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Author |
Thread Statistics | Show CCP posts - 41 post(s) |
Rayzilla Zaraki
Tandokuno
268
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Posted - 2014.10.08 12:47:00 -
[7801] - Quote
After reading a lot of posts in this threadnaught, I am still of the opinion that this is a good idea with a **** poor application.
I like that it heavily limits power projection and causes the big blocs to spead their forces in order to maintain their territories. I am not sure thatthis alone will break up/shrink the biggest blocs, but territorial maintenance will be more work.
Mechanically, they could smack this puppy with a much smaller nerf bat. A carrier has a maximum of 13 LY jump range with mad skillz. Smacking it all the way back to 5 is a bit too far, especially when you add in the jump fatigue mechanic. I don't care to dig all the way back, but I think after just two or three jumps the cool down was over two hours. Stunning. That is as much time as most people have to play a day.
The idea could be improved by allowing for a longer jump range at mad skillz. I know 5 LY isn't enough, but 10 LY is too much. I guess 7.5 LY is it.
Next, address jump fatigue. Cut the cool down severely with the knowledge that not all jump-capable ships run in LOL Blobs. I look at this mechanic from the point of view of a "little guy". A two hour cool down would kill my game play experience.
Perhaps put 15 minutes cool down per jump, reduceable to 10 with mad skillz. I think this would be enough, coupled with the shorter range, to still cause the big blocs to spread their assets wider in order to defend their territories. Gate campers are just Carebears with anger issues. |
ORLICZ
Royal Amarr Institute Amarr Empire
4
|
Posted - 2014.10.08 12:47:00 -
[7802] - Quote
as a JF pilot - NO for JF changes - 0.0 needs logistics, jf and rorqs cant move capital fleets..so...
as a 0.0 pilot - YES - we need small kingdoms in eve, leave 5 LY, less fatique but then make max allowed jumps per cyno- example 20 |
mynnna
GoonWaffe Goonswarm Federation
3807
|
Posted - 2014.10.08 13:24:00 -
[7803] - Quote
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)
Distance from origin is just the straight-line distance in light years. Origin is set when you make a jump with 0 fatigue and can be reset when you are back to 0 fatigue (it could also be available to reset after a period of time of several hours regardless of fatigue, which is also interesting). A and B are just constants to tweak for balance. A sets how far from your origin you can go before fatigue really starts ramping up quickly; that distance is 1/A light years. B is just a tuning knob, especially handy for tweaking the effect on short range travel. Individual ships could get bonuses to one or the other, as well. All the other mechanics about fatigue work identically. A = 0.05 and B = .3 generate interesting results, for sure.
The effect of this is that short range travel, such as within your own region, isn't punished as though it's exactly like long distance travel. It's important to note that that isn't the same as "not punished at all" but rather that it imposes interesting choice on that movement. The industry player might ask himself whether he wants to take a gate to the expensive factory next door (three minute round trip, for example) or the bridge to the factory in the next constellation, which is cheaper but has a six minute round trip. The pilot PvPing and defending his home from roamers might decide whether taking that third bridge in two hours is worth the ten minute wait, worth not being able to get back around in that time. As proposed by the blog, neither player can make more than a few jumps before effectively losing the ability for the entire play session. Heck, even the force seeking to cross a long distance in EVE can decide whether they want to get there faster or avoid obstacles but impair their mobility upon arrival, or take it slow but have more full mobility. And in an invasion, both the invaders and defenders would have the benefit of their cyno movement being local and so somewhat less restricted, allowing for a nice balance between the current paradigm where the target region plus three regions surrounding it are the battlefield, and the paradigm of this blog. where lack of mobility restricts the battlefield to just one or two systems.
It also nicely addresses some complaints of the thread. Blackops battleships don't get rendered completely ineffectual, because most of their movement takes place within a limited distance from a staging location. Jump Freighters would get hit far less hard, because half of their movement would be back towards their origin.
