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Piran Eligius
Perkone
Posted - 2009.04.15 22:14:00 - [31]
 

This is easy. The Kuun-Lan from Homeworld: Cataclysm. Mothership or larger vessel able to do ore refining, ship and equipment manufacturing, and research, depending on the modules equipped. Would be a perfect roving home for wormhole space or for corps wanting to be vagabonds. I envision a siege mode that lasts days using the same type of fuel as stations to anchor at an unclaimed moon, or using a bit of stront in the mix to anchor away from moons, but no reinforced shields. Able to jump. The one in the game eventually got a DD equivalent, but we won't be greedy :P

Full Mining Configuration - Notice the ore canister up top.
Research Setup - All research modules attached.
Stripped - Lots of room to expand. Ready for those juicy modules. Or perhaps.... manufacturing and research SUBSYSTEMS. Cough cough.

Abrazzar
Posted - 2009.04.15 22:27:00 - [32]
 

I would:
- Overlay a turn-bases civilization game for sovereignty control and development with one day being one turn and each turn run in realtime with the fleet battles, etc. Featuring colonization of space, moons and planets, production of commodities, goods and necessities, population control, subterfuge, rebellion, oppression and genocide.

- Overhaul mining pretty much as in my thread, taking in ideas from other people and make mining truly awesome.

- Add a great amount of scenery fluff sites to the systems, so that people can fly around all day and ogle that awesome vastness that is EVE.

- Add a combat contract system that deals with all things bounties, killrights, podding right, aggression rights, warfare, victory conditions, peace treaties, etc.

- Reduce local to grid range and add intelligence networking with methods to acquire intelligence on people like agents, tracking devices, probes, sentries, POS modules, etc. and ways to filter, share, compromise, avoid, deceive and organize that intelligence, including a war room for alliances in Ambulation.

- Change POSes to a modular system that allows you to assemble your POS with walls, junctions and elevators like LEGOs into one solid structure inside the shield bubble.

- Extend walking in stations to walking on planets/moons/asteroids/space and add planetary interaction from a personal to a titan level zoom, creating a game world of a vastness never seen before.

- Probably much, much more, depending on where my insanity drags me.Very Happy


Piran Eligius
Perkone
Posted - 2009.04.15 22:34:00 - [33]
 

Allow pre-saving of probe formations while scanning. Or at least basic geometric shapes. 3-sided pyramid, cube, etc.

Formation command for fleet commanders so the blobs can at least look kewl.

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2009.04.15 22:40:00 - [34]
 

Basic tactical maneuvers. Nothing special. Push of a button, ship does a animation.

Rolls, jigs, basic flight maneuvers. They would help EvE look cool, would let us make cool videos just like CCP does, and if timed right, could lessen the impact of attacks (while simultaneously making it more difficult to hold).

Tie them into a navigation skill or skills, and you've expanded the feel of EvE quite considerably.

InSession
Kill or Die Trying
Posted - 2009.04.15 22:40:00 - [35]
 

Edited by: InSession on 15/04/2009 22:44:06
** Create some sort of system that would allow ransoms to actually be feasible. IE: Pilot has option of left clicking enemy attacking him, and pleading for ransom. Some sort of trade window like box opens up and the pilot can pay the pirate. Then the ransomed ship is invulnerable to either the alliance/corp of the group that pirated him for 15 seconds or so (just enough time to warp away).

** Make lowsec, bounty hunting, etc. more interesting by increasing the reward because at the moment the risk is not worth the reward in lowsec.

** Align to safe spots.


Faife
Dreddit
Test Alliance Please Ignore
Posted - 2009.04.15 22:43:00 - [36]
 

Edited by: Faife on 15/04/2009 22:43:38
oh, if devs are reading then yes, give us planet colonies.

master of orion type stuff where we're bringing in freighters filled with dropships filled with marines, reds are shooting down the drop ships, we're shooting reds, all the while orbital bombardment ships are nuking the hell out of the defenses built on the ground

then let us set up factories (either for modules/reactions, or just for terrestial tech) then can generate some sort of a small but steady profit, before we can set up our corporation or alliance as rulers of said colony.

doesn't require orbital flight, doesn't require actually letting us control ground units (just equations of equipment on marines, marine size, defenses, bombardment ships, etc), and if you stick to terrestial tech on colonies, no breaking of markets either

maybe 0.0 only, or whatnot

and disasters can strike, so maybe one month the colony is running out of food, and if you want it to keep growing, you need to buy that NPC frozen grain and bring a few itty Vs worth of it.

