These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

[Crius] Little things from Team Super Friends

First post First post
Author
Terranid Meester
Tactical Assault and Recon Unit
#141 - 2014-06-18 19:18:43 UTC
Oh and the repair window is probably overdue an overhaul. You need to hold down shift to repair more than two items after you get past the initial first window, if you don't, then the multiple items lose their highlight.
Bechamimi
Toast and Tea
#142 - 2014-06-18 23:19:25 UTC
Just to iterate on my previous idea:

Jury Rigging

Each level reduces the calibration cost of T1 rigs by 5.


Advanced Jury Rigging (requires Jury Rigging 4 or 5)

Each level reduces the calibration cost of T2 rigs by 5.
Rain6637
GoonWaffe
Goonswarm Federation
#143 - 2014-06-19 01:25:22 UTC
Bechamimi wrote:
Just to iterate on my previous idea:

Jury Rigging

Each level reduces the calibration cost of T1 rigs by 5.


Advanced Jury Rigging (requires Jury Rigging 4 or 5)

Each level reduces the calibration cost of T2 rigs by 5.

ooh that's a good one. I might actually train rigging skills
Garak n00biachi
The Scope
Gallente Federation
#144 - 2014-06-19 02:54:32 UTC
Rain6637 wrote:
Bechamimi wrote:
Just to iterate on my previous idea:

Jury Rigging

Each level reduces the calibration cost of T1 rigs by 5.


Advanced Jury Rigging (requires Jury Rigging 4 or 5)

Each level reduces the calibration cost of T2 rigs by 5.

ooh that's a good one. I might actually train rigging skills



Nice new haircut there. 9/10.
Wilhelm Ormand
The Scope
Gallente Federation
#145 - 2014-06-19 08:31:34 UTC
Rain6637 wrote:

I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right?
Rain6637
GoonWaffe
Goonswarm Federation
#146 - 2014-06-19 13:37:40 UTC
TheSmokingHertog
Julia's Interstellar Trade Emperium
#147 - 2014-06-19 19:27:40 UTC
Wilhelm Ormand wrote:
Rain6637 wrote:

I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right?


I never realized that, but then I wonder why I don't see them on Mastery Sheets.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Kosetzu
The Black Crow Bandits
Northern Coalition.
#148 - 2014-06-19 19:45:44 UTC
TheSmokingHertog wrote:
Wilhelm Ormand wrote:
Rain6637 wrote:

I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right?


I never realized that, but then I wonder why I don't see them on Mastery Sheets.

And if you follow the mastery skills you'd have quite a bit of useless stuff and missing some pretty vital ones.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#149 - 2014-06-19 20:38:26 UTC
Kosetzu wrote:
TheSmokingHertog wrote:
Wilhelm Ormand wrote:
Rain6637 wrote:

I'm puzzled that with 91M skillpoints you did not even train them past 1. You do know they reduce drawbacks right?


I never realized that, but then I wonder why I don't see them on Mastery Sheets.

And if you follow the mastery skills you'd have quite a bit of useless stuff and missing some pretty vital ones.


I realize that, but I am not into fitting a lot, just getting done what needs done, then they should have some support... thats why they were made, for guidance.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Rain6637
GoonWaffe
Goonswarm Federation
#150 - 2014-06-19 21:01:52 UTC
someone made the point about what rigs have drawbacks that matter

most of my time is in falcons or buzzards... the occasional T2 logi... so ACRs and CCCs.. sometimes T2 rigs

as a priority, rig skills are even lower than gunnery skills for these characters... training for a 5% reduction of a 10% drawback, meh
Amarisen Gream
The.Kin.of.Jupiter
#151 - 2014-06-20 23:50:24 UTC
As this is the new "Little Things Post"

Can we see ships like Freighters, and their related skills tweaks.

Advanced Spaceship Command I - says it opens up the option to drive Freighters. BUT everyone knows I need lvl V to get the racial freighter skill.

Capital Ships 1 - List all the Dreads and Carriers, but you can't get the racial books to use those ships tell lvl 3 and 4 of the skill.

