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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Tikitina
Imperial Academy Amarr Empire
147
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Posted - 2014.10.03 22:33:00 -
[1] - Quote
Well, I take a week off the forums and this happens.
I didn't think CCP would have the balls to make this change. It will be interesting to see if they actually follow through though. Sometimes the higher ups fall for the whole forum-meta-whine machine that some of the nullsec orgs use.
Interesting way to try and fix the travel issue. Allows for good local defense while makes long range defense a lot more costly by requiring duplicate asset caches.
A good way to fix that though if this isn't enough for the richest orgs. -Remove jump clones and allow the unplugging and re-plugging of implants once every 20-24 hours.
Will be interesting to see how this plays out though. So far CCP seems as determined as they were during the whole nano-nerf thing, so this actually may go live.
Btw, the rage-quit threats are always fun to read.
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Tikitina
Imperial Academy Amarr Empire
148
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Posted - 2014.10.03 22:44:00 -
[2] - Quote
Primary This Rifter wrote:So I found out that if you make 8 maximum-range jumps as soon as possible between jumps (which takes about a month), you drive your jump fatigue so high that it takes over two and a half years to expire completely. lol
Of course you could just make the 8 jumps in 7 hours and ignore that issue completely.
Its a way to not set a hard limit and allow those making that choice to determine if the need is so great at that time that they make that additional jump with the consequences.
Btw, they are thinking about setting a max fatigue that is significantly less that that though IIRC.
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Tikitina
Imperial Academy Amarr Empire
148
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Posted - 2014.10.04 02:03:00 -
[3] - Quote
Froozen Ice wrote:Teclador wrote:Red Bluesteel wrote:CCP if you really do it with these changes, then Eve will be a 100% Dead Game in 6-8 Weeks The following changes are acceptable for me:
- Keep all Jump Ranges as they are
- acceptable Jump fatigue = 2min (Standard) + 30sec per 0.5 Ly
- after running out of this Cool down, Fatigue must be reseted. No Multiplications with old Fatigues.
e.g. 1: If you have to travel 3 Max Jumps with an 5/5 skilled Archon (14.624 Ly), your total Fatigue will be 3*(2min+15min) = 51min. e.g. 2: If you have to travel 2 Jumps, 1st 10,4 Ly and 2nd 5,8 Ly, your total Fatigue will be: 2min+10,5min and 2min+6min = 20,5min. I think that should be fair enough to be not an grand total Nurf and to travel even more will not be pain in the ass of a lifetime job. +1 Best Idea so far +1 . Pretty good.
They don't just want to make it take longer to go places, they want to make it progressively longer to go places beyond 15-20 ly. This allows for quick local defense, but far more costly longer range defense. You will need to make more of an effort to plan your force localization if you want to maintain control beyond that 20 ly radius of your main fleet assets.
They want large organizations to more localize their operations and not be free ranging over the entire map as they are now.
Yes, those are used to the way it is don't like it but any change that will really change the dynamic will always be met with this type of response.
It will completely change the landscape and make some areas more defensible than others at a fraction of the cost. It gives more strategic shape to the Eve universe that will take up to a year to fully realize.
And it is an interesting initial fix to Power Projection issue without resorting to the removal of Jump Drives completely.
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Tikitina
Imperial Academy Amarr Empire
149
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Posted - 2014.10.04 06:25:00 -
[4] - Quote
Petrified wrote:Obsidian Hawk wrote:Petrified wrote:Zan Shiro wrote:all I want to know is..where the hell are my firesale caps at? Not seeing market slumps or buy/sell going of the hook
All you emo rage quiting players need to keep your promises and firesail your stuff off in the process. It's too early for any sales. If there are any it will be after the changes hit SiSi and if CCP leaves the proposed changes as is. Wait till next week when CCP Greyscale releases the revised version of this dev blog. heh... imagine tif they made it more strict?
I think some players are assuming too much. The way I read it, so far, there won't be but some minor tweaks before this goes live.
All this grandstanding and declarations of doom has been played too often, without merit, to be effective anymore.
To many instances of players "crying wolf" over things like this. Its gotten old.
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Tikitina
Imperial Academy Amarr Empire
153
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Posted - 2014.10.04 21:55:00 -
[5] - Quote
Josef Djugashvilis wrote:If, as they say they have, the null-sec folk have already worked out how to counter CCP's proposals, why is this thread so full of null-sec folk threatening to quit all their X number of accounts?
