26

(56 replies, posted in General discussion)

I spent a lot when I first started when the game was first on steam ea. Roughly 200 in the first week or two with plans to drop similar amounts every other month but I never invested another dime once I realized this game was getting less than zero meaningful development.

The potential this game had compmetely drew me away from eveonline and would have retained my investment if it werent for the worst developers I have ever seen in an MMO. You guys are great at theory crafting and coming up with wonderful concepts. The reason your *** are buried in the dirt is your complete lack marketing and meaningful investment of your time and/or capital.

I'll keep playing with what I enjoy but when I get bored I spend my money elsewhere. This community has been very vocal about what works and what doesn't. They don't always agree but one thing I have noticed is they all agree you suck. When everyone is saying there must be some truth to it.

27

(62 replies, posted in Balancing)

arbalast needs reduced total mass so mods slow it down more. Lights and assaults need slight base speed boost and heavies need slight base speed reduction

I never mined epi on gamma lol. I Did scout once and got a scarab killed though xD

29

(392 replies, posted in Bugs)

fail fail fail.... Forums work just fine though smile

maybe when they try and repair all the damaged mods at once from the last year of pew pew. then it might crash

31

(6 replies, posted in General discussion)

I've got free candy in my van, I'll share with you ville.

32

(6 replies, posted in General discussion)

Why would someone ban my IP and then only one of my accounts? Just ban them all if you really want me off.

Who else likes forum bans?

33

(57 replies, posted in Balancing)

Crepitus, the reason I ask for 77 and/or CIR to respond to my ideas for changes is simply because you are the only groups using beta other than the group I am in. I dont want it to nerf a single side or both sides at all, I really want a balance which is why I asked what your thoughts were.

If you think it is a call for a nerf then tell me you think its fine the way it is. I am not trying to point fingers for the devs to swing the nerf bat at.

34

(57 replies, posted in Balancing)

Ville wrote:

There is 52 pages of I TOLD YOU SO.  Feel free to read it.

Just found that thread tongue its still 51 pages of corp dialogue but it does show the amount of debate it has drawn. Maybe this is why the devs havent opt'd to try and work on it since their doesnt seem to be a communally agreed upon solution or a consensus that there is a problem with it at all.

Maybe time for a revist and new thread to try and cut to the chase, as it were?

35

(641 replies, posted in Testing server)

Lab Geek wrote:

I posted in some other thread a suggestion about maybe reducing the damage guns deal by a % or their range unless they are being operated by a player. In that case they would do full damage and full range.

This could also be applied to your idea, lobo, of making an interface that controls multiple batteries.

36

(641 replies, posted in Testing server)

I posted in some other thread a suggestion about maybe reducing the damage guns deal by a % or their range unless they are being operated by a player. In that case they would do full damage and full range.

37

(162 replies, posted in Feature discussion and requests)

Celebro wrote:
Syndic wrote:

Being able to do beacons faster on Alpha then you can on Beta is a problem.

The full risk vs no risk is a problem.

The income is too good for no risk, compared to the penalized income for full risk.

It's no wonder 90% of corporations are living on Alpha.

Beta is a dysfunctional area in the game currently.

I agree with this, just not agree with the solution you mentioned.

We could bring back aoe damage dropping loot on beta. I was never for that idea.

38

(641 replies, posted in Testing server)

Zylla wrote:

You could probably eliminate the tall walls people build by just giving the island a finite mass. If you want to add to the elevation here you need to haul in dirt from somewhere else on the island. So 1 charge to move dirt to your hold and another to move it back onto the field, shaped how ever you want. So the more walls / higher the walls you build the flatter your island is going to be and the faster PvP gangs can reach you and the heavier the equipment they can bring. This should also help apply it's own limit to how many bases you are going to have since everybody will want to do some terraforming around it.

I like this even though I dont think it would balance the issue

smile

39

(57 replies, posted in Balancing)

This is not about multiple accounts or metagaming. Game mechanics shouldnt be buffed/nerfed based on how people use multiple accounts. If people want to place their accounts all over the place because they cant spark there, fine. If you can get a spy into a corps teamspeak, fine. Being able to hop onto an island for pvp and then hop back in less than 8 minutes is kind of silly when you can hop onto any island like that.

40

(57 replies, posted in Balancing)

All great responses for those in favor of leaving it, buffing it, or taking away from it.

I'll be sure to update the OP.

41

(57 replies, posted in Balancing)

Sparks were to stop walking everywhere when the map was huge and there weren't a lot of people. The map is a third its size when this was implemented and the population is more than three times the size.

No need to get rid of it, just make it proportional. Density went from 36 islands to 12 so 1/3 of the playable area and also went from roughly 80 people online to roughly 240 online so 3x as much players.

So spark teleport is 900% more effective in this environment than what it was intended to be when it came out in gamma.

Thoughts?

Will update as ideas come in to balance this back to what it is intended to be used or if you think it is working as intended.

----------------------    6-27-14   --------------------------------

It has been recommended that you get one home spark and 1 or two additional "forward" sparks to allow assistance for allies or for pushing your own front.

There has also been several posts thus far commenting on the usefulness of sparks for remote asset management. I am not a coder but is it possible to put this higher up on the agenda to add remote sell options? Spark teleport can be used for many things other than selling things remotely but selling things remotely can not be used for anything other than selling things remotely.

42

(29 replies, posted in Feature discussion and requests)

use the cash influx to hire another dev and make that his/her first priority

43

(1 replies, posted in General discussion)

I recently started a new corporation to try and open up prototyping and research to new players without forcing them into joining groups with their own agenda. This corp will accept any player regardless of affiliation.

The purpose for this post is to ask players and organizations to support my goals. I am a poor steamling trying to open up areas of the market and industrial trees for new players.

This corp is meant to help expand the player base without any bias or affiliation.

44

(0 replies, posted in Selling Items)

I do a lot of market trading on my free time and would love to take on investments or if you have need of a specific resource ie. kernals/fragments/raw materials/components on a regular basis I can supply them at much less than market price. Contact me in game.

example of prices(subject to change)

Damaged Common Fragments : 1.9k p/u
Functional Common Fragments : 1.2k p/u
Perfect Common Fragment : 2.9k p/u

Yellow Kernals : 65 p/u
Green Kernals :60 p/u
blue Kernals : 62 p/u
Common Kernals : 250 p/u
Industrial Kernals : 550 p/u
Hitech Kernals : tba

All of these can be acquired in bulk very quickly. I typically purchase around 3-6k of each fragment in a day and anywhere from 50-250k of those kernals (except industrial/hitech)