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What would you do to improve EVE Online?

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2015-10-12 09:25:43 UTC
My take on how to make EVE better is the following: Reduce all Ship HP by 50% all speed (except warp speed) by 50% and damage potential by all ships by 30%. We are approaching ridiculous values in all these departments and it is time to lower the 0 base to an acceptable level from which we can increase things again.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

FT Diomedes
The Graduates
#22 - 2015-10-12 09:40:26 UTC
afkalt wrote:
Amarisen Gream wrote:
5: introduce a new pirate faction (Caldari/minni) that is immune to the effects of webs and the MWD turn off of a scram. Maybe make this resistant to most forms of ewar.


Didn't take long for someone to ask for the I-WIN button. Hehe. This would make an orthrus look like a rifter.


And by "Rifter" he means the post-nerf Rifter... not the once proud ship we used to fly.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#23 - 2015-10-12 09:41:35 UTC
baltec1 wrote:
Rivr Luzade wrote:

And what differentiates NPC Null from Sov Null then? I mean, you have no way at all to increase ADM in NPC space, you do not get fuel reductions because no TCU, you have no anoms and agents in Citadels are a pipe dream with the current CCP... so, the only objective is to remove NPC null sec and a thorn in sov holder's sides?



Where do you think the Imperium is going to store its war supplies, in a vulnerable Citadel or in an invulnerable NPC station? You cant leave NPC stations in null as they will simply be abused by the very powerblocks you want to hinder.


This is disingenuous at best.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Irya Boone
The Scope
#24 - 2015-10-12 10:46:52 UTC
One thing and only one thing

Open da ******* door of captain quarter and let people walk in station to take some coffee look outside the big window, and let people board structures and explore them and Why not let us go on the surface of planets ( foot or in fregate or in fighters).

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

baltec1
Bat Country
Pandemic Horde
#25 - 2015-10-12 11:55:17 UTC
afkalt wrote:
baltec1 wrote:
Rivr Luzade wrote:

And what differentiates NPC Null from Sov Null then? I mean, you have no way at all to increase ADM in NPC space, you do not get fuel reductions because no TCU, you have no anoms and agents in Citadels are a pipe dream with the current CCP... so, the only objective is to remove NPC null sec and a thorn in sov holder's sides?



Where do you think the Imperium is going to store its war supplies, in a vulnerable Citadel or in an invulnerable NPC station? You cant leave NPC stations in null as they will simply be abused by the very powerblocks you want to hinder.


Come on now, when was the last time you were actually threatened, threatened to the point is this relevant?

Where you store anything is currently academic and this shows no signs of changing.

Removing NPC null would be a terrible move, terrible. Maybe great for lowsec because people would go there instead (maybe), but that's about it.

It would slaughter anyone not in a big bloc, in about a month, maybe less. Well, it wouldn't, because they'd all evac.

If people could reasonably hold a station/cidatel/whatever in space against you then by extension they could take space from you - but no-one does because they basically can't.


Doesn't matter if we are not threatened we will use it anyway because having an unkillable storage station is better than a killable one.
afkalt
Republic Military School
Minmatar Republic
#26 - 2015-10-12 12:39:19 UTC  |  Edited by: afkalt
baltec1 wrote:
afkalt wrote:
baltec1 wrote:
Rivr Luzade wrote:

And what differentiates NPC Null from Sov Null then? I mean, you have no way at all to increase ADM in NPC space, you do not get fuel reductions because no TCU, you have no anoms and agents in Citadels are a pipe dream with the current CCP... so, the only objective is to remove NPC null sec and a thorn in sov holder's sides?



Where do you think the Imperium is going to store its war supplies, in a vulnerable Citadel or in an invulnerable NPC station? You cant leave NPC stations in null as they will simply be abused by the very powerblocks you want to hinder.


Come on now, when was the last time you were actually threatened, threatened to the point is this relevant?

Where you store anything is currently academic and this shows no signs of changing.

Removing NPC null would be a terrible move, terrible. Maybe great for lowsec because people would go there instead (maybe), but that's about it.

It would slaughter anyone not in a big bloc, in about a month, maybe less. Well, it wouldn't, because they'd all evac.

