Monitor this thread via RSS [?]
 
Pages: 1 2 3 [4] 5 6 7 8 9 :: one page
Author Thread Statistics | Show CCP posts - 12 post(s)
Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:50:00 - [91]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate.

It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them.

To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready.

Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:50:00 - [92]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate.

It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them.

To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready.

Papa Smurf
Papa Smurf



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:50:00 - [93]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate.

It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them.

To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready.

Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:56:00 - [94]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships.

This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware YARRRR!!


Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:56:00 - [95]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships.

This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware YARRRR!!


Papa Smurf
Papa Smurf



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:56:00 - [96]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships.

This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware YARRRR!!


S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.23 00:33:00 - [97]

I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed.

1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex?

2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats).

3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about?


Thanks alot for this heads-up information - we REALLY appreciate it.




S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.23 00:33:00 - [98]

I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed.

1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex?

2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats).

3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about?


Thanks alot for this heads-up information - we REALLY appreciate it.




S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.23 00:33:00 - [99]

I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed.

1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex?

2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats).

3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about?


Thanks alot for this heads-up information - we REALLY appreciate it.




capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 09:24:00 - [100]

Leave a bit for people to find out.

If everything is known it will be dull and predictable.

And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like......
capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 09:24:00 - [101]

Leave a bit for people to find out.

If everything is known it will be dull and predictable.

And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like......
capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 09:24:00 - [102]

Leave a bit for people to find out.

If everything is known it will be dull and predictable.

And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like......
S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 13:09:00 - [103]

The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us.

There's no point for them to implement something that we don't want.


S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 13:09:00 - [104]

The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us.

There's no point for them to implement something that we don't want.


S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.25 13:09:00 - [105]

The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us.

There's no point for them to implement something that we don't want.


capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:10:00 - [106]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



I think it's up to the devs to implement things and to decide if they are viable or not.
If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it.

I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005.

If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want.
Just adapt and learn how to use different setups.

Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:10:00 - [107]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



I think it's up to the devs to implement things and to decide if they are viable or not.
If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it.

I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005.

If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want.
Just adapt and learn how to use different setups.

Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:10:00 - [108]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



I think it's up to the devs to implement things and to decide if they are viable or not.
If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it.

I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005.

If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want.
Just adapt and learn how to use different setups.

Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
JP Beauregard
JP Beauregard

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:14:00 - [109]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.

And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:14:00 - [110]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.

And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard
Gallente
Pilkington Communications

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:14:00 - [111]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.

And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...



**** PILCO - We Service Brains of All Sizes ****
Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 13:14:00 - [112]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.


Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.

Originally by: JP Beauregard
And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...


Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.


Papa Smurf
Papa Smurf

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 13:14:00 - [113]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.


Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.

Originally by: JP Beauregard
And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...


Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.


Papa Smurf
Papa Smurf



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 13:14:00 - [114]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience.


Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.

Originally by: JP Beauregard
And there is no point to detailing every aspect of a game system, especially on the content side.

I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible.

There is a reason why you won't see walkthroughs for MMOGs...


Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.


Thaylor
Thaylor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 23:52:00 - [115]

Originally by: Papa Smurf
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want.
Originally by: Papa Smurf
...System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
Thaylor
Thaylor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 23:52:00 - [116]

Originally by: Papa Smurf
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want.
Originally by: Papa Smurf
...System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
Thaylor
Thaylor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.28 23:52:00 - [117]

Originally by: Papa Smurf
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want.
Originally by: Papa Smurf
...System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
JP Beauregard
JP Beauregard

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.29 07:35:00 - [118]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid".

How again is your advantage not unfair?

Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking...

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.29 07:35:00 - [119]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid".

How again is your advantage not unfair?

Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking...

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard
Gallente
Pilkington Communications

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.29 07:35:00 - [120]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid".

How again is your advantage not unfair?

Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking...



**** PILCO - We Service Brains of All Sizes ****
   
Pages: 1 2 3 [4] 5 6 7 8 9 :: one page
First page | Previous page | Next page | Last page
 
Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,06s, ref 20250911/1740
EVE-Online™ and Eve imagery © CCP.

COPYRIGHT NOTICE
EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.