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Thread Statistics | Show CCP posts - 4 post(s) |
4N631
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Posted - 2011.08.25 11:16:00 -
[181]
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zoltar pdp
WALLTREIPERS
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Posted - 2011.08.25 15:30:00 -
[182]
Until you don't realize the worst thing in EvE is the state of impunity that botting and ISK-selling has right now, you will keep losing old players as soon as they realize what the ones that decided to break the EULA has been able to get.
Just my 2 cents with the reason I stopped playing.
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Manfred Sideous
Body Count Inc. Pandemic Legion
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Posted - 2011.08.25 18:22:00 -
[183]
Originally by: Khaka Ohino How is Nerfing Highsec and WH space going to get 0.0 dewellers to actually mine and produce? I know this may come as a surprise, but every player doesn't what to be in 0.0! Some of us are very happy not dealing with bubbles and bombs. As a matter of fact, I think that's the majority of the playerbase according to the (now defunct Quarterly report). Didn't they move the High Ores out of empire? Yeah, moving them to exclusively 0.0 has really improved things.
-KO
Nobody says you have to leave empire. This is a carrot approach not a stick approach. Meaning that if you are a player who likes to undertake this activity then you can do it anywhere however if you wish to make more isk doing so then nullsec dangles a giant carrot in front of your eyes calling to you " Come to me my lovely and I will yield to you bounty beyond your wildest imagination". IMHO the overarching strategy is to make all activities everywhere however some areas are better at certain activites than others with each unique area having its own Strength. If you get production happening in 1 place resource collection in another and commerce and research invention in another then you end up with interaction between those places which imo makes the game more diverse and immersive. ________________________________________________
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Manfred Sideous
Body Count Inc. Pandemic Legion
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Posted - 2011.08.25 21:20:00 -
[184]
Sov needs to be exponentially expensive whereby instead of just a flat fee it scales the more you have. Same with cynojammers , Jumpbridges , Cyno Beacons. I have been preaching the idea that Different Zones ( nullsec , lowsec, empire) Should have bonuses to different activites. Much like real life 0.0 is like a rural area where rescources are collected/harvested. Lowsec is like a industrial area where you would see facotries & production whereby Empire is like a urban area where you would see Science & Technology & Markets.
0.0 Changes
Mining Lasers yield X% more per cycle ( suggest 20%nullsec 5% lowsec -10%empire) Stations become wreckable where no functions work other than dock you cannot store items only remove previously stored items Sov becomes exponentially expensive whereby a formula calculates sov cost by the number of claimed system Modules such as CSAA , Cyno Generator Beacons , JumpBridge , Cynosaurel Jammer increase sov cost based on same formula as Sov payments are calculated Local chat is changed to delayed mode , Constellation chat stays the same , Directional Scanner is reworked for better functionality and its functions are macroable via hotkeys You can now increase military index to support many more players however index's deterioration happens at faster rates when underutilized Loot from NPC's is higher meta level then empire and the same as lowsec. Treaty system is introduced which makes rental agreements better
NPC Nullsec
Mining Lasers yield X% more per cycle ( suggest 20%nullsec 10% NPC nullsec 5% lowsec -10%empire) Datacores are rewards from pirate factions Local chat is changed to delayed mode , Constellation chat stays the same , Directional Scanner is reworked for better functionality and its functions are macroable via hotkeys Loot from NPC's is higher meta level then empire and the same as lowsec.
Lowsec Changes
Production is X% more time and material efficient (suggest 20% lowsec 0% nullsec 0% empire ) Local chat is changed to delayed mode , Constellation chat stays the same , Directional Scanner is reworked for better functionality and its functions are macroable via hotkeys Treaty system is introduced where parties can pay tribute to pirate or anti-pirate organizations to protect or not attack them in a specific area. Booster production is possible here with new and stronger types of boosters. ( mining boosters) Loot from NPC's is higher meta level than empire and same as nullsec.