Surely being unable to hot drop cruisers on the other side of the Eve universe is not worth rage quitting over.
I would suggest that folk reserve judgment until CCP reveal the rest of their plans for null-sec.
Then, as with all the changes CCP make, folk can at least threaten to rage quit with all the facts at hand.
Knee jerk reactions from those who follow, not lead.
Leaders have already come with ways to adapt. Followers are starting to hear about them, but not all.
Besides, everyone wants to have a chance at being the one that can say, I told you so... |
Tikitina
Imperial Academy Amarr Empire
153
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Posted - 2014.10.04 22:44:00 -
[6] - Quote
SanDooD wrote:
Fine.
What the hell is the point of having a capital ship then? Isn't their sole purpose force projection? .....
Yes, but to what extent.
A capital ship that can only operationally get to an adjacent solar system projects power that far. A capital ship that can only operationally get to an adjacent constellation projects power that far. A capital ship that can only operationally get to an adjacent region projects power that far. A capital ship that can operationally get to any region projects power that far.
Alliances have gotten the logistical expertise and equipment to be able to pre-stage enough resources throughout all of the Eve universe to allow them to operationally get anywhere on the map, and that is bad for everyone.
You can counter this by at least two different methods. The logistical method, or the operational range of ships method.
CCP went with the operational range method probably because it is easier to factor, gauge and adjust in the future. It is less complicated than the logistical method, which would be more realistic.
The ability for forces to project power in the real world is more based upon logistics, than the operational range of the individual assets even though that can have a role as well, especially in the Navy. But logistics is a highly complex and intensive discipline that to be good at and requires expertise in many different fields and significant investment in infrastructure to get the economies of scale to work for you.
It seems that CCP wants to limit any given asset cache to multi-constellation operational range which seems about right in my mind.
I think the proposed changes are an interesting way of going about it and have a good chance to produce the desired effect out of the box, but may need some additional adjustment in the next few releases to get it right.
Those of us who started playing before Caps ships were used much are probably less likely to see this as an issue.
Those of us who started playing later and built the entire premise of our characters around cap ships and have no idea of a game without them on some level probably has the biggest issue with this.
Overall, I think this is a great step to refresh this game in an unexpected manner.
I hope it goes live with the few noted adjustments.
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Tikitina
Imperial Academy Amarr Empire
154
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Posted - 2014.10.05 00:48:00 -
[7] - Quote
Jenn aSide wrote:Kun'ii Zenya wrote:Jenn aSide wrote:Many of the same folks are trying to tell CCP this again. They (and short sighted players replying in this thread who also aren't thinking it through) don't seem to be listening. All good really, as all it means for me is that I can stop linking THIS and start linking THAT By the way, everybody should look at that first link. Look at the author: CCP Greyscale. Look at the initial claim: tl;dr There's now a reason to fight for better space again. So how much fighting are we getting? Not much apparently because the very same retar....err Dev is telling us that null is stagnant. Not exactly a good track record there right? Or consider this one, also by CCP Greyscale. In that one he writes, Quote:Most of the space that's up for grabs is owned by a clone army of ideologically-distinct but functionally-similar alliances, making the entire political landscape depressingly homogeneous.
[snip]
We're not convinced that this is the best, most interesting, most dynamic and most emergence-friendly state of being for nullsec, so we're going to make some changes. But how many here now point their fingers at the Dominion Sov system as part of the big blue donut? So now we have 2 data points where there were claims that mechanics changes would induce a change in sov holding Null...and yet, here we are with Null even more homogeneous and even more ossified. But by all means please continue to believe that there is a pony in here somewhere. WELL said. And i was looking for that same blog and could not find it. I thought I imagined it. It's all I've been saying. CCP is applying old, failed, discreditited thinking to the whole thing. I'm not oppsoed to change and a more fun EVE is in everyone's interest, but this isn't it. This will make it WORSE. Incursion runners in empire will feel it when those faction BSprices go WAY up because getting out of Venal or curse with BPC is a ***** lol.
Yes, because the only way to get a BPC out of deep 0.0 is a jump capable ship.
Btw, that's why Carriers were introduced. To get pirate BPCs out of null sec.
Also, I still remember the end of the world predictions during the nano-nerf, which didn't come to pass. -Although getting tired of chasing the random nano-phoon that swooped by might have tempered that.
