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  • Date of Birth: 2009-10-20 01:08
  • First Forum Visit: 2012-06-10 01:23
  • Number of Posts: 53
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Lunaleil Fournier

Security Status 5.0
  • Black Serpent Technologies Member since
  • The-Culture Member since

Last 20 Posts

  • What happened to rebalancing Black ops? in EVE Technology and Research Center

    So Black Ops weren't mentioned in the ship balancing presentation as on the radar to rebalance soon, which is surprising because they were listed last fanfest (i think the last 2 fanfests if i remember correctly) as on the radar.

    Not that the ships slated for upcoming rebalances don't deserve it, but we've been waiting quite a while for the full black ops rebalance and I would rank them higher than bombers and recons as needing it more.

    I can anticipate the "we're still going to do them" answer of course, but would be cool if Fozzie or Rise could explain why they seemingly keep sliding down the priority list and maybe when we might expect them to get their turn.


  • Dev Blog: Team Up: Industry Work Teams in EVE Information Center

    Disapointed that teams are not a collaborative manufacturing process such as "corp leader installs titan job, each corp member build x parts until job is complete." Lots of people were hoping for that, so I hope CCP considers this for an iteration in the future.

    Interesting system nonetheless and sounds worthwhile.

    Please rename to "contractor teams" as this more accurately describes the system.

    I agree that players should control the seeding of teams, having a new profession based on training teams (and eventually training ship crews as well) sounds so awesome.

  • Eve Down Under Bombshell: No Sov overhaul until at least Winter 2014 in EVE Communication Center

    Surely there's things they can do to to lessen the pain on sov players while waiting for someone to design a more perfect system.

    Local intel? Getting rid of double reinforcement on structures? Tweaks like that should be looked at for the very short term instead of making players wait yet another year (or 3).

  • [Rubicon] New certifcates review in EVE Technology and Research Center

    Love the new certs, you guys did an excellent job. Lots of positive feedback from players that don't post to the forums as well.

    I noticed that on many ships you need all 4 racial drone specializations for mastery. I think that's overkill and you should really only need the race of the ship for drones.

  • Dev Blog: Better Living Through Mobile Structures in EVE Information Center

    I like the addition of these structures but not the rules that govern them. They can be placed too close to stations and gates for my personal preferences. They will be everywhere due to their super low cost, but entirely way too hard to get rid of with a reinforcement timer (and shield recharge).

    Raise the cost or remove the reinforcement.

  • [Rubicon] Interbus Ship Identification System feedback thread in EVE Technology and Research Center

    Also, I didn't like the popup window when hovered over a ship. It's pertinent information for sure, but it just clashes with the overall tree since you're using color icons for the popup window and holographs for the main page, plus it just clutters everything up.

    I would add the information that's on the popup window to the main tree...so you would have say the icon of the ship to the left, with the icons for weapon systems and so forth to the immediate right of it, eliminating that popup window entirely.

  • [Rubicon] Interbus Ship Identification System feedback thread in EVE Technology and Research Center

    This was a feature I was looking forward too ever since the fanfest presentation. However, after playing around with it a bit, I was disappointed. As a vet I could figure out whats going on with the tree fairly quickly, but it wasn't the easiest or most intuitive display of information to read. It's clunky and lacks both the smoothness and advanced looks that the prototype at fanfest displayed.

    I think a new player (the prime demographic for this feature) will struggle to figure out whats going on and not use it too often. 


    1) when I open the tree, I should be fully zoomed out so I can see the entire tree, and then allowed to zoom in. That gives the player a better sense of what they're looking at, rather than just focused on the frigs and having to move the tree around to get comfortable with it and see the progression. I also think I should be able to zoom.out farther than the current design allows for.

    2) Add some color to the indicator of the charactor's 'level of ability' for each ship class. The blocks are kind of small and don't immediately stand out, and they blend together as well, so a bit of color based on what level you have would be beneficial. 

    3) I was a fan of the holographic ships when they were small models you could spin around and see up close at fanfest. But they don't work well when used as an icon. Even the (very small) enhancement that happens when you hover the mouse over them doesn't really show you the ship, its way too small. I think the normal color icons would work much better than the holographs, unless you went back to the way you had them at fanfest. Color for them would also help a little too if you decide to keep them as is. 

    Overall, I don't think this will really help players understand progression in its current state....it needs to become much cleaner and smoother in both presentation and information provided.

    I do like the addition of it to the game though.


  • CSM Guest Blog: "Reasonable Things" Voting Phase in EVE Information Center

    Lunaleil Fournier, 04, 09, 24, 29, 39, 48, 14, 75, 57, 01, 76, 79, 81, 89, 99, 02, 07, 80, 09, 16, 22, 30, 61, 72

  • Which Ship would you like to see remodelled? in EVE Communication Center

    Moa/Eagle. Its seriously terrible.