The fatigue mechanic in general has plenty of promise and is an elegant solution to what most acknowledge as a problem in EVE, but crushing nullsec quality of life in the process isn't necessary - the method above addresses that. Member of the Goonswarm Economic Warfare Cabal |
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ISD Ezwal
ISD Community Communications Liaisons
2448
|
Posted - 2014.10.08 13:25:00 -
[7804] - Quote
I have removed some replies to an edited out part of the post they replied to. ISD Ezwal Vice Admiral Community Communication Liaisons (CCLs) Interstellar Services Department |
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Toriessian
Helion Production Labs Independent Operators Consortium
323
|
Posted - 2014.10.08 13:30:00 -
[7805] - Quote
Christopher Mabata wrote:Toriessian wrote:Is it worth continuing to whine about BLOPS? CCP said they were going take a more active look at Black Ops in Rhea ( december ) since these changes hit them way too hard other than that no because more tears here would be comparable to a biblical flood once the containers rupture
Where was this said? Any links? |
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
289
|
Posted - 2014.10.08 13:38:00 -
[7806] - Quote
Jenn aSide wrote:387 pages. Damn this is going to be one hell of an 'We TOLD you so" thread to link in 6 months when it's clear that not only did not of this work, but it made things worse Edit: forgot to add old " we told you so" link as an example. Quote:Expected consequences
Some alliances will immediately start wanting to look for better space In the longer run, there'll be more conflicts going on, with more localized goals Newer alliances will have an easier time getting a foothold in nullsec Coalitions will be marginally less stable Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)
hmmm, sounds familiar doesn't it?
Control freak much? |
Jenn aSide
Smokin Aces.
8493
|
Posted - 2014.10.08 13:40:00 -
[7807] - Quote
Arsine Mayhem wrote:Jenn aSide wrote:387 pages. Damn this is going to be one hell of an 'We TOLD you so" thread to link in 6 months when it's clear that not only did not of this work, but it made things worse Edit: forgot to add old " we told you so" link as an example. Quote:Expected consequences
Some alliances will immediately start wanting to look for better space In the longer run, there'll be more conflicts going on, with more localized goals Newer alliances will have an easier time getting a foothold in nullsec Coalitions will be marginally less stable Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)
hmmm, sounds familiar doesn't it? Control freak much?
Say again? |
Rowells
Unknown Soldiers Fidelas Constans
1476
|
Posted - 2014.10.08 13:46:00 -
[7808] - Quote
Jenn aSide wrote:Arsine Mayhem wrote:Jenn aSide wrote:387 pages. Damn this is going to be one hell of an 'We TOLD you so" thread to link in 6 months when it's clear that not only did not of this work, but it made things worse Edit: forgot to add old " we told you so" link as an example. Quote:Expected consequences
Some alliances will immediately start wanting to look for better space In the longer run, there'll be more conflicts going on, with more localized goals Newer alliances will have an easier time getting a foothold in nullsec Coalitions will be marginally less stable Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)
hmmm, sounds familiar doesn't it? Control freak much? Say again? Recommend disengage. The enemy is driven by emotion. |
Jean Luc Lemmont
Federal Navy Academy Gallente Federation
35
|
Posted - 2014.10.08 13:49:00 -
[7809] - Quote
Now I know what this thread reminds me of.
Who else remembers the absolute flood of rage and tears when CCP capped the number of jump bridges in a system to 1? A bitter vet trying to start anew. |
Alty McAltypants
Eretz Israel
0
|
Posted - 2014.10.08 13:49:00 -
[7810] - Quote
Hi CCP Logibro,
Just my concerns.
CCP Logibro wrote:What is changing?
We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see GÇô less sustained use of jump travel GÇô while still preserving its value for short bursts of movement.
Concern 1: Cap fleets will still be prescient By adding timers and making travel time slower, pre fleet engagement and maneuvering will be important, pos timers important, etc. Ultimately a system or two could be "sacrificed" in order to allow time for fatigue to reduce and capitals to be positioned. Capital ship positioning and staging would become more important but ultimately nothing would have changed.