If people could reasonably hold a station/cidatel/whatever in space against you then by extension they could take space from you - but no-one does because they basically can't.


Doesn't matter if we are not threatened we will use it anyway because having an unkillable storage station is better than a killable one.


This would kill all space not yours, or empire. You know it and I know it.

Christ man, you'd go around popping these things for lulz just because you could. It would reduce null to even more of a wasteland.

Seriously, all this would do is slaughter all content anywhere near you and force people to stage from low sec but by then it would be academic, no-one would bother.

Ed: And even if you did do this, you'd then maintain a LS storage - because not doing so is insanity.
Amarisen Gream
The.Kin.of.Jupiter
#27 - 2015-10-12 13:13:10 UTC
afkalt wrote:
Amarisen Gream wrote:
5: introduce a new pirate faction (Caldari/minni) that is immune to the effects of webs and the MWD turn off of a scram. Maybe make this resistant to most forms of ewar.


Didn't take long for someone to ask for the I-WIN button. Hehe. This would make an orthrus look like a rifter.


I don't think it would be an i-win button. as the ship/faction would be more balanced along the line to support others. a decent weapon tracking/missiles could take it off the field fast.

"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

Dror
Center for Advanced Studies
Gallente Federation
#28 - 2015-10-12 13:50:34 UTC
Frank Armour wrote:
- Reduce the size of the whole world by a little less then half. This game no longer has the required amount of players to be that big. This will reduce the amount of stargates and travel time to go anywhere and make exploring the whole thing reachable to a certain extend. It would create an increase in people per system which is more than needed.

Why not just get the game full of undocked ships instead? What's the suggestion for how that is less pertinent?

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Donnachadh
United Allegiance of Undesirables
#29 - 2015-10-12 14:14:22 UTC
Got as far as reduce the EvE universe by half and stop reading and just glanced at the rest.

-1 on reducing the size of the EvE Universe. They just added jump fatigue and jump range limits in part to increase the effective size of the Universe and now you want to undue that by removing half of what we have.

-1 because no mater what portion of space you remove you are going to screw over someone while others will be untouched and this is especially true in sov nul.

-1 to the jump clone timer change, combined with your smaller EvE this virtually eliminates the power projection nerfs that were introduced with jump range and jump fatigue.

On to this one "Remove skills to Scan/PI/Explo all together".
I am all in for giving the new / newer players a better start without giving something to the vets in return but this idea cross the line even for me. We are talking about several million skill points here that many vet players have already trained are we going to get those back so we can use them wherever we want?
But more to the point is why should we even consider such a thing, and if we are why stop at just giving away the Scan/PI/Explo skills? is it because you want these but do not have them?
How about we give away all of the manufacturing skills, I would like to have those but do not want to have to train them to get them..
How about all mining skills, those would be nice to have as well but I am not going to waste time to train them.
How about cap ship skills, it would be nice to be able to fly cap ships but I am to lazy to train the skills so give them to me.
So what the hell, why stop at any or all of these why not just give everyone every skill in the game the moment they sign up and be done with all that boring skills crap. Or we could just do ways with skills completely and allow everyone to do everything.
In case you have not figured it out yet this is a -1 to giving away the Scan/PI/Explo skills.

About the only thing we can agree on is that cap ships need to have a new purpose in the game but I will be honest and state that I have no idea what it should be.
Frank Armour
The Scope
Gallente Federation
#30 - 2015-10-13 01:05:27 UTC
Donnachadh wrote:
Got as far as reduce the EvE universe by half and stop reading and just glanced at the rest.

-1 on reducing the size of the EvE Universe. They just added jump fatigue and jump range limits in part to increase the effective size of the Universe and now you want to undue that by removing half of what we have.

-1 because no mater what portion of space you remove you are going to screw over someone while others will be untouched and this is especially true in sov nul.

-1 to the jump clone timer change, combined with your smaller EvE this virtually eliminates the power projection nerfs that were introduced with jump range and jump fatigue.