- -

PS and dinosaurs on planets that attack our colonists

Abrazzar
Posted - 2009.04.15 22:43:00 - [37]
 

Originally by: Piran Eligius
Formation command for fleet commanders so the blobs can at least look kewl.


Oh, right, this I forgot. Fleet formations on warp-in, separated in fleet formations, wing formations and squad formations. So fleet defines where different wings are, wing defines where the different squads are and squad defines where the different ships are. Not only esthetically pleasant but also tactically advantageous.

Bartholomeus Crane
Gallente
The Crane Family
Posted - 2009.04.15 23:08:00 - [38]
 

I'd use AI techniques to introduce such things as self-writing content. You know, based on such things as PaSSAGE. Then I would use some other AI techniques to introduce smart NPCs with realistic reactions to events in general so that NPC factions would spawn realistic roaming gangs and have wars among themselves. I have a system in mind that can do exactly that, you know, based on machine learning and computational intelligence. And since these techniques learn, that would save me a lot of money while still being adaptive and responsive to player input. The saved money I would then invest in expanding the EVE universe with more things to do in Ambulation, and add a first person aspect to it. Somewhat in the form of planetary warfare where you move around all those rebels, soldiers, and janitors (?) I found in cans over the years. With lots of planetary flight ofcourse. Which would fit nice quite nicely with a rework of the whole sovereignty system I have in mind.

But then again, I don't own and develop EVE, so it's easy for me to make risky and innovative choices.

WarlockX
Amarr
Free Trade Corp
Posted - 2009.04.15 23:10:00 - [39]
 

Edited by: WarlockX on 15/04/2009 23:13:08

Originally by: Serpens Sol


1) WASD controls would not work out. There would be so much additional input for the servers to manage that the lag would destroy gameplay. Also, latency would have a much larger effect on the outcome of battles.




Actually I think there are ways to get around this. For instance, wasd could be used to set the coarse corrections but your ship won't move till you confirm ie. by pressing space bar. A silhouette could show up and when you're pointing the right direction you accept, even tho it's not true keyboard movement it certainly would be alot more fun and alot less frustrating then double mouse clicking.

bystander
Lightning Fish
Posted - 2009.04.15 23:19:00 - [40]
 

OP, both your first two points are pretty much what I'd do differently.

The trouble is the rest of the game works brilliantly as it stands and infact has some major design innovations.

I suspect to realise 1) and 2) requires a different game.

1) First person manual flying requires proper (non-ellipsoid) collision detection, probably also a bigger disparity in scale between small and large ships. (I'm thinking buzzing a battleship with frigates and getting so close most of it's guns are out of sight).

2) Player designed ships to be done properly you'd want to be able to be able to mount stupidly large engines (that look oversized) on a small frame, or build a ship that's basically a large gun with a hull wrapped round it that can only fire once every 3 minutes.

3) Beyond that I'd add landmarks to space so that people got to know the locales better.

Piran Eligius
Perkone
Posted - 2009.04.15 23:23:00 - [41]
 

Projected AOE shielding. Specialized ships that are designed to absorb huge amounts of damage for other ships. Inverse dreadnought.

Or a cap ship able to throw up the equivalent of a POS shield for awhile. Something groups can hide within.

cpu939
Gallente
Volatile Nature
White Noise.
Posted - 2009.04.15 23:24:00 - [42]
 

Edited by: cpu939 on 15/04/2009 23:26:03
if i woned eve (ccp)

