All but #5. I'd like #1 sooner than any of the others though.

Make it so that damaged items are only damaged by whole 10%'s. So when an item drops it is either 10/20/30/40/50/60/70/80/90 % damaged. This means that instead of having literally thousands of damaged items in storage you will now have 9 stacks of the relevant damaged level.

Not only will this vastly reduce the number of multiple items in storage but it will also significantly reduce the number of database entries depending on how it's set up.

The Heavy Mech version should be 1KU+.

Alexander wrote:

Blobbing should be allowed but it should have a negative effect to all players in the blob. The effect doesn't matter as long as it's negative.

and sufficient enough to heavily discourage blobbing.

105

(19 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

What exactly is a "dev tracker"?

It allows us to see via Google maps where every dev is so that we can check to see you're working on the game.

Arkhe's shouldn't be effective at anything other than killing starter drones. Period.

This can be achieved by making it so that Arkhe's can only fit SynTec equipment, create a new ammo type that can only be used in syntec guns / have syn tec equip not use ammo at all then reduce the overall damage by 100x along with the drone hp by 100x.

If database calculations are seriously an issue for a 50x50 engagement then there are serious problems that wouldn't be fixed by anything said in this thread so far.

Please allow us to export in-game logs to .csv or something of the sort.

Yeah, it is dumb.

It'd be nice if the intrusion information showed the latest time you can register for an intrusion event and similarly the time you can activate a token. Yes you can work this out manually but it'd save a lot of time when looking through 10's of intrusions on a weekly basis.

Alexander wrote:

Actually what happend.

Owned Outposts: 1, tickets: 0, dots: 2
Owned Outposts: 2, tickets: 1, dots: 0

Yeah alex is right. I'm going to blame the 36 hours without sleep.

DEV Quodys wrote:

noted.

Also, let's make it clear, because its most likely to be a bug. Not an intentional thing to annoy you, i assure you, we just need time to deal with it.

So, what you are saying is that you have 2 little dots, 1 dot away to get a full protection ticket. And right after you take over an outpost, you don't get the promised 1 full ticket (=1 ticket + 2 dots), just 1 full ticket (and no extra dots).

Owned outposts: 1, tickets: 1, dots: 2
owned outposts: 2, tickets: 2, dots: 0 (and the dots are gone)

What Alex said below;

I hate it when you get a random non descriptive error messa... oh wait.

The partial intrusion tokens still don't carry over when you successfully take an outpost.

Vesin wrote:

why? so you want to fit a bot even tho you cant use it? seems pointless and i dont see why you would waist time programming something like this.

Amlodhi wrote:

Amazingly pointless suggestion.

So I can fit a robot for someone else.

You should be able to fit anything onto an un-activated robot regardless of whether you have the skills for it or not. You should just not be able to activate it instead.

Leave. Please.

118

(190 replies, posted in Recruitment forum)

Dreadnought wrote:

I think it was an overload of applications.

Funnily enough, it was actually something very similar.

You lose OP privileges when leaving a channel.

There needs to be a mute option in chat for those with OP privileges.

121

(190 replies, posted in Recruitment forum)

Styx wrote:
Secondary Target wrote:

So.. Wanting to apply, but get the following message when trying to register @ your forums; "An Error Has Occurred!"

Recruitment closed? Or just me being an imbecile doing something wrong? yarr

I'm working on it.

Fixed.

122

(190 replies, posted in Recruitment forum)

Secondary Target wrote:

So.. Wanting to apply, but get the following message when trying to register @ your forums; "An Error Has Occurred!"

Recruitment closed? Or just me being an imbecile doing something wrong? yarr

I'm working on it.

123

(7 replies, posted in Feature discussion and requests)

Vorgrim Scout wrote:
Styx wrote:
Vorgrim Scout wrote:

I think the problem is logging off needs to remove you from a squad. Squads should be temporary groupings for specific objectives.

No. Definitely not. There just needs to be the OPTION to show online/offline/squad members in range instead of making it either one or the other.

Why should squads be permanent fixtures? For instance I was in a squad with 30+ agents called tutorial for the last 8 days.

My suggestion would fix the problem and its just less *** than having a whole corps, alts, offliners and whoever else got invited for whatever reason in a squad then complaining that you can't see who needs healing.

I didn't play eve, so if it worked like that there I guess thats one thing they didn't do well in an otherwise solid game.

You're not fixing the problem at all. You're simply removing an aspect of a feature that creates it in the first place, one which others like. There are multiple other ways to fix this problem such as those I've presented. Those are the additions which should be implemented not just removing squad functionality.

EDIT: The way you use the squad isn't necessarily the way others do. M2S for example has a large squad running all the time which everyone is a part of. Something which we can do well not being a zerg corp.

124

(7 replies, posted in Feature discussion and requests)

Vorgrim Scout wrote:

I think the problem is logging off needs to remove you from a squad. Squads should be temporary groupings for specific objectives.

No. Definitely not. There just needs to be the OPTION to show online/offline/squad members in range instead of making it either one or the other.

125

(7 replies, posted in Feature discussion and requests)

No, there needs to be an option to show off line players otherwise removing people from the squad becomes painful.