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Thread Statistics | Show CCP posts - 24 post(s) |
Ayx Shewma
0scope Goonswarm Federation
82
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Posted - 2015.10.18 18:50:10 -
[181] - Quote
HotCakes wrote:I agree with Ransu Asanari, CCP RedDawn wrote:Doyle Aldurad wrote:CCP RedDawn wrote:
* Removed all skill books from Relic sites and placed them into Data sites. (Includes Encryption books) * Removed the more commonly dropped 'non rig-related' blueprints from all the Relic sites. (They will still drop in Data sites)
Fly safe, CCP RedDawn
Please do NOT butcher Relic sites to make data sites better. Find them something new and unique. Making Relic sites suck more because you hope to make data sites suck less is not a solution. Relic sites still have all their unique loot, all I've done is removed their less valuable drops which also already currently drop in Data sites. No need to worry. So basicly DATA are still not worth doing and this whole execise was an effort in futility. :( Dont mean to be nag. But DATA need something significant to get people to do them. Perhaps look into droping blueprints for high value meta4 items. And on top of that reduce the drop rate of all lower meta items to below there destruction rate. The market has been flooded with massive quantities for years and people sell them for scrap. Eventhough they are better then the t1 equevalent. Newbe's dont even wanna salvage nowadays because the salvage is worth (s)crap. Hope it gives you some new idea's.
Data sites are worth running simply for the fact that getting rid of them causes another relic/data to spawn somewhere else in the region.
Not running sites, or running them partially, does nothing to help you or any other explorer. Even if you just go in and spend 3-4 minutes blowing up all the cans, you're doing everyone a service. Personally, I cargo scan them, loot the good ones, blow up the rest, as most experienced explorers do.
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Leitharos Rosselem
Deep Core Mining Inc. Caldari State
2
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Posted - 2015.10.19 10:16:36 -
[182] - Quote
Doyle Aldurad wrote:
Please do NOT butcher Relic sites to make data sites better. Find them something new and unique. Making Relic sites suck more because you hope to make data sites suck less is not a solution.
This.
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Jeremiah Saken
The Fall of Leviathan
426
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Posted - 2015.10.19 10:24:50 -
[183] - Quote
Leitharos Rosselem wrote:Doyle Aldurad wrote:Please do NOT butcher Relic sites to make data sites better. Find them something new and unique. Making Relic sites suck more because you hope to make data sites suck less is not a solution. This. Do you guys know what are you talking about anyway? Relics value are most salvage materials. Books and BPC are insignificant rare.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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Damjan Fox
Fox Industries and Exploration
171
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Posted - 2015.10.20 00:00:06 -
[184] - Quote
@CCP RedDawn
First of all, thank you for your effort.
On topic: Thinking about increasing the value of data sites, the first thing, that came to mind, was making data sites the only source for datacores. Of course, I don't have the numbers on how many datacores come from FW LP stores compared to data sites and research agents, so i don't know, if this would even be a viable solution, but maybe it's worth to think about it and do some research in that direction.
Regards, Damjan |
Capsups
Requiem Knowledge Stella Nova
32
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Posted - 2015.10.20 10:48:26 -
[185] - Quote
CCP RedDawn wrote:Thanks for the feedback so far, some good points raised overall. To answer some reoccurring questions: * High Tech items are on my list to make useful EDIT: Added some stuff That's it for now, I'll be watching. CCP RedDawn
How about using them as a material requirement to build citadels and the new structures? High-Tech Data Chip sounds like something you could use in a citadel, High-Tech Scanner is an obvious candidate for including in the new observatories, High-Tech Manufacturing Tools could easily fit in with the new industry structures while the High-Tech Small Arms could perhaps be used for the new modules that can be fit onto citadels.
This could potentially increase the value of data sites immensely and suddenly there's a major demand for people doing exploration sites because there's always a demand for the new structures, just like there are for POS right now. |
Crystalline Entity
Outdated Host Productions Mortum Ravagers
27
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Posted - 2015.10.20 12:35:55 -
[186] - Quote
Love you caps x |
Ace Aideron
Old Spice Syndicate Intrepid Crossing
3
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Posted - 2015.10.21 03:02:26 -
[187] - Quote
Any chance you would consider making Relic Sites available in the drone regions?
We don't get any drops from most rats, so any offsets we can get in other areas would be most welcome.