On to this one "Remove skills to Scan/PI/Explo all together".
I am all in for giving the new / newer players a better start without giving something to the vets in return but this idea cross the line even for me. We are talking about several million skill points here that many vet players have already trained are we going to get those back so we can use them wherever we want?
But more to the point is why should we even consider such a thing, and if we are why stop at just giving away the Scan/PI/Explo skills? is it because you want these but do not have them?
How about we give away all of the manufacturing skills, I would like to have those but do not want to have to train them to get them..
How about all mining skills, those would be nice to have as well but I am not going to waste time to train them.
How about cap ship skills, it would be nice to be able to fly cap ships but I am to lazy to train the skills so give them to me.
So what the hell, why stop at any or all of these why not just give everyone every skill in the game the moment they sign up and be done with all that boring skills crap. Or we could just do ways with skills completely and allow everyone to do everything.
In case you have not figured it out yet this is a -1 to giving away the Scan/PI/Explo skills.

About the only thing we can agree on is that cap ships need to have a new purpose in the game but I will be honest and state that I have no idea what it should be.


Yes, those Ideas are not perfect nor are they suppose to be but I didn't meant to have all those ideas at the same time.

- About the space, I really do feel that accessibility is a problem. I don't think jump range nerf and jump fatigue did anything for the power projection. Still a few big alliances holding the space but now we don't even get to see them around unless they plan and prepare for a few months because of the new logistic of it. It's just another reason for them to stay in their system/area of the game. My idea are radical but they are just a base line to bring solutions.

- About Jump Clones, I think it would be a welcome change by itlsef in the current state of the game where, because of a screw up somewhere, we don't need standing for clones anymore. Why not make it easier for everybody to play with the character they like in the area they like in a easier way.

- And finally, about those PI/Explo skills. As I stated before, I personally see them has side activities. Perhaps some peoples are doing PI and explo has a main activity in the game but that 's not my point. It's just to facilitate the new bros into getting some ways to make isk and explore which are basics to this game. Make them some money and make them explore. I never said anything about manufacturing, mining, etc. I believe they are main activities in the game and I do have an alt with PI & scanning trained so.. no, It's not because I don't have them. :) Perhaps another reason to explore for the new bros could be exploration mission and a good tutorial to PI.

Bring your ideas to the plate man. Nothing wrong with wishing things to change but It'd be nice to actually have thought about solutions.

Zimmer Jones
Aliastra
Gallente Federation
#31 - 2015-10-13 02:23:46 UTC
Obligatory Chloe Reference: https://forums.eveonline.com/default.aspx?g=posts&t=119995

Revamping logi, power creep Battleships into awesomeness again, add more danger to riskless tasks.

cosmetically:

garish neon signs for whatever replaces outposts. I'm talking vegas strip garish.

Camo/pattern paintjobs available in any psychedelic combo you can imagine for the special snowflakes.

space gas station/diner combos, dammit.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Galphii
Caldari Provisions
Caldari State
#32 - 2015-10-13 02:28:41 UTC
Half the speed boost and signature penalty from MWD's and remove webs altogether - eve combat is either balls-to-the-wall fast or absolutely static, and it could be a nice happy in-between.

Oh, and everything baltec1 said too.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#33 - 2015-10-13 05:57:01 UTC
Frank Armour wrote:
- About Jump Clones, I think it would be a welcome change by itlsef in the current state of the game where, because of a screw up somewhere, we don't need standing for clones anymore. Why not make it easier for everybody to play with the character they like in the area they like in a easier way.

Because of power projection. If you can jump 10, 20 times per day to the character "you like" in the area "you like to play in", the only thing that keeps you from hopping between Paragon Soul, Delve and Wicked Creek to defend the sov you hold in that triangle and in between a hop to Hakonen for an L5 or Simela for a quick SOE L3 or two are the logistical capabilities of your alliance or your own to keep ships stocked in the Null regions and you mustering the effort to press the clone jump buttons often per day.
Just look at PL, for instance. They have alts/JCs in Domain (capital hunting in the southern low sec), Derelik (L5 missions near Curse and capital hunting), Delve (somewhat vested interests in sov and capital hunts), the Cloud Ring area (fun with Waffles and since some time CFC harassment) and Malpais (where they still have vested sov interests). Instead of relying on alts in these areas, which limits their numbers somewhat, they could just JC all of them (alts and mains) around as often per day as they want. This was the case with the pre-Phoebe capital jump mechanics. Fortunately, the JC timers prevent this and require alts or massive numbers of people in your group.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Frank Armour
The Scope
Gallente Federation
#34 - 2015-10-13 07:02:55 UTC
Rivr Luzade wrote:
Frank Armour wrote:
- About Jump Clones, I think it would be a welcome change by itlsef in the current state of the game where, because of a screw up somewhere, we don't need standing for clones anymore. Why not make it easier for everybody to play with the character they like in the area they like in a easier way.

