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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Jason Edwards
Internet Tough Guy
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Posted - 2009.09.10 23:08:00 -
[421]
the big issue with jump bridges people have is:
1. reinforcements uber fast 2. super easy logistics; freighters, jumpfreighters, haulers. 3. only for the big and rich. If my small alliance only holds 2 star systems and they are next to each other. I cant use it. So it gives the big advantages that shouldnt really benefit them.
Capital ships being able to use them isnt on the list of problems really. That is... supercaps and carriers/dreads. jf-freighters arent good when mixing with bridges.
The purpose of caps seems lessening and lessening. To nerf them like this hurts even more. Sure it seems like caps are becoming uninteresting. Which is ironic because of how boring current cap battles are around. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
Solid Star
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Posted - 2009.09.10 23:17:00 -
[422]
The ideas in the blog sound awesome. This looks like it could bring a lot more depth to controlling 0.0
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Xahara
StarFleet Enterprises Libertas Fidelitas
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Posted - 2009.09.10 23:32:00 -
[423]
Originally by: Professor Dumbledore
WTB Education.
WTB Forum Moderation?
Anyways, I think this patch is going to be uber. I heard that only Motherships will be able to use Fighter Bombers, so, I'm guessing that's going to actually make people even think about buying a MS :)
Also, new sov mechanics = Win. TBH, this whole expansion = Epic Win.
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Prof Fail
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Posted - 2009.09.10 23:38:00 -
[424]
Edited by: Prof Fail on 10/09/2009 23:40:00
Originally by: Kesper North
Originally by: CCP Abathur
Well... I might ask the guy in charge of the cyno generator to cycle it off so that I could get in and dock back up. If they say no, I'd park at a starbase. If there was no starbase, I would ask my FC who was in charge of this horrible op?
So that is all well and good for official ops, but the problem here is that the most common capital movements are unofficial. They are people moving their carriers to lowsec and back to pick up new PVP ships, they are people jumping Rorquals full of minerals down to (or up from Empire). They are not large fleet movements and if I ask the guy in charge of the cyno jammer to unjam the system so that I can pick up a fleet BS and a couple of new Zealots, he is going to tell me to go to hell. And that is assuming that he is even online, which he won't be, because he is German and I am American.
I can't park at a starbase because I'm not about to put my carrier in a SMA where anyone can grab it, which means that I have to stay in it... which means that I am being penalized in the same way that a mothership or titan pilot is, and that is rather unfair.
There is no "op", there is just the day to day flow of personal and corporate logistics in any 0.0 alliance, and this change would disrupt it completely - and be really irritating, and no fun at all.
I propose an alternative: Allow the cyno generator pos mod to function in cyno jammed systems. That way, you can still jump capitals in but your enemies cannot.
qft
Expecting a Cynojammer to be cycled for every capital movement is just impossible. Also some kind of home-advantage should be there. Otherwise its easier to live in npc space and just sell carriers and dreads. Theyre not that strong anyways against BS-Fleets (no lag issues anymore).
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Deva Blackfire
Viziam
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Posted - 2009.09.10 23:54:00 -
[425]
Originally by: Prof Fail
Expecting a Cynojammer to be cycled for every capital movement is just impossible. Also some kind of home-advantage should be there. Otherwise its easier to live in npc space and just sell carriers and dreads. Theyre not that strong anyways against BS-Fleets (no lag issues anymore).
Then turn cynojammer off and risk it. Or turn on, be safe from hotdrops but suffer on logistics. Cant eat cake and have cake like it was till now.
And the home-advantage will still exist. Under cyno jammed system you can still move fleets faster than enemy (faster = advantage, amrite?). Or you can still protect your system from enemy caps as long as jammer is online (denying enemy cap use is also an advantage, amrite again?).