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Tikitina
Imperial Academy Amarr Empire
155
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Posted - 2014.10.05 01:01:00 -
[8] - Quote
Just leaving this here from many years ago to show you are right, nothing much has changed in the last few years.
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Tikitina
Imperial Academy Amarr Empire
155
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Posted - 2014.10.05 02:54:00 -
[9] - Quote
Jenn aSide wrote:Christopher Mabata wrote:Rowells wrote:Jenna Aside wrote: Incursion runners in empire will feel it when those faction BSprices go WAY up because getting out of Venal or curse with BPC is a ***** lol. Wait what? apparently this one has never heard of travel fit interceptors this concerns me greatly i've heard of them. i've also heard of smart bombs.
Have you heard of off-grid-bounce-BMs that allow you to warp to a different part of the gate where the baddie in the disco-BS isn't?
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Tikitina
Imperial Academy Amarr Empire
155
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Posted - 2014.10.05 04:04:00 -
[10] - Quote
Kun'ii Zenya wrote:Tikitina wrote:Jenn aSide wrote:Kun'ii Zenya wrote:By the way, everybody should look at that first link. Look at the author: CCP Greyscale. Look at the initial claim: tl;dr There's now a reason to fight for better space again. So how much fighting are we getting? Not much apparently because the very same retar....err Dev is telling us that null is stagnant. Not exactly a good track record there right? Or consider this one, also by CCP Greyscale. In that one he writes, Quote:Most of the space that's up for grabs is owned by a clone army of ideologically-distinct but functionally-similar alliances, making the entire political landscape depressingly homogeneous.
[snip]
We're not convinced that this is the best, most interesting, most dynamic and most emergence-friendly state of being for nullsec, so we're going to make some changes. But how many here now point their fingers at the Dominion Sov system as part of the big blue donut? So now we have 2 data points where there were claims that mechanics changes would induce a change in sov holding Null...and yet, here we are with Null even more homogeneous and even more ossified. But by all means please continue to believe that there is a pony in here somewhere. WELL said. And i was looking for that same blog and could not find it. I thought I imagined it. It's all I've been saying. CCP is applying old, failed, discreditited thinking to the whole thing. I'm not oppsoed to change and a more fun EVE is in everyone's interest, but this isn't it. This will make it WORSE. Incursion runners in empire will feel it when those faction BSprices go WAY up because getting out of Venal or curse with BPC is a ***** lol. Yes, because the only way to get a BPC out of deep 0.0 is a jump capable ship. Btw, that's why Carriers were introduced. To get pirate BPCs out of null sec. Also, I still remember the end of the world predictions during the nano-nerf, which didn't come to pass. -Although getting tired of chasing the random nano-phoon that swooped by might have tempered that. WTFAYTA? Getting a BPC out of null? Why? The idea is to get that kind of stuff INTO NULL not out. Null needs T2 modules, T1 modules, hulls...both T2 and T1. You don't know what you are talking about and you should STFD and STFU. Really. Dumb ****.
-1 for reading comprehension. -1 for trolling, after looking at your last 10 posts
Be sure to read your posts after you sober up so you know why you got banned.
Note: The last comment was based upon a continuation of observation 2.
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Tikitina
Imperial Academy Amarr Empire
156
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Posted - 2014.10.05 04:26:00 -
[11] - Quote
Scud Maximillion wrote:SanDooD wrote:Scud Maximillion wrote:
I really don't think you get it. CCP is planning to kill off everything that made big alliances viable. Your perception is based on a reality that soon will not exist. Alliances will need to pick where live. All other space will become vulnerable. Perhaps not immediately, but absolutely long term. If you think there is any hope of holding the frontiers or preserving the rental empires you are dead wrong. You need to start rethinking who your friends are, and I suggest you start with the ones that live next door. When the crises hits, the ones threw regions away will not be there for you. I suspect this is the least radical change CCP has planned to make this a reality. Stop talking about the past.
