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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Phantom
C C P C C P Alliance
4487

|
Posted - 2014.07.09 14:28:00 -
[1] - Quote
CCP Delgate Zero brings an update from Team Pirate Unicorns about in-space brackets (brackets being the things that appear when you hover your mouse over something in space) and the future development on tooltips.
You will be able to choose in the updated options menu if you want to see the new 'compact' bracket list or a reworked bounded bracket list. These changes will come with the Crius release on July 22nd. Work on improving tooltips will continue after Crius.
Check out all the details about in-space brackets and future work in CCP Delegate Zero's latest dev blog In-Space Brackets revisited with Crius. CCP Phantom - Senior Community Representative - Volunteer Manager |
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Airi Cho
Dark-Rising Executive Outcomes
4
|
Posted - 2014.07.09 14:42:00 -
[2] - Quote
hi!:) |

Wacktopia
Noir. Noir. Mercenary Group
667
|
Posted - 2014.07.09 15:32:00 -
[3] - Quote
[nice] x
Second? -// Public Fleets: http://fleet-up.com/Operation/Public //- |

helana Tsero
Science and Trade Institute Caldari State
43
|
Posted - 2014.07.09 15:32:00 -
[4] - Quote
Is this the first step to giving us some form of customised ui ?
Id like the option to remove some the unnessasary clutter.
And example : when i warp to a destination i do not need 4 seperate ui elements telling me im warping to that location
 - overview - selected item window - warping to destination notification - left side route map.
I need One i do not need Four !
This is but one example of the same information on multiple ui elements overlap that has crept into eve.
we need customised ui --> so we can have less cluttered but more useful ui !
"... ppl need to get out of caves and they will see something new... thats where is eve placed... not in cave..."-á| zoonr-Korsairs |-á QFT ! |

Zappity
Stay Frosty. A Band Apart.
1214
|
Posted - 2014.07.09 15:37:00 -
[5] - Quote
Thank you. Zappity's Adventures for a taste of lowsec. |

Sentient Blade
Crisis Atmosphere
1285
|
Posted - 2014.07.09 15:41:00 -
[6] - Quote
Kindly do the equivalent of: td vertical-align = top
So everything actually lines up.
Ta |
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Chribba
Otherworld Enterprises Otherworld Empire
12185
|
Posted - 2014.07.09 16:14:00 -
[7] - Quote
Neato. Bracketso.
/c
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
2647
|
Posted - 2014.07.09 16:19:00 -
[8] - Quote
good work, love to see ye listen to us.
"Confirming EVE is hot, batshit crazy, and puts out." -Omar Alharazaad "CAKE CANNOT HOLD UP TO BEING A CHARACTER DAMNIT." --áUnsuccessful At Everything |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
245
|
Posted - 2014.07.09 16:20:00 -
[9] - Quote
Still waiting for roman numerals so items are not sorted IX before VI and such. |

Absent Sentry
7
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Posted - 2014.07.09 17:25:00 -
[10] - Quote
Looks neat, but can you please also prevent brackets from moving with Camera Shake? I have been advising oldies and newbies alike to disable Camera Shake for years because it makes it impossible to click brackets while landing or getting hit by missiles, preventing us from selecting the right thing quickly and possibly getting us killed or missing a kill. |
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Iris Bravemount
Eldar Army
343
|
Posted - 2014.07.09 18:05:00 -
[11] - Quote
While you are taking a look at brackets, could you please make it possible to turn off all brackets, including the brackets on locked targets? "I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed |

Unezka Turigahl
Det Som Engang Var
237
|
Posted - 2014.07.09 21:01:00 -
[12] - Quote
The compact brackets certainly look cleaner. Thats good. Looking forward to more control over pop-ups.
Absent Sentry wrote:Looks neat, but can you please also prevent brackets from moving with Camera Shake? I have been advising oldies and newbies alike to disable Camera Shake for years because it makes it impossible to click brackets while landing or getting hit by missiles, preventing us from selecting the right thing quickly and possibly getting us killed or missing a kill.
Yeah, that is annoying. I noticed that the last time I played on the test server. I keep it turned off on Tranquility, camera shake makes me want to spew.  |

