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Leina Kubyeshev
Navy of Xoc
Wildly Inappropriate.
Posted - 2009.07.12 21:36:00 - [991]
 

1. Rockets are laughable.

2. 0.0 Sov mechanics.

3. Boost arty but slightly increasing clip size, increasing alpha by 20% and reducing ROF 15%.

Kalintos Tyl
Minmatar
Bloody Amarr's
Posted - 2009.07.13 19:15:00 - [992]
 

Warfare links should get easier fitting, look who is fiting them. Comand ships with 3 links ? Means lowest guns and 3 fiting mods.......

Raukho
Evoke.
Ev0ke
Posted - 2009.07.15 13:49:00 - [993]
 

1. Moongold Promethium and Dysprosium prices are still going up clearly indicating that there is a lack of these products in the market. Currently the moons are held by a small part of the playerbase. These will become richer and richer with minimal effort. They are so rich that they can afford any losses to defend their space and moons. This will lead to a stalemate in the game.

2. Titans and then specifically doomsdaying even double / triple doomsdaying. Keep jumpbridge function see point 3.

3. Jumpbridges allow for to fast response and thus holding larger amounts of space.

Tranka Verrane
Mentors Administration
Posted - 2009.07.15 22:33:00 - [994]
 

TL; DR, so apologies if this isn't the first such post but...

War Dec Mechanics need looking at. It is ridiculously cheap for single corps to wardec and curtails the playing of the game too much. I don't claim to have all the answers on this one but the debate needs to be started.

Dawne Xi
Minmatar
3D Salvage and Acquisitions
Posted - 2009.07.20 01:07:00 - [995]
 

Originally by: Sparky Heretic
#1 - MINING - There's more than twice the number of people playing when the mining system was created. Time for an overhaul. Has anyone noticed that TRITANIUM COSTS MORE THAN PYERITE THESE DAYS? That's gone unchecked for far too long.

#2 - Lvl 4 missions in high sec. Strangling the economy with inflation as isk is "created" with the bounties and rewards.


I like these two. They go hand in hand. I would also add loot drops to #2 having a direct effect on the mining profession problem. Not only is ISK created, so are minerals. CCP has a limited quantity of minerals that can be created through mining, they control the belt spawns. CCP have very little control over the creation of minerals through reprocessing loot from missions though and it's ruining the economy slowly. Something needs to be done to curb or control the loot drop minerals or the entire economy will crumble.

Zan Atropus
Posted - 2009.07.20 17:06:00 - [996]
 

Highend moons need looking at, i do not in any way disagree with the value they can bring the holder cause it costs a lot of efford to take a moon.

What i am talking about is the maintnence it takes to keep a moon running, not the reaction just the mining. Its stupid that the maintnence basically is the same for a R64, R32, R16 ect. there should be a significat diffrence between them.

IdeaFirst and properly easiest solution is to make the change just like with normal Ore where high end ore take up a lot more space then low end Ore. Atm it doesnt look like it is very well balanced as all the moon ore have the same size 1m3 and thus the less ore you mine (high end ore) the more you can mine with out maintainence. This is the only place in the game i can think off where the high end ore are easier to move then the low end (Compared to Gas, Ore, Pompounds).
And before anyone goes off the board and talk about refined mineral size let me remind you its a reprocessed material not a raw material.

IdeaSecond and a nice addition to the game would be a POS minigame. The basis for this is that everything in EVE moves and at some point a vain of any resource have got to run dry and you have to move like mining. Im not suggesting that the highend moons start depleting only that a game is introduced across the board for recalibrating the moon miner, you basically would have to find a new vain on the planets surface and focus the mining beam on it. The balance here would be that as moon ore gets more and more abundant you would have to do less recalibration. The new vain on the planet might also be significantly easier to find for low end moon ore then hign end moon ore.

Fridge Chesthair
Posted - 2009.07.24 05:15:00 - [997]
 

Hmm.. Some thoughts about what I think are useless or semi useless bits of the game that have been forgotten over time.

Items::
T2 Ammo - T2 needs distinct advantages over standard and faction ammo to validate their existence.

EWAR Drones - I don't use them. I don't know anyone who does. Some ECM drones are supposedly overpowered. Most of the other EWAR drones seem useless.

Drone Nav Link & Omnidirectional Tracking Link - They only seem useful with specific drone combinations. Very few people use those combinations. Maybe reconsider their modifier values to make them a plausible choice for a mid slot.