So, big ships made big alliances viable? Jumping 200-300 carriers made big alliances viable? Man, what the hell was I smoking until now? I thought large number of players made big alliances viable. I don't know if I am the one with somewhat twisted perception. You seem to think that CFC and N3/PL is all of a sudden going to consolidate their entire space and renter empire into handful of systems in a single region or two and leave rest of the space open for grabs. I mean, read what you wrote again and think if that is what will actually happen. My point is that this change will severely hinder, or potentially completely eliminate, some of how those big alliances interact in theater. With current sov mechanics, good luck taking any space away from any alliance holding it at this point. Sorry to pee in your cheerios, but the capital ships are not what makes any of the current null entities viable. Some focus on their capita/supercapital power, but they would exist without those just as well. During Fountain war we didn't use our caps because there was always a chance of enemy escalating and dropping us with full supercapital force. Battle of 6VDT involved more subcaps than caps. Entire Delve region was ground in stealth bombers. Besides HED-GP and B-R in last years war, capitals were rarely, if ever used. I'll give you that titans play a major role in getting fleets where they need to be and this mechanic affects that A LOT, but majority of wars are not fought with capitals and capitals alone. Some use it more than others and focus on them. They make structure grinds bearable. But they are not be all end all of large nullsec entities. Additionally, when allies come to help, they don't all jump into carriers to travel to region where help is needed. Jump Clones are used for that with doctrine ship ready to go, and if JC is not available, interceptor can get you there in time for timer and fleet. All I see coming from this change is more ship spinning/boredom/bitter vetness and more expensive logistics. I see very little change to the null unless null decides to make a change itself. Some consolidation and rearrangement of space may take place to make logistics more viable, but you go ahead and hope that by some CCP Miracle everyone will get a free shot at owning space in null now. That's because you think CCP is done with you...they aren't. They are just getting started. Your world is ******...you just don't realize it yet. Read between the line of Greyscales comments. He will make it so that if you don't live in the space it is vulnerable. The implications of this change are not stagnation. They are something very different. You are so desperate to preserve your reality that you cling to a falsehood. +1
Well said |
Tikitina
Imperial Academy Amarr Empire
160
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Posted - 2014.10.06 19:39:00 -
[12] - Quote
Dramaticus wrote:Dramaticus wrote:Niko Lorenzio wrote:Sooo.. Cyno jammers are useless now since they can simply cyno in next door and jump through gates? I don't think allowing capitals to use gates is a good idea.
This somewhat increases their force projection after nerfing it. I wanna ******* see a cap fleet jump into a camped gate. Please Sweet Space Jesus let someone try this. Its going to be us. We're going to do this and we're going to lose an entire cap fleet doing so.
Considering how often theory-crafting is wrong, lets see how this plays out.
Should be interesting to see either way.
By the way, adapting to change is called adapting since you actually have to adapt and come up with new ways of doing things.
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Tikitina
Imperial Academy Amarr Empire
160
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Posted - 2014.10.06 19:42:00 -
[13] - Quote
Shadowed Blackhole wrote:I will never pretend to be an expert in null politics as I have been a carebear for too many years... until only recently, where I actually started exploring null! \o/ (still carebear though!)
May I still share my humble opinion? :-)
.....R-64 moons.....
In essence, I think making those resources depleteable, .....
Yea, that didn't go over too well either when it was suggested.
I still like the idea though. |
Tikitina
Imperial Academy Amarr Empire
160
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Posted - 2014.10.06 19:51:00 -
[14] - Quote
Ioci wrote:baltec1 wrote:Mr Floydy wrote:Commanda Marr wrote:you simply cant get there anymore. Erm, you definitely can still get there. If people can populate C5/C6 wormhole space easy enough, you can cope with living in deep null. You get the luxury of permanent gates and the option of jumping around. Woop-de-doo you can't jump direct from HS to your deadend nullsec. HTFU. To be fair, the C5/C6 people don't have to do regular supply runs through space like ours that has thousands of subcaps and hundreds of bored supercap/titan pilots who see them the second the enter local. And you can be in a C5 one minute and in HS the next, once you have scanned down your average 1 to 2 jump, WH route. Wormhole Ops usually revolve around one POS and no Sov bills. They don't hinge on massive fleets to defend, they hinge on seclusion being their defense.
And the limitation on how many Caps/Supercaps can come their way once they are found...
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Tikitina
Imperial Academy Amarr Empire
161
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Posted - 2014.10.06 20:13:00 -
[15] - Quote
Panther X wrote:I wonder if anyone has discussed being able to dock supers? If there's going to be a penalty, there should be a mitigating factor to the penalty, with skills and the ability to dock to "affect repairs" whatever. If the fatigue is going to run through downtime, then will a safe logoff be negated because of fatigue or jump timer? Is balance not de rigeur anymore?