Altrue
Exploration Frontier inc Brave Collective
1223
|
Posted - 2014.07.09 21:02:00 -
[13] - Quote
Custom, player-made brackets for player ships are still working, but I could see that the font seems to have changed a little. Now I understand why, you were working on brackets 
Nice work indeed. Signature Tanking - Best Tanking. Beware the french guy!
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Emiko P'eng
109
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Posted - 2014.07.09 22:02:00 -
[14] - Quote
Much Better.
Your heading in the right direction  |

Alexis Nightwish
State War Academy Caldari State
19
|
Posted - 2014.07.09 22:29:00 -
[15] - Quote
CCP Delegate Zero wrote:We are capping the list at 15 items in both modes, which reflects the pre-existing cap on the bracket listing. To raise this number carries with it some concerns regarding performance and we donGÇÖt believe there is a strong case for a higher number as things stand. The balance of feedback was against scrolling in the bounded mode and this again factors in the decision to cap the number at a manageable set of items.
Please explain how this is a performance concern. The client already has the information (name, distance, etc.) of the objects, it's just a matter of displaying it in a new spot.
Long gone are the days where 15 would be enough for you to see everyone in the enemy blob. I am aware that you wouldn't be able to list 100s of ships, but why not let us choose the amount, and if the list is truncated because there's not enough screen real estate so be it. |

Kusum Fawn
State Protectorate Caldari State
498
|
Posted - 2014.07.09 22:59:00 -
[16] - Quote
Just a note, Camera shake is annoying, so is the slight motion that the screen still ahs even with camera shake turned off.
why do we still have a slight rolling motion ? are we in space submarines that are being moved by tides? Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Skalle Pande
Teknisk Forlag
71
|
Posted - 2014.07.09 23:47:00 -
[17] - Quote
Looking forward to seeing these new lists, looks to be an improvement.
But THIS:
Quote:Now that this has been done, we will look at improving the experience with tooltips in later releases. In that regard we are looking at configuring tooltip behavior by category, which we think would allow for you to tune how tooltips display based on the relevance of the information to you. Now, that would be truly awesome  |

Skalle Pande
Teknisk Forlag
71
|
Posted - 2014.07.09 23:50:00 -
[18] - Quote
Kusum Fawn wrote:Just a note, Camera shake is annoying, so is the slight motion that the screen still ahs even with camera shake turned off.
why do we still have a slight rolling motion ? are we in space submarines that are being moved by tides? But of course we are. Space in EVE is a viscous matter, ships not powering are losing speed rapidly. But tides - no, gravity has been turned off, as have all the rest of newtonian physics...
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Rommiee
Mercury Inc.
830
|
Posted - 2014.07.10 07:19:00 -
[19] - Quote
Quote: Now that this has been done, we will look at improving the experience with tooltips in later releases. In that regard we are looking at configuring tooltip behavior by category, which we think would allow for you to tune how tooltips display based on the relevance of the information to you.
FINALLY !!!
After countless mentions of this, the idea has finally sunk in.
ItGÇÖs only been 2 months since this disaster started, letGÇÖs see if we can get this done by Xmas (2014 preferably).
|

Megumi Miura
The Council Evictus.
2
|
Posted - 2014.07.10 10:37:00 -
[20] - Quote
Great, looks good.
Now, how about a toggle for radial menus? I think radial menus are a PITA and would much appreciate the ability to turn them off. |
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CCP Delegate Zero
C C P C C P Alliance
150