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Kayden Katelo
Mythic Heights
13
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Posted - 2015.10.22 23:32:43 -
[188] - Quote
So, um, Red Dawn, I just saw your video about exploration. Did you know you have a Scottish accent? In fact at one point my wife thought Jackie Stewart was playing EVE now. |
Anthar Thebess
1357
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Posted - 2015.10.23 14:14:55 -
[189] - Quote
Put to guristas LP store Gecko BPC , that use tons of data site materials to produce. Like tons of this stuff - let say 50mil at current values.
Wait and look how people start to kill each other to do data sites.
Problem is not in datasites , but that stuff you can make using it limited , or have very limited use.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Soltys
32
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Posted - 2015.10.24 16:12:04 -
[190] - Quote
Jeremiah Saken wrote:Kayden Katelo wrote:[quote=Kayden Katelo ]Now, lets think about the veterans. Lets consider those that have been playing for more than five plus years. Time to make some elements of exploration hard again please. They did. Sleepers sites are for more experienced players.
Not everything "hard" implies shooting / bringing friends|alts / passive tanking first wave (leaving single trigger alive).
In context of solo exploring the whole scanning and minigame are both rather ... undemanding now. And that's putting it in very, very kind words.
- something that requires custom probe formations and notably higher skills/better equipment (Vs, T2 modules, implants) would be highly welcome. An idea here: scanning that involves 2 or more different points in space that contribute to each other's results (cons: might need some math/mechanics adjustments) - essentially forcing player to use clever probe formation that has to cover each point with 4 probes geometrically, and with such a configuration that gives enough signal strength overall. This alone could present excellent puzzle in itself and give a reason to invent heavier isk into implants/equipment.
- hacking minigame could use some heavy difficulty upgrade as well, as currently it's certanly mini and barely feels like a game
- some escalation-like ideas - where stuff painfully hard to scan and difficult hack (by complexity, not rng) leads to some other place(s) and so one - perhaps starting with some agent (whose level would designate difficulty) hinting about some WH/null system as a starting place
This is kind exploration I'd want to participate in (implementation details aside) - going deeper and further, perhaps sharing some lore tidbits, with jackpot awaiting at the end (or a gank/gatecamp/whatever else death if careless).
Jita Flipping Inc.: Solmp / Kovl
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Jeremiah Saken
The Fall of Leviathan
467
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Posted - 2015.10.26 09:11:41 -
[191] - Quote
Soltys wrote: something that requires custom probe formations and notably higher skills/better equipment (Vs, T2 modules, implants) would be highly welcome. An idea here: scanning that involves 2 or more different points in space that contribute to each other's results (cons: might need some math/mechanics adjustments) - essentially forcing player to use clever probe formation that has to cover each point with 4 probes geometrically, and with such a configuration that gives enough signal strength overall. This alone could present excellent puzzle in itself and give a reason to invent heavier isk into implants/equipment. hacking minigame could use some heavy difficulty upgrade as well, as currently it's certanly mini and barely feels like a game some escalation-like ideas - where stuff painfully hard to scan and difficult hack (by complexity, not rng) leads to some other place(s) and so one - perhaps starting with some agent (whose level would designate difficulty) hinting about some WH/null system as a starting place ...or remove signatures from scanner. They are showing you were to look. CCP don't want to do that, they are happy with current state of exploration.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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Ransu Asanari
AQUILA INC Verge of Collapse
461
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Posted - 2015.10.26 21:30:22 -
[192] - Quote
So the Citadel Build Devblog is out - my thoughts here.
- No mention of any of the Data Site components being used in their build process to increase their value - not for "High-Tech" items or the Faction Materials.
- No mention of how the Faction POS Tower and Modules in Data Sites will be replaced other than "If and when we release Tech II or faction modules the material build-up will be properly modified to match" which suggests they won't be there on launch, and Faction POS Tower/Module BPCs will become less and less valuable as they move towards becoming obsolete.
- In fact the increased demand for Salvage for Citadel Rigs will be INCREASING the value of Relic Sites and local salvaging, while Data Sites still don't really have anything unique to offer to boost their value from the current level.
- T2 Citadel Rig BPCs can be invented, or "found" - so I'm assuming they will be rare drops in Data or Relic Sites? This isn't a huge value since even right now the Capital rigs aren't worth that much, and they are usually 0ME so they're worse than the ones you can invent anyway, and usually are built at a loss except for very specific popular ones.