Logistics Drones - Do the light drones serve a purpose? An extra +5m3 on many ships would allow for an extra (non-combat drone?) and a bit more utility. Do they gain from ship bonuses (Domi, Myrm??)

Mining Drones - UMM... For me, they carry too little to replace other drones on mining ops. Ships with drone bonuses aren't a suitable substitute for a mining barge/exhumer.

Implants - Market prices have skyrocketed in the past months. I assume people are being podded in WH space. Are drop rates or sp cost going to be adjusted to compensate? Is 750m for a set of +5's acceptable?

ECCM - Current ECM ships seem to nullify the usefulness of these units. Also, do they work against rats like they do against players?

ECM Burst - Shouldn't these have a few more uses? Make them useful against drones?

Projected ECCM - See ECCM.

Survey Scanners - Do these currently serve a point? Make them mandatory for identifying ore above a certain quality?

CPU upgrades - Do we have duplicates for a reason?

Auxilary Power Controls - Do you use these on frigates?

Hull Repair - Very few ships have large enough hulls to make these commonly used.

Smartbombs - Very specific uses. Uses (shooting down grouped missiles) are different from nature (untargeted damage to large groups or close targets). Indicate anti-missile use in description for newbs?

Defense Missiles - Indeterminate targeting. Allow countering of specific indicated targets.

FoF Missiles - Indeterminate targeting as well. Lower damage + unspecific targets ruins combat usefullness. Provide constant well defined criterion for targeting system (ie. closest target, largest sig, etc.)

Manufacturing::
Rigs - Rig manufacturing is spotty. The uselessness of many rigs makes their blueprints a questionable investment and of questionable value. Do salvage drop rates correspond with usage rates?

Ethan Hunte
Ninjas With Frikkin StarShips
Posted - 2009.07.25 19:29:00 - [998]
 

1) fighters. they suck, their expensive and they die easily. everyone (like smart people) brings a couple smart bombing bs to 'protect' their fleet when knowing they're gonna be facing a large amount of fighters from a carrier fleet.

boost their resists, or something, do something to make them not suck

2) motherships, just a carrier on bad steroids. make them useful like a titan, titans can bridge. and kill fleets when used right. ms = nothing special.


Bloody2k
Gallente
ZERO T0LERANCE
RAZOR Alliance
Posted - 2009.07.26 20:52:00 - [999]
 

1| The duration of the industrial core is to long. Is is nearly unable to use
it without a pos. If the duration is just 1 or 2 minutes you will see more of them
in belt´s.(scout will be able to warn) So it`s mostly used as a fitable jump freighter.

2| The warp speed is to high! Set them 1/3! 1AU/s is already 500 times faster
than light is...it is enougth for ships bigger than frig size. So EVE will become really
huge.

3| Insert a covert command ship to close the space between t2 covert-ops-cruiser and
the black ops, based on tier2 BC.

Seishi Maru
doMAL S.A.
Posted - 2009.07.27 16:14:00 - [1000]
 

Come on CCP. Isn time for another thread for a selected issue ideas collection?

Aren't you moving into an agile methodology? The stream of focused fixes like the SBomber then ECM then naglfar one was running great. If you can keep up with that there will be no reason for anyone to complain of anything.

Can I suggest not so complex, but broad affecting things like T2 ammo ? Damage and tracking are some quite straight forward issues that do not have many side effects except.. well damage.

Or maybe the Minmatar large ships issues that had so many ideas presented last 2 months that you only need to select one....

Max Gank
Posted - 2009.07.28 12:02:00 - [1001]
 

70-80% of HAC total price is made up of Ferrogel & Fermionic condensates, making others rather irrelevant. In addition, researching component blueprints only makes this worse. Each component blueprint having those rare materials already requires just 1 ferrogel or 1 fermionic and 1 ferrogel. Researching these reduces the consumption of just the more common materials. With the advent of invention, the average amounts of moon minerals used per ship have increased, while the amount of moon materials has more or less been constant on high-ends. This tends to create upward pressure on the prices of the rarest moon materials and I only expect it to get worse over time.

Drones should have a 'landing' state of 30 seconds after being pulled in, during which time they cannot be re-deployed.