Empire Changes
Invention is possible here @ X% success bonus ( Empire 10% Lowsec 0% Nullsec -10%) Research/Copy is X% faster here and there are X% more research slots per station (Empire 20% Lowsec 0% Nullsec -10%) Buy/Sell is greatly enhanced here with the availability of more buy/sell orders than lowsec/nullsec tax is also lowest here than lowsec/nullsec Loot from NPC's is limited to meta 1 & 2
Global Changes
All corporations & alliances are assigned a resource pool of points which they can allocate to customize there organizations. Baseline corporation size XX members Alliance XXX expandable from level 0 to level 10 Baseline corporation standings limit 2 Alliance 4 Baseline corporation hanger divisions 2 Baseline amount of corporations allowed in a alliance X expandable from level 0 to level 10 Optional Alliance hanger Division expandable from default 0 to 5 Mining laser yield 0% scaling to 10% across 10 levels Production Efficiency and Material wastage scaling from 0% efficiency & -10% wastage to 10% efficiency & 0% wastage (Note* NPC corporations are default setting) Research/Copy efficiency scaling from 0% to 10% (Note* NPC corporations are default setting)
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Manfred Sideous
Body Count Inc. Pandemic Legion
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Posted - 2011.08.25 21:24:00 -
[185]
Continued
Booster Production efficiency scaling from 0% to 25% effciency Sov structures have a baseline 25% hp value of current structures expandable to 100% of current hp value Player operated structures have a baseline reinforce timer of 50% of current expandable to 150% Player operated structures have a baseline powergrid and cpu 50% of current expandable to 150% Moon Harvesters have a baseline HP's 50% of current and are expandable to 500% and are now on the exterior of the structure POS Fuel usage default @ 10% more than current values expandable to 15% less than current values Corporation & Alliance upkeep cost with concord expandable to 0 cost ( dont pay or dont put points into this and after 90days delinquency POOF) Capital Ship Fuel Usage Efficiency scaling from 10% more usage to -10% usage Free Bi-Annual resource point re-allocation. Additional re-allocations available for purchase via concord at a scaling rate. Smuggling & Black Market Trading can be concealed from concord @ scaling % from level 1-10 (CAN LITERALLY KEEP ADDING TO THIS MECHANIC TO CREATE MORE CONSCIOUS CHOICES BASED ON A ORGANIZATIONS NEEDS/DESIRES)
Global Changes cont.
Dreadnaught Siege timer reduced to 5 minutes fuel requirement reduced by 50% can receive remote rep/energy Xfers whilst in siege Black Ops can warp cloaked Jump range increase by 25% Supercarriers no longer have the ability to launch drones only fighters & fighter bombers. Titan turret tracking reduced by 25% Jumpfreighter range reduced to titan range Hybrid turret falloff increased by 30% Electronic attack frigates receive assault frigate resist bonus T3 subsystems can now be refit at a ship maintenance array All moon resources are depleteable and randomly shift the probability of higher tier resources is based off of truesec status Comets are introduced as exploration sites moon goo can be mined by a new type of mining fitting complete with T2 & Faction variants Bounty Hunter and Merc button in all stations players can place want ads with rewards and Bounty Hunters & Mercs can list services & rates whereby want to hire & want to be hired contracts can be issued. Age of Nano is restored giving small gangs the ability to disengage against overwhelming odds. Logistic ship have range bonus reduced by 50% HP's increased by 30%
The idea is to give corporations and alliances a talent point tree (if you will). With this they can specialize there corp alliance to fit there needs. Because as is there is 1 template bigger = better. I say if you are bigger than there should be some balance to that to make the playing field more level. Being bigger should be because of community not because huddling more numbers is win. So if you want a bigger alliance you spec for a bigger alliance but it takes points from other areas. You are forced to make conscious decisions to fit your needs. Perhaps by increasing the amount of members your alliance can hold you have weaker sov sttructures. Or perhaps you wont put points into industry related things because you are pvp focused. Or for a nomadic entity perhaps they would want to be able to use less cap fuel or have better/increased range. The tradeoff for speccing that direction is they won't have points to put elsewhere.
As things are now. The big fish gobbles up all resources and stymies any potential of growth for new organizations. The only way to enter 0.0 as is by being a pet or renter or living in NPC space. This is why 0.0 has become less and less populated. Show me a alliance that owns sov that has succeeded without being a pet or renter in the last 3-4 years.
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Issler Dainze
Minmatar Tadakastu-Obata Corporation The Honda Accord
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Posted - 2011.08.26 01:38:00 -
[186]
Looks like you gave that some thought Manfred, but I have to fundementally disagree. That is just twisting the knobs on an old TV set that has long since stopped working.
