05:11:00
|
34. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
I would appreciate if we keep the requests out of this thread. We are trying to collect specific information. If you would like to make a request, feel free to start a new thread for it. Thank you.
- by CCP LogicLoop - at 2013.09.05 05:03:00
|
35. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
501st Headstrong wrote: Well, it would greatly help me if you identified the maps that we play on. I'm not angered, I just cannot identify the maps that you are referring to. However, in terms of the Underground A map connected by the long corr...
- by CCP LogicLoop - at 2013.09.05 04:44:00
|
36. Announcement:Level Design and Environment Art want your feedback about complexity of the maps. - in Feedback/Requests [original thread]
Hello community. With the release of the new Surface Infrastructure (Sockets) set, and the new terrain with game modes. We want to get some very specific feedback. All the positive feedback is greatly appreciated. And we are all excited to hear ...
- by CCP LogicLoop - at 2013.09.05 03:58:00
|
37. Thoughts on the new map - in Feedback/Requests [original thread]
Daddrobit wrote: CCP LogicLoop wrote: Daddrobit wrote: So I was taking a gander at this 1.4 blog and was thinking, "ok, so this might be cool, fighting in a laboratory-esque battleground, that'll be refreshing to see something other tha...
- by CCP LogicLoop - at 2013.09.03 03:47:00
|
38. Thoughts on the new map - in Feedback/Requests [original thread]
Daddrobit wrote: So I was taking a gander at this 1.4 blog and was thinking, "ok, so this might be cool, fighting in a laboratory-esque battleground, that'll be refreshing to see something other than cargo containers and the occasional consol...
- by CCP LogicLoop - at 2013.09.03 00:24:00
|
39. Thoughts on the new map - in Feedback/Requests [original thread]
CCP Rattati wrote: This outpost is my favorite, like I have said before, lots of indoor chokepoints, and multiple floors on the outside. A little bit of Seine Crossing mixed with Quake deathmatch feeling. My Plasma Cannon and I look forward to...
- by CCP LogicLoop - at 2013.09.02 09:02:00
|
40. Thoughts on the new map - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: CCP LogicLoop wrote: CAELAN Andoril wrote: Iron Wolf Saber wrote: Soon Minmatar Cargo Hub Really, now? First Caldari Production Facility, then Minmatar Cargo Hub. We already have 2 Caldari out...
- by CCP LogicLoop - at 2013.09.02 05:20:00
|
Pages: 1 [2] 3 |
First page | Previous page | Next page | Last page |