Fix ECM: Secretly roll a number just once for every ship every 30 seconds, then stack the effects of all the ECM directed towards one ship. Just one roll, no ifs and no buts. Because of the random nature of the thing, make 5% of rolls always automatic failures and another 5% automatic successes.

Locking times: It has always puzzled me why bigger ships with more room for more powerful sensors lock targets slower. It just doesn't make any sense except maybe on some gameplay balancing issues.

DasNara Aethelwulf
Blackwater Syndicate
Ushra'Khan
Posted - 2009.07.28 16:36:00 - [1002]
 

mining missions - lets see, have mining in them.....this %10 of mining missions having mining is a little stupid. 80% courier is a little much for mining. And while on the topic, lets try not to have courier missions as the defualt when you couldnt think of a storyline.

How about having astro surveying missions now take you into a wormhole...

but please, lets have more than one rock in the "mining mission" and more than 10% of the missions involve you mining.

Thank you

tlmitf
Posted - 2009.07.29 01:52:00 - [1003]
 

Edited by: tlmitf on 29/07/2009 02:00:38
1) Blasters
2) Missions
3) ECM

1) Blasters

The balance between range and damage with the blaster has been nerfed a bit hard.
Take a T2 Neutron Blaster fitted to my hyperion - i have 4.5km optimal and 12km falloff. That puts me well inside web range, and well inside everyone else's optimal weapon range.

The powergrid required to fit such a big blaster makes fitting tank almost impossable.

Propose slightly upping the damage mod for the T2 blasters - any ship that the Neutron Blaster II is fitted to isn't going to be able to fit much in the way of a tank anyway.

Personally i would like to see the blasters returned to the top of the DPS heap - afterall, they have the shortest range.


2) Missions

There needs to be lvl 5 agents available in highsec - i dont care if they are crappy QL -20, but there needs to be something done about the missions.

As i understand the mission system, the lvl 4 missions were suppost to be taxing on a BS pilot. When i first started lvl 4 missions they cost me many many megathrons, and thats good :)
Once i got skills up, now i see how fast i can run them - hell, i even have a list of lvl 4 missions that i can run WITHOUT A REPPER!
Lvl 4 missions use to be a case of getting a few mates together (sometimes in a logistics BS) and running missions carefully, so as to survive.

Putting some lvl 5 agents into highsec would give us something to do with our faction/T2 Battleships and massive tanks.
When we want to go run some lvl 5 missions, we all pile into small T2 ships or T1 BS's. Parking our faction/T2 BS's in station and taking something that we are willing to loose to gankers.


3) ECM

You need to totally revamp the way ECM works.
ECM sucks - we all hate being on the recieving end of it.

What really bites me is that its a % chance, not some kind of propper ECM.

ECM should be a case of numbers - If the attacker has more points than the victim, then the attacker wins. This scales everything quite nicely - your going to need more than one module to shut down a BS - but once he is shutdown, its shutdown till the attackers say so.

This sounds nasty and ruthless - but fitting a ECCM module will suddenly become an effective counter.
Calderi/Minmatar have a weak ECM counter in FoF Missiles - but the turret boats are left dead in the water.

Something needs to be done to the way ECM is calculated - getting ECM'd from some frig that has 5 points fitted, verses the 23 sensor strength a hyperion has?
Perhaps some kind of scalable effect, with a full loss of targeting if your sensor strength is reduced to zero?
Something like the sensor damper effect.

Im not exactly sure how to fix it and keep it balanced - but the way its 'working' now is a joke.




Rawbin Hood
Gallente
Center for Advanced Studies
Posted - 2009.07.29 14:12:00 - [1004]
 

Edited by: Rawbin Hood on 29/07/2009 14:13:10
1. Artillery or planet surface control
2. An anchorable warpin in inhibitor for high sec (for mission runners)
3. More Ships =D or planet surface control

just my opinion


Ava Starfire
Minmatar
Teraa Matar
Posted - 2009.07.29 17:27:00 - [1005]
 

1) Level 4 missions. Everyone seems to be grabbing their pitchforks and torches about this but, in ways, they do need changed. Meta 0 Tech 1 items should NOT drop in missions, as far too many minerals come from reprocessing this stuff. It would serve a double purpose of reducing L4 income by about 30%, and make mining, and hence low/nullsec ores, worth more once again. Everyone wins. Leave the missions alone, nerf loot drops BIGTIME. Good loot should be rare, or come from complexes. Maybe offset this with better rats in lowsec systems (ratting there atm is NOT worth the risk)

2) Large projectiles are every shade of horrible.

