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Player Features and Ideas Discussion

 
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CSM Little Things - Jayne's List

First post
Author
Alexhandr Shkarov
The MorningStar. Syndicate
#61 - 2015-09-12 23:19:12 UTC
Jayne,

Could you inform if it would be technically feasible to make exportable ignore/block/standing list for characters?
It would help people with alts a lot if they can import an XML file that has all the blocked names. No more blocking the same thing 20 times?

All my posts are on my personal title and should not be confused as me speaking for anyone else.

Triffton Ambraelle
Signal Cartel
EvE-Scout Enclave
#62 - 2015-09-13 00:36:54 UTC  |  Edited by: Triffton Ambraelle
Would it be possible to multi-fit without bogging the servers? As in, could a Doctrine fitting be applied to multiple ships at one time, specifically without having to board each one individually?

Can we get a "Rename All" button?

Are there plans on releasing Fireworks/Snowball/Festival Launcher BP's, or at least seeding the market regularly?

> In chasing the unknown, we discover ourselves.

Djiana Lenar
Republic Military School
Minmatar Republic
#63 - 2015-09-13 02:22:56 UTC  |  Edited by: Djiana Lenar
Jayne Fillon nice list.
What do you think of these?

1 A better ingame Jump/Route planner
2 Tech 2 Capital modules
3 Alliance hangers for all corp directors to access even if its just 1 bin
4 Build supers in low-sec
5 Shortcut to ship fittings rather then go through Alt F
6 Skill for Jump Fatigue cooldown time
7 Convert in-game notes to in-game mail.
8 Auto Repeat D-Scan (War on clicks)
9 Supers and titans seeded on test server market for testing
10 Supers to dock Aeon is not much bigger then a freighter...Why do we need to wait for chribba or any 3rd party to log in to trade supers? also huge chance u going to be scammed too.
Sam Spock
The Arnold Connection
#64 - 2015-09-13 04:33:06 UTC  |  Edited by: Sam Spock
#1

Low end DED sites (1/10 and 2/10) often require keys that are missing making the site un-playable.
I believe this is a left over from when DED sites were static.
They create a situation where the site can remain for days and not be able to be run or respawn elsewhere.
This can be an issue for newer players as these are the easiest DED sites and can spawn in starter systems.

Here is a list of the sites I have seen this happen with:
Minmatar Contracted Bio-Farm (One locked gate. Angel 1/10)
Angel Creo-Corp Mining (Two locked gates. Angel 2/10)
Pith Robux Asteroid Mining & Co. (Two locked gates. Guristas 1/10)
Pith Merchant Depot (One locked gate. Guristas 2/10)
Sansha Military Outpost (One locked gate. Sansha 1/10)
Serpentis Drug Outlet (One locked gate. Serpentis 1/10)

Other DED sites in the past required keys but the gates were unlocked in them. I think the same should apply to these.

#2
The drone sites Haunted Yard and Chemical Yard do not allow T2 crusiers but the Desolate Site does. I think this should be changed.

#3
You cannot bring a prospect into any Lookout signature but you can enter with Exhumers. I believe this was an oversite.

Thanks.

Giving you Inconsistent grammar, speilling and Punct-uation since 1974!

Amarisen Gream
The.Kin.of.Jupiter
#65 - 2015-09-13 08:09:44 UTC
A few more things

1: Introduce the new structures to the NPC factions - Major Trade Hubs would have the XL citidals.
2: Make the average number of stations 1-2 per system.
3: As the new structures are developed and NPCs replace their stations - figure out a way for players to help fund upgrades to them. Jita would be a citidal and players as a whole could invest in it getting the ability to increase their sell orders from that station. Other stations players could invest in better refining, ME/TE etc. (creates a decent ISK sink)
4: Different sized structures would have different upgrad options.

"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

Areen Sassel
Dirac Angestun Gesept
#66 - 2015-09-14 17:56:30 UTC
Djiana Lenar wrote:
8 Auto Repeat D-Scan (War on clicks)


Second the motion. I await the cries of "dumbing down", but really, the critical bit is pointing your eyes at D-scan, not pressing the button once you've done so...
Ransu Asanari
Perkone
Caldari State
#67 - 2015-09-15 00:51:43 UTC
Please reduce the intensity on the sun for the A0IV (Turbulent Blue Subgiant) for Thera and the Shattered Wormholes. I mentioned this to Gorski, so maybe talk to him as well.

It's a mix of the skybox/nebulae and the intensity, but it's RETINA DESTROYINGLY BRIGHT.

I can't angle my camera towards the system core without being blinded. Please, have mercy on us.

