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Player Features and Ideas Discussion

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First post
Shovel Bros
#61 - 2011-10-30 04:37:16 UTC
Bienator II wrote:
streamline clonejump / implants insert remove usecases

requires being in a pod and having skilltraining paused, popup tells you what to do if necessary.
proposed new clone jump mechanics would do everything automatically.

if(inship) {leaveShip()}
if(training) {pauseTraining(); wasTraining = true;}
if(wasTraining) {continueTraining()}

destroying / inserting implants:
if(training) {pauseTraining(); wasTraining = true;}
if(wasTraining) {continueTraining()}

Yes, yes, a thousand times yes. This annoys me to no end, there's no reason for us to have to manually start and stop training when you just need a couple method calls and a local variable to do it (since every single time people just resume training anyways).
Dantes Wolf
Caldari Provisions
Caldari State
#62 - 2011-11-05 13:34:26 UTC  |  Edited by: Dantes Wolf
Part 4 ( i think ) Of really annoying little papercuts:


May these disgusting and terrible things die the horrid death they deserve!!!( one one )

And may the same happen to CCP officials that claim the problem cant be reimbursed -.- ( nah, a slow fire under their feet is enough )( all of it jokes ofc, i dont want to see any CCP official dead, at all, except in game, where the profound pleasure of whoopin em would be nice =S lol ) Anywho, random fears of lawsuits and bootings, along with the persistent try to be funny aside, there is only say:

Plz fix it, and if for some reason you cant, plz reimburse the poor pilots who loose ships on this sad glitch.



"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".

Jerek Mothas
Sebiestor Tribe
Minmatar Republic
#63 - 2011-11-05 19:01:38 UTC
Here's one: put in an option to unfit just the high slots, or low slots, or mid slots. (High slots especially.) So annoying when I have 8 guns full of ammo and need to change gun types, and have to remove the ammo, THEN remove the gun, all individually. (Or, if they're in groups, make the entire group unfit, instead of ungrouping them when you remove one.)

Failfitting ships since 2007.

"Those who control their tongue will have a long life; opening your mouth can ruin everything." - Solomon

Master Dooku
Kuat Fleet Systems
#64 - 2011-11-09 22:30:30 UTC
It is nice with the "Recommended" tab in the Ship Info window, to show the good-to-have skills associated with a certain ship.

Even nicer would be to see the status of each certificate in this tab, ie green tick = claimed, yellow circle = some criteria satisfied, red cross = no qualification.

As of know I have to look up each certificate in the Certification Planner, instead of telling at a glance if I should get in that shiny Ishtar or not.