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.09.11 00:31:00 -
[426]
Hmm... I have some questions:
1) Will be moons affected? (not POSes, i'm talking about moon materials) 2) New resources will be provided by new sources? (Like i remember some talk about Planets and Winsauceables from Fanfest 2008) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Zlut Gothica
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Posted - 2009.09.11 00:51:00 -
[427]
Edited by: Zlut Gothica on 11/09/2009 00:51:54
Originally by: Kesper North
Originally by: CCP Abathur
Well... I might ask the guy in charge of the cyno generator to cycle it off so that I could get in and dock back up. If they say no, I'd park at a starbase. If there was no starbase, I would ask my FC who was in charge of this horrible op?
So that is all well and good for official ops, but the problem here is that the most common capital movements are unofficial. They are people moving their carriers to lowsec and back to pick up new PVP ships, they are people jumping Rorquals full of minerals down to (or up from Empire). They are not large fleet movements and if I ask the guy in charge of the cyno jammer to unjam the system so that I can pick up a fleet BS and a couple of new Zealots, he is going to tell me to go to hell. And that is assuming that he is even online, which he won't be, because he is German and I am American.
I can't park at a starbase because I'm not about to put my carrier in a SMA where anyone can grab it, which means that I have to stay in it... which means that I am being penalized in the same way that a mothership or titan pilot is, and that is rather unfair.
There is no "op", there is just the day to day flow of personal and corporate logistics in any 0.0 alliance, and this change would disrupt it completely - and be really irritating, and no fun at all.
I propose an alternative: Allow the cyno generator pos mod to function in cyno jammed systems. That way, you can still jump capitals in but your enemies cannot.
You could dock your carrier in a station-system, where there's no cyno-jammer to start with. Cynojammers are ment to be placed in your core-systems (read: some 2 or 3 ), and not everywhere. Cynojammers protect your capital shipyards and super-cap parking lots, not every cheap-ass carrier.
And your mentality of "I can jump into a jammed system and hide there, while my enemy can't"... well... NC at it's best I guess. Carebearland is over! And rightfully so. You want 0.0-space, then start fighting for it instead of hiding in cynojammed systems with tons of caps to throw at the BS-fleet that's incoming to beat the **** out of you.
---
The proposed changes are long overdue and they should've been implemented long before the last big wars. It would've been much more interesting this way.
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Steve Thomas
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Posted - 2009.09.11 01:57:00 -
[428]
Originally by: XXSketchxx
Originally by: Steve Thomas
Hmmm
I wonder how mutch of the upgrading you will be allowed to do in empire and Low sec/FW space. . . Especaly FW Space! Muaaaahaaaahaaaahaaaaaaaaaa!
Try none. Since this expansion is about 0.0 sov space revamp and upgrading that space...
Why none? I see nothing wrong with useing some of this to upgrade FW for example by adapting the Stations and gates to being used to designate flags for who owns what system in FW.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |
XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 02:11:00 -
[429]
Originally by: Steve Thomas
Why none? I see nothing wrong with useing some of this to upgrade FW for example by adapting the Stations and gates to being used to designate flags for who owns what system in FW.
don't expect it any time soon
FW is a whole separate ball game that is probably not gonna see love with Dominion _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.09.11 02:51:00 -
[430]
Originally by: XXSketchxx
don't expect it any time soon
FW is a whole separate ball game that is probably not gonna see love with Dominion
CCP will give Tier 1 Navy BSes... only for FW corp... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
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Zastrow J
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Posted - 2009.09.11 03:04:00 -
[431]
Originally by: Zlut Gothica
and the maintenance is handled by 10 peeps easily these days, which is plain and simple a bad game-design.
ok the rest of your post i was all whatever just some guy ranting, but this issue right there is just ****ing ******ed. Making the most dedicated of your players do the soul-crushing job of pos logistics is absolutely the worst part of eve, take it from goonswarm's logistics director (me). There is nothing fun or satisfying about it and I am much happier with a straight-up isk payment for owning space in the form of stargate fees
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Ranger 1
Amarr Dynaverse Corporation Vertigo Coalition
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Posted - 2009.09.11 03:16:00 -
[432]
Edited by: Ranger 1 on 11/09/2009 03:17:33
Quote: Cynojammers and bridge-networks give way too much advantages to the defenders and the maintenance is handled by 10 peeps easily these days, which is plain and simple a bad game-design.