CCP RedDawn, you stated there is a plan to replace POS based drops - is this going to happen on Launch, or sometime afterwards, once POS starts to be phased out? It feels like we're still not going to have any value from Data Sites into the Citadel manufacturing chain, and that's a huge missed opportunity. |
Ransu Asanari
AQUILA INC Verge of Collapse
461
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Posted - 2015.10.26 21:40:24 -
[193] - Quote
Pandora Bokks wrote:Actually, it is comparably safe to run them. Dropping a mobile depot and having stabs in your cargohold is mandatory. If local spikes, refit and get away. Any soloer or small gang that tries to catch you will be taken care of by the rats due to aggression switch mechanics. I like them as they are, although I still feel the loot table has changed recently (yes, feel - in reality I was ofc just very unlucky the last weeks). And please do not change them to signatures, I do not want to carry my prober with me all the time.
With the announced changes from EVE Vegas, you won't be able to refit anything when you have a weapons timer. That's going to make a lot of the refitting options we use right now with a Mobile Depot impossible if you start to get into a PVP fight.
I still think the Besieged sites would fit better as combat signatures that you have to scan down. There are already a lot of Unrated and 4-5/10 DED Combat Sites in Lowsec, and these would fit right into the same line of sites to run with a ship that can scan down the signatures, then refit (in a station or with a depot) to full combat to run them.
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Sapheni
Black Moon Mining
16
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Posted - 2015.11.02 21:31:59 -
[194] - Quote
Ghost sites: Random invisible timer is not fun. Could you add some sort of countdown clock so the solo explorer has a chance to react? At the moment, assuming moderate competence at hacking, for a frigate all risk management decisions boil down to:
1st can = definitely safe 2nd can = depends on invisible timer 3rd can = definitely dead frigate
A pop-up 10 or 15 second timer (like the log-off timer) gives the pilot a chance to get away, but only if he's quick, paying attention and not stuck on the structure = more skill involved, more options, less tears.
*And yes, I am ranting because I did lose my first Astero to this. |
Damjan Fox
Fox Industries and Exploration
173
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Posted - 2015.11.02 22:18:39 -
[195] - Quote
Sapheni wrote:Random invisible timer is not fun. Could you add some sort of countdown clock so the solo explorer has a chance to react?
But you have a "visible timer". As soon as you see the NPCs on overview, you have more than enough time to warp out, before they lock and point you. And an Astero fitted right, can tank the can explosion without any problems, even in nullsec.
With the right fit, you warp in, scan the containers for the best ones and start with those, hack as many containers as you can and as soon as you see the the NPCs on overview, GTFO. Even if you are in the middle of a hack. Tank the explosion and warp away.
Here is a possible fit:
[Astero, Ghost Sites (Null-Sec)] Reactor Control Unit II Inertial Stabilizers II Inertial Stabilizers II Damage Control II
5MN Y-T8 Compact Microwarpdrive Relic Analyzer II Cargo Scanner II Medium Shield Extender II
Covert Ops Cloaking Device II Sisters Core Probe Launcher, Sisters Core Scanner Probe
Small Anti-Explosive Screen Reinforcer II Small Anti-Explosive Screen Reinforcer II Small Anti-Explosive Screen Reinforcer II
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Sansh Leko
The Scope Gallente Federation
62
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Posted - 2015.11.04 11:21:48 -
[196] - Quote
CCP RedDawn wrote:
All the Takmahl, Talocan, Yan Jung and Sleeper Cosmos items, plus the extra pirate faction items found in Cosmos sites. In the future I'd rather improve Data Sites by adding more unique items and also change the currently dropped useless loot into building materials instead. The surplus items you speak of from Data Sites have had its loot amount drop halved.
I am glad to hear that, the amount of Storyline copies some of us have from Sleeper caches since they were released is insane.
Maths for some of the most valuable are only to be found from COSMOS missions, skills I trained for all 4 ancient races to V will now not be useless.
Keep up the great work
EVE Forever
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Sapheni
Black Moon Mining
17
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Posted - 2015.11.04 21:32:33 -
[197] - Quote
Damjan Fox wrote:Sapheni wrote:Random invisible timer is not fun. Could you add some sort of countdown clock so the solo explorer has a chance to react? But you have a "visible timer". As soon as you see the NPCs on overview, you have more than enough time to warp out, before they lock and point you. And an Astero fitted right, can tank the can explosion without any problems, even in nullsec. With the right fit, you warp in, scan the containers for the best ones and start with those, hack as many containers as you can and as soon as you see the the NPCs on overview, GTFO. Even if you are in the middle of a hack. Tank the explosion and warp away.