3) Large projectiles suck bad enough they merit mention twice.

Shigawahhhhh
Caldari
Metalworks
Majesta Empire
Posted - 2009.07.30 01:31:00 - [1006]
 

1) Risk vs Reward
Either level 4s need to be bought close to there old standard of hard (pre rigs) or we need level 5s moved into high sec. I've tried some on sisi and they seem to be good fun but there is no way I am taking a expensive battleship out there to do them just so it can be gank fodder. Ratting also doesn't have the right Risk Vs Reward ratio. If your good at level 4s you can make a comparable amount of isk per hour however your not ever gonna get ganked. With 0.0 sooner or later you will get ganked. If your good it will take a lot longer but given that inherent risk rats in 0.0 need to pay better or have better drops (maybe bump up the meta level they drop).

2) Drops
Does anyone actually want another miner I? Maybe going to far but remove all t1 loot and only drop the named items and up there bounties slightly so mission runners don't get shafted out of there isk but there is actually some value in producing things again.

3) Walking in stations
Would add a lot of roleplay and social to eve.

Ollora Denebe
Posted - 2009.07.30 16:00:00 - [1007]
 

Originally by: CCP Nozh
<snip>Create a Top 3 list of what you believe is unbalanced. Based on how many people are unsatisfied with a given subject we’ll create separate threads (limited amount) where we analyze the problem and try to figure out a solution.


Order. There is none. Chaos rules. If you're twelve and just want to play for the pewpew, EVE's for you. If you're like me, and came from a background of growing up with Elite and Privateer, expecting depth, exploration, fair combat thats based on real skill and not a spreadsheet, you're going to be sorely disappointed.

"Always be room for improvement" - you've got an empty battleship to fill, buckaroo - that's how much room you have for improvement. Nice positive spin though, I don't think there's an aspect of EVE that doesn't need improvement.

1.) Lack of accountability. This fundamental problem is what causes these children to go out of their way to grief players, break game mechanics and generally be a nuisance to everyone. There is no real governing force with no real power in the game - the only "crime" is killing people which is silly since capsuleers are immortal, and the punishment is to blow their ship up? That's not a punishment, it's a joke. Oh, and you're "criminal record" only lasts 15 minutes, so just wait and you're okay.

2.) Game Mechanics. Elite, Privateer, Freelance, Space Empires... these ALL did a much better job at EVERYTHING EVE has tried to do with the exception of being an MMO (kudos to the DB people). Other than that, EVE is so broken, everytime CCP comes in to ask "how do we fix it" I want to puke. Because they'll just do what the adolescent boys want which is more pewpew.

3.) You seem more focused on balancing COMBAT while at the same time making EVERYTHING ELSE IN THE GAME BORING. Aside from being a pirate, the game is just tedious grinding (mining, hauling, manufacturing the exact same crap buddy next door is mining hauling and manufacturing). Skills take forever, and the real-time skill system is just outright stupid (I'd love to know how a skill makes my cargo space bigger...). Inevitably, it only ruins the new-player experience and makes it impossible to ever be on equal footing with other players as there's no "entropy", no ability to really "loose", especially beyond a certain level.

CCP is about to die. That's my prediction.

With PLEXs, the long-time players won't need to pay CCP anymore, but because they're the majority, CCP will go out of their way to appease them. Soon we'll have Tech-4 ships which cost 100 billion to make and take another six months to learn the skills for, because artificial stratefication is so much fun!

And in the end, no one will want to start playing EVE fresh. No new players. No one to actually play the bills. And then, pop.

Good bye.

Lusulpher
Gallente
Posted - 2009.07.31 10:39:00 - [1008]
 

Originally by: Ollora Denebe
Originally by: CCP Nozh
<snip>Create a Top 3 list of what you believe is unbalanced. Based on how many people are unsatisfied with a given subject we’ll create separate threads (limited amount) where we analyze the problem and try to figure out a solution.


Order. There is none. Chaos rules. If you're twelve and just want to play for the pewpew, EVE's for you. If you're like me, and came from a background of growing up with Elite and Privateer, expecting depth, exploration, fair combat thats based on real skill and not a spreadsheet, you're going to be sorely disappointed.