Because of power projection. If you can jump 10, 20 times per day to the character "you like" in the area "you like to play in", the only thing that keeps you from hopping between Paragon Soul, Delve and Wicked Creek to defend the sov you hold in that triangle and in between a hop to Hakonen for an L5 or Simela for a quick SOE L3 or two are the logistical capabilities of your alliance or your own to keep ships stocked in the Null regions and you mustering the effort to press the clone jump buttons often per day.
Just look at PL, for instance. They have alts/JCs in Domain (capital hunting in the southern low sec), Derelik (L5 missions near Curse and capital hunting), Delve (somewhat vested interests in sov and capital hunts), the Cloud Ring area (fun with Waffles and since some time CFC harassment) and Malpais (where they still have vested sov interests). Instead of relying on alts in these areas, which limits their numbers somewhat, they could just JC all of them (alts and mains) around as often per day as they want. This was the case with the pre-Phoebe capital jump mechanics. Fortunately, the JC timers prevent this and require alts or massive numbers of people in your group.


Oh, I don't want to remove the timer all together. I'm thinking more like a 12hr cooldown instead of 20, I think with skills. Just so it's possible to start your day and do a few hours of missionning, ratting, exploring or fleet and still be able to attend a different activity in the evening or tend to your PI or else later in the day. I'm sure it would help people with their time schedule. Of course if you run 6 accounts with different skills and task it's irrelevant I suppose but here's an example...

Someone who's a day worker can spend 30min to an hour missionning , ratting, recruiting people for his corp or whatnot at around 7am. Go to work, come back, have supper with his family, girlfriend or friends and by 7pm or 8pm, he can go and jump back to Null, Low or High sec to do whatever his corps do in the evening.

Perhaps you guys are right about power projections. I personnaly works quite a lot. Shift work. And I'm currently using multi character training so I can do two activities the same day. With the current jump clone cooldown, I can only do either or with my main character.
Frank Armour
The Scope
Gallente Federation
#35 - 2015-10-13 07:13:37 UTC
Irya Boone wrote:
One thing and only one thing

Open da ******* door of captain quarter and let people walk in station to take some coffee look outside the big window, and let people board structures and explore them and Why not let us go on the surface of planets ( foot or in fregate or in fighters).


Would be hell of an impressive feet to have a view of the outside of the station. Probably would end up being a video in loop but would still be nice. Good idea!
Joe Risalo
State War Academy
Caldari State
#36 - 2015-10-13 09:29:30 UTC
1) provide an actual NPE and training and quit expecting people to just figure everything out. Sure, leave the advanced stuff for players to figure out, but not even explaining to them something as basic as weapon types is just ridiculous.

2) the whole sandbox thing is nice and all, but some control needs to be taken from the players. There's too much corruption in HS when there's no actual controlling entity. People are dead set on ruining your game, as opposed to playing theirs.

3) just go back to the drawings by board on SOV. As it sits, there's no conflict drivers, leading to complacency.
It's too easy to maintain vast amounts of numbers and SOV, which leads to it being too difficult to start a new SOV.
These are backwards. It should be more difficult to hold large amounts of SOV, and easier to start SOV.

4) the game punishes new.
New player, new corp, new alliance, new SOV, new structure, new WH, whatever the case - if you include new with whatever you're about to say, it might as well come with a swift kick in the nuts. Even something as simple as moving to a new station in HS is taxing.
This is one of Eve's biggest failures.
There's little incentive to be a new player in Eve because they make it uneccessary difficult, and there's no incentive to do anything new in Eve because there's almost no benefit I doing so. This is especially true if you don't already have the skills for what you're wanting to do.
Example.. I run level 4 missions.. Why run lvl 5's when I'm just going to spend all my time trying not to get blown up by other players? Why do exploration when the chance at payout is extremely random and it again leads me out to where everyone tries to blow me up? Why run combat sites when they're again just going to lead me out where everyone wants to blow me up?
Hell, why even bother going outside HS to blow people up, when you're just going to get blown up all the time? Example being CODE. Why should I want SOV, WH, or LS system control when the only thing different is people wanting to blow me up all the time?