1 - set up a forum pr team, job to read the forums and reply to question even if its just a link if the topic has been done to death.
2 - get really really drunk and brain storm
3 - rework the missions so that you can once you start with agent finish start a mission without docking unless the mission need you to dorp of item would have it so your hauling mission would have a return mission even if it from a 2nd agent
4 - hold in game events
5 - bring out more eve books
6 - remove the standard mins from the t2 build have it only as compontents
7 - have an open open days at lest once a month allowing the customer to view and talk to the devs/gm
8 - add more bpos to the game such as pos and station components thus allowing players to build poses.
9 - pay the staff more
10 - bring out a corpse/live stock luancher just for the kicks of it
11 - change the how sec rate loss works still have concord kill you if you kill a player in high sec but if you kill an amarr in gallente even if you -10 still to be able to enter and leave there space unharmed but if you loss sec rate due to killing a gallente in gallente space for them to hold it agenst you with the added bonus if you kill amarr pilots you can get back in to the gallente good books
12 - allow of hostile corp take overs if a corp should sell it shares on the open market and once a hostile take over is placed on a corp all asets to be locked down
13 allow corp merges to take place with no loss to corp items i.e. corp a merages with corp d all asest including pos become the assets of the joint corp under the name of the joined corp.
14 allow alliance to set poses to allow any member corp/player to controll the weapons
15 hold 4 fanfest a year 1 in iceland 1 in the uk 1 in the usa 1 in aus jsut so that i can get the fed back from more customers
16 repeat stage 2 but twice as much
17 try and get a movie deal
18 reapeat stage 16 but twice as much
19 try and get a tv deal
20 last stage reapent stage 18 but four times as much.

sry for the spelling on large amounts of painkillers and can't be **** to work out the real spelling of the words

Mutnin
Amarr
Mutineers
Posted - 2009.04.15 23:27:00 - [43]
 

Edited by: Mutnin on 15/04/2009 23:30:45
Originally by: Serpens Sol
Originally by: Mutnin
Edited by: Mutnin on 15/04/2009 20:43:32

1) I'd give better control of manual flight, by the use of keyboard controls . IMO the point and click is buggy and laggy at times. I think fights could be a whole lot more interesting if you could manually control your ships via the keyboard and it would better merge the line between "trained" skills and real experience skills.

2) I'd introduce user side development tools, which would allow players to design new ships and components from scratch using basic limitations. Meaning not only could you design the look of the ship, but you could design the fit and component layouts and ship bonuses.

3) This one is more of a pet peeve, but I'd make it much harder to control large areas of 0.0 space. IMO the big alliances can easily control far too much space and in many cases they never use much of what they control.



1) WASD controls would not work out. There would be so much additional input for the servers to manage that the lag would destroy gameplay. Also, latency would have a much larger effect on the outcome of battles.

2) As someone with 3D modeling experience for games I do not think it would be feasible to allow players to design ship. Although it would be cool and quite possible to adjust the colors of our ships using some shader based approach.

As for modules, I think taking an approach like the Front Mission RPG series, which allows players to build mechs from modular components, could be possible and very fun.

3) I do think that CCP should continue to develop the "RTS" side of the gameplay.

Most of all I think they should rethink the UI and continue to develop and tweak what is already here.


1) Yea on the WASD method it would be a little tricky, and even though I suggested it, I'm a bit uncertain how I'd go about it because the game uses full axis movement vs just sitting on a 2D plane such as a FPS would.

2) As a 3D modeler myself I do agree on the modeling aspects. What I was thinking was more along the idea of having a basic modeling interface that easily allowed you to model basic ship shapes and so on..

Think something like google sketch pad, that is easy for new user to pick up and make stuff, but with the power of something like Zbrush or Modo.

Have a built in paint program something like what Modeo uses, that can automatically do all the mapping after you paint the object and allow you to bake in bump maps. Meaning you would build the model, paint it, then during the exporting process it would optimize the polygons and bake the texture/bump maps.

Of course you would have to automate the various aspects of the needed coding based off the various specs given to the ship. It would be a complicated system to build, but I'm sure given the "what if" idea of my post it's possiable.

Not that I expect it, it's just one of those things I'd like to see in a game like this.

Corelous Alterrian
Amarr
High Flyers
RED.OverLord
Posted - 2009.04.15 23:28:00 - [44]
 

End this disaster they call FW, God who thought that was a good Idea? 4 groups with absolutely no real leadership do to the the impossibility to punish those who break the rules of the faction they are flying for. Or atleast asign GM's to act as heads of these forces.

Delete and ban people who have no other intrest in the game other then to destroy it.

