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Videocast: EVE Development at 16:00 GMT on Twitch.tv

First post
Author
Byrrssa Crendraven
Anti - Social
#61 - 2013-04-09 13:53:12 UTC
Please tell me you're looking into the overview!!!!

Could we have individual settings for the tabs?

Could we pull out the tabs like we can for the chats?

Could we have more tabs?!?!?!

And could we have the close up view of our targeted vessel?

Thank you!
Worldspawn
Worldspawn Industries
#62 - 2013-04-09 13:53:40 UTC
1. I really love it how missiles come flying through space and hitting ships in different locasions, causing explosions, lots of noise and causing your ship to shake violently.
Compared to this however, other weapon systems feel a bit lacking...
I'm an old minmatar pilot, currently using autocannons and the feeling of unloading with them is, sadly, pretty lame. I'm always hitting the exact same spot on my target (unless I miss of course) and there's no apparent effect really.
Watching my bullets bounce off a shield or tearing through armor (in more that one location) would be a sweet sight indead ^^
Any plans to improve this aspect in the near future?

2. When my ship goes low on and begins breaking apart, it looks pretty cool with fires and so on. Being a mission runner I'd love to see more effects happening to the rats, like, smoke when they half through armor, fire when in hull or similar.
Any plans to add something like this in the near future?

3. During some PvE missions, like the angels Pirate Invasion, some enemy battleships are stuck behind structures that are very far away. In a level 4 mission this often means traveling in a very slow moving ship just to reach them and even more so once the balance changes to the Tracking Enhancers arrive (reducing optimal and falloff range).
This isn't the only mission in which such a thing occurs and it's been like this for quite a while.
Are we seeing a fix for the missions that suffer from hostile ships being stuck in the upcoming expansion? =)

4. Blowing things up is awesome! I remember when I started this game and I wanted to blow up every structure I could find while running missions, realizing some actually dropped things! Now, years later, I've stopped doing that since most things you can blow up won't drop anything and those huge bases, cool as they are in all their majestic ways, take an immense beating to tear down in exchange for some cheap T1 loot.
I realize that things that are easy to kill can't give you officer loot but what I'm curious about is if you got any plans to spice these things up a bit by, maybe, making blown up structures salvageable (metal scraps), drop trade goods and add smoke and flames to the huge space stations when they go low :D

5. Got back after a couple of months break and discovered new skill books (wohoo, LADAR sensor compensation and salvage drones!). Will we see any new interresting ones in the expansion? Like... Combat Drone Falloff range or Improved Reloadtimes? =)

6. Will we ever see new, fresh level 4 (or 5!) missions in high security? Still dreaming about fighting a big ship where I ca
Efraya
V0LTA
WE FORM V0LTA
#63 - 2013-04-09 13:56:38 UTC
For those of us that will be unavailable to watch the stream live, will you be releasing the Q&A on your youtube channel at a later date?

Thanks.

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

tofucake prime
The Hatchery
RAZOR Alliance
#64 - 2013-04-09 13:59:19 UTC
Evelina Rakovic wrote:
- Anti Cloacked campers modules? (that improve industries on 0.0 (people can mining))

This is bad. Either they are AFK and don't hurt you or you're stupid for mining without any defenses.

Evelina Rakovic wrote:
- Supers docking stations

First, Supers are BIGGER than stations. Second, supers are already too safe.

Evelina Rakovic wrote:
- More connections (stargates) from 0.0 to hisec (like hed) that can improve small gank from hisec to roaming into 0.0 (like connections from hisec to fountain/curse/esoteria/cache)
- Improve bonus of outposts like amarr with construction eff that can improve 0.0 industries.
- Black ops with covert ops cloacking device
- Incursion on 0.0 broking sov if you don't doing for X days

why not

Evelina Rakovic wrote:
- Soveregnity cost much expensive (bigger alliance have a lot of space empty, maintance cost around 1b for every system (+ alliance members like wars) maybe can improve small alliance to get 0.0 space).

It's incentive to actually utilize the space alliances own. It should be more expensive for unused systems. Why isn't it?