Screenshots:

http://i.imgur.com/OZqB2QU.jpg

http://i.imgur.com/nV2NKX6.jpg
Kenrailae
Center for Advanced Studies
Gallente Federation
#68 - 2015-09-15 01:37:44 UTC
Couple things on there that don't really strike me as 'major' but all in all, great list.



+1

The Law is a point of View

The NPE IS a big deal

Madd Adda
#69 - 2015-09-15 04:41:39 UTC
the only one on this list i cannot nor want to see happen is " watchlists only on mutual approval "

It renders the point of a watchlist useless. Otherwise it'll be reduced to friends and people who just don't care accepting.

Carebear extraordinaire

Djiana Lenar
Republic Military School
Minmatar Republic
#70 - 2015-09-27 11:57:01 UTC
Djiana Lenar wrote:
Jayne Fillon nice list.
What do you think of these?

1 A better ingame Jump/Route planner
2 Tech 2 Capital modules
3 Alliance hangers for all corp directors to access even if its just 1 bin
4 Build supers in low-sec
5 Shortcut to ship fittings rather then go through Alt F
6 Skill for Jump Fatigue cooldown time
7 Convert in-game notes to in-game mail.
8 Auto Repeat D-Scan (War on clicks)
9 Supers and titans seeded on test server market for testing
10 Supers to dock Aeon is not much bigger then a freighter...Why do we need to wait for chribba or any 3rd party to log in to trade supers? also huge chance u going to be scammed too.



http://i.imgur.com/1lLEBJU.png?1
Is someone listening to our requests?
Triffton Ambraelle
Signal Cartel
EvE-Scout Enclave
#71 - 2015-09-27 19:14:22 UTC
Ransu Asanari wrote:
Please reduce the intensity on the sun for the A0IV (Turbulent Blue Subgiant) for Thera and the Shattered Wormholes. I mentioned this to Gorski, so maybe talk to him as well.

It's a mix of the skybox/nebulae and the intensity, but it's RETINA DESTROYINGLY BRIGHT.

I can't angle my camera towards the system core without being blinded. Please, have mercy on us.


Seconded! I play on a potato, and I can't be anywhere within a few million KM of the sun without my screen going completely white and my GPU fan bitching.

> In chasing the unknown, we discover ourselves.

Jayne Fillon
#72 - 2015-09-29 03:24:58 UTC
I presented a total of 55 items from this thread to CCP. Not all of them were possible, and some of the answers I can't talk about, but hey. It's something.

Can't shoot blues if you don't have any. Long Live NPSI.

Arkady Romanov
Whole Squid
#73 - 2015-09-29 03:46:59 UTC
Make Damage Control Modules (Tech 1, Meta and Tech 2) passive modules. You run them constantly anyway and having to activate them after every jump is a waste of time.

Whole Squid: Get Inked.

Sama Dobrota
Imperial Academy
Amarr Empire
#74 - 2015-09-29 09:33:20 UTC
Hi, Jayne

May I, please, ask you two questions:

First: why to eliminate learning impants and remaps. I understand CCP also wants to get rid of them, but why? What benefits does this bring? The only reason I see is that some newbies stupidly waste all their bonus remaps and start bombarding CCP with petitions. Free jump clones allow to have expensive implants to speed up training and cheaper ones to fly dangerous. Also, high grades sets are expensive and nefring them shall affect many players. Implants are still a noticeable part of game economy.
TL;DR: removing leaning implants takes away the players ability to affect their learning speed, what does this grants in return of lost freedom to choose for ourselves?

Second: why to require approval for the watchlist? If implemented it shall benefit bigger corporations wardeccing smaller and one-man corps for jucy kills. Bigger entites already have a huge advantage in numbers, intel and firepower, so this simply benefits highsec griefers and thus, providing more pressure on solo players.
TL;DR: solo players are already oppressed enough, what for you want to make their gameplay even harder?

Thanks
Jayne Fillon
#75 - 2015-09-29 19:17:31 UTC
Sama Dobrota wrote:
First: why to eliminate learning implants and remaps. I understand CCP also wants to get rid of them, but why?
It is a disincentive to PvP.

It's not that the goal here is to increase training times, it's to give the same benefit without having the optimal strategy for gaining skill points be not to engage in any sort of PvP activity.

Sama Dobrota wrote:
Second: why to require approval for the watchlist? If implemented it shall benefit bigger corporations wardeccing smaller and one-man corps for jucy kills
Malcanis' Law: "Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."

I think that applies here. Wars need a lot more than just "watchlists" changing in order to be a little bit more.... enjoyable for everyone. Watchlist, however, provides the industrial-sized collection of intel with exactly zero effort or requirement to login.

Can't shoot blues if you don't have any. Long Live NPSI.