Help those people who are actully working with-in the spirit of the game not just with-in the "Game mechanics" How do they decide what is "With-in the Game mechanics" or just a plain Exploit? If the game allows it then isn't it a "Game Mechanic"? I'm Sure that one man disbanding an alliance wasn't a intended "Game Mechanic" but it was and still is allowed. But being smart enuff to have friends speed tank the ratts in a FW complex so you can take it is an exploit?



Mutnin
Amarr
Mutineers
Posted - 2009.04.15 23:33:00 - [45]
 

Originally by: CCP Atropos
Originally by: Mutnin
What would you do different, if you owned and developed EVE? Please lets keep the typical Falcon and no local whines out. But rather give your ideas for things that could add to the game.


If I might make a request; I'd love to see more innovative ideas. We get enough threads telling us we're horrible and we should actually do something this way. This thread has awesome potential if it's all about new things we could be doing rather than catering to existing gameplay efforts (boost Falcon/minmatar/etc, for example)

Cool


Yea that's what I was shooting for.. Not so much a nerf this or boost that topic, but various ideas to add things to the game or possibly ideas for change of game play mechanics that could add benifit

Another Forum'Alt
Gallente
Center for Advanced Studies
Posted - 2009.04.15 23:34:00 - [46]
 

Edited by: Another Forum''Alt on 15/04/2009 23:38:43
-Fix missiles
-Fix nano (slight un nerf, but not like old nano***gotry levels)
-Fix blasters, webs.
-Nerf falcon BECAUSE OF FALCON! (oh wait...)
-Boost damps.
-Nerf heavy interdictors in lowsec (not vs caps, that is their intended purpose).
-Remove insurance.
-Make gatecamping harder.
-(Killable, but no loot) random CONCORD patrols in lowsec - not too powerful, just enough to reduce the danger of lowsec and make it more worth going to. Also pirates should be happy, more targets.
-Reduce fleet blob size (smaller limit maybe?)
-Mini-freighters (although the orca may count I guess)
-Reduce t3 cruiser prices
-Reduce downtime (every other day?)
-More action against ISK farmers.
-New ORE capship: refinery ship - very little storage etc - just enough for fuel and to run refinery module, bigger and slower than rorqual with multiple refining lines.
-Remove/revert the RPer stuff that is slowly cluttering up EVE after a reasonable amount of time (a few months) e.g. the caldari and concord stations, the luminaire titan, etc.

CCP Atropos

Posted - 2009.04.15 23:35:00 - [47]
 

Originally by: Sirani
Originally by: CCP Atropos
Originally by: Mutnin
What would you do different, if you owned and developed EVE? Please lets keep the typical Falcon and no local whines out. But rather give your ideas for things that could add to the game.


If I might make a request; I'd love to see more innovative ideas. We get enough threads telling us we're horrible and we should actually do something this way. This thread has awesome potential if it's all about new things we could be doing rather than catering to existing gameplay efforts (boost Falcon/minmatar/etc, for example)

Cool


there's a idea and suggestion forum with tons of good ideas, try implimenting some sometime


Indeed there is, and it is a useful resource, along with the Game Development forum, for discussion of game directions both implemented and not.

What I meant was that often people start with one idea, say, to boost, or fix a particular aspect of the game that is close to their hearts (hence my boost falcon sentence above) and make a thread of it to discuss that one idea, or similarly scoped ideas to fix a specific set of problems.

This thread is a little different; it's more about what would you add, or alter in EVE, if you were givent he chanve. I don't recall seeing such a thread in either of the previously mentioned forums Confused

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2009.04.15 23:35:00 - [48]
 

I would make each Empire's space feel different and have unique varieties. Different laws, different regulations. For instance, maybe require players to buy a permit to mine in a Gallente Empire system (at the risk of being found out by faction NPC's and fined), but in Minmatar systems there's no restrictions about who mines where.

More unique ships for the sub-Empires, including Khanid, Ammatar, Syndicate.

Formations for small squadrons, that provide unique bonuses for that squadron.

More environments randomly strewn throughout the system, including clouds that remove you from local and prevent you from chatting, that kind of thing.

Mutnin
Amarr
Mutineers
Posted - 2009.04.15 23:38:00 - [49]
 

Originally by: Ruze Ahkor'Murkon
Basic tactical maneuvers. Nothing special. Push of a button, ship does a animation.