"Always be room for improvement" - you've got an empty battleship to fill, buckaroo - that's how much room you have for improvement. Nice positive spin though, I don't think there's an aspect of EVE that doesn't need improvement.

1.) Lack of accountability. This fundamental problem is what causes these children to go out of their way to grief players, break game mechanics and generally be a nuisance to everyone. There is no real governing force with no real power in the game - the only "crime" is killing people which is silly since capsuleers are immortal, and the punishment is to blow their ship up? That's not a punishment, it's a joke. Oh, and you're "criminal record" only lasts 15 minutes, so just wait and you're okay.

2.) Game Mechanics. Elite, Privateer, Freelance, Space Empires... these ALL did a much better job at EVERYTHING EVE has tried to do with the exception of being an MMO (kudos to the DB people). Other than that, EVE is so broken, everytime CCP comes in to ask "how do we fix it" I want to puke. Because they'll just do what the adolescent boys want which is more pewpew.

3.) You seem more focused on balancing COMBAT while at the same time making EVERYTHING ELSE IN THE GAME BORING. Aside from being a pirate, the game is just tedious grinding (mining, hauling, manufacturing the exact same crap buddy next door is mining hauling and manufacturing). Skills take forever, and the real-time skill system is just outright stupid (I'd love to know how a skill makes my cargo space bigger...). Inevitably, it only ruins the new-player experience and makes it impossible to ever be on equal footing with other players as there's no "entropy", no ability to really "loose", especially beyond a certain level.

CCP is about to die. That's my prediction.

With PLEXs, the long-time players won't need to pay CCP anymore, but because they're the majority, CCP will go out of their way to appease them. Soon we'll have Tech-4 ships which cost 100 billion to make and take another six months to learn the skills for, because artificial stratefication is so much fun!

And in the end, no one will want to start playing EVE fresh. No new players. No one to actually play the bills. And then, pop.

Good bye.


EVE is dying. Twisted Evil

AeonOfTime
Minmatar
Syrkos Technologies
Joint Venture Conglomerate
Posted - 2009.07.31 11:09:00 - [1009]
 

1) T2 ammo and frequency crystals
2) Armor tanks < Shield tanks
3) Some high-end skills like Talocan Technology are pretty much useless


Brutere
FinFleet
Raiden.
Posted - 2009.07.31 16:44:00 - [1010]
 

Edited by: Brutere on 31/07/2009 19:04:26
1. Guns stop shooting when you go into a pos, why should missiles be able to go inside and pop you while you're repping? I have never seen anyone mention this. Seems to me that this makes missiles superior when fighting on a pos.

2. Projectile weapons - Artillery in general. Not enough tracking, crappy RoF, and sometimes very low DPS.

3. Fix warp bubbles! I know it is a new effect, but the fluctiation is dumb. When I am CLEARLY outside of a bubble it gives me the annoying notify "Please get blah blah away from blah blah before trying to warp." This is annoying. When you are outside of a bubble, you should be able to see it, not only find out when you click warp.Evil or Very Mad

bjtardiff
Battlestars
Wildly Inappropriate.
Posted - 2009.07.31 20:35:00 - [1011]
 

1. Boost/fix nighthawk compared to other command ships

2. reduced fitting 4 shield transfer arrays

3. Fix Black ops.

Allen Ramses
Caldari
Zombicidal Mania
Posted - 2009.08.01 02:39:00 - [1012]
 

1. Insurance still exists.

2. RR still exists.

3. 1 minute disengage allowance still exists.


Give the game some consequence, ffs.

Helicity Boson
Amarr
The Python Cartel.
The Defenders of Pen Island
Posted - 2009.08.02 02:03:00 - [1013]
 

1) rockets.

I mean really, all other weapon systems that have significant range disadvantage have a large damage component that balances this out and makes them useful. Rockets do comparatively puny damage, have terrible range, and even lack the falloff mechanic if something is out of range.

2) low-sec is not valuable

Please place high value resources and/or mission hubs in low sec to encourage more traffic other than faction warfare blobs and crazy pirates to go there. risk vs reward, the reward is not there.

3) 0.0 is not forced into self-sufficiency enough.

Its far, far too easy to supply 0.0 from the risk free regions of empire. want to live out in frontier space? then build (most) your own ships and modules there.