0.0 has to change completely if there is any hope of making it relevant to the majority of Eve.
Capitals have to be dramatically changed from an "I win" button for wealthy giant alliances to something that provide logisitcs, transportation and support for mobile navies. Which will be required because...
All static sources of extreme value must be finite and respawn someplace else! Get rid of the "most valuable" region concept. Isk printing moons must go! Alliances wanting to maximize their wealth based on resource gathering will be forced to follow those resources as they move. The new roles of capital fleets will be to support those strategic movements.
Sov needs to be about building a true home in all respects, that means trade and actual occupancy. Any structure the exists today just to provide sov needs to be thrown into the nearest star. You earn sov by etablishing a presence, building a useful infrastructure and ATTRACTING pilots and trade to you area. Sov will only be gained if you actually are using and occupying the space and then making it attractive for traders. Sov holders would be able to earn with taxes and fees. You can still take over some space and keep everyone out but shouldn't be as rewarding are creating a real "space nation" that matters the the rest of Eve. This probably means introducing something that allows "ports" and shipping lanes that can be maintained and controlled by the sov holders to allow establishment of trade routes.
PvP needs to totally change so that at some reasonable fleet size there is a negative affect on results and that balanced fleets and tactics win the day. No one would watch the allinace tournaments if each team could use a thousand ships, what makes it interesting is seeing really clever fleets engage in a balanced fashion combining the best of multiple types of ships.
0.0 needs to have unique elements you can only see there and they need to be special enough to make folks want to go see them. Early in Eve CCP tried to make stuff in space worth visiting. I spent a month just seeing the sights and it was really enjoyable. Bring back eye candy content and unique encounters, and put the really special ones in 0.0!
CCP, be brave enough to scrap 0.0 as is and rebuild it like that and I expect you will finally see the migration to null and the real empire building that sov should produce begin.
As for low sec, make that to semi-quote Captain Reynolds "a place for naughty men to slip about"! Make low sec where you can engage in smuggling and drug manufacturing! Put in bribable Concord elements and disreputable NPC agents where high risk but high reward missions with chances of being cheated by the agent or even cheating the agent exist. Let low sec be where I can iteract with the pirate factions and really be a "pirate". Expand what it means to be a criminal so that bad deed in low sec could result in interesting experiences in high sec. For example random gate encounters with "agents" that might even confiscate non-contraband goods or better yet, point me at other smuggling opportunities if I provide the correct gratuity!
Again, these are just how I Eve being a better place. In the end though, I expect something like Manfred will be what CCP does, we'll open up the back of the set, put some tin foil on the rabbit ears and bang on the top of the TV set that is 0.0 to try and find a show that the neighbors will like, and when that doesn't work CCP will just burn their houses down to force them to come over and watch the static and wiggley lines on the tube...
Thanks to anyone taking the time to read this thread, I hope we can see some more folks share their ideas about what "Sandbox II" should look like.
Issler
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Dark Cloud Dancing
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Posted - 2011.08.26 14:34:00 -
[187]
Loving these discussions and looking forward to seeing how 0.0 (and EVE) develops over the next 5 years. Love the ideas on smallholding, and on exploration. Strongly agree with those posters who say EVE is too small û expand our universe please!
Here are my thoughts (some of which is picked out of other people's posts):
1.Link security status to local population
The more people there are in a system, the more "secure" it should be. True 0.0 should be the wild unexplored (unsettled) frontier; the more people there are there, the less wild it should be.
This would encourage people to spread out more û because you would get better rats and plexes in less populated (i.e. lower sec) systems.
You could apply this throughout EVE, not just to null; just set out where the borders of each faction are, then let the sec numbers float û so you could end up with what are currently hisec systems turning into lowsec and eventually null if no-one goes there for long enough (but still technically empire, so no corp sov or caps etc). Or you could end up with what are currently high population nullsec turning into lowsec then highsecà
This makes sense (especially in Empire) û an Empire should be interested in protecting its population. If lots of people are using a system, the relevant Empire would naturally increase its presence there. Whereas if no-one lives in Backwatersville, you'd maybe just send a deputy through once in a while.