Rolls, jigs, basic flight maneuvers. They would help EvE look cool, would let us make cool videos just like CCP does, and if timed right, could lessen the impact of attacks (while simultaneously making it more difficult to hold).

Tie them into a navigation skill or skills, and you've expanded the feel of EvE quite considerably.


Yea something like this could work. I was thinking maybe still use the mouse to click and point for the basic path direction, but use AWSD to give the ability to roll right, left, or go up and down while on course to the target. Essentially giving the player more ability to zig and zag.

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2009.04.15 23:48:00 - [50]
 

Originally by: Mutnin
Originally by: Ruze Ahkor'Murkon
Basic tactical maneuvers. Nothing special. Push of a button, ship does a animation.

Rolls, jigs, basic flight maneuvers. They would help EvE look cool, would let us make cool videos just like CCP does, and if timed right, could lessen the impact of attacks (while simultaneously making it more difficult to hold).

Tie them into a navigation skill or skills, and you've expanded the feel of EvE quite considerably.


Yea something like this could work. I was thinking maybe still use the mouse to click and point for the basic path direction, but use AWSD to give the ability to roll right, left, or go up and down while on course to the target. Essentially giving the player more ability to zig and zag.


It would be nice. If the animations required a certain timeframe to accomplish, you could keep the load on the servers, while still allowing players that feeling of 'visceral' combat. It's more of a simulation than an actual practice ... your not twisting the joystick to pull the maneuver, but you are still pulling the maneuver.

A bunch of frigates flying at a target, pulling rolls in order to lower their chance to get hit (while also being unable to maintain a lock or their own guns being unable to hit their target). That would be interesting.

Imagine a navigation skill section with 25, 30 skills dedicated to maneuvers, flight techniques, etc ... each with a simple animation that sometimes have little variation, but all provide a different bonus and penalty.

Another Forum'Alt
Gallente
Center for Advanced Studies
Posted - 2009.04.15 23:52:00 - [51]
 

Originally by: Ruze Ahkor'Murkon
Originally by: Mutnin
Originally by: Ruze Ahkor'Murkon
Basic tactical maneuvers. Nothing special. Push of a button, ship does a animation.

Rolls, jigs, basic flight maneuvers. They would help EvE look cool, would let us make cool videos just like CCP does, and if timed right, could lessen the impact of attacks (while simultaneously making it more difficult to hold).

Tie them into a navigation skill or skills, and you've expanded the feel of EvE quite considerably.


Yea something like this could work. I was thinking maybe still use the mouse to click and point for the basic path direction, but use AWSD to give the ability to roll right, left, or go up and down while on course to the target. Essentially giving the player more ability to zig and zag.


It would be nice. If the animations required a certain timeframe to accomplish, you could keep the load on the servers, while still allowing players that feeling of 'visceral' combat. It's more of a simulation than an actual practice ... your not twisting the joystick to pull the maneuver, but you are still pulling the maneuver.

A bunch of frigates flying at a target, pulling rolls in order to lower their chance to get hit (while also being unable to maintain a lock or their own guns being unable to hit their target). That would be interesting.

Imagine a navigation skill section with 25, 30 skills dedicated to maneuvers, flight techniques, etc ... each with a simple animation that sometimes have little variation, but all provide a different bonus and penalty.

All that = unnecessary except one thing:
DO A BARREL ROLL.

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2009.04.15 23:54:00 - [52]
 

Originally by: Another Forum'Alt
Originally by: Ruze Ahkor'Murkon
Originally by: Mutnin
Originally by: Ruze Ahkor'Murkon
Basic tactical maneuvers. Nothing special. Push of a button, ship does a animation.

Rolls, jigs, basic flight maneuvers. They would help EvE look cool, would let us make cool videos just like CCP does, and if timed right, could lessen the impact of attacks (while simultaneously making it more difficult to hold).

Tie them into a navigation skill or skills, and you've expanded the feel of EvE quite considerably.


Yea something like this could work. I was thinking maybe still use the mouse to click and point for the basic path direction, but use AWSD to give the ability to roll right, left, or go up and down while on course to the target. Essentially giving the player more ability to zig and zag.