Concern 2: Capital proliferation in general By slowing travel down, you may increase the need to station multiple capital fleets around the New Eden. Of course, I understand fatigue will follow a character if they jump clone but again little has changed other than organization and preparation.
Concern 3: Low sec capital proliferation
CCP Logibro, wrote:These changes have positive implications for people not involved in sovereignty warfare, for example making use of capitals in lowsec less risky. I don't understand and don't agree with this statement. Low sec is intrinsic to sovereignty warfare, acting as staging posts, choke points, logistics, moon mining in low sec could be argued to contribute to 0.0 holders, not to mention it is through low sec that you access 0.0. By introducing fatigue and jump timers, you make the use of capitals in low sec more risky in my opinion. To mitigate this risk, I would expect to see more capitals in low sec and all the associated implications.
Concern 4: "Nullsec is stagnant and needs a change. This is the first of many steps in our plan." Yes, but this change could simply prolong the status quo. My concern would be that, as mentioned, you simply have multiple fleets in multiple locations and/or will encourage alliances to maintain the status quo in order to build and make said capital fleets for their locals. To use the BOB phrase this change will "push the pendulum" towards more caps in strategic areas not less. Your changes could make 0.0 more stagnant than less so.
Concern 5: "Big fights are cool, but theyGÇÖre crowding out more accessible and more frequent smaller ones." By smaller, I assume you mean sub cap fights. It is difficult to see how fatigue and jump timers will achieve this. You will limit the "bat phone" hot drop, but a fleet of HACs heading to an alliance stronghold is just as likely to by hotdropped. The landscape of New Eden is therefore likely to remain similar if not the same.
Comment 6: Medium-term changes
CCP Logibro wrote:Phase Two is focused on medium-term changes to the ways that organizations capture and hold Nullsec space and infrastructure...etc It may have been better to have started with how organizations capture and hold null sec and space rather than with capital ships travel/movement. Now it seems you will have to introduce game mechanics which will arbitrarily force players to use non cap ships for certain objectives when Phase Two is rolled out. As with these changes to travel, this may feel non-organic and forced
Comment 7: Logistics Unto and from Jita shall the riches of New Eden flow. This chain places inertia in the logistics train making it tedious and longer but not changing the risk factors. You could argue that the slower the logistic train runs the more risky it is to conduct, but I suspect it will just become a matter of how to manage the time until timers elapse.
Comment 8: Management of Change
CCP Logibro wrote:By splitting the task of improving Nullsec into manageable chunks, we are ensuring that we get you the best changes as quickly as possible rather than holding back needed updates. WeGÇÖre happy to be getting the first significant chunk of these changes out to you all later this year. When you introduce fatigue and timers to provide inertia to capital ship movement you are not addressing the underlying issue. You are introducing a game mechanic to force gameplay to change in order to mitigate a type of gameplay. I worry this will defeat the purpose and philosophy of the EVE sandbox.
Peace and love |
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Litia Cours
V I R I I Ineluctable.
8
|
Posted - 2014.10.08 14:01:00 -
[7811] - Quote
Perhaps I missed something about 0.0 space.
Why should a 1 hour old character be able to easily transfer to 0.0 space?
To give an analogy on this:-
Would you give a newborn baby a handgun and a fork, throw them out into the wilderness and expect them to survive?
0.0 is supposed to be dangerous, deadly space full of nasty outlaw types that eat babies for breakfast. Why should a < 1 month character be allowed to move instantly and without danger to the deepest regions of that space?
If you are bringing in an alt toon for scouting/probing/general **** you don't do on your main toons, then scout them in.
As I said at the start, perhaps I missed something.... |
Mr Epeen
It's All About Me
6358
|
Posted - 2014.10.08 14:16:00 -
[7812] - Quote
Mildew Wolf wrote:Resubbed +2 accounts
Don't puss out now ccp
Can I look forward to the new characters being as creatively crafted as Mildew is?