2.System Tax based on sec status
If you live in a 1.0 system you get the best protection in EVE. But currently you don't pay for it. So how about a "local income tax" based on system status? At 0.0 the tax is 0%, rising by 1% for each 0.1 increment in sec status, to max 10% in a 1.0 system. This would apply to all ISK transactions in that system, e.g bounties, mission rewards, contracts and market trades. Potentially allow standings to affect (but not eliminate) tax rate; good standings reduce tax rate, bad standings increase tax rate.
This provides an extra incentive for people to spread out and move to lower sec systems û pay less tax.
And linking 1 and 2: as an example, Jita would be 1.0 sec status and if you choose to do all your trading there you're going to lose 10% to tax. If you choose to trade in a local 0.0 hub however, you pay no tax. Makes it more profitable to trade in null, increases incentives for local / regional trading.
This would also provide an additional ISK sink.
Note that this is in addition to existing taxes (corp tax, refining tax, trade tax) û after all, in RL we pay income tax as well as VAT, fuel duty etc; and our businesses pay corp tax and royalties for utilisation of an empire's natural resources too. In EVE we are currently under-taxed. If you want the security of living in Highsec, that comes with a price.
3.Link sovereignty to actual presence / activity in system.
So if there are (over the course of 1 EVE-day) 100 people in system X all doing the same thing, of whom 60 belong to Corp B, then Corp B has sovereignty of that system by default. You'd also need to include some "timer" dynamic so sovereignty doesn't just flip-flop on a daily basis û for example you capture sovereignty by being the largest presence in system for (say) 7 consecutive days.
The exact mechanics would need to be carefully thought about; simple "man hours in system" would be too open to abuse (afk alts and bots), but if you weight it to take into account number of individuals in system, how long they're online for, and what activity they're doing, it could get interesting. So maybe you get 1 point per hour per person just for being logged on in system; if you're running missions / ratting / mining you get extra points; and if you're killing enemy player ships you get even more points. So just holing up in your POSes in large numbers wouldn't guarantee you'd retain sov, even against smaller numbers of invaders.
cont...
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Dark Cloud Dancing
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Posted - 2011.08.26 14:36:00 -
[188]
...cont
4.ALL resources should deplete over time if overexploited (planetary resources, moon goo, ore and ice, also belt rats, anomalies and complexes).
And respawning probability should be linked to 1 above û i.e. a sec status based on population. This would mean if you overexploit the resources in your local system, gradually you end up getting less of that resource and they start popping up in underpopulated systems instead. Again this would encourage people to spread out more and move around to get the best resources. Of course there would have to be a "floor" û you should never have a zero % chance of resources respawning in a system.
This one I think will upset people, because let's face it we're all lazy and would rather have the goodies handed to us on a plate than have to go hunting for them.
This would also increase the tension between alliance interests (maintaining sov by keeping your people together) and individual interests (wanting better personal income which would come from travel to less populated systems). This might help to limit corp / alliance size and make it easier for small entities to gain a toehold in null.
Dynamic resources, dynamic sec status, dynamic sov would make for a much more fluid nullsec û people would naturally move around more, which would make for more conflict. Which should appeal to at least the small scale PVPers.
5.Sov Upgrades
WTF is this anyway in its current incarnation? Who exactly are you paying who can magically make better roids appear in your back yard? I didn't know God could be bribed that way. And are you paying the pirate factions to set up their plexes in your system, just so you can blow them up? They must be dumber than I thought.
Seriously. Sov upgrades yes, but they should be linked to infrastructure not resources. Things like local cyno jammers or cloak jammers; improved intel; sov-holder controlled gate guns; improved manufacturing / refining / research facilities etc. So you could build up your sov space to be the uber research spot in the universe, and charge people through the nose to use those facilities.
Just my 0.02 ISKies.
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Lolion Reglo
Caldari Provisions
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Posted - 2011.08.26 18:50:00 -
[189]
So im curious if Greyscale and Team BFF have taken alot of the ideas players have said and have updated their white board yet? if so i would love to see a new dev blog taking points the players have mentioned and seeing which direction CCP wants to take and if the players agree. perhaps even idea mining us some more and using the community to flesh out mechanics or goals as we have been?
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rajaniemi
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Posted - 2011.08.26 21:22:00 -
[190]
One of the things that came up here was the idea that players should own residences in space and that it could be integrated with Incarna. This got me thinking and very excited about the idea. There are many areas of the game that would benefit from giving individual players the ability to build small homes in space to cache ships and supplies. Player-owned dwellings have the potential to open up many new avenues of emergent game play and contribute to the development of null, low and high sec.