Please have someone run through the ship requirements again, and make tweaks to all the ships in game. As it stands, the skills listed for the ships seems to be very redundant!

+++ I'm still waiting for Gas Harvesting Mastery to be removed from Mining Barges and Exhumers (Still can't fit any gas miners)

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Terranid Meester
Tactical Assault and Recon Unit
#152 - 2014-06-21 03:20:25 UTC
The tooltip for when you hover over multiple celestials overlaid on top of one another could stay around for longer [forever is my preference until you click in space or whatever]. Currently it doesn't stay around long enough when you are close to your ship and moving fast for example.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#153 - 2014-06-21 03:24:24 UTC  |  Edited by: Salpun
Corp ship insurance window got added. Great Twitter hint.Big smile

Who ever added a "to hanger and reprocess" right click option is a saint Big smile

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

TheSmokingHertog
Julia's Interstellar Trade Emperium
#154 - 2014-06-23 01:43:07 UTC
Amarisen Gream wrote:
As this is the new "Little Things Post"

Can we see ships like Freighters, and their related skills tweaks.

Advanced Spaceship Command I - says it opens up the option to drive Freighters. BUT everyone knows I need lvl V to get the racial freighter skill.

Capital Ships 1 - List all the Dreads and Carriers, but you can't get the racial books to use those ships tell lvl 3 and 4 of the skill.

Please have someone run through the ship requirements again, and make tweaks to all the ships in game. As it stands, the skills listed for the ships seems to be very redundant!

+++ I'm still waiting for Gas Harvesting Mastery to be removed from Mining Barges and Exhumers (Still can't fit any gas miners)


Quoted for good content.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#155 - 2014-06-23 02:10:34 UTC
Amarisen Gream wrote:
As this is the new "Little Things Post"

Can we see ships like Freighters, and their related skills tweaks.

Advanced Spaceship Command I - says it opens up the option to drive Freighters. BUT everyone knows I need lvl V to get the racial freighter skill.

Capital Ships 1 - List all the Dreads and Carriers, but you can't get the racial books to use those ships tell lvl 3 and 4 of the skill.

Please have someone run through the ship requirements again, and make tweaks to all the ships in game. As it stands, the skills listed for the ships seems to be very redundant!

+++ I'm still waiting for Gas Harvesting Mastery to be removed from Mining Barges and Exhumers (Still can't fit any gas miners)



The first one is related to the freighter changes. To pilot a freighter, you used to only need ASC 1. That's one of the requirements to sit in a freighter.

The skill also needs ASC at 5, but that's not important for sitting in the freighter, as long as you have the freighter skill at any level. Which a bunch of people do, without ASC 5, as they skilled up, before the change.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Mandor M Sawall
Whiskey Tango Zulu
#156 - 2014-06-24 15:06:52 UTC
I don't know why anything should be changed.
I think the rigs should stay as they are. In fact, i think all should stay as is. Why should we want to allow mass fitting to unskilled players? Let them work on it like the rest of us. If he can't fly it, why should he be able to fit it? If the player does not know how to use the guns, why would he know how to fit the gun to the ship? So he can prepare the ship for someone else? Screw that, let him train for it!
CCP Punkturis
C C P
C C P Alliance
#157 - 2014-06-27 09:53:41 UTC
Amarisen Gream wrote:
As this is the new "Little Things Post"


it's not P

it's a feedback thread for the little things we're introducing now

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

CCP Punkturis
C C P
C C P Alliance
#158 - 2014-06-27 10:00:00 UTC
I updated the original post with more little things

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis

Firvain
Wildly Inappropriate
Wildly Inappropriate.
#159 - 2014-06-27 10:54:49 UTC
Anyway we can have modules in cargo added to fits? that would be a godsend for people who fit ships together that require extra modules with them
CCP Punkturis
C C P
C C P Alliance
#160 - 2014-06-27 11:11:29 UTC
Firvain wrote:
Anyway we can have modules in cargo added to fits? that would be a godsend for people who fit ships together that require extra modules with them


due to technical reasons that's not possible right now CryOopsWhat?

♥ EVE Brogrammer ♥ Team Five 0 ♥ @CCP_Punkturis