|
Posted - 2014.07.10 11:31:00 -
[21] - Quote
Alexis Nightwish wrote:CCP Delegate Zero wrote:We are capping the list at 15 items in both modes, which reflects the pre-existing cap on the bracket listing. To raise this number carries with it some concerns regarding performance and we donGÇÖt believe there is a strong case for a higher number as things stand. The balance of feedback was against scrolling in the bounded mode and this again factors in the decision to cap the number at a manageable set of items. Please explain how this is a performance concern. The client already has the information (name, distance, etc.) of the objects, it's just a matter of displaying it in a new spot.
The gist of why it is a performance concern is that regardless of most information being primed for display, there is still an expense when constructing the bracket list as the picking logic has to iterate over the objects in the scene to confirm whether or not they intersect with the bracket that is at the 'pick point', so to speak. The longer the list to be constructed, the more times the loop has to be iterated to determine whether an object's bracket should be added to the list.
This is a bigger concern the more objects are actually in the scene, which seems to be the use case in question.
In short, the bracket list, by its nature, is not doing quite the same thing as the overview (the obvious other object list to compare it with), and the overview is of course doing its work as well. I am not the UI programmer here and I am giving a rough explanation. But it is based on what programmers tell me and I trust their experience and judgement.
I'll also note that display of UI elements is not free. It's not 'just a matter of displaying it'. Not all information to be displayed in the constructed list is necessarily primed in the exact format to be used. There are always expenses involved and these will necessarily mount up the more display items there are.
Best judgement on our part is that the balance of performance, useful display and typical use cases for the bracket list is still in the 15 item range.
I personally think going much beyond that would call for some deeper design work and likely some optimization deep dives too. We're not addressing that at the moment given that the overview is still the go-to interface element for managing information on large numbers of objects.
Thanks. CCP Delegate Zero | Game Designer | @CCPDelegateZero |
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Sentient Blade
Crisis Atmosphere
1292
|
Posted - 2014.07.10 11:56:00 -
[22] - Quote
Hmm, maybe I read that wrong, are you saying that building the list requires something other than O(n) complexity for the picking, prior to ordering? |

Crazy KSK
Tsunami Cartel
93
|
Posted - 2014.07.10 12:38:00 -
[23] - Quote
the black boxes are certainly nice for people with bad eye sight but for me they are just annoying since they block whatever might be behind it the old system also allowed you to see to which celestial a ship was warping to, I don't see this iteration re-enabling that, (?) which makes this iteration still worse then the old system Quote CCP Fozzie: ... The days of balance and forget are over.
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CCP Delegate Zero
C C P C C P Alliance
150

|
Posted - 2014.07.10 15:04:00 -
[24] - Quote
Sentient Blade wrote:Hmm, maybe I read that wrong, are you saying that building the list requires something other than O(n) complexity for the picking, prior to ordering?
No, not really. Just making the point that the higher the cap the more likely it is to not reach the cap and therefore check every object in the scene before it stops iterating. As I say, then there is the cost in displaying the information which of course is changing in real time, together with the fact that the cursor is likely moving a lot - which means there will be a lot of tear down and reconstruct going on. It all adds up.
In any event, it's one factor contributing to our judgement as to what works in terms of this feature. It's worth noting that the picking is quite a bit more conservative now so the field of brackets has to be pretty dense and the camera zoomed out some way to get a full list. Which, again, I'd have to say takes it into the overview's territory.
We will keep an eye on things but as I indicated in the blog, we're pretty happy with where it is and will be looking at tooltips proper again as part of our next work CCP Delegate Zero | Game Designer | @CCPDelegateZero |
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Skalle Pande
Teknisk Forlag
72
|
Posted - 2014.07.10 22:16:00 -
[25] - Quote
CCP Delegate Zero wrote:Sentient Blade wrote:Hmm, maybe I read that wrong, are you saying that building the list requires something other than O(n) complexity for the picking, prior to ordering? No, not really. Just making the point that the higher the cap the more likely it is to not reach the cap and therefore check every object in the scene before it stops iterating. As I say, then there is the cost in displaying the information which of course is changing in real time, together with the fact that the cursor is likely moving a lot - which means there will be a lot of tear down and reconstruct going on. It all adds up. In any event, it's one factor contributing to our judgement as to what works in terms of this feature. It's worth noting that the picking is quite a bit more conservative now so the field of brackets has to be pretty dense and the camera zoomed out some way to get a full list. Which, again, I'd have to say takes it into the overview's territory. We will keep an eye on things but as I indicated in the blog, we're pretty happy with where it is and will be looking at tooltips proper again as part of our next work Sounds like a very sensible explanation - and decision - to me :-) |

Gaijin Lanis
Surely You're Joking
111
|
Posted - 2014.07.11 00:42:00 -
[26] - Quote
That's... nice.
I mean the original system with a drop shadow or even a single pixel worth of black border on text would've been ideal, but this is definitely a step in the right direction to correcting the botched tooltip update. The above was written and posted with nothing but love in my heart for all. |

