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What 3 things would you change about eve?

First post
Author
Kaska Iskalar
Doomheim
#61 - 2015-12-01 22:24:27 UTC
1. Remove jump freighters to restore piracy to a viable profession.
2. Remove Concordouken and Concord invincibility and restore them to how they were in beta.
3. New characters start with 10 mil SP so they aren't completely useless.
Maldiro Selkurk
Radiation Sickness
#62 - 2015-12-03 21:48:32 UTC
1. get rid of the CSM.

2. get rid of all free intel.

3. get rid of SOV

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Dirk Magnum
Spearhead Endeavors
#63 - 2015-12-04 14:17:00 UTC
1) No new ships that aren't coupled to all-new game mechanics.

2) Interactive mining. At a minimum this should be akin to hacking, where you must locate the ore stream within the asteroid. After that you can mine that asteroid for as long or short a time / amount as you want without further interaction (unless it gets depleted.)

3) Absolute moratorium on any increase to player safety in any part of space, in writing (forum post) signed by all developers. Give me that and I'll support larger pools of starting SP and increased ISK rewards in the new player missions. Draw the line about what this game has always been without any ambiguity. It'll only help to retain more players.

                      "LIVE FAST DIE." - traditional Minmatar ethos [citation needed]

Bianca Niam
Doomheim
#64 - 2015-12-04 14:35:15 UTC
Wardec system.
Wardec system.
And wardec system.

Guess what drives newbros away? The wardec system and it's griefers.
Kuetlzelcoatl
#65 - 2015-12-04 15:44:12 UTC
-Rethink all the free intel via Local, Map Stats, Watch Lists, Locator Agents, Kill Mails, and API

-Revisit warp speeds to make solar systems feel like Solar Systems instead of rooms that you can cross in seconds - (may require moving gates far closer to center of solar systems to not dramatically increase interstellar travel)

-Revisit the damage system to make it more than just shoot to zero HP and boom



We get way too much intel from too many sources without any meaningful gameplay being involved. As well, we move at such speeds that individual solar systems are frequently just speed bumps in our path to get where we want to. Finally, the damage system is still based upon models from the first games where zero hit points means you are dead.



We should need to work for any information that we gain. We should need to scan to see how many players can be located around us. We should need to go to individual solar systems and perform some gameplay to gain any information regarding that solar system. We should not be able to determine if someone is logged into the game for free and automatically as if we are stalking them. We should not be able to locate someone with 100% accuracy unless we see them on our overview. We should not be able to determine exact fits from kill mails. Kill mails should not even exist. The API should not give out free intel that could be gained within the game via meaningful gameplay.

Movement in this game is simply way too fast. We can cross multiple systems in the same time that it takes to walk to the car IRL. We can cross the entire star cluster in less time than it takes to go to a movie. We should move all gates close to the stars and decrease warp speeds so we can still move in similar time frames, but makes individual solar systems bigger. A delayed NPC logistical system should be implemented that charges you per jump with LowSec and NullSec surcharges that doesn't compete with player created logistical organizations but provides a reasonable service. Maybe 12 hrs per system movement speed.

The damage model should be changed to something more interesting and realistic to where shields and Armor act as damage reduction and the damage that gets through actually damages critical components that degrade ship performance as they become more damaged. This could still allow for shield and armor tanking where the increased resistances and buffer increases the damage reduction. The critical components could allow for something similar to sub system targeting in which one could try to focus on shooting propulsion systems that could increase align times and decrease the effectiveness of prop mods.
Thus, armor and shield reppers would only repair the damage reduction capacity of those systems while in space, but one would need to use other services to repair critical components, while maybe allow for backup components to be designated. There is a lot of potential with this.



Tiberius Mathusia
Doomheim
#66 - 2015-12-05 00:51:46 UTC
Neutrals need to be flagged as safe to shoot without a sec status penalty when they enter FW plexes. I know some people say to just wait until they've attacked you first but that's not really an option if it gives them a tactical advantage.

