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801. Railgun tanks can aim too high - in Feedback/Requests [original thread]
I was flying over a soma with railgun tank at like a 100 degree angle from him and he was still able to hit me.
- by The-Errorist - at 2013.12.14 02:22:00
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802. Vehicle colision damage to infantry in 1.7 is too high - in Feedback/Requests [original thread]
Its far too easy to deal over 1000dmg by running people over with an LAV that doesn't even have fuel injecters.
- by The-Errorist - at 2013.12.14 00:10:00
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803. Make dropships in 3rd person view transparent - in Feedback/Requests [original thread]
Arc-08 wrote: no no transparency is needed. Just restore the camera to what it was when uprising launched, That camera was perfect, it worked and we could see behind and below ourselves! why CCP ever changed the camera angle in the first place ...
- by The-Errorist - at 2013.12.13 22:51:00
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804. [REQUEST] IMPORTANT: Reworking the in-game comms to be more like MAG - in Feedback/Requests [original thread]
We need better chat.
- by The-Errorist - at 2013.12.11 16:01:00
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805. [Request] PRO Compact Nanohive - in Feedback/Requests [original thread]
+1
- by The-Errorist - at 2013.12.10 10:17:00
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806. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Vell0cet wrote: The-Errorist wrote: Also why do you think that ISK efficiency should be used in matchmaking? For one thing, it's a measure of what kinds of gear you're able to kill too. So if you're able to slay many proto fits using cheap...
- by The-Errorist - at 2013.12.10 07:22:00
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807. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Malkai Inos wrote: The-Errorist wrote: [...]also why do you think that ISK efficiency should be used in matchmaking? One thing that i could imagine would be PC funded players. They tend to use full proto regardless of the loss during a mat...
- by The-Errorist - at 2013.12.10 05:08:00
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808. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Vell0cet wrote: I agree that each player should have some matchmaking metric based on their skill. I have no idea if your formula is the way to do it, but it should definitely take into account K/D, W/L, ISK efficiency, average rank at the end ...
- by The-Errorist - at 2013.12.09 16:31:00
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809. [REQUEST] IMPORTANT: Reworking the in-game comms to be more like MAG - in Feedback/Requests [original thread]
Marlin Kirby wrote: Bump It's hard to keep a topic, that everyone agrees on, up top for everyone to see. Yeah, there's no1 to argue with to keep this thread going.
- by The-Errorist - at 2013.12.08 01:57:00
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810. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
QKC Nemesis wrote: The dark cloud wrote: No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly ...
- by The-Errorist - at 2013.12.08 01:33:00
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811. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Draco Cerberus wrote: The-Errorist wrote: Draco Cerberus wrote: The-Errorist wrote: Draco Cerberus wrote: Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only ...
- by The-Errorist - at 2013.12.08 01:19:00
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812. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Draco Cerberus wrote: The-Errorist wrote: Draco Cerberus wrote: Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches In Eve, all matches are "Pub" ...
- by The-Errorist - at 2013.12.08 01:07:00
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813. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Draco Cerberus wrote: Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches. If I didn't feel that way, I wouldn't have made this thread
- by The-Errorist - at 2013.12.08 01:04:00
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814. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
I modified my formula to take Win loss ratio into consideration.
- by The-Errorist - at 2013.12.08 00:59:00
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815. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
deepfried salad gilliam wrote: ((Lifetime (kills + .25wp)++deaths ) ++ months actively player) +( (last 3 active months(kills +.25wp) ++ deaths)++3)+(win++loss)2 = player effectivity I would use something along those lines yours seems like a Gu...
- by The-Errorist - at 2013.12.08 00:44:00
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816. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
deepfried salad gilliam wrote: The-Errorist wrote: deepfried salad gilliam wrote: I do believe a player effectiveness formula is the only way to get a good matchmaking It should also have different tiers that separate the player base jus...
- by The-Errorist - at 2013.12.08 00:43:00
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817. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Draco Cerberus wrote: The-Errorist wrote: deepfried salad gilliam wrote: I do believe a player effectiveness formula is the only way to get a good matchmaking It should also have different tiers that separate the player base just 2 at fi...
- by The-Errorist - at 2013.12.08 00:34:00
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818. [Request] Less menus, more tangibility - in Feedback/Requests [original thread]
+1
- by The-Errorist - at 2013.12.08 00:32:00
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819. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
Draco Cerberus wrote: The-Errorist wrote: Draco Cerberus wrote: I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets le...
- by The-Errorist - at 2013.12.08 00:31:00
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820. Use a skill level stat for matchmaking players - in Feedback/Requests [original thread]
deepfried salad gilliam wrote: I do believe a player effectiveness formula is the only way to get a good matchmaking It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th ...
- by The-Errorist - at 2013.12.08 00:26:00
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