1

(133 replies, posted in General discussion)

postman wrote:

... wall of text removed ....

Weapon x? From UDA?   ...sup, its Harold =P

2

(26 replies, posted in General discussion)

Would also like to know this, and also same question but insert pve instead of mining.

I'm expecting increase yield per cycle and harder mobs (hardest mob I've found on noob island is 1st star mech)

I'm not 100% sold on the toll based teleporters, but agree 100% there should be more incentives for small group combat.

4

(85 replies, posted in Open discussion)

Hamsternator wrote:

Well, it just looks like a fan modification to EvE really.

There we go, its like a really good mod. And were getting it at DLC prices.

5

(85 replies, posted in Open discussion)

Jasdemi wrote:

no u

EDIT: Page three. Yay!

Put down the KY jelly bud, three pages of anonymous hate should not make you this horny.

Also, do you like SUBWAY? I'm pretty sure they stole that idea... the gui on their products is the same as Quiznos Imo. Two pieces of bread with assorted meats, cheeses, and veggies in the middle? Get your own *** ideas, amirite?

We should go make accounts on the Subway forums and tell THEM we're leaving too! That's twice the attention to fuel your nerdrage.:cool:

6

(12 replies, posted in General discussion)

L1fe3looD wrote:

First off, the game literally just started. Let the devs get everything squared away first, and then let them plan on new/different things. This game is already light years ahead of even the largest MMO's in terms of being well thought out and balanced and whatnot. Granted, it's got some rough edges, but I'm certain that if the fact that they've implemented several fixes and intelligent changes almost immediately isn't enough to prove to people it's a great company and a great game, then nothing will.

Also, @ Soldur you might try finding a corp that has some goals. This is a sandbox game, so no goals = head banging into a wall. It's not WoW where your goal is to mission till you're glowing and purple and then start over again. I think if you find yourself a place where you're actually working towards a greater goal with a bunch of people you like you'll see the shine in this game a lot more.

I think one of the major flaws with a sandbox is they rest on that notion that content should be mostly user created. This shouldn't be used as an excuse to have piss-poor features or a noticable lack of features period (and no I'm not speaking about Perpetuum that I know of, since I've not nearly played long enough to be able to make such an assertion).

Sandboxes have the unique ability to facilitate and support user imagined features or substance, but they rarely do. Please look at Darkfalls use of 'fun hulks' and flags. These are items that cannot be used for pvp or pve (to get the full idea you'd have to read about them) and are used solely for groups of players to create their own games. The implementation of these examples was... not received well by the community at first (why'd you have to name them 'Fun Hulks', Aventurine?), however there's a LOT of unexplored territory there.

TL;DR: I hope dev's plan on throwing more toys to play with to seperate themselves from the cloud. Community events are a good place to start, then add repeatable content asap for players to use with their own imagination.

EDIT: Severe over-use of the word feature. Its been a long week. Please substitute feature with: content, substance, toys, or lawlfunhulks where applicable.

7

(55 replies, posted in General discussion)

Nipa wrote:
Testosterowned wrote:

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

I am pretty sure that this is the first idea in this thread entirely solving the problem of having to wait enough attribute related to a skill before upgrading it, to optimize your character.

Now the hard part will be to balance it so that for a given set of skills, every learning order has the same total EP cost (hence total learning time), otherwise still fall in the problem of having to wait before taking some skills if you want to maximize your char.

Doesn't having an attribute just mean less ep is required to acquire a skill? So if it takes 10.000 ep into one genre of skills to raise attributes enough to lower the skills from the same genre about 0.1%. So thered be no reason to hold ep and wait? This is in no way time based really, if you don't spend the ep you don't reap the benefit

Edit: total learning time shouldn't matter as long as its more than most individuals will ever see. If it takes 3 years to max industry and 4 to max combat, no onesreally effected. By the time that rolls arouns we should have doubled the amount of available skills

8

(55 replies, posted in General discussion)

Nipa wrote:
Testosterowned wrote:

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

I am pretty sure that this is the first idea in this thread entirely solving the problem of having to wait enough attribute related to a skill before upgrading it, to optimize your character.

Now the hard part will be to balance it so that for a given set of skills, every learning order has the same total EP cost (hence total learning time), otherwise still fall in the problem of having to wait before taking some skills if you want to maximize your char.

Doesn't having an attribute just mean less ep is required to acquire a skill? So if it takes 10.000 ep into one genre of skills to raise attributes enough to lower the skills from the same genre about 0.1%. So thered be no reason to hold ep and wait? This is in no way time based really, if you don't spend the ep you don't reap the benefits

9

(55 replies, posted in General discussion)

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

Every 100EP used in skill X raises int and memory .001? Or .01? You get the idea. That way people sculpt their characters over time, and is inherently hardcapped (using that term loosely) by skills.

Edit: if you think about it, this makes more sense lorewise. If you've spent every waking moment studying combat for a few years, you should think one or two new combat skills would be learned pretty quickly. You wouldn't expect bruce lee to take as long to learn to box as bill cosby, eh?