I am, to a degree, forced to agree with this. It's doable with a small dedicated group, but it is mind numbingly dull.
I've been on both sides of the fence when it comes to viewing game design in this regard.
No disrespect to groups that have put a huge amount of effort into fortifying their holdings is intended by saying this but...
Strictly speaking, from the perspective of creating the most action packed and enjoyable game possible, you need to avoid stagnation. Stagnation comes from having the ability to make yourself invulnerable to almost everyone else in the game.
In essence, if you want EVE to be full of explosive combat and encourage bold military actions, you need a game design that allows space to be nurtured to the point of being very profitable (and appealing as a target) yet still be difficult to defend (especially a large territory).
Defense of a manageable territory should definitely be doable as long as you don't bite off more than you can chew, but a determined attacker should have a number of ways to come at you to keep you on your toes.
They should be able to cause damage financially by destroying parts of your infrastructure.
They should be able to attempt to siege you by cutting off your lines of easy supply.
They should be able to pull off numerous small raids that have a larger cumulative effect.
Or they should be able to attempt to directly wrest control of your outlying systems away from you (via a number of methods ranging from fleet battles to ground attacks, or a combination of the two)... and geographically speaking, the larger you are, the harder it should be to effectively defend.
The tricky part is enabling these possibilities without making it seem less than worthwhile to attempt to maintain SOV over an area. That is why being able to develop an area to be extremely profitable is crucial to making this all happen. If you can turn a relatively small area into a very lucrative one, you will attempt to develop it and fight for it, even if the fight is difficult. Of course, that means outside entities will be encouraged to try and take it away from you as well. These pressures are good, and both sides will be highly motivated in their respective goals.
Looking at this from the big picture point of view, this is a very, very good thing.
===== If you go to Za'Ha'Dum I will gank you. |
Gnulpie
Minmatar Miner Tech
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Posted - 2009.09.11 05:15:00 -
[433]
Originally by: Kesper North
Originally by: CCP Abathur
Well... I might ask the guy in charge of the cyno generator to cycle it off so that I could get in and dock back up. If they say no, I'd park at a starbase. If there was no starbase, I would ask my FC who was in charge of this horrible op?
So that is all well and good for official ops, but the problem here is that the most common capital movements are unofficial. They are people moving their carriers to lowsec and back to pick up new PVP ships, they are people jumping Rorquals full of minerals down to (or up from Empire).
...
I can't park at a starbase because I'm not about to put my carrier in a SMA where anyone can grab it, which means that I have to stay in it...
Maaaaaybe choose your corp / alliance a bit more carefully then?
Maybe chose a corp / alliance where people are more organized and working together better?
Can you imagine that there was a time without cyno jammers, jump bridges and all that?! And can you imagine that at that time already some 0.0 alliances existed and some good fun happened in 0.0? How do you think they did stuff back then?
I wish they would remove jump bridges at all except for station systems. That would help A LOT more.
No jumpbridges for capitals - very good Cyno jammers only at station systems - very good
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Darkdood
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Posted - 2009.09.11 06:06:00 -
[434]
I'm no 0.0 expert but it occurs to me the simple answer is to make 2 separate types of jump bridges. A small one that only subcaps can use that has a limit of say 2-4 per system and then a large type that has a limit of 1 per system. The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path. On a day to day basis its useful but if I was the attacking force I would first smash that unjammed systems POS with that bridge on it. Cut off reinforcements and easy escape.
Maybe give the large one much higher requirements on the infrastructure tree, and maybe more CPU or PG for the POS? etc etc...
Not sure if it should have longer range or shorter?
Just an idea.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.09.11 06:33:00 -
[435]
Originally by: Darkdood The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path.