Hmm, maybe I ought to file a ticket in that case.
I reached the third can, opened the mini game, clicked on two open links and then it exploded. I assumed it was some timer-related thing that I hadn't encountered before. But if the NPCs are always a precursor then it must have been something else (they didn't arrive for at least 30 seconds, maybe longer).
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Ari Shekelstein
The Scope Gallente Federation
0
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Posted - 2015.11.05 01:03:04 -
[198] - Quote
did these changes get implemented yet? |
Damjan Fox
Fox Industries and Exploration
173
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Posted - 2015.11.05 11:46:58 -
[199] - Quote
Sapheni wrote:I reached the third can, opened the mini game, clicked on two open links and then it exploded. I assumed it was some timer-related thing that I hadn't encountered before. But if the NPCs are always a precursor then it must have been something else (they didn't arrive for at least 30 seconds, maybe longer). The NPCs will ALWAYS show up before any of the cans explode (unless you fail the hack of course).I'm pretty sure then, you don't have these ghost site NPCs set to be shown on your overview. They showed up and starting shooting the can and you didn't notice. I can't remember offhand, how they are called exactly, but just go through your overview settings to add them to overview. |
Fermin Mascagranzas
Uranus Intruders Test Alliance Please Ignore
19
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Posted - 2015.11.06 06:55:12 -
[200] - Quote
Sapheni wrote:
I reached the third can, opened the mini game, clicked on two open links and then it exploded. I assumed it was some timer-related thing that I hadn't encountered before. But if the NPCs are always a precursor then it must have been something else (they didn't arrive for at least 30 seconds, maybe longer).
It happened to me once also, if you are sure that the rats didn-¦t appeared by the time you blowned up there are two good candidates:
- You forgot to deactivate the MWD ( or did it too late ) and you fell out of hacking range ( 6km for T2 modules, 5 km for T1 ). This automatically fails the hack, and in a ghost site blowns you up
- You arrived to the third can in such a low capacitor that the first cycle of the analyzer finished it up, couldn-¦t make a second cycle, thus failing the hack and instapopping you.
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Sam Spock
The Arnold Connection
64
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Posted - 2015.11.09 19:11:40 -
[201] - Quote
Not directly related but do you think we could see a shrinkage in the size of Overseer Personal Effects? 10m3 fills up cargo holds fast on a frigate.
Giving you Inconsistent grammar, speilling and Punct-uation since 1974!
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Capsuleer Service Executive
Estel Arador Corp Services
0
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Posted - 2015.11.10 15:23:40 -
[202] - Quote
RedDawn:
Lots of good stuff to think about here. I'll throw in something. With regards to the faction material drops (positron cord, et al), why not just remove those entirely. The data interfaces are gone. We are suffering from item/material/market window "stuff" creep. Throw up a 365-day NPC buy order for 50/100/250 ISK and at the end of the 365-day window any unsold are permanetly removed, along with the buy order. Less junk, less market tabs, less code. Win.
I am in favor of finding something for high-tech, Citadels seem to be a good place to start.
With regards to archaeology/relics, may I suggest borrowing from my other favorite game, Ingress. In Ingress, when you long press the "hack" button you are presented with a glyph pattern to memorize. You then get 15 seconds to draw the glyph to obtain a bonus.
Applied to archaeology, maybe even using the same mini-game screen, a pattern of hieroglyphics appear when the node is hacked and you then get point-and-click your mouse to re-trace the glyph. Getting a perfect match gets a better drop table. Each faction could have a hieroglphyic "language" for their relic sites.
Brainstorming here. Hope this helps.