If I can't log off safely, then in the immortal words of Russell Peters... "Someone's gonna get a hurt real baaaaad"
I read somewhere that it won't affect logoff timers, especially since they are talking about capping fatigue at a month, logoff timers affected by that would be pretty bad.
As far as docking Supercaps, I don't these jump changes justify that.
What about Capship maintence arrays in HiSec if they eventually allow Capital and Supercaptial ships in HiSec.
I could go for that, since a wardec could allow the destruction of them.
Note: I still think Caps/Supercaps shouldn't be able to engage in combat or assists though.
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Tikitina
Imperial Academy Amarr Empire
161
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Posted - 2014.10.06 20:15:00 -
[16] - Quote
Ioci wrote:Tikitina wrote:
And the limitation on how many Caps/Supercaps can come their way once they are found...
And this introduces a far better solution than anything mentioned so far. Collapsing Cyno/ Bridge mechanics with fatigue level timers. Done to throttle blob movement rather than distance.
But they could just span Cynos then and any limit on entering a system or constellation can be gamed.
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Tikitina
Imperial Academy Amarr Empire
161
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Posted - 2014.10.06 20:49:00 -
[17] - Quote
Marlona Sky wrote:This thread still full of fear mongering and deception?
Yea, They are going to take their toys and go elsewheres because they can't get it their way.
Some people can't or refuse to adapt I guess. This game has always been more than about the mechanics. Won't be the first time that this has happened in Eve though.
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Tikitina
Imperial Academy Amarr Empire
163
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Posted - 2014.10.07 13:35:00 -
[18] - Quote
A1arica wrote:Would you please confirm the timing of this proposed change to Long-Distance Travel? As quoted on the dev blog "Phase One contains the long-distance travel changes, as well as some other associated changes planned in Phoebe in November. These changes are not intended to be a silver bullet to fix all of NullsecGÇÖs issues in one fell blow. Instead, they represent a significant improvement to specific areas of concern for Nullsec (and Lowsec) while also setting the stage for the later changes." However it is my understanding that Oceanus is scheduled to be released November 4th and Phoebe December 9th. At least based on the Fanfest presentation of the scheduled releases. http://puu.sh/c2iml.jpgHyperion - Sept 23 Oceanus - Nov 4 Phoebe - Dec 9 Rhea - Jan 20 Thethys - Feb 7 Theia - Mar 17 Themis - April 4
Oceanus is Live. |
Tikitina
Imperial Academy Amarr Empire
165
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Posted - 2014.10.08 04:23:00 -
[19] - Quote
Busta Rock wrote:you just dont get it. the big power blocks will continue going about business as usual after this change - all they have to do is cache capitals in their regional holdings, and they have PLENTY of caps to do that with. Unless and until moon mining ceases to be an AFK ISK faucet, the paradigm will NOT change.
- Make Moon resources depleteable.
- Remove jump clones.
- Allow implant sets to be changed once every 20-24 hours.
Re-enforce the forums. |
Tikitina
Imperial Academy Amarr Empire
165
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Posted - 2014.10.08 04:29:00 -
[20] - Quote
Ranger 1 wrote:I'm pretty sure there is going to be a fair amount of fiddling with this (which is a good thing), but a lot is going to depend on future changes that most players are not aware of yet.
The thing that is going to make this change the hardest is the fact that it needed to be done a loooong time ago.
Great point, this needed to be done so many years ago.
I would like to know who at CCP prevented it, but it probably doesn't matter anymore. I'm fairly certain the ones who are implementing this have known that it has needed to be done. They probably had to convince someone way up of the same thing, which didn't happen until the "blue donut" appeared and sustained itself.
Kind of like the outrageous edge case nano-ships that prompted the nano-nerf. |
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Tikitina
Imperial Academy Amarr Empire
167
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Posted - 2014.10.08 20:28:00 -
[21] - Quote
Brittney Calm wrote:Kilab Gercias wrote:First Test on Sisi.
Titan Jump Bridge also the Titan gets the Timer for Bridging. Confirmed. Bridging a fleet gets the fleet fatigue timer, and even though the titan did NOT jump he has fatigue as well. -BC
Did you file a bug report?