Logicycle
Chaos Gate Northern Associates.
89
|
Posted - 2014.07.11 03:35:00 -
[27] - Quote
This looks good. Nice works, go Team Fluffy Unicorn. |

Mag's
the united
17689
|
Posted - 2014.07.11 11:32:00 -
[28] - Quote
As long as you give me options in regards to tooltips, then I will like the changes.
These options should include ways that make me able to completely delay certain types of tips, that really are not required with experienced players.
Thank you for admitting your mistakes. 
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Pic'n dor
Epsilon Lyr Mordus Angels
25
|
Posted - 2014.07.12 08:20:00 -
[29] - Quote
Sometimes you got a huge list of object in the bracket.. Sometimes, more that you can actually display.. Can you make a scrolling feature in these brackets ?
Same issue sometimes with the overview selection. The list may contain more items that the game can display.. |

Marian Devers
Rage and Terror Against ALL Authorities
45
|
Posted - 2014.07.12 09:02:00 -
[30] - Quote
So whats the plan when a battleship warps to Asteroid belt #16? |
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Sable Moran
Moran Light Industries
405
|
Posted - 2014.07.12 18:14:00 -
[31] - Quote
Mag's wrote:These options should include ways that make me able to completely delay certain types of tips, that really are not required with experienced players.
I would like to emphasise this. When it comes to the UI one size really does not fit for everyone. A noob has different requirements for it than a vet. Likewise scout, FC, ratter, miner, logi all need the UI configured differently. Please help make their work easier.
Look into the customising work done by the audio team, that's what I would like to see for the UI too.
Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Galmas
United System's Commonwealth
162
|
Posted - 2014.07.13 18:04:00 -
[32] - Quote
Will these pop-up thingies be available in the system map as well now? which actually is the most usfull place for it anyway since it would fix the problem with not being able to get to the context menu of some moons when there are lots of moons on a planet.
speeking of system map weakness, any plan to give us the general in space context menu (containing the bookmarks) as we have in the normal in space view?
Regards Gal |

Ax Pym
Republic Military School Minmatar Republic
1
|
Posted - 2014.07.14 11:34:00 -
[33] - Quote
the compact bracket list looks hot. i couldn't test it on Singularity. I hope it sizzles, like the last release. You tell us miners are boring, miners are weak. -áBut if you control space you must harvest the resources of that space. -áNow how is mining, boring and weak? |

Ammzi
Love Squad Pasta Syndicate
1808
|
Posted - 2014.07.14 13:41:00 -
[34] - Quote
I can't believe this thread is not getting more feedback as it is one of the most fundamental aspects of playing EVE online: Brackets in Space. 
I want to emphasize the need for a longer bracket list enabled/custom max limit as it sometimes hides extremely valuable information. Here's an example:
Unless you are already familiar with the system layout then knowing whether there is a gate on a certain planet or not is up to the mercy of the bracket list to display this when a target warps towards a planet cluster. I am warping onto gate A in an interceptor as a target ship decloaks and warps away before I get a lock on it. I saw it warp towards a planet cluster - of course since I am in an interceptor or similar "fast tackle" I have enabled moons on my bracket list with the short cut ALT+SHIFT+X. This means there is dozens of moons on top of that planet the target warped towards and therefore I can't see whether there is a gate or no if I am not familiar with the system. So I end up having to move my mouse away, disable the moons, hover back up, confirm whether there's a stargate or whether he went to a planet and that valuable 5 seconds wasted means he could get away in either case. That's a convoluted case, but I have had it happen multiple times where I vaguely remember "Isn't there usually a stargate over there?".
What is much more "game breaking" is when you are leading a bomber squad and 200 km off you a 30 man hostile frigate fleet just killed someone and their wreck is there providing you a perfect warp in for your bombers, but since the 30 frigates are all clustered up on the wreck I am not able to get the wreck to show up on the bracket list and warp my squad. Therefore as I finally either get the wreck to show up after enough zooming or forced to probe the frigates it is too late and the frigates got away. :(
This goes for any case where someone has to warp X fleet on top of Y fleet given a singular Z warp object, but can't because of 15 bracket list ceiling. When you are in warp range or further away, zooming in to get a higher resolution of the field to reduce the number of brackets so you can isolate that one object is difficult and time demanding. :(
|