Frostys Virpio
State War Academy
Caldari State
#76 - 2015-09-29 19:25:59 UTC
Arkady Romanov wrote:
Make Damage Control Modules (Tech 1, Meta and Tech 2) passive modules. You run them constantly anyway and having to activate them after every jump is a waste of time.


That would be quite a boost to afk auto-pilot.
Jayne Fillon
#77 - 2015-09-29 19:28:05 UTC
Frostys Virpio wrote:
Arkady Romanov wrote:
Make Damage Control Modules (Tech 1, Meta and Tech 2) passive modules. You run them constantly anyway and having to activate them after every jump is a waste of time.


That would be quite a boost to afk auto-pilot.
Which isn't necessarily a good or a bad thing, but yes, you're correct.

Can't shoot blues if you don't have any. Long Live NPSI.

Black Pedro
Mine.
#78 - 2015-09-29 19:43:24 UTC
Jayne Fillon wrote:
Frostys Virpio wrote:
Arkady Romanov wrote:
Make Damage Control Modules (Tech 1, Meta and Tech 2) passive modules. You run them constantly anyway and having to activate them after every jump is a waste of time.


That would be quite a boost to afk auto-pilot.
Which isn't necessarily a good or a bad thing, but yes, you're correct.
Isn't it? I thought the current trend was to reward active gameplay, like the aborted fleet warp changes? Why should changes be made to reward players for not actually interacting with their game client or remove incentives to pay attention to what is happening around them?

Shouldn't the game scale such that those that actively play and micromanage their ship receive increased performance, as compared to someone who say uses the auto-pilot, or just assigns drones and is fleet warped around?
Jayne Fillon
#79 - 2015-09-29 21:11:46 UTC
Black Pedro wrote:
Jayne Fillon wrote:
Frostys Virpio wrote:
Arkady Romanov wrote:
Make Damage Control Modules (Tech 1, Meta and Tech 2) passive modules. You run them constantly anyway and having to activate them after every jump is a waste of time.


That would be quite a boost to afk auto-pilot.
Which isn't necessarily a good or a bad thing, but yes, you're correct.
Isn't it? I thought the current trend was to reward active gameplay, like the aborted fleet warp changes? Why should changes be made to reward players for not actually interacting with their game client or remove incentives to pay attention to what is happening around them?

Shouldn't the game scale such that those that actively play and micromanage their ship receive increased performance, as compared to someone who say uses the auto-pilot, or just assigns drones and is fleet warped around?
I was waiting for someone to jump down my throat for this, haha.

There is a slight difference between "rewarding active gameplay" and "active gameplay is rewarding". Whatever the change is, it should be an increase to QoL, because being forced to click a button every 5 minutes or so is not rewarding gameplay, although it is active. In my personal opinion, if DCUs became passive modules, we'd have to look at the hull amounts of various ships, but hey. We're pretty far into theory at this point, as I'm pretty sure it's not on the agenda.


Can't shoot blues if you don't have any. Long Live NPSI.

Sama Dobrota
Imperial Academy
Amarr Empire
#80 - 2015-09-30 08:02:13 UTC  |  Edited by: Sama Dobrota
Jayne Fillon wrote:
Sama Dobrota wrote:
Second: why to require approval for the watchlist? If implemented it shall benefit bigger corporations wardeccing smaller and one-man corps for jucy kills
Malcanis' Law: "Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."

I think that applies here. Wars need a lot more than just "watchlists" changing in order to be a little bit more.... enjoyable for everyone. Watchlist, however, provides the industrial-sized collection of intel with exactly zero effort or requirement to login.


Well, enforcing mutual approval of watchlists shall just eliminate their usage in cases of wardecs (also it will cause a problem when kicked out corp members could still have this kind of intel for former corp members, like non-expiring skype or icq authorization). If this (approval) happen, smaller enties really need some countermeasures. I'd say adding NPC stations to most of nullsec regions sounds fine for me. When wardecced in a one-man corp flying to Provi is a good soultion, because highsec griefers would hardly chase you in their DPS ships there thru the bubbles. Most of nullesc is NBSI, the guarded "private property" with no ability for a random visitor/exploprer to dock. There is the discussion here at FANDI about adding more NPC stations to null. You know what? This hardly can happen. The lobby of megacorps already influenced nullsec wormhole connections to make WH null-to-null travels very problematic, the jump fatigue also defends the idea to prevent massive intrusions.
I'd still suggest adding more NPC stations to different regions of nullsec, as this will cause the outrage of big alliances. Imagine all of a sudden a huge fleet undocks. Why the heck everything in this game design varies to please big instances? In my opinion a sandbox is not to distribute more sand to bigger kids.

TL;DR: solo gameplay is still an option. CCP & CSM efforts to eliminate it by removing features for smaller corps and granting nothing in return are sad.