It would be nice. If the animations required a certain timeframe to accomplish, you could keep the load on the servers, while still allowing players that feeling of 'visceral' combat. It's more of a simulation than an actual practice ... your not twisting the joystick to pull the maneuver, but you are still pulling the maneuver.

A bunch of frigates flying at a target, pulling rolls in order to lower their chance to get hit (while also being unable to maintain a lock or their own guns being unable to hit their target). That would be interesting.

Imagine a navigation skill section with 25, 30 skills dedicated to maneuvers, flight techniques, etc ... each with a simple animation that sometimes have little variation, but all provide a different bonus and penalty.

All that = unnecessary except one thing:
DO A BARREL ROLL.


Hell, even having graphic ships flying through space is unnecessary. All you need is to have a spreadsheet that does the calculations.

The point is, it's fun and involving to have little starship sprites which we can control. Just like having more animations and tactics adds more fun and involvement.

For some of us. Some would be perfectly happy to still just play spreadsheets. More power to them.

Another Forum'Alt
Gallente
Center for Advanced Studies
Posted - 2009.04.15 23:58:00 - [53]
 

Wait, you mean this isn't Spreadsheets Online? Shocked





Razz

Taedrin
Gallente
Kushan Industrial
Posted - 2009.04.16 01:27:00 - [54]
 

Originally by: Piran Eligius
Projected AOE shielding. Specialized ships that are designed to absorb huge amounts of damage for other ships. Inverse dreadnought.

Or a cap ship able to throw up the equivalent of a POS shield for awhile. Something groups can hide within.


I have always wanted this. Ideally, I would like for ships under the shield to still be able to target/lock things and shoot. Perhaps make the shield unable to protect large ships like battleships and such - restrict protection to cruiser or smaller ships.

Drunk Driver
Gallente
Aliastra
Posted - 2009.04.16 01:39:00 - [55]
 



If I owned Eve I'd have a basement full of beer, a BMW motorcycle, and nekkid women feeding me shrimps.


Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2009.04.16 01:41:00 - [56]
 

Pink ponies.

mechtech
SRS Industries
SRS.
Posted - 2009.04.16 01:43:00 - [57]
 

I would make planets and start look epic. Being a speck next a massive planet is a very important part of immersion in any space game, and CCPs implementation of planets the size of POS bubbles are not cutting it.

The universe needs more clutter, there should be debris scattered around, huge gas clouds, maybe once a month you'd see a comet streak by. Quasars, black holes, white dwarfs, pulsars, the list goes on. The universe is so much more interesting than the bland setting in eve (sorry to say), and the system for system wide effects in WH space could also be used a bit more. There also need to be a few more tactical environments.

None of these features need to be huge game-wide systems. This is about uniqueness and clutter to make the game more interesting. Maybe a constellation here or there would have system wide effects from black holes, and a few constellations would have dangerous clouds.

I personally think fleet combat in eve is rediculous, and there needs to be a new system. Hours of playing tag on gates and stations and warping in and out is stupid and not fun for 95% of the common eve player. I think the factional warfare system of system control should take precedence (or reside next to) the POS warfare. POSs should be brought down in the last stage of taking sov, but keeping this ping pong game going 24/7 is tedious and redundant.

Combat would be more tactile, you're too disconnected from combat and flying.

I wouldn't use Python, and make eve use multicore CPUs more effectively.

The Riddik
Posted - 2009.04.16 02:19:00 - [58]
 

I would have strict forum rules implemented to completely remove posts such as these, where people with no vision or drive attempt to tell a game company how to make their game.

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2009.04.16 02:21:00 - [59]
 

Originally by: The Riddik
I would have strict forum rules implemented to completely remove posts such as these, where people with no vision or drive attempt to tell a game company how to make their game.



Said the man who's scamming off of another companies action figure for his name, hahahah ...

The Riddik
Posted - 2009.04.16 02:34:00 - [60]
 

Originally by: Ruze Ahkor'Murkon
Originally by: The Riddik
I would have strict forum rules implemented to completely remove posts such as these, where people with no vision or drive attempt to tell a game company how to make their game.



Said the man who's scamming off of another companies action figure for his name, hahahah ...


gee that hurts , good thing i did not make a spelling mistake you would have surely roasted me for that too :)


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