Here's my full proposal: PROPOSAL: Player-Owned Dwellings
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Jade Greenfire
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Posted - 2011.08.27 07:10:00 -
[191]
Nice idea, but CCP CEO already said": "eventually you will be able to walk around in a POS and maybe ships & not just stations". So in effect POS's and their associated modules will fill the role of what your talking about, just they wont be cloaked as you suggested. The problem though is that POS's are Corp controlled and various corps have rules/restrictions over players being able to have their own POS's. A POS is supposed to be a player owned structure, not a corp owned structure, so if your idea was to work, then CCP would have to re work POS roles so that corps dont have control over them, unless it was a corp specific owned POS and that decision would have to be made by the person ancorhing & onlining the POS. Non corp controlled POS's would also lead to a increase of POS's in 0.0 and could prove to be a source of encouragement for players not to be in large corps/alliances unless their needs aligned. Giving individual players control of POS's instead of corps, could also benefit Industry as they would therefore not be dependant on using station services for researching and copying blueprints as well as manufacturing. In 0.0 you have capitals, so the arguement of moons becoming cluttered with offlined/unattended POS's should not be relevent as a capital could kill it and it would be up to the individuals responsibility/risk to ensure that did not happen or to defend it.
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rajaniemi
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Posted - 2011.08.27 20:13:00 -
[192]
The key differences between my "dwelling" and a POS:
1) Dwelling is player-owned, not corp-owned. 2) Dwelling is defenseless and relies on being hidden. It's a bit like a smuggler's den. 3) Dwelling does not have the scale of capabilities of a POS, only the ability to cache ammo and modules, dock a few ships, and perhaps light industry for building ammo, drones, etc. 4) Dwelling can be new code that eventually becomes the basis for a POS overhaul, killing 2 birds with one stone.
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Sangard
Firebrands
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Posted - 2011.08.28 21:22:00 -
[193]
a little hint for your white board permanent marker problem "U I have".
Just use a normal white board pen, overwrite the letters and clean it.
You'll will see, it's magic ;) |
Donald MacRury
Gallente LankTech
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Posted - 2011.08.29 06:50:00 -
[194]
I personally have no problem with the risk vs reward concept here. But I fail to see how nerfing lvl4 mission or mining ICE in hi sec helps 0.0.
I assume that lvl4 mission runners are the primary users of super expensive faction loot that can be found by ratting in low sec/0.0. If missions are nerfed wouldn't that demand go down and cause poeple ratting in dangerous space to make less isk.
Also in regards to ICE, if its completly removed wouldn't it have a negative impact on industry in hi sec, and not just T2 but also T1. So if hi sec industry goes down hill who are the 0.0 miners going to sell there abc's ore's with less demand in hi sec. At best I could see a situation where vet players that already have researched BPOs could get by but new players that want to try even T1 industry will be stuck waiting years just to research a frig BPO that is competative.
I'm also under the impression that most of 0.0 is made up of PVP'ers that have very little interest in mining and industry. So even here at best I see a situation where 0.0 will mine or build just want they need to replace ships/modules and to keep there POS'es fueled.
The end result that I see is that nerfing hi sec stuff will probably not increase the profitability of 0.0 in the long run and will just result in more people being unhappy and a drop in subs.
I don't know how everyone else feels about this and I can only speak for myself. But its not risk keeping me out of 0.0 its politics and attitudes. I have an interest in gathering resources and developing/manufacturing them into useful ships and modules. But unless a 0.0 allows is going to allow any indy player into there fold to do these things then there is no point in being there.
So my solution would not to drastically change mechanics but to change attitudes and ideas to get people to 0.0.
