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  • Date of Birth: 2008-11-19 16:49
  • First Forum Visit: 2011-09-06 14:04
  • Number of Posts: 1,021
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Denidil

Security Status 5.0
  • The Scope Member since
  • Gallente Federation Faction

Last 20 Posts

  • [Citadels] Changing NPC taxes in EVE Technology and Research Center

    Jump clone change =

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

  • Dev blog: Unboxing the new Camera in EVE Online in EVE Information Center

    we hate the new camera. let us keep the old one.

  • [March] Damage Control Tiericide in EVE Technology and Research Center

    PS: the removal of the Internal Force Field Array and its 17 cpu and the nearest replacement being 20 CPU fucks this fit if you don't have Mining Upgrades V (or a CPU implant)


    [Mackinaw, 2MLU]
    Internal Force Field Array I
    Mining Laser Upgrade II
    Mining Laser Upgrade II

    Adaptive Invulnerability Field II
    Survey Scanner II
    Upgraded Thermal Dissipation Amplifier I
    Upgraded EM Ward Amplifier I

    Modulated Strip Miner II, Veldspar Mining Crystal II
    Modulated Strip Miner II, Veldspar Mining Crystal II

    Medium Core Defense Field Extender I
    Medium Core Defense Field Extender I

    Hammerhead II x5

  • [March] Sensor and ECCM Module Merger/Tiericide in EVE Technology and Research Center

    I like it

  • My Response to Force Auxiliary and Fighter Skillbooks in EVE Technology and Research Center

    Must agree. total bullshit

  • [March] Heavy Stasis Grapplers in EVE Technology and Research Center

    Good module fozzie. But I would say that instead of changing existing officer webs into these just made officer versions of these drop. keep both officer webs and officer stasis grapplers available.

  • Dev blog: Summer of Sov - Nullsec PVE and Upgrades in EVE Information Center

    Increasing the number of ratting sites in 0.0 systems decreases the incentive to log over/jump clone to play incursions.

    increasing populations in 0.0 systems means more pvp targets.


    quit your "zomg nullbears so safe" bitching.

  • Dev blog: Summer of Sov - Nullsec PVE and Upgrades in EVE Information Center

    EvilweaselSA wrote:
    Ab'del Abu wrote:
    Increasing anomaly spawns is somewhat contradictory to incentivize group PVE, you know that right?

    I really think Pirate Detection Arrays should work more like Survey Networks and Entrapment Arrays do, i.e. it only increases the chance that a particular sites spawns in the system, however, it doesn't give you a fixed amount of sites to run. This way, PVE content per systems would be limited and people would actually be forced to spread out and travel to make isk (similar to the way it is in wormholes).

    You keep going on about your idea that you want to more small and independent groups out in nullsec and more localized conflicts. You won't be accomplishing that as long as it is viable for extremely large groups to live off a comparatively small space. Period.

    uh you realize the more systems our unassailable space empire needs, the less room for small and independent groups there is

    your logic could not be more backwards, this is an impressively bad post


    he's been rage shitposting on Reddit about this too. we just had to downvote him to oblivion and tell him to shut up and go back to his wormhole

  • Dev Blog: Fleet Warp Changes - Coming in August Release in EVE Information Center

    Alexis Nightwish wrote:
    CCP Larrikin wrote:
    Combat scanning is broken when your on-grid with your target.
    So disabling warping to a probe hit when you're within 500km of it never occurred to you?


    ^^^^ the solution we actually need

  • Aegis General Feedback Thread in EVE Technology and Research Center

    Altrue wrote:
    Still no new explosions effect and new ship engines effect? Much sadness Sad

    About the icons (about what is relevant to Aegis, and other icon stuff while we are at it):

    • Ballistic control system should stay with the old icon
    • Missile computers and enhancers... honestly, this thing is ugly but if you want to keep it, at least don't apply it to the BCU. It will make things easier if completely different items have completely different icons.
    • The entosis link icon is too small! Look at the poor thing compared to basically every other module icon. A shame! :)
    • Magnetic Field Stabs should be tinted Green, just like you tinted blue the hull repairers.
    • Heat Sinks should be tinted Red.
    • ECM lowslot thingies to boost ECM power should be tinted Blue.
    • Gyrostabs should stay orange like the icon currently is.
    • ECCMs should have a different icon than Sensor boosters. Again, if you don't have the time to create a new icon, change the color :)


    Seconded

  • Changes to Video Monetization Policy in EVE Communication Center

    Get ready for massive amounts of sodium.

  • CODE. disqualified from AT XII in EVE Communication Center

    This is why you at least tell CCP "hey guys, we can't make it"

  • CCP Response Regarding SOMER Blink Concerns in EVE Communication Center

    I would like to thank Falcon (who has been loosing sleep related to this!) and the rest of CCP for being so up front and transparent with the players on this issue.


    I would also like to point and laugh at Somer... dude you had a freaking GOOD THING .. a pile of isk i could never dream of amassing... and you just blew it because you got greedy.

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    Chi'Nane T'Kal wrote:
    CCP Greyscale wrote:
    If we had to choose one solution, which are people favoring more - 3-5% all jobs time reduction, or additional skills with this skill at 5 as a prereq?