I'm currently -4.0 (Did some clone soldier ratting to get it back down a while ago) and this is entirely down to engaging ships landing in plexes. I've no problem with there being neutrals operating in FW space or them coming into plexes looking for a fight but I'm getting tired of having to recover my sec status as a consequence .

From a lore perspective it doesn't make much sense for armed warships to be flying into military complexes unchallenged.
Markus Reese
Deep Core Mining Inc.
Caldari State
#67 - 2015-12-05 00:58:08 UTC
Tiberius Mathusia wrote:
Neutrals need to be flagged as safe to shoot without a sec status penalty when they enter FW plexes. I know some people say to just wait until they've attacked you first but that's not really an option if it gives them a tactical advantage.

I'm currently -4.0 (Did some clone soldier ratting to get it back down a while ago) and this is entirely down to engaging ships landing in plexes. I've no problem with there being neutrals operating in FW space or them coming into plexes looking for a fight but I'm getting tired of having to recover my sec status as a consequence .

From a lore perspective it doesn't make much sense for armed warships to be flying into military complexes unchallenged.


I agree. Use of fw plex site triggers suspect. Cannot remember. Is there a gate?

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Scipio Artelius
The Vendunari
End of Life
#68 - 2015-12-05 01:08:21 UTC
Markus Reese wrote:
I agree. Use of fw plex site triggers suspect. Cannot remember. Is there a gate?

Gates are on Novice, Small and Medium plexes and mission sites. Not on Large plexes.

Suspect timer on entering FW plexes is coming:

http://cdn1.eveonline.com/community/csm/Meetings/summit/CSM10-S1-D4.pdf (middle of page 8)

also, Sugar Kyle's summary of the day 4 discussion:

http://www.lowseclifestyle.com/2015/10/csmx-post-30.html
Solecist Project
#69 - 2015-12-05 01:14:28 UTC
If you change only four letters in EVEO you get BEER.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Scipio Artelius
The Vendunari
End of Life
#70 - 2015-12-05 01:27:20 UTC  |  Edited by: Scipio Artelius
Solecist Project wrote:
If you change only four letters in EVEO you get BEER.

Don't you only need to change 3?
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#71 - 2015-12-05 02:03:48 UTC
1. I wanne be able to fly a looping and belly up.
2. Moving planets, moons and stations.
3. Existing planets, where you can crash in. Not these holograms. And suns, that burn your ass if you come too close.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Mark O'Helm
Fam. Zimin von Reizgenschwendt
#72 - 2015-12-05 02:05:41 UTC
Scipio Artelius wrote:
Solecist Project wrote:
If you change only four letters in EVEO you get BEER.

Don't you only need to change 3?

I only see 2. V and O.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Titus Madullier
The Scope
Gallente Federation
#73 - 2015-12-05 02:07:03 UTC
NUMBER ONE - they need fix cloaky campers that will stop an whole pocket
A corp mate and I thought the best way to do this would be a d-scan sonar game.

Now let me explain our idea. We thought of an group "game" , where you and your group of people use d-scan as sonar like battleships looking for an submarine. In this "mode" you use your d-scan and ping down the cloaky. This is way easier with a group of people trying to find one guy.

#2- make plex cheaper
#3- make caps requirements lower
Top Guac
Doomheim
#74 - 2015-12-05 02:19:54 UTC  |  Edited by: Top Guac
Mark O'Helm wrote:
Scipio Artelius wrote:
Solecist Project wrote:
If you change only four letters in EVEO you get BEER.

Don't you only need to change 3?

I only see 2. V and O.