Someone is probably going to harass me for Number 4, but it's the truth.
Why would anyone is Eve want to do anything outside of HS when you just end up spending all your time trying not to get blown up??
And if you're not spending all your time getting blown up, it's because you are part of a large entity with vast control.
And no, joining a large entity in order to do something should never be the solution, otherwise you end up with a game that has no choice but to fail. There's a reason why governments try to stop monopolies from happening, as no one else can exist with a large entity holding all the cards.
As of right now, Eve is like a game of poker.. The larger your stack of chips, the better, but eventually the game will be over.
However, due to the players having so much control, we are at a point where people are rarely putting chips on the table because there's no reason to.
The only reason to compete in Eve is literally just because you want to destroy what other people have. You don't gain much, if anything, from their destruction, so you literally just do it because you can and are callous enough to treat others as lulz.
This sheer disrespect for others bleeds into the forums where players are douches because they came be.
They come in saying no just because the word exists and bash ideas with statements like we don't need this, or what role does this fill, or some other comment that ignores the fact that this is a freaking video game and nothing in it would exist had CCP used their logic when creating the game.

Which brings me to number
5) Eve needs a community that isn't full of a bunch of a$$holes just because the game allows them to be, and actually makes being so easier than being kind, caring, or even oblivious of the welfare of others.
See, I'm addicted to Eve's method of progression. However, it is the player base and the fact that being a douche is the easiest way to play Eve, that hinders its growth the most.

I mean, even wardecs are best used to be a douche as opposed to being a method to conflict resolution.
Not to mention, you can start a war and then just log off and onto an alt toon to do something else, until a situation arises that is heavily in your favor, while the defender is best suited to just not log in...
I mean seriously.. How good of a strategy is it that both sides of a war are best played by not playing at all?
And how good of a marketing strategy is it that the goal of many players is to actually make people quit playing Eve, and this tactic is not only allowed, but basically smiled soon by CCP.
I mean, how many games I you think will survive if their whole intent is to be the biggest douche possible and be the last person to quit?
Eve can be won. Someone like NC/PL or some other massive entity could literally smash through Eve and force everyone to quit and go play hello kitty, in a year, and no amount of resetting would ever fix that, as no one would come back.

What I'm basically getting at with this wall of text is, CCP needs to stop treating the players as content and instead provide content that becomes a conflict driver. This is because in treating the players as if they're the content, you're taking away any incentive to fight other than to be a douche, where the only goal is to get the most kills. That's basically that worlds largest and longest call of duty match, as opposed to an ever lasting MMO world.
FireFrenzy
Cynosural Samurai
#37 - 2015-10-13 11:54:59 UTC
Make the animation on beam lasers last the same time as the cycle time...

Its a minor thing but i feel it's important...

That and bring back something to fight over... Maybe give people a reason to move back into wormholes and PVP there... I miss the good old fashioned meatgrinder small gang fights i used to get in there... 3:1 out numbered fights, and not just taking the fight in our crap armageddons but WINNING from t3 gangs with logi...
Cannibal Zuza
Doomheim
#38 - 2015-10-13 12:04:35 UTC
Frank Armour wrote:
I gave my 2cents in an earlier post today in the general discussion thread but I think people are too busy yelling at each other instead of sharing constructive ideas. Let"s get the good ideas out. What I propose is...

- Reduce the size of the whole world by a little less then half. This game no longer has the required amount of players to be that big. This will reduce the amount of stargates and travel time to go anywhere and make exploring the whole thing reachable to a certain extend. It would create an increase in people per system which is more than needed.

- Jump Clone CoolDown has to go down from the 20+ hrs to something more civilize like 9-12hrs depending on skills. Getting real tired to have to stay in Null or travel a lot during the day to get to hisec because I have a fleet in the evening and I would'nt be able to get back in my clone who's located in NULL! Save time for the good stuff.