Evelina Rakovic wrote:
- Review docking range especialy on stations like jita
- Review moon mining, like planetary interaction, resource must be change, and you must place region of the moon that you wanna mining. It is not possible that bigger alliance when taked a moon they doing money without doing anything and planetary interaction are so hard for everybody. Example if you have technedium moons after 1 month of hard harvester next month moon materials swithing to another low materials,
no comment on these
Nikki Rhal
The Children Of Gallifrey
#65 - 2013-04-09 13:59:44 UTC
this may have already been asked, but let me ask, why is the Black ops ships not following the line that there brothers do? Pilgrim / Falcon and such, only the widow does such a thing, and i'd personally love to see a Bhal type covert ship or a Webbing panther with cov ops cloak
tofucake prime
The Hatchery
RAZOR Alliance
#66 - 2013-04-09 14:07:15 UTC
Why don't tracking disruptors work on non-turrets? Why do neuts and vamps and rsbs and ecm all have magical perfect tracking? Tracking is, from what I understand, a product of the ship calculating where to point these things rather than modules individually determining what to do. From both lore and logic standpoints tracking should affect basically all targeted systems which rely on the ship (so basically, everything not a long range missile)
socrates33
Perkone
Caldari State
#67 - 2013-04-09 14:08:41 UTC
Evelina Rakovic wrote:
- Anti Cloacked campers modules? (that improve industries on 0.0 (people can mining))
- Supers docking stations
- More connections (stargates) from 0.0 to hisec (like hed) that can improve small gank from hisec to roaming into 0.0 (like connections from hisec to fountain/curse/esoteria/cache)
- Improve bonus of outposts like amarr with construction eff that can improve 0.0 industries.
- Black ops with covert ops cloacking device
- Incursion on 0.0 broking sov if you don't doing for X days
- Soveregnity cost much expensive (bigger alliance have a lot of space empty, maintance cost around 1b for every system (+ alliance members like wars) maybe can improve small alliance to get 0.0 space).
- Review docking range especialy on stations like jita
- Review moon mining, like planetary interaction, resource must be change, and you must place region of the moon that you wanna mining. It is not possible that bigger alliance when taked a moon they doing money without doing anything and planetary interaction are so hard for everybody. Example if you have technedium moons after 1 month of hard harvester next month moon materials swithing to another low materials,


razonable question.

can be implemented in short time.
Alexa Vaalkoerej
Caldari Provisions
Caldari State
#68 - 2013-04-09 14:10:18 UTC
Hello everyone,

i come to you with a suggestion to reunify two functionalities that looking at first glance separately they work just fine.
What i am talking about are the SOLAR SYSTEM MAP, STAR MAP and GRID VIEW.
To my opinion the UI could be improved here if we had a smooth zoom from the star map view directly to the system map view directly to the grid view like it is a standard for many other space games out there.
So why unify the maps/vierws? For example it is for me extremely annoying to have to switch between the maps when creating tactic bookmarks. But not only for this reason. I would enjoy to see the information available to a pilot on all maps/views for example the bookmarks within the grid view. Of course those view settings should continue to be customizable.

Perhaps this is a second thought worth CCP.
Thank you for your attention.
Greetings
Alexa
Krystyn
Serenity Rising LLC
Controlled Chaos
#69 - 2013-04-09 14:10:38 UTC
Elizabeth Aerrinah wrote:
In the future can we expect more Navy Issue ships, for example a Hyperion Navy Issue?


Navy Rokh!!!
Ben Li
Republic Military School
Minmatar Republic
#70 - 2013-04-09 14:13:24 UTC  |  Edited by: Ben Li
When do you plan to make OFFLINE POSes anything more than a dead thing that needs to be killed for no reward.

Hacking offline towers that have been there for over 2 months would hurt nobody if they had 1-2 days notice beforehand (in case of placeholders) but otherwise this would:
A) Make new exploration professions
B) Make rewards for removing dead space debree

Why is this not a part of the game even though it could be easily incorporated?
Did I miss it?

Is this coming with oddy?

Why not?
Phobos Eversor
Order of the Black Dagger
#71 - 2013-04-09 14:16:53 UTC  |  Edited by: Phobos Eversor

  1. I would love to be able to pay per active skill queue, rather than per account; Is that technically feasible, and/or something you'd be willing to explore?

  2. With the introduction of racial destroyer and battlecruiser skills opening up the possibility for new pirate-faction ships, if there are any such planned, would you consider using existing ship models, such as those used by the NPCs without capsuleer-flyable counterparts, such as the Angel's Ixion?

  3. How will "financing" work between Dust and Eve? Will Eve-players ever be able to give plain ol' ISK to the bunnies, or will equipment donations be the capsuleers' contribution? What methods of interaction will be available beyond the district modifier to faction warfare contested status and planetary strikes?