    The second solution again sounds like it only benefits hardcore industrialists.?


    ... that's the point of specialization

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    CCP Greyscale wrote:
    If we had to choose one solution, which are people favoring more - 3-5% all jobs time reduction, or additional skills with this skill at 5 as a prereq?


    I'm dead set against time bonuses being the ONLY bonuses.

    I'd be definitely cool with what Medalyn Isis' proposal with the two skills I added to it, and Facility Efficiency being the replacement for Material Efficiency.

    *edit*

    oh.. and just for the record.. this actually financially harms me because I would have to buy 3 PLEX to do Dual Character training on three accounts to bring all the characters up to snuff. I still think it would probably be the right thing to do.

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    Medalyn Isis wrote:
    CCP Greyscale wrote:
    - A general percentage reduction to *all* jobs would (perversely) probably actually be less troublesome to push higher; the 1% is somewhat constrained by our desire not to push build times below copy times, so if we did a skill that affected copy and build equally (along with research, which is clearly a pretty valuable bonus for people researching in the new system), we would probably push it up to the 3-5%/level range.

    - Adding some new skills with this skill at 5 as a prerequisite is something we could definitely look into; is this something that would make people feel better about having it at 5? They would then likely be "advanced", optional skills targeted at specific niches and very much not required to compete, but we could probably pick a handful such that everyone has at least one they'd want.


    I really like both of these options. The first option would be great, and the second option would make an nice addition although not essential.

    I do think this would entail a wider change of all the skills though related to industry and science, things already are overlapping with industry being required for material efficiency for example. If industry and science skills as a whole were more linked that would make a lot of sense.

    Perhaps something like this:

    Industry = 5% reduction to science and manufacture jobs per level

    [Pre req Industry IV]


    Manufacture (previously material efficiency) = 4% reduction to manufacture jobs per level
    Metallurgy = 4% reduction to ME research per level
    Research = 4% reduction to PE research per level
    Science = 4% reduction to Copy research per level

    This would mean all jobs could get a skill based time multiplier of 0.6x, which would hopefully keep everything equal. Skill progression would make a lot more sense also.


    I would add two more to this list

    Facility Efficiency, Pre Requisite Industry V, 5% Reduction in Research and Manufacturing Installation Costs per level
    Industrial Relations, Pre Requisite Industry, 5% Reduction in NPC Facility taxes on Research and Manufacturing Installation Costs per level.

    i would also keep the existing skills at 5%

    Science, because of hw it is used elsewhere for pre-requisites should not be made to require Industry IV though. Maybe the copy speed bonus needs to be split from it, and Science given a different bonus.

  • Dev blog: EVE Industry - All you want to know in EVE Information Center

    Quote:
    Invention only requires one run from a blueprint copy, and deducts it exactly as if you'd built from the blueprint


    so this means if i have a 300 run BPC that i do 1 invention job and it is successfuly i'll get back a 299 T1 BPC, and 1 T2 10x run BPC [assuming it is something like an Armor Hardener that comes with 10 runs)?

    Does that mean I can queue the invention job to automatically repeat until the T1 BPC is exhausted? (PLEASE SAY YES!)

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    CCP Greyscale wrote:
    Lady Zarrina wrote:
    If you are not going to refund skill points you need to replace it with something to make training that last level (4 to 5) worth while. And so far I have not heard of one example change that would be worth while to take to 5, except maybe in absolute extreme cases.


    Open to suggestions :)


    I have a few ideas

    Idea 1: we stay with the "Installation Cost Reduction" idea but make each rank worth more. 15% total reduction split 1%/2%/3%/4%/5% per level. So Level is a 1% reduction in cost, Level 2 gives a total of 3%, Level 4 a total of 6%, Level 4 a total of 10%, Level 5 a total of 15%. This give a middle ground between my original 5% idea and your 2% idea, and makes each rank worth more making it worthwhile to Train level V

    Idea 2: We make it so we can have "active jobs" and "queued jobs". Repurposed ME job gives us 2 Research Queue slots and 2 Production Queue Slots per level. A queue slot is used when we install a job, but have no more available active job slots. Soon as the active job finishes the queued job starts. [this requires code changes that probably cannot be done by July 22nd]

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    Valterra Craven wrote:
    Denidil wrote:


    Valterra Craven wrote:
    . The only correct answer for paying customers is reimbursement t.



    No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.


    No, it isn't unrealistic. CCP has shown previously that not only is this realistic that its possible for them to do and possible with a good deal of accuracy.


    did you even read this thread?

    Greyscale covered it earlier why at this point is impossible to happen on Crius release, and as a software engineer I find his explanation not only reasonable but entirely the likely situation. Go read the thread.

  • Material Efficiency skill changed to Advanced Industry in EVE Technology and Research Center

    CCP Greyscale wrote:
    If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.


    I think we should change it now, before release.. I think the Installation Cost [both research and production IMO] reduction solution is the right one - but we need to do some discussing of if 2% or 5% (or somewhere between) is the right amount.

    I side with 5% because that makes this skill the industry version of Broker Relations, same strength. Broker Relations is a Rank 2 skill, Material Efficiency is a Rank 3 skill.


    Valterra Craven wrote:
    . The only correct answer for paying customers is reimbursement t.



    No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.

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Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.