- We need to bring back the need for Capital ships. Having to use them every now and then but without needing like 20+ of them would be awesome. I'm thinking something like NPC Pirate leaving Wormhole space once in a while and attacking or staging themself 100km from a random station in NULL/LOW or maybe even High sec with capital sized ships. I'm sure people that have those capitals would love to get them out every month or so to kill a few waves of pirates and make a couple milliion isk in the process. This would also create tactital advantages for people wanting to gain SOV or attack a CORP/Alliance.

- Remove skills to Scan/PI/Explo all together. I think those are side activities and should be used as tool to make ISK without having to manage 10 accounts with 3 character on each that trained PI skills for 15$ a toon. Sounds to me like a money racket. Give the players their time back to do other things. yes, some people will abuse this. Yes, some people will continue to have multiple accounts with PI characters but to encourage new players and to allow them to feel like one character or two can do it all without having to spend lots of real life money and time would be a plus for this game. There's plenty more skill to train to go around.

Constructive inputs and ideas welcome.
I'll update with more If I comes up with anything else.

Let's get this thrending! :)




Delete the forums so doofuses like yourself can find another hobby other than posting abhorrent posts, one after another.
afkalt
Republic Military School
Minmatar Republic
#39 - 2015-10-13 13:06:44 UTC
FireFrenzy wrote:
Make the animation on beam lasers last the same time as the cycle time...



If they do it without telling anyone I shall bestow +1000000 BOFH points because everyone will think they're in tidi/lag, when they are not.

The confusion will be glorious.
Donnachadh
United Allegiance of Undesirables
#40 - 2015-10-13 14:20:29 UTC
Frank Armour wrote:
-About the space, I really do feel that accessibility is a problem. I don't think jump range nerf and jump fatigue did anything for the power projection. Still a few big alliances holding the space but now we don't even get to see them around unless they plan and prepare for a few months because of the new logistic of it. It's just another reason for them to stay in their system/area of the game. My idea are radical but they are just a base line to bring solutions.

Ah but the jump range and jump fatigue did reduce power projection by a lot. All of the cap ship pilots I know are getting more use out of their investments than in the past because there is significantly less risk of being hot dropped.
The big alliances are still big because well they are big and they can hold their territory against all comers and that is the way SOV nul is supposed to work. However the critical point is, and you mentioned this they are staying couped up in their territory instead of hot dropping all over the EvE Universe at will because of the power projection nerfs. Seems like it is working as intended to me.

Frank Armour wrote:
-- About Jump Clones, I think it would be a welcome change by itlsef in the current state of the game where, because of a screw up somewhere, we don't need standing for clones anymore. Why not make it easier for everybody to play with the character they like in the area they like in a easier way.

We will have to disagree forever on this one. The timer and the possibility that you will be in the wrong area or in the wrong clone is an intended part of the clone jump mechanic. The removal of jump clone standings was not intentional, it was an accident that CCP decided not to undue. http://community.eveonline.com/news/news-channels/eve-online-news/clarification-regarding-jump-clones-standings/
Wanting them to be easily available to all should not be confused with they want them to be used more often and CCP stated this in a dev blog not all that far back.

Frank Armour wrote:
Bring your ideas to the plate man. Nothing wrong with wishing things to change but It'd be nice to actually have thought about solutions.

Discussing ideas to change the game is somewhat useless as there are always 2 sides to everything and ganking and war decs are usually the most obvious example of this.

The standard this is the "Features and Ideas" section where people post ideas and others post their opposition to them. This is not the let's all get happy and only post positive things forum.

If it wil make you happy, I may or may not agree with any of these but based on the simple fact that I have seen them posted around the forums lately they do represent ideas on how to improve the game.

As the aggressor their needs to be a max limit placed on how many active war decs they can have.

Ganking needs to be removed from the game entirely it serves no useful purpose.

The totally worthless "bounties" system needs to be removed entirely, replacement with something that could facilitate and actual bounty hunting profession in the game would be nice but not required.

To some degree ALL materials needed for ALL manufacturing should be available in ALL areas of space, no more you can only get some things in nul, or in WH.

Since there are always calls for the removal of high sec we could easily ask for the derivative of that and call for the removal of low and nul.
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