Alexis Nightwish
State War Academy Caldari State
19
|
Posted - 2014.07.14 23:02:00 -
[35] - Quote
CCP Delegate Zero wrote:Alexis Nightwish wrote:CCP Delegate Zero wrote:We are capping the list at 15 items in both modes, which reflects the pre-existing cap on the bracket listing. To raise this number carries with it some concerns regarding performance and we donGÇÖt believe there is a strong case for a higher number as things stand. The balance of feedback was against scrolling in the bounded mode and this again factors in the decision to cap the number at a manageable set of items. Please explain how this is a performance concern. The client already has the information (name, distance, etc.) of the objects, it's just a matter of displaying it in a new spot. The gist of why it is a performance concern is that regardless of most information being primed for display, there is still an expense when constructing the bracket list as the picking logic has to iterate over the objects in the scene to confirm whether or not they intersect with the bracket that is at the 'pick point', so to speak. The longer the list to be constructed, the more times the loop has to be iterated to determine whether an object's bracket should be added to the list. This is a bigger concern the more objects are actually in the scene, which seems to be the use case in question. In short, the bracket list, by its nature, is not doing quite the same thing as the overview (the obvious other object list to compare it with), and the overview is of course doing its work as well. I am not the UI programmer here and I am giving a rough explanation. But it is based on what programmers tell me and I trust their experience and judgement. I'll also note that display of UI elements is not free. It's not 'just a matter of displaying it'. Not all information to be displayed in the constructed list is necessarily primed in the exact format to be used. There are always expenses involved and these will necessarily mount up the more display items there are. Best judgement on our part is that the balance of performance, useful display and typical use cases for the bracket list is still in the 15 item range. I personally think going much beyond that would call for some deeper design work and likely some optimization deep dives too. We're not addressing that at the moment given that the overview is still the go-to interface element for managing information on large numbers of objects. Thanks. So if I'm understanding this correctly, the list is built server-side? Because that's the only way this makes sense.
If the bracket list was built client-side then the 'use case' is whatever the individual player feels is best, not some arbitrary number you guys decide upon. We're not playing EVE on the Xbox. Our PCs are not equivalent in power. What works for one is inadequate for another.
Man you guys are stubborn on this whole UI/tooltips issue. Makes me feel like you're making the game for you and not us. :( |

Oraac Ensor
School of Applied Knowledge Caldari State
545
|
Posted - 2014.07.17 08:33:00 -
[36] - Quote
Quote:As the in-space brackets are a completely different feature to tooltips per se, we have been concentrating initially on improving this key part of the UI. Now that this has been done, we will look at improving the experience with tooltips in later releases. But it has NOT been done!
I still see an immersion-breaking black box, albeit now containing only the icons. Why is any sort of black box element necessary?
The screen-edge boxes are fine. |

Dread Nanana
Action Super Dupper Test Corp
21
|
Posted - 2014.07.23 06:32:00 -
[37] - Quote
Ammzi wrote:
What is much more "game breaking" is when you are leading a bomber squad and 200 km off you a 30 man hostile frigate fleet just killed someone and their wreck is there providing you a perfect warp in for your bombers, but since the 30 frigates are all clustered up on the wreck I am not able to get the wreck to show up on the bracket list and warp my squad. Therefore as I finally either get the wreck to show up after enough zooming or forced to probe the frigates it is too late and the frigates got away. :(
Well, when you say leading, you mean S-boxing bombers, right?
Anyway, why don't you yet know about bracket profiles? Those existed for years and years now.
|

Vorpheus
Three Sword Inc
0
|
Posted - 2014.07.23 08:30:00 -
[38] - Quote
i liked the bracketlist of pre-crius better. It was smaller. |

Arec Bardwin
1471
|
Posted - 2014.07.24 23:37:00 -
[39] - Quote
I really like the new bracket list! Just a few things:
- an option to be able to scroll would be very nice - an option to change max number of displayed items - an option to scale the bracket list (independently of the rest of the UI) |