Ok, so:

V -> E
O -> R

Where's the B coming from? (no reshuffles allowed.....there has to be some rules in this imaginary game)
Tweek Etimua
Aliastra
Gallente Federation
#75 - 2015-12-05 02:25:22 UTC  |  Edited by: Tweek Etimua
I rather enjoy the game actualy. So my changes are verry unpopular and would cause a cry fest for months but. I would elimnate multi acounts, dual boxing and the communities irational love for fleeting up so that one person can dictate every action the fleet makes.
StuRyan
Alpha Republic - Transcenders of Space and Time
Solyaris Chtonium
#76 - 2015-12-05 02:45:11 UTC
1. I've Grown to be a big hater of fleets and how they tend to gobble up gaming styles. I've seen posts about logi and have to agree they are the i-win buttons of fleets. Its not the act of fleeting with people it's more the fact most fleets will not happen unless there is over proportional logi. Not everyone like playing the game in a 12k alliance with 30+ fleet members when roaming.

2. Not a big fan of EWAR right now. I hate how certain EWAR affects ships 2/3/4 times bigger than the agressor. Classic example being a Griffin perma jamming BS's or warp disrupters, scramblers and webs fitted to small ships preventing much larger ships from getting away. that stuff should be scaleable forcing people to bring the right ships, not just a swarm of ships.

3. I also hate this notion that if you commit to a fight you must die if it's the wrong choice. the most common situations A pilot can only make a choice through D-Scan, how do they know a 20 man gang is on the other side of a gate, or a ship is fitted with a cyno. - i just think, if you are forcing people to die, more tools should be available to help players make a more informed decision.

Top Guac
Doomheim
#77 - 2015-12-05 02:49:54 UTC
StuRyan wrote:
3. I also hate this notion that if you commit to a fight you must die if it's the wrong choice. the most common situations A pilot can only make a choice through D-Scan, how do they know a 20 man gang is on the other side of a gate, or a ship is fitted with a cyno. - i just think, if you are forcing people to die, more tools should be available to help players make a more informed decision.

Um:

- a scout?

- a ship scanner (more a highsec thing, but the tool exists)?
- check the pilot's killboard?
Hilti Enaka
Assisted Homicide
#78 - 2015-12-05 02:58:08 UTC  |  Edited by: Hilti Enaka
Top Guac wrote:
StuRyan wrote:
3. I also hate this notion that if you commit to a fight you must die if it's the wrong choice. the most common situations A pilot can only make a choice through D-Scan, how do they know a 20 man gang is on the other side of a gate, or a ship is fitted with a cyno. - i just think, if you are forcing people to die, more tools should be available to help players make a more informed decision.

Um:

- a scout?

- a ship scanner (more a highsec thing, but the tool exists)?
- check the pilot's killboard?


yes and no.

For me to really enjoy the game I want good fights. I don't enjoy using scouts as it takes the thrill away.

Its a damned if you do and your damned if you don't situation. the sort of information i would be looking for is more to do with being able to recognise a cyno on a ship because i look at the ship and see a cyno module attached to it's hull. Or if there is a fleet on the other side of the gate there is a way to scan whats on the other side. Not via a module but through an interface meaning you are more in control of your game. I hate how mundane pvp has actually become and the upcoming updates don't fill me with much expectation.
StuRyan
Alpha Republic - Transcenders of Space and Time
Solyaris Chtonium
#79 - 2015-12-05 03:09:17 UTC
Top Guac wrote:
StuRyan wrote:
3. I also hate this notion that if you commit to a fight you must die if it's the wrong choice. the most common situations A pilot can only make a choice through D-Scan, how do they know a 20 man gang is on the other side of a gate, or a ship is fitted with a cyno. - i just think, if you are forcing people to die, more tools should be available to help players make a more informed decision.

Um:

- a scout?

- a ship scanner (more a highsec thing, but the tool exists)?
- check the pilot's killboard?


I do use scouts I was just trying to create a more interesting and dynamic game.
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#80 - 2015-12-05 03:58:58 UTC
Top Guac wrote:
Solecist Project wrote:
If you change only four letters in EVEO you get BEER.

Ok, so:

V -> E
O -> R

Where's the B coming from? (no reshuffles allowed.....there has to be some rules in this imaginary game)

I don't see any rules in the quote. :)

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)