/cse
EACSGäó - Estel Arador Capsuleer & Corp Services - Spreading the Love
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xXQxanXx ShadowMaker
CBC Interstellar Fidelas Constans
1
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Posted - 2015.11.11 11:24:00 -
[203] - Quote
Hi happy to see new features :)
Unfortunately will be nice if someone fix a Sleeper sites !! No mechanic are working for me ! There was no problems but now simply i cant do any of sleeper. I send few Bug reports but no interest for about 5 days. Basically no one care :(
Meaning mechanic i mean :
Superior - Sentry pocket - unable to get my sentry when hacking to defense grid unit the sentry doesn't turn blue, nothing happen when hack to repair station - Solar Pocket - Hacking to observatory taking gamma chip to gamma can but dmg is no reduced - No info on local Standard - When hacking to one of Can you should get 60 sec alarm and other can to popup but nothing happen - No info on local chat. Limited - Hacking to reduce pressure - nothing happening - no info on local chat about changes.
Do any of you have any problems with this sites ?
And how long I have to w8 until CCP respond :( Since last week I lose tons of isk where I was unable to do any of sleeper sites. |
Damjan Fox
Fox Industries and Exploration
173
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Posted - 2015.11.11 13:02:11 -
[204] - Quote
xXQxanXx ShadowMaker wrote:Do any of you have any problems with this sites ? Looking at these threads: Parallax : Superior cache bugged Parallax: Standard Sleeper Cache is bugged after Patch ... i would say yes. |
Axion Tetraquark
Aliastra Gallente Federation
0
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Posted - 2015.11.15 23:04:17 -
[205] - Quote
Anyone hear when these data site changes will be put in the game? |
MirraQ1
Minmatar Death Squad
0
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Posted - 2015.11.20 13:44:07 -
[206] - Quote
[/quote]Hmm, maybe I ought to file a ticket in that case.
I reached the third can, opened the mini game, clicked on two open links and then it exploded. I assumed it was some timer-related thing that I hadn't encountered before. But if the NPCs are always a precursor then it must have been something else (they didn't arrive for at least 30 seconds, maybe longer).
In any case some clarity from the Devs on some of the mechanics would be good (not just ghost sites -the whole lot). Player-built sites and Evelopedia sometimes help, but it would be nice to be able to judge the level of risk with a level of assurance that the information is reliable. If I'm confident I have time, that I can hack the can, and that I can escape the NPCs then I'll take the risk. If I'm not I'll just avoid it - it's not worth losing an expensive ship just to test what the EVE god of random-ness is going to do today. I actually sat there in disbelief for those 30s because I haven't lost a ship to instapopping for over ten years.[/quote]
Sounds like u were lucky to get to the 3rd can,i was barely halfway thruogh the first,long before the ships jumped in hacking away when....kill mail.....no hack fail,no ships no explosion no nothing...i dont understand why it's set up this way..i can't afford to lose ships in this dumb way |
Damaris Velazquez
Melusine Temple
2
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Posted - 2015.11.21 21:21:00 -
[207] - Quote
Just found this thread. My three cents.
PRESENT
I don't like rebalancing the sites neither according to rule: we'll make data better by making relic worse (or vice versa) nor: just put some stuff everywhere and even don't think its value will decrease dramatically in the blink of eye. Tbh IGÇÖm astonished CCP canGÇÖt adjust data/relic loot tables. There are thousands of items in the game! I don't care if there's snake-shaped structure or barren asteroid, they are all the same. You need to differentiate them, not only data from relic, but within the classes as well.
Sleeper caches are pretty nice, but to my mind itGÇÖs just one path. The other is to develop existing relic/data sites.
I strongly support putting some unexpected items into cans (apparel, random collectible stuff, even faction mods bpc). 1 bpc gecko in data sites is an excellent idea GÇô on the one hand you can keep beloved geckos in the game, on the other itGÇÖs great opportunity to make some crap useful (for example high-tech garbage to produce geckos). Ofc they should be rare GÇô we need dripping inlux of geckos, not waterfall.
Citadels are about to introduce. Then what are you waiting for?? Put some stuff into relic sites, some in data ones.
Ghost sites. I support putting superior ghost sites into C1-C3 wormholes as well as using cargo scanners there. Btw GÇô anyone can tell me where are ghost rats in overview? Still have been looking for them there.
FUTURE
You were going to encourage ppl to explore. As we know mission is accomplished, hordes runnning data and relic sites. ItGÇÖs ok, but data and relic sites as they are at the moment should be just for newbies or medium experienced players. Sleeper caches are very nice, but there's need for more. I would love hacker/archeologist as dedicated professions - requiring long time training and risky, but profitable and bringing tones of thrills. Hence implement other types of sites, other types of games, higher tier cans.