Correct me if i'm wrong, but i suppose that CCP considered this possibility as unbalanced... So if u need to move your Cap Fleet in u need to diactivate Jammer and fight consequences... ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Dramaan
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Posted - 2009.09.11 06:46:00 -
[436]
Have you consider to make limitations to jump brige and cyno jamers how many allianse can have?
Or will you increase the cost on more number you have?
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ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.09.11 07:39:00 -
[437]
Originally by: Trimutius III
Originally by: Darkdood The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path.
Correct me if i'm wrong, but i suppose that CCP considered this possibility as unbalanced... So if u need to move your Cap Fleet in u need to diactivate Jammer and fight consequences...
amen
Originally by: Dramaan Have you consider to make limitations to jump brige and cyno jamers how many allianse can have?
that would actually make a very effective way of making sure alliances doesnt claim to much space
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Darkdood
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Posted - 2009.09.11 07:47:00 -
[438]
Originally by: Trimutius III
Originally by: Darkdood The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path.
Correct me if i'm wrong, but i suppose that CCP considered this possibility as unbalanced... So if u need to move your Cap Fleet in u need to diactivate Jammer and fight consequences...
True but it might not be the point. What I see people complaining about the most is that under the current system you can have two jump bridges per system. So if its well planed you can basically make a ring through all the key defense spots. Then when you need to get a defense fleet to somewhere you just have them make 3 quick jumps and boom they are on the target. It gives the defender a huge advantage cause he can cover more area than an attacker could ever hope to. Even worse he can do so with his entire capital fleet with no cyno.
My point is if the "large" jump bridge was only allowed one per system then it only connect those two systems. Without a 2nd large you have to cyno the capitals in and out of that unjammed system. So rather than making it immune it just adds a layer of def. You pop that one tower in the unjammed system and the one inside the jammed system means nothing.
It gives capitals AND jump freighters a gate to get into a jammed system. While at the same time eliminating major parts of the abuse.
I would even go so far as to say maybe they should make it a special structure rather than a POS module. Part of the infrastructure tree. Something that could be attacked and disabled or even destroyed. Without knowing the details its hard to know what idea would fit.
The main point is if you want to allow a jump bridge that capitals can go though make it one per system forcing them to choose which systems it connects. Rather than 2-3 per system were they can make patterns to cover large areas of space.
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Gella Darru
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Posted - 2009.09.11 07:49:00 -
[439]
observe as the gates become expensive to maintain and alliances that hold R64 moons jack up dyspro prices to pay for em, and the rest of us suffer.
I hope CCP is on the ball with this one...
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.11 07:51:00 -
[440]
Originally by: ArmyOfMe
Originally by: Trimutius III
Originally by: Darkdood The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path.
Correct me if i'm wrong, but i suppose that CCP considered this possibility as unbalanced... So if u need to move your Cap Fleet in u need to diactivate Jammer and fight consequences...
amen
Originally by: Dramaan Have you consider to make limitations to jump brige and cyno jamers how many allianse can have?
that would actually make a very effective way of making sure alliances doesnt claim to much space
no all that would do is make alliances create alt alliances to hold all their space.
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Kerfira
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Posted - 2009.09.11 07:59:00 -
[441]
Edited by: Kerfira on 11/09/2009 08:01:17 In conjunction to this, I think this may be a good chance to overhaul standings and put some limitations on them
EVE is a game of strife and discord, and having the majority of 0.0 friendly to each other and 'stomping' everyone else is not IMHO good for the game. There of.c. has to be a good deal of stomping going on, the stomping should also be between the big entities.
So, something along these lines would be nice:
- An alliance/corp can set positive standings against a maximum of 5000 people, minus the number of people in the alliance/corp.
- An alliance/corp can set negative standings towards a maximum of 5000 people. Wardec'ed enemies doesn't count against this number.
- The structures of an alliance/corp WILL fire on neutrals. Note that this is currently easy to do as they're in out-of-the-way places. If some get moved to gates, these (the ones at gates only) MAY have to be on/off'able for neutrals.
- Hostiles can NOT be given any rights.