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Tikitina
Imperial Academy Amarr Empire
167
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Posted - 2014.10.08 20:34:00 -
[22] - Quote
Gwailar wrote:Veskrashen wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B) Isn't this rather exploitable in a home-defense sort of situation? I.e. as soon as you jump back to your origin system you reset to Fatigue = 1 (since you'll be multiplying all those modifiers by 0, which means you're taking current fatigue ^ 0, which always equals 1), which at the current decay rate would give you Fatigue = 0 in 10 minutes? That would essentially mean that you can rapidly deploy with Z lightyears of home base, hammer something, and head home - getting less and less fatigue accumulated as you do so. Once you're home, 10 minutes later you're totally refreshed and ready to go. It also means that you can hop in your capitals, hammer the snot out of someone 15-20 LY from "home base", jump back home, get in your interceptors, spend 20-30 minutes crossing the map, and do the exact same thing there. It's an interesting solution, but there's no reason to so heavily advantage teleportation in and around home systems, especially in such an exploitable way. Especially when the advantage is not based on home system, but origin system--which in the case of the big blocks means any system they have a cache. Seems totally exploitable. Offering any sort of fatigue reset that doesn't involve actual time passing breaks the whole thing.
They didn't plan on players catching on so quick, me thinks.
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Tikitina
Imperial Academy Amarr Empire
169
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Posted - 2014.10.08 20:38:00 -
[23] - Quote
Dream Five wrote:Veskrashen wrote:mynnna wrote:I've been playing with this for a couple days, and here's the adjustment I propose:
Fatigue = (Fatigue Before Jump + Distance of Jump)^(Destination Distance from Origin * A + B) Isn't this rather exploitable in a home-defense sort of situation? I.e. as soon as you jump back to your origin system you reset to Fatigue = 1 (since you'll be multiplying all those modifiers by 0, which means you're taking current fatigue ^ 0, which always equals 1), which at the current decay rate would give you Fatigue = 0 in 10 minutes? That would essentially mean that you can rapidly deploy with Z lightyears of home base, hammer something, and head home - getting less and less fatigue accumulated as you do so. Once you're home, 10 minutes later you're totally refreshed and ready to go. It also means that you can hop in your capitals, hammer the snot out of someone 15-20 LY from "home base", jump back home, get in your interceptors, spend 20-30 minutes crossing the map, and do the exact same thing there. It's an interesting solution, but there's no reason to so heavily advantage teleportation in and around home systems, especially in such an exploitable way. +1 on this. What do you think of just some preset maximum amount of LY per day actually? Like a separate per-character jump capacitor proposal from somebody else in this thread basically. I don't really understand the rationale behind exponential penalty mechanic with penalty going into tens of days tbh.
The Devs apparently want to give an advantage to local jumping under 20 ly and limit Capital jump drive operations outside a localized area.
They want to promote organized gate travel for long range assaults instead of hot-dropping O'clock around the clock.
This makes local defense easier while making long range assaults a lot harder. Which is why some are so pissed off about it.
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Tikitina
Imperial Academy Amarr Empire
169
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Posted - 2014.10.08 20:40:00 -
[24] - Quote
Daniel Westelius wrote:Confirming the calculations on SiSi are messed up. Bridged a Helios with a Sin 1.136 LY and both the Helios pilot and the bridging Sin pilot got 22 minutes of jump fatigue and a 2 minute jump timer. Good job CCP.
What did you expect deployable quality on the first try a month before it goes live?
Bug report it and move on.
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Tikitina
Imperial Academy Amarr Empire
175
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Posted - 2014.10.09 04:50:00 -
[25] - Quote
Rakshasa Taisab wrote:Celly S wrote:Still you have a multi billion isk ship at higher risk and with no support unless you manage to fill it full if battle skiffs, and even then, it's pissing away good isks on a poor plan when other capitals are cheaper and have more DPS and more tanking ability. If we only had an example of a place where people live without being able to haul in stuff with freighters. Such an imaginary place would be called vurmhule-space if it existed.
Some players get used to playing one way and can't conceive of another. These usually are the newer ones that haven't had CCP kick the table over on their gameplay before. |
Tikitina
Imperial Academy Amarr Empire
175
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Posted - 2014.10.09 06:27:00 -
[26] - Quote
The "...this will only make us more powerful..." "...but you should really change this lame idea..." thing has been entertaining to watch you must admit.
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