We are not interested neither in simple, boring schemes nor blind lotteries. Players need have a reasonable chance to get the reward, but you should put something unpredictable as well. Randomize sites. Randomize loot. Introduce multilevel games. Introduce hacking into deployables or abandoned structures. Ffs, use your imagination and creativity.
Some quick ideas.
Probabilistic logic - Rank 6 (Hacking V required) Artifact analysis - Rank 6 (Archeology V req.) Stuff: Advanced codebreaker / Advanced analyzer (Probabilistic logic II / Artifact analysis II req.)
Meta-analysis GÇô Rank 6 ((Hacking V req., Archeology V req.) Stuff: Password breaker (Meta-analysis II req.)
Advanced Hacking - Rank 8 (Hacking V req.) Mathematics - Rank 4 (Hacking V req.) Advanced Mathematics - Rank 8 (Mathematics V req.) Virus Creating - Rank 10 (Advanced Hacking V req., Advanced Mathematics V req.) Password Breaking - Rank 12 (Virus Creating V req.)
Advanced Archeology - Rank 8 (Archeology V req.) Epigraphy - Rank 4 (Archeology V req) Advanced Epigraphy - Rank 8 (Epigraphy V req.) Ancient Languages Translating - Rank 10 (Advanced Archeology V req., Advanced Epigraphy V req.) Glyph Decoding - Rank 12 ( Ancient Languages Translating V req.)
5th tier cans (advanced codebreaker/analyzer req.) Level 1 - AM V / AE V req. (Game type 1 GÇô more difficult variation of current game) Level 2 - VC IV / ALT IV req. (Game type 2 GÇô kind of puzzling game?)
6th tier cans (advanced codebreaker/analyzer req. + password breaker (low slot module)) Level 1 - VC III/ALT III req. (Game type 1) Level 2 - ALT V/ VC V req. (Game type 2) Level 3 - GD III/PB III req. (Game type 3 GÇô other type of logical game)
Do not take shortcuts! Make skillbooks expensive and prerequisites high. Consider bonuses, make even rank 12 skills worth to train to V. Consider attributes and games parameters.
Be ambitious, set the bar high. Yes, we will gnash our teeth if failing, but we can stand it if there are nice rewards. I prefer (even when skills maxed) low chance of winning game than easy one where at the end I find an empty can. Still want encourage ppl? Make those new types of data/relic sites rare and difficult to scan (signal strength of superior sleeper caches), but spread all over the spaces GÇô null, low, high, wh.
All of that are raw ideas, but I got them within a few minutes. Ffs, there are hundreds of possibilities! Give us an interesting game!! |
Soltys
34
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Posted - 2015.11.23 02:07:03 -
[208] - Quote
Damaris Velazquez wrote:
snip
While I'm all for adding variety (e.g. different, longer, hard kind of mini-games), sensible randomness, longer and more difficult involvement (requring more brain and dedication) - a lot of what you outlined just adds even more in-game "skills" (with crazy high ranks) so people are forced to subscribe for many, many months before they can do anything interesting with 0 relevance to actual game and its gameplay/difficulty while their self-botting XP (erm. SP) bar does its "magic". Alternatively they will be pointed towards character baazar or SP packs (whenever those get introduced).
Intermix this stuff with some new exploration type missions that - for example - point you towards some areas where you can find coordiantes, that you can use with help of agent/item/market stuff/etc. to look further and further. Basically instead of keeping everything secluded to very rare caches - involve agents and spread this stuff all over Eden, where you slowly come closer to your "jackpot" destination - providing the player does the stuff correctly / in right order / solving puzzles along the way.
As mentioned earlier, something that would spice up relatively brainless probing would be welcome as well.
Jita Flipping Inc.: Solmp / Kovl
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CCP RedDawn
C C P C C P Alliance
740
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Posted - 2015.11.26 11:11:15 -
[209] - Quote
Just a little heads up that the changes listed on my first post will be coming out with Operation Frostline on December the 8th.
Team Space Glitter
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Jeremiah Saken
The Fall of Leviathan
495
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Posted - 2015.11.26 13:11:19 -
[210] - Quote
CCP RedDawn wrote:Just a little heads up that the changes listed on my first post will be coming out with Operation Frostline on December the 8th. Cool. Any chances to decrese the volume of Shattered Villard Wheels, they are 1m3 currently. Cargohold get stuffed by them quickly.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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