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41. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: Godin Thekiller wrote: 1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff. 2: lel. I said noth...
- by Vell0cet - at 2015.04.17 02:41:00
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42. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
True Adamance wrote: Tackling and Neuting are two different things. One slows the vehicle down the other reduced the capacitor of a vessel over time (even then Neuts and Nosferatu's do require their fair share of cap to activate and maintain s...
- by Vell0cet - at 2015.04.17 02:37:00
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43. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: 1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff. 2: lel. I said nothing about AV in that, I specifically pointed ...
- by Vell0cet - at 2015.04.17 02:30:00
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44. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a...
- by Vell0cet - at 2015.04.17 02:25:00
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45. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: We need real "EVE-style" capacitors for vehicles and dropsuits (dropsuits would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. Th...
- by Vell0cet - at 2015.04.17 01:13:00
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46. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Sgt Kirk wrote: Vell0cet wrote: Pokey Dravon wrote: Sgt Kirk wrote: A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to unders...
- by Vell0cet - at 2015.04.17 00:26:00
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47. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Sgt Kirk wrote: A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to understand the concept of capacitors. And sadly there just isn'...
- by Vell0cet - at 2015.04.17 00:07:00
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48. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
We need real capacitors. Vehicles and dropsuits (dropouts would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. There is one pool that regenerates. All active mods use the poo...
- by Vell0cet - at 2015.04.16 23:39:00
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49. [Idea] LR XP for ISK - in Feedback/Requests [original thread]
The whole point of this is to prevent players from setting up farming alt accounts. The LP requirement indicates that the account has earned it's rank. Very rich players could transfer ISK to alt accounts to set up war barge farms with this option...
- by Vell0cet - at 2015.04.16 15:57:00
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50. Sticky:[Feedback] FW and Skirmish - in Feedback/Requests [original thread]
I like this plan. I'd suggest you guys eliminate domination and replace it with acquisition (when that's ready), leaving only 2 public modes. This will result in larger pools for the matchmaker to do its thing. If the improved matchmaker works out...
- by Vell0cet - at 2015.04.15 03:43:00
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51. CPM Feedback Requestion - Myofibril Stimulant - in Feedback/Requests [original thread]
Primary play mode(s) - Public Top role(s) used since the change -Amarr Assault/Logistics (I can run scouts too) Have you tried the Myofibril Stimulant since the change? - yes - Do you currently have a Myofibril Stimulant based fitting? - no - ...
- by Vell0cet - at 2015.04.13 15:47:00
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52. [Idea] Adjustment to Matchmaking Logic - in Feedback/Requests [original thread]
Carve the currently logged-in playerbase into 3 groups: 1. 40% of the players for the high-Mu group 2. 20% as the mid-Mu group (the swing group) 3. 40% for the low-MU group The high and low Mu groups would operate as we have now, the mid-tier gr...
- by Vell0cet - at 2015.04.03 19:29:00
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53. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
Zeke Dunevent wrote: More than just about anything in life right now I want Rattati to notice this thread. This is a culmination of what Dust could be if steps in the right direction continue to be taken. It's threads like this that lead me to ...
- by Vell0cet - at 2015.03.30 02:26:00
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54. Planetary Conquest in Wormhole space - in Feedback/Requests [original thread]
We don't have enough EVE participation in the existing PC system with battles being in an accessible lowsec location. Hide them away in a labyrinth of wormhole systems and it's going to be nearly impossible to have fights in New Eden above planets...
- by Vell0cet - at 2015.03.29 17:58:00
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55. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
CELESTA AUNGM wrote: GǪWow. Don't mistake me for being ANTI-Lore (I'm not). But,GǪ I assumed from his words and from the discussion attempts in the Fanfest video, that Rattati was looking for a way to bring EVE Lore atmosphere to the game ...
- by Vell0cet - at 2015.03.22 14:52:00
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56. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
Diving even further down the rabbit hole. There are a couple more very long-term ideas of where DUST could take inspiration from EVE. The first is the idea of building GÇ£sandcastlesGÇ¥ on our districts. Ideally, we could have a mode similar to h...
- by Vell0cet - at 2015.03.21 20:10:00
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57. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
Breakin Stuff wrote: There is literally mountains of ways to increase New Eden immersion. Unfortunately most of them require game additions and overhauls that have either been problematic or have proven impossible on the PS3. Like adding more...
- by Vell0cet - at 2015.03.21 16:03:00
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58. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
Greiv Rabbah wrote: Vell0cet wrote: 18. WoW-style gear-level coloring (e.g. in the killfeed). While not from EVE, I think this is something we should steal from WoW. Initially I was against this, but I think it would radically improve the NP...
- by Vell0cet - at 2015.03.21 15:45:00
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59. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
20. ISK efficiency. Seriously, why isnGÇÖt this in the game yet? It discourages protostomping, and is a stat new players will usually do well with since theyGÇÖre running cheap stuff. Throw them a bone! Help a noobGÇÖs ego out! This measures the I...
- by Vell0cet - at 2015.03.21 07:11:00
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60. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
9. EVE assets in DUST. It would be great if we could have some EVE models brought into DUST in the form of wrecked ships/drones on the battlefield. Light drones from EVE in particular might be good choices (a Hobgoblin is 30m along itGÇÖs axis app...
- by Vell0cet - at 2015.03.21 07:10:00
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