- Neutrals may NOT enter any forcefields or structures, or use any infrastructure (apart from docking rights at stations, and using gates)
The restrictions on neutrals unfortunately have to be there to avoid 'neutral' becoming the new 'blue'. It'll of.c. not prevent people from being friendly, but will make it much more of a hazzle, thus making it just too damned hard. Especially blobbing will become much harder.
A second point.... With the new mechanics, it would be a nice restriction if an alliance (or corp if not in an alliance), had to designate a 'Capital' for their empire. The Capital can only be moved if sov. in the Capital is TAKEN away. All new systems added to the empire MUST be connected to the capital through other systems all under sov. Systems where the connection is 'broken' will drop sov after 7 days if the connection is not re-established. This'll ensure that an alliance/corp can not just swoop up the 'best' systems/areas scattered over the place (at least not without paying the upkeep for the intervening systems).
Third point... Currently 0.0 consists of 3 system types 'Worthless', 'Decent' (meaning they can support 2-3 players ratting/mining at a time), and 'Unbelievably Incredibly Totally Good' (good moons). This should be completely redone so all systems are decent, and the best systems are just maybe 50% better income wise than the worst! If this is combined with a L4 mission nerf (high-sec), the ratting/mining does not need to be increased, but moon mining will have to be. Best change I think would be for all moons to have all moon-minerals, but in somewhat different amounts. Good moons should have a bit more high-ends than bad moons, but the difference should be noticeable, but not huge.
Fourth point.... To create a living 0.0, where people actually LIVE and not just go with a character to fight, it may be an idea to put some severe restrictions on resource movements. I know you've already done this with carriers/dreads, but to be brutally honest, I think the introduction of the Rorqual and the Jump Freighter was a mistake. Resources used in 0.0 should also be produced there, not in high-sec. Perhaps reduce JF's and Rorq's so it becomes too inconvenient to import low-end minerals and ice products.
Last point... Aforementioned L4 income nerf. If the objective is to create a living 0.0, safe earnings have to be reduced. Currently you can earn more by L4 mission running than ratting, without any danger. Why are people going to do stuff in 0.0 (thus provide targets for enemies) if they can earn more in complete safety? If people do not DO stuff in 0.0 (ie. no small targets), the only targets is other fleets, meaning small-gang stuff suffers.
All the above is aimed at making 0.0 more fun. If that could be done without putting any restrictions on the sandbox, this would have been nice, but I think reality has shown some things needs to be restricted.
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
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theshadowduke
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Posted - 2009.09.11 08:23:00 -
[442]
Ok so I haven't read 15 pages of ranting and raving, but I have one question.
It is clear that the devs want us to all move to 0.0, and to spread the population out some, I'm ok with that. However, my question is this, how do they expect alliances like mine, or even small corps that don't want to join an alliance to move out to 0.0 without being destroyed utterly by the current power blocs? More importantly, why should we move out there, and make huge targets out of ourselves when the sov changes will really amount to nothing for smaller groups that just want to hold 3-5 systems?
I'm really curious as to how the devs expect people to care about a system, that frankly, the vast majority of us will never get to use because their favorite people already lock down massive sections of space and deny anyone entry to even areas they don't want.
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Herpes Sweatrash
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Posted - 2009.09.11 08:34:00 -
[443]
Nerf lvl4 mission income and remove all asteroids from high sec except those ones you need for mining missions (put them in high sec belts for decoration). Make npcs respawn every hour in 0.0 so people can't just rat all day in the same system.
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Lusulpher
Blackwater Syndicate Ushra'Khan
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Posted - 2009.09.11 08:36:00 -
[444]
Edited by: Lusulpher on 11/09/2009 08:39:35 I would like to propose a few more Capital changes while the iron is hot.