Letifer Deus
Deep Core Mining Inc.
Posted - 2009.08.02 17:18:00 - [1014]
 

1) T3 sub balancing. Many of the subs are currently laughable or have certain aspects that make no sense. Dissolution sequencer for the legion giving +4 mods, "drone" subs on proteus giving you a terrible version of an ishtar, proteus (the one ship that would probably use it, as it doesn't kite) being the one ship w/o the fuel catalyst sub. Every T3 BUT the proteus (which DOES kite) not getting localized injectors. This stuff really isn't that hard to fix. So do it. You say they are "different, not necessarily better." Newsflash: If it is different from a HAC, but not better, noone is going to fly it when it costs 3-8 times as much.

2) Fix the balance issues between null, barrage and SCORCH. I fly amarr, I love scorch, but we all know it is FAR more useful (esp. when combined with zero reload time) than null/barrage.

3) For the love of God, fix the f'ing Deimos. YOU KNOW it is broken, so fix it. Again, not that hard to throw something together and give it a try on SISI. This would be less annoying if you hadn't acknowledge it over a year ago, put changes on SISI and then dropped them last minute because noone liked your changes, never to speak of it again.

Bozse
Reikoku
Cascade Imminent
Posted - 2009.08.03 16:58:00 - [1015]
 

1. Sov warfare, been broken in one way or another since it was introduced.

2. Super Capitals, lack of tank, to easy to hold down between hic's, dictors and bumping, useless in battles besides to DD due to there weakness and so on.

3. ECM , Chance based ability to render a ship usless in combat was a bad idea when you changed it and it still is, allso overpowered in every aspect compared to all other EW

I'll cheat a bit and add a 4th as Sov/POS/Super caps is so closely related.

4. Highend moon mining, invention was added to solve the bottleneck of t2 bpo's and people told you that highend moons would just be the next bottleneck, guess what ....

Echo Gemini
Minmatar
Intergalactic Sunrise
Posted - 2009.08.05 15:29:00 - [1016]
 

1. Drone damage output. I would like to see some drone attributes changing when fitting a drone-rig or drone-module on the ship ... and the notice or the written drone damage.

2. Ships in general! How come a 100.000.000+ kg ship is taken down by a 75 - 2000 kg weapon (with 1kg projectile). Is like fighting a tank with a sling and manage to kill him. And how come a 500 kg module can repair all ship?!.. What's that a swiss-knife, that can cut, screw, light up and fix?

3. New physics ... Involving space colors, objects interaction, light, space anomalies and all the good stuff!

Do it CCP! Do it! Thaaaank you!..Very Happy

Echo Gemini
Minmatar
Intergalactic Sunrise
Posted - 2009.08.05 15:51:00 - [1017]
 

Edited by: Echo Gemini on 05/08/2009 15:56:27
1. Minmatar ships with missile + turrets! Two very different weapons, is like mixing water with oil!

2. T2 ammo ... never used it (maybe sometimes) ... never will!

3. Rockets, missiles and artillery! Bad bad bad ...

4. EW modules for low slots!

5. Ban the f*****' isk sellers and the spammers! -> empire lv4 missions are ok ( ... don't blame that! Stop buy isk you hypocrites pieces of **** ). Come on! Is not that hard!

6. Concord should attack too, from 0.3 to 0.5 (safer travel to low-sec, cuz pirates, from one point a view, are grievers too)!.. Faction pirates should spawn at gates and start attacking player which have low standings with the current faction (again .3 - .5)!

7. Amarr drones are kinda useless ... do something about it ( maybe add thermal damage ) ...

Saurish
Posted - 2009.08.08 19:55:00 - [1018]
 

Adding correct corporation wardec system:

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1142576

El Liptonez
V0LTA
VOLTA Corp
Posted - 2009.08.12 16:01:00 - [1019]
 

1. Sov warfare. Space is too small to guarantee a small alliance (200-500) can occupy any non-npc system, let alone having sov in it. Large alliances hold their space too easily.

2. Expand the galaxy. More regions, nerf jump brigdes, portals and jump clones. Moving 60 jumps from empire to your dead-end 0.0 system in 20 seconds... And don't forget to fix moons.

3. Move rewards from high sec to low sec/0.0. Nerf missions slighty, increase rat spawn quality of low sec/0.0 high sec.

Missy Miner85
Posted - 2009.08.12 20:57:00 - [1020]
 

So.... not that i dont appriciate the Naglfar changes and all but a lot of people posted on this subject but it seems to have died out?


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