  • [Odyssey 1.1] Heavy Assault Cruisers in EVE Technology and Research Center

    These changes are underwhelming, but I'm glad you chose HACs for 1.1!

    I just don't see the theme with HACs like I've seen with other classes. Are they combat or attack? Which ones are which?

    It just feels like their role is "use mwd and try to find a useful spot on the battlefield," rather than something a little more tangible. Heavy tackle role is already filled by hictors. aBC's still seem like the go to ships.

    What about a 2nd role bonus that scrams don't shut off MWD?

    Diemios isn't going to have the tank it needs for brawling, beef that up.. It needs an extra low not an extra mid. Its dmg potential seems a bit suspect, but I guess we'll see.

    Why leave 1 launcher on the eagle? Just curious, its totally unnecessary.

  • [Odyssey 1.1] Skill group name changes in EVE Technology and Research Center

    Went and re-read entire thread...all lot of synergy in this thread on feedback it seems.

    +1 for keeping sub-systems separate from rigs.
    +1 keep spaceship command.
    +1 for target management or similar.
    +1 for changing tactical weapon reconfiguration to Siege module operation

    I think that PI scanning should go in the PI group...its a different type of scanning and I think it still makes sense even though it slightly breaks the theme. There's always an exception to the rule!

  • [Odyssey 1.1] Skill group name changes in EVE Technology and Research Center

    Nice changes overall.

    I'm with the others in thinking weapon upgrades and AWU seemed out of place even though they affect powergrid. Maybe its the name, or the skills being a pre-req for actual weapon upgrades and seige modules, or both.

    Also, I'm not sure that targeting needs to be its own group. All of those skills would fit within the electronics group and be justified.

  • [Odyssey 1.1] Tech 1 Industrials in EVE Technology and Research Center

    Awesome. Really impressed with your willingness to implement changes based off player feedback Rise (both for these changes and to the battleship lines). That versatility is resulting in some great improvements to this game.

  • Drone UI? in EVE Communication Center

    CCP Arrow wrote:

    1. User Needs - What is the single most important need this feature should fulfill?
    2. Usefullness - Name one important thing you want this feature to do for your current game experience.
    3. Functionality - How do you want to control this feature?
    4. Inspiration - Give one example of something from a Sci-fi movie you think should be used as a reference
    5. Potential - Name one good game mechanic currently existing in EVE which this feature could benefit from using

    Single most need: less clicks during combat.

    How to control: Activate module button to attack current target, deactivate to make drones return and orbit.

    While a full UI redo would be appreciated, simply adding drones as a module asap (on top of current UI) would make things 10,000% better.

  • Mindlinks/Ganglinks/Ongrid Boosting in EVE Technology and Research Center

    Throwing my hat in the ring for gang links being targeted modules, essentially turning them into remote reps.

    For this to be effective, you'd have to combine all of the same type of bonuses into one module. So, you would have one 'skirmish link' remote rep that gives all 3 skirmish bonuses to one targeted ship. 8 highs = max 8 ships w bonuses. The pilot would have to pick and choose who to give bonuses to and when, so its a much more interactive experience - but also doesn't limit the number of command ships on the field giving out bonuses like the current system does (FC, WC, SL)

    This makes command ships behave like logi, needing them ongrid, while maintaining their unique role and getting past technical issues. You could even keep the vulture as a link ship and nighthawk as a brawler w fewer links to offer choice.

    Love it.

  • Latest NVidia Driver and Eve Shader conflict in EVE Technology and Research Center

    Same issue with my nvidia 680m. Set shader to medium as suggested and this 'resolved' the problem. Thanks for that suggestion!

    Hopefully CCP pokes Nvidia about this to fix.

  • Hi Resolution Texture Pack - Show Your Support!!! in EVE Communication Center


  • Dev Blog: Resource Shakeup in Odyssey: Just don’t call it a Cataclysm + Companion blog in EVE Information Center

    Really happy with most of this, but you're missing a huge opportunity with anomalies.

    Nullsec Anomalies should be re-done into 3 different sites: one for 2 month old noobs in t1 BS's (dens), one for vets in marauders (hubs), and one for groups of people (sanctums). Each one increases the isk per hour per pilot which means groups would make the highest isk per hour per person. It would be much more scalable and allow more people per system. It also would give noobs a viable income in 00 that the current low level anoms don't provide - if you balance the payout to be worthwhile.

    Also - a lot of current anoms are just a pain to run because of the rediculous numbers of frigs and cruisers. Balancing that to be less tedious but still difficult by removing numbers but buffing the rats that remain would be greatly appreciated.

  • [Odyssey] Tech 1 Battleships - Amarr in EVE Technology and Research Center

    Nevermind. Found my answer

  • [Odyssey] Tech 1 Battleships - Minmatar in EVE Technology and Research Center

    Good change putting the Tempest into the attack role, I think that's the more natural place for it to be. After reading all updates for all the races today I have to say you did a pretty good job all around Rise.

    Are we still getting a thread on the shield/armor resist bonus?