1) What's up with Clonebays not being a functional feature on SuperCaps? Can't an owner ss it, deaggro and clonejump to empire like the powerful player he is? That would solve the parking issue if the hull could be set to 'occupied' while parked at a POS and no one in alliance could use it also for 24hrs. Hell, build a POS array so we could dock the damn things in public view(still stealable/theftable). 1 per Tower. Shows on scanner like usual. Small alliances consider these ships liabilities for the costs and access everyone has to them. At least let people lock the doors.
2) JFs need to move their own ass about space. Boost them to do that efficiently enough to provide fueling support for alliance and Capitals. THAT'S IT. No more Jump Bridge for Capitals to Capital, makes no damn sense.
3) Cynoes are for Strategic movements. My small, blackened heart aches when I hear about a devastating hotdrop that had involved no talent or planning. Just "Surprise! *********!" + Tackling Dreads closerange + 3x numbers.
Fix: Warmup 3-5mins for the FTL Jump? Cooldown for the Drives? Both. This Tactical movement of war-winning/losing ships has to be more carefully though out. Capacitor penalty can be reduced, but offensive modules MUST be disabled. Say 1 min after entering, no tackle/guns/Fighter boost/Launch. So after the trap is sprung, only support tackles count as victory. And roamers/skilled FCs can escape when they get outbuttsecked.
Dropping a Mom + Carriers on a routinely hostile camped system and warping them in when the camp is active, is a masterstroke...doing it because you can/it'd take 10mins to ruin other players' day, is not. A game of fuuking skill/teamwork this is.
4) REMOVE DRONEBAYS FROM DREADS. Jeez, the amount of dreads you typically see + the drones they unleash on the support ships is ridiculous. They need to be vulnerable to EWAR and tackle ships. If you want to have your dreads on the field and the exit option. BRING/SWITCH TO SUPPORT FLEET.
5) Titans must be able to take down a dread or two solo. Say a siege mod works on a Titan and give the Titan a 10x-50x damage multiplier on it's guns? Allow the Titan to fit minimum 5 hardpoints/launchers? Cannot track/hit BSs or smaller. Massive penalty to remaining HP, so the pilot has to make up their mind, pre-fail. This would also allow rapid liquification of POS, but that won't be as important in the future, and the Titan is now priority target on such ops.
See what happens after the Titan uses it's DD...it has options when it gets dread-blobbed. Titan has to at least make it to the 2nd DD cycle or take a few ballsy bastards with it...bring fear back to Titans, and not just Titan blob fears.
Might even have siege Titans slugging each other...Capitals Online would fix itself. As a cornered Titan would definitely bite hard, and might do enough so that you lost your own Titan in the deaththroes(LOVE THE WORD) Or you will still have to buff their HP eventually after nerfing their major appeal, "multi-dooming".
Bombers for Carriers is definitely a proper change to remove all these damn dreads. And T3 scripts/authoring used on those new towers and Outposts?
It's either more of this or a nasty Capitals ship tax. Even for my Carrier I never use. 7 |
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CCP Whisper
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Posted - 2009.09.11 09:25:00 -
[445]
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
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Jim Pooley
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.09.11 10:40:00 -
[446]
Originally by: CCP Whisper
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
Can I have a hug, even though I am in a terrific mood as it is Friday and all. Just a hug would really top my day off nicely. ------------------------------------------
Mines a Pint of Large
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bitters much
Nekkid Inc.
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Posted - 2009.09.11 10:42:00 -
[447]
Originally by: CCP Whisper
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
<3
The Goon rage is high over these changes that alone makes this patch the best patch in years. We just need now some Goons claiming that these changes were forced by ex-BOB Devs to get Delve back.
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ElvenLord
4S Corporation Morsus Mihi
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Posted - 2009.09.11 10:47:00 -
[448]
Originally by: CCP Whisper
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
and politeness IS a virtue but it seems you lack that one
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iP0D
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Posted - 2009.09.11 10:49:00 -
[449]
Originally by: CCP Whisper
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
Hugging will come too late for him, undoubtedly, but since you are offering, I could really use one ..
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Serpents smile
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Posted - 2009.09.11 11:19:00 -
[450]
Originally by: CCP Whisper
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
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