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pussnheels
Amarr Vintage heavy industries
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Posted - 2011.09.01 07:27:00 -
[195]
@ manfred
While you do have some good points , these changes are not only about statistics alone, if you want more industrialist into nullsec there has to be a mentallity change. Among the nullsec pvp player base aswell Most industrialist i know in game will not gointo nullsec for several reasons Gung ho pvp only mentallity of most nullsec players Why would you need miners and industrialist while my mongoo and ratting bots can provide me with enough iskies to buy everything i want Second security why would you as a pvper watch over a bunch of hulks mining while you could be doing some plexing instead of being bored as hell
And thirdly nerfing high sec industry / mining while buffing nullsec that will not be used no matter how good you buff it will only alienate more players
I will be very happy if they come up with a system that will reward the nullsec alliances that have a balanced numbers of players in both industry and pvp players, without nerfing highsec to death
No what is really needed is a mentallity change not a nerf highsec industry to death for the glory of nullsec RMT profits
---------------------------------------------- God knows everything but a true amarrian knows everything even better |
Alabugin
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Posted - 2011.09.01 14:45:00 -
[196]
Originally by: Alexzia Sevic Its funny how people keep complaining that they want more solo/PVE content in hisec. Go play Xbox. This is a massive multiplayer online game. Its fine that CCP wants to develop the parts that involve players interacting with other players. Thats the entire premise of the genre.
OMG THANK YOU!!! This is so true guys - this game is NOT about running mission after mission BY YOURSELF. There are plenty of console games to satisfy your solo experience. Even "solo" PVP still requires another player/players to kill/run from.
I say dont move ice to 0.0 - but move it to lowsec. There are plenty of completely ****ing dead lowsec ice systems that moving ice out here would spice things up a bit. Moving ice to null would only make the Russians richer =).
Either way...I see lots of mackinaws on my killboard in the future =)
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Manfred Sideous
Body Count Inc. Pandemic Legion
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Posted - 2011.09.01 20:55:00 -
[197]
Originally by: pussnheels @ manfred
While you do have some good points , these changes are not only about statistics alone, if you want more industrialist into nullsec there has to be a mentallity change. Among the nullsec pvp player base aswell Most industrialist i know in game will not gointo nullsec for several reasons Gung ho pvp only mentallity of most nullsec players Why would you need miners and industrialist while my mongoo and ratting bots can provide me with enough iskies to buy everything i want Second security why would you as a pvper watch over a bunch of hulks mining while you could be doing some plexing instead of being bored as hell
And thirdly nerfing high sec industry / mining while buffing nullsec that will not be used no matter how good you buff it will only alienate more players
I will be very happy if they come up with a system that will reward the nullsec alliances that have a balanced numbers of players in both industry and pvp players, without nerfing highsec to death
No what is really needed is a mentallity change not a nerf highsec industry to death for the glory of nullsec RMT profits
The idea is to provide incentive for different activities in different places whilst not eliminating the possibility of any activity anywhere. Furthermore with the "Talent Tree" mechanic it would mean that you would want to have industrial specialized corps because they are specced in that direction. Because PVP corps won't be able to do the same functions efficiently. This builds inclusiveness and interaction. Both of which are cornerstones of a MMORPG.
I am a team player if the organization I was with decided to do mining because it made sense we would need to protect it. That protection gives incentive for the possibility of aggressors to attack. This causes content and interaction. Back in the day before high-sec was boosted to hell these types of things were common occurrences in nullsec.
You cannot force people to do any activity. However if you dangle a big enough carrot people will do it. Proof of this statement is the Titan it was supposed to be a costly beast with a huge logistical barrier to construct one. However players saw the benefits and made it happen. The same prinicpal applies here. The only difference is CCP has made mechanics that has made us all soft. Everything is too easily obtainable and in that convenience we have lost interaction the need to function as a team to make isk or gather resources. I have seen so many game developers do the same thing " Cave to whiners" that want everything easy. Games slowly die when interaction is no longer fostered when everything becomes easy mode.
Sure RMT and Bots need to be curbstomped into oblivian I also agree that there is a huge shift of mentality in players. However that can only be accomplished by reshaping things. Take the easy Independence / passive / no risk isk away. Create incentive for people to work together and interact make nullsec groups want to include industrialist and productionist in there groups. ________________________________________________
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Akiriy Azuriko
Gallente Demon Theory Tragedy.
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Posted - 2011.09.08 18:28:00 -
[198]
" Objectives and incentives Smaller fleets moving through enemy space should always have something to do, and doing that something should make them feel like they've achieved something worthwhile even if they didn't get any actual fights. This means having things to do that are both satisfying and deliver some kind of long-term value (ideally things with tangible ISK-relative value as well as intangible strategic value) to offset the opportunity cost of a roam. We want people out PvPing, and if they're thinking "I wish I'd stayed at home and run missions" then something is wrong. "
:D i love you ccp. i forgive you for everthing
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