Rommiee
Mercury Inc.
837
|
Posted - 2014.07.26 19:33:00 -
[40] - Quote
Rommiee wrote:Quote: Now that this has been done, we will look at improving the experience with tooltips in later releases. In that regard we are looking at configuring tooltip behavior by category, which we think would allow for you to tune how tooltips display based on the relevance of the information to you. FINALLY !!! After countless mentions of this, the idea has finally sunk in. ItGÇÖs only been 2 months since this disaster started, letGÇÖs see if we can get this done by Xmas (2014 preferably).
So how is this coming along ?
Or is it true to past form and just a throwaway line to keep people happy while it slowly slides into a black hole never to be seen again ? |
|

Rommiee
Mercury Inc.
841
|
Posted - 2014.08.04 09:29:00 -
[41] - Quote
Rommiee wrote:Rommiee wrote:Quote: Now that this has been done, we will look at improving the experience with tooltips in later releases. In that regard we are looking at configuring tooltip behavior by category, which we think would allow for you to tune how tooltips display based on the relevance of the information to you. FINALLY !!! After countless mentions of this, the idea has finally sunk in. ItGÇÖs only been 2 months since this disaster started, letGÇÖs see if we can get this done by Xmas (2014 preferably). So how is this coming along ? Or is it true to past form and just a throwaway line to keep people happy while it slowly slides into a black hole never to be seen again ?
I think that the total lack of response in over a week answers that question.
I didn't see that coming. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
93
|
Posted - 2014.08.05 13:27:00 -
[42] - Quote
What about the dimming of the ENTIRE screen while that list is open. Not a fan.
Again, i refer you to how this functioned before you guys changed it this spring. It was clean, concise and useful. Make it like that again. I know you must have some remnant of that older code somewhere to compare it with. |

Rommiee
Mercury Inc.
841
|
Posted - 2014.08.07 07:46:00 -
[43] - Quote
Still no response............. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
94
|
Posted - 2014.08.13 16:48:00 -
[44] - Quote
more than a month silent, and still there are issues that have been raised by your customers.
WTB: job where i can ignore my customers for months at a time, and still get paid... |

Rommiee
Mercury Inc.
841
|
Posted - 2014.08.25 17:56:00 -
[45] - Quote
Well.....with the new 6 week development schedule, there is no time to fix stuff that is broken in one patch before the next. Thus introducing more broken cr4p with each release which never gets fixed.
If only someone had pointed this out earlier.......oh wait |

AngelFood
21
|
Posted - 2014.08.27 07:20:00 -
[46] - Quote
Except Brackets Don't work do they!
They did for a while before this hyperion now look .. broke broke broke broke .. pathetic ..
Why have large collidable objects got so many different types that all respond differently to settings?
Why have I got them selected in all brackets everywhere and even in overview and still I can't see them in space!?
go back to roaming on streams and learning to play still! |

Worrff
Viziam Amarr Empire
9
|
Posted - 2014.08.29 12:19:00 -
[47] - Quote
asteroidjas wrote:more than a month silent, and still there are issues that have been raised by your customers.
WTB: job where i can ignore my customers for months at a time, and still get paid...
Still the expected deathly hush........
And surprise surprise, they have removed the sticky from this thread. There goes any chance of a DEV response then. |

Worrff
Viziam Amarr Empire
10
|
Posted - 2014.09.08 08:19:00 -
[48] - Quote
Bump |

Worrff
Viziam Amarr Empire
10
|
Posted - 2014.09.10 12:23:00 -
[49] - Quote
Bump |

Rommiee
Mercury Inc.
860
|
Posted - 2014.09.16 07:28:00 -
[50] - Quote
I'll bump this as well. |
|

Worrff
Viziam Amarr Empire
15
|
Posted - 2014.09.19 11:59:00 -
[51] - Quote
As per other CCP screwups....
Bring Crap in, half-fix some issues, leave the rest and hope everyone forgets about it |

Rommiee
Mercury Inc.
881
|
Posted - 2014.10.14 12:15:00 -
[52] - Quote
Worrff wrote:As per other CCP screwups....
Bring Crap in, half-fix some issues, leave the rest and hope everyone forgets about it
Certainly looks like it.... surprised face |

Ammzi
Love Squad Pasta Syndicate
1843
|
Posted - 2014.10.14 12:22:00 -
[53] - Quote
ccp pls |
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