  4. There were some... err... "mixed" reactions to Incarna. At what point can we expect you to get back on the horse again, and crank out some new ambulatory activities other than walking around a room, using objects in it as a rather inefficient interface to access various client functions? To be honest, I don't even load up the station environments anymore. I'd like to, but there really just isn't anything there at this point (except potential).

  5. I'm sure there's significant spaghetti in the code surrounding this, but being able to queue jobs in batches would be great (i.e. x runs on each of these y blueprints, put everything in hangar z when it's done). Is this something that's feasible without an entire rewrite of the industry system (which frankly, might be a little overdue anyway :P)? Also, canceling a job on a POS you own should not tie up that slot for the duration of the original job. That's like me deciding I didn't want pizza after all, but leaving the oven on for 20 minutes anyway.

  6. Destructible ships (models, graphically speaking) would make the game a lot more immersive. It feels odd having a completely functional ship one second, and a wreck the next, with no cosmetic damage through that transition save for the occasional puff of fire from an otherwise intact ship. Armor damage could cause some dents/scratches while hull damage could expose superstructure, for example.

  7. Can we have more overview tabs? Can we have d-scan use different settings than our active overview/defaults?

Krystyn
Serenity Rising LLC
Controlled Chaos
#72 - 2013-04-09 14:18:01 UTC
How about that Caldari-Minmatar pirate faction....
oh wait...
Loki Feiht
Warcrows
THE OLD SCHOOL
#73 - 2013-04-09 14:23:54 UTC
Any plans to add more dynamic content?

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

socrates33
Perkone
Caldari State
#74 - 2013-04-09 14:25:00 UTC  |  Edited by: socrates33
ALL JUMP or JUMP TOGHTHER


Carrier or supercarrier (have to be decide) + frigates(no destroyer)


the idea is that a mothership jump with 10-15 frigates and their drivers simultaneously reached the destination once the drivers can undock their mothership frigates.


T1 and T2 frigates only allows (not Included: bomber, destroyer or reconship as these can be used covertgenerator of back ops.)


can be posible?Lol



- The POS can have Fitting like a ship??


PD: i can dream...Big smile
mad manner
PILGRIMS
Pan-Intergalatic Business Community
#75 - 2013-04-09 14:27:44 UTC
OverLoading. Why is it that when i select ONE module to overload The entire rack overloads.
If i wanted the entire rack to overload i would select the icon off to the left of that rack..
The example i will put forth is this : If i want to overload my microwarpdrive to overload why are my shield hardeners also overloading???
This is something that needs to be fixed, VERRY SOON
John Selth
Collapsed Out
Pandemic Legion
#76 - 2013-04-09 14:36:59 UTC
WHY WHYYYYYYY are you removing a low slot on the mega! it already had weak comparable tank as it is! If you want to "rabalance" the ship and add a mid slot why didnt you just take off the untility high slot? Also how many signatures must I get, how many nodes must I crash, how many spams must I make so that you dont go forward with the Mega changes.
Talho Olari
Doomheim
#77 - 2013-04-09 14:38:38 UTC
Will video player be implemented in eve? And when if yes?
GeeShizzle MacCloud
#78 - 2013-04-09 14:38:48 UTC
could we possibly make our own skills certificates so that we can build up plans in game for preferred skillsbases for new players in our corp/alliance.

eg skills needed to fly a t2 logi based on ship requirements or other skills certificates do not cut it when flying a mwd logi with 3 large reppers and tank.
GeeShizzle MacCloud
#79 - 2013-04-09 14:43:04 UTC
mad manner wrote:
OverLoading. Why is it that when i select ONE module to overload The entire rack overloads.
If i wanted the entire rack to overload i would select the icon off to the left of that rack..
The example i will put forth is this : If i want to overload my microwarpdrive to overload why are my shield hardeners also overloading???
This is something that needs to be fixed, VERRY SOON


your shield hardeners may not be overloading but the module you are overloading causes significant heat. That heat is damaging, and damages modules. Modules placed next to the module you are overloading shares some of the heat generated by the module being overloaded because of entropy (read diffusion).

so you get heat damage on modules you didnt overload because heat from the overload ALWAYS affects modules fitted close to it, but never to the extent of the originally Overheated module.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#80 - 2013-04-09 14:44:12 UTC  |  Edited by: Berluth Luthian
Why doesn't the channel show up as a channel from the mobile app's search? I can't watch it from the website URL due to Adobe Flash restrictions, but could use my app, if only you (or twitch) opened those settings for the channel...?

*EDIT* Looks like somebody fixed this! Thanks!