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61. How to improve the Siganal-to-Noise Ratio in Vehicle/AV discussions. - in Feedback/Requests [original thread]
Derpty Derp wrote: 1 - I think is pointless. The recall timer is so high, hardly anyone recalls out of the redzone... If you are recalling out of the redzone and someone fires a shot at you or your vehicle, you get back in and move the hell out...
- by Vrain Matari - at 2015.02.16 14:27:00
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62. How to improve the Siganal-to-Noise Ratio in Vehicle/AV discussions. - in Feedback/Requests [original thread]
We all want Vehicles and Vehicles/AV resolved, but every thread looking at the issues derails in fairly short order. There are so many interconnected systems involved in this design problem that even with the best of intentions, discussions will t...
- by Vrain Matari - at 2015.02.16 01:39:00
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63. Mordu's vets - in Feedback/Requests [original thread]
Love the idea of a Mordus Assault suit. Lorewise it rocks since Mordu gave the clone mercs their first chance. Mordu's colours and insignia are pretty cool too. Would love the hell out of that suit if it was given a well-worn beat-to-**** look. ...
- by Vrain Matari - at 2015.02.15 14:04:00
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64. Slow, constant shield recharge and active armor reps - in Feedback/Requests [original thread]
Spkr4theDead wrote: Obviously shield vehicles will have a higher recharge rate. Active reps are needed so that armor tanks aren't completely outclassed in every aspect. And vehicles just need to be better overall. AV is already exceedingly p...
- by Vrain Matari - at 2015.02.12 14:23:00
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65. Slow, constant shield recharge and active armor reps - in Feedback/Requests [original thread]
Killed two gunloggis this week(play about 7 matches a week) with minmando/proto swarms, but not solo. Also had one match where i held an outside point for about 5 minutes from two tanks and one infantry - died several times, ofc. AV Proto AV ...
- by Vrain Matari - at 2015.02.12 14:13:00
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66. [Suggestion] Cleaning up junk, tiercide, and memory usage - in Feedback/Requests [original thread]
Kain Spero wrote: Would be interesting if tieracide actually gave us better game performance as well. The only good argument i've heard for tiericide so far.
- by Vrain Matari - at 2015.02.09 01:07:00
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67. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: Kevall Longstride wrote: How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players? I can see the elites holding out just fine. 'Several hundred playe...
- by Vrain Matari - at 2015.01.27 13:03:00
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68. Sticky:[Feedback] Planetary Conquest - Minimum Attack Threshold - in Feedback/Requests [original thread]
We are mercenaries. When we look at the list of proposed fixes for district-locking they all seem very artificial and forced. Why would any of those factors affect the decision of a group of mercs in regards to attacking a district? We need somet...
- by Vrain Matari - at 2015.01.22 15:09:00
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69. Sticky:[Feedback] Warbarge Designs - in Feedback/Requests [original thread]
Question. Originally the warbarge was thought of as a capital ship. Is it still a capital ship?
- by Vrain Matari - at 2015.01.14 01:53:00
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70. Sticky:[Feedback] Warbarge Designs - in Feedback/Requests [original thread]
Sgt Kirk wrote: I just want to know how in the world does every mercenary have his own personal Warbarge. Good question. Rattati's arbitrary and immersion-breaking off-the-cuff storytelling just isn't doing it for me. New Eden deserves more ...
- by Vrain Matari - at 2015.01.13 22:34:00
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71. Sticky:[Feedback] Warbarge Designs - in Feedback/Requests [original thread]
In-match damage bonuses will do the game more harm than good. Dust needs some 'uphill climb' for new players to face, imo it's pretty good where we're at. I suppose new players ultimately have to do an internal assessment that would go something ...
- by Vrain Matari - at 2015.01.13 22:32:00
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72. Sticky:[Update] Salvage - in Feedback/Requests [original thread]
Don't like the idea of more ISK from pubs. Where does it end? Is the expectation that average players should be able to run full-proto full-time? I'm not far off from that, as crappy as my fps skills are. Feels like social assistance, tbh.
- by Vrain Matari - at 2015.01.13 22:09:00
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73. Disable chats while in battle to reduce lag - in Feedback/Requests [original thread]
Soldner VonKuechle wrote: Jadd Hatchen wrote: CCP Rattati wrote: I have sent this matter to our Technical Director and engineers. Thanks for bringing it up. WHAT!!!?! You have to be ******* kidding me!!! I have brought this up to you g...
- by Vrain Matari - at 2015.01.08 14:36:00
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74. Disable chats while in battle to reduce lag - in Feedback/Requests [original thread]
Protected Void wrote: So, my buddy Piraten Hovnoret has been experimenting with chats and lag. When he's in his actual corp Molon Labe, he frequently has huge lag issues. If he switches to his own little corp that has only himself and one of h...
- by Vrain Matari - at 2015.01.07 07:43:00
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75. Strategic resource driven/Contract mediated Planetary Conquest. - in Feedback/Requests [original thread]
Celus Ivara wrote: Interesting idea. I'm not sold on the weaponized nanites. But the core idea of small teams harrying and raiding a corp in advance of a battle seems like an interesting way to provide PC content outside of the much loathed tim...
- by Vrain Matari - at 2014.12.28 13:49:00
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76. Strategic resource driven/Contract mediated Planetary Conquest. - in Feedback/Requests [original thread]
Crossposted from Rattati's 'Roadmap 2015' feedback thread . Trello card.
- by Vrain Matari - at 2014.12.28 03:25:00
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77. Strategic resource driven/Contract mediated Planetary Conquest. - in Feedback/Requests [original thread]
temp
- by Vrain Matari - at 2014.12.28 03:25:00
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78. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
Breakin Stuff wrote: I don't believe active bonuses would be the way to go. I'd rather see things like: VR simulation and mnemonic enhancement area. Adds a bonus to active/passive SP. Contract filtering computers: higher ISK/LP payouts. Limi...
- by Vrain Matari - at 2014.12.28 03:10:00
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79. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
TL:DR at bottom. A primary design goal for a conquest/defend gamemode with persistence in a lobby FPS is balancing the innate advantage held by a small group of strong FPSers. Our current system is in effect gifting small but strong corps the pa...
- by Vrain Matari - at 2014.12.26 21:31:00
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80. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
Posting something here from an ancient thread. It didn't get much traction then but we have a new regime now so worth another shot. The whole thread is worth re-reading tbh. The most fundamental point in designing PC for playability, relevancy ...
- by Vrain Matari - at 2014.12.25 07:06:00
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