Mr Epeen
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |
Misha Hartmann
Arch Angels Assault Force The Kadeshi
20
|
Posted - 2014.10.08 14:16:00 -
[7813] - Quote
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)
Lovely idea, but I have run some math with your constants, unless ive done it wrong, the fatigue values are very low. The whole fatigue idea is not a bad one, but its a fine line where it should be. Loo low, and why bother. Why not just intoroduce a flat rate 10 min jump cool down timer and then some fatigue. Fatigue for me was never really an issue, it was perhaps a bit harsh, but making the original fatigue additive not multiplicative would also solve it and then leave JF and Rorqs completely alone. |
Zloco Crendraven
BALKAN EXPRESS
646
|
Posted - 2014.10.08 14:18:00 -
[7814] - Quote
Except Force projection i think that the primary reason why nullsec won't be selfsufficient it is because they don't NEED to be because of the JFs. While these changes adress my concern i think it is not still enough. The easier the logistics are the bigger the entities will be. There for JFs should not have any reductions and JF's should not be allowed to jump in or out of lowsec trough a cyno, only trough gates.
Also DDs in lowsec are a lettdown. Will kill small scale capital brawls. BALEX is recruiting -----> tinyurl.com/oscmmlv |
Misha Hartmann
Arch Angels Assault Force The Kadeshi
20
|
Posted - 2014.10.08 14:22:00 -
[7815] - Quote
Zloco Crendraven wrote:Except Force projection i think that the primary reason why nullsec won't be selfsufficient it is because they don't NEED to be because of the JFs. While these changes adress my concern i think it is not still enough. The easier the logistics are the bigger the entities will be. There for JFs should not have any reductions and JF's should not be allowed to jump in or out of lowsec trough a cyno, only trough gates.
Also DDs in lowsec are a lettdown. Will kill small scale capital brawls.
While you are right in that JF allow the big power to remain big, JF efficieny is equally beneficial to all, the small ones TOO!!!! And to be honest, power projection has very little to do with the stuff that JF's can carry, pwoer projection lies in capital and super capitals.
DD's in low sec should really not be even considered, agreed. |
Jean Luc Lemmont
Federal Navy Academy Gallente Federation
35
|
Posted - 2014.10.08 14:33:00 -
[7816] - Quote
Jenn aSide wrote:Arsine Mayhem wrote:Jenn aSide wrote:387 pages. Damn this is going to be one hell of an 'We TOLD you so" thread to link in 6 months when it's clear that not only did not of this work, but it made things worse Edit: forgot to add old " we told you so" link as an example. Quote:Expected consequences
Some alliances will immediately start wanting to look for better space In the longer run, there'll be more conflicts going on, with more localized goals Newer alliances will have an easier time getting a foothold in nullsec Coalitions will be marginally less stable Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)
hmmm, sounds familiar doesn't it? Control freak much? Say again?
Yeah I missed that one myself. Wat? A bitter vet trying to start anew. |
Jean Luc Lemmont
Federal Navy Academy Gallente Federation
35
|
Posted - 2014.10.08 14:34:00 -
[7817] - Quote
Litia Cours wrote:Perhaps I missed something about 0.0 space.
Why should a 1 hour old character be able to easily transfer to 0.0 space?
To give an analogy on this:-
Would you give a newborn baby a handgun and a fork, throw them out into the wilderness and expect them to survive?
0.0 is supposed to be dangerous, deadly space full of nasty outlaw types that eat babies for breakfast. Why should a < 1 month character be allowed to move instantly and without danger to the deepest regions of that space?
If you are bringing in an alt toon for scouting/probing/general **** you don't do on your main toons, then scout them in.
As I said at the start, perhaps I missed something....
You don't take a fork to survive in the wilderness. You take a knife.
I'm just saying... A bitter vet trying to start anew. |
Alex Sn0w
Cult of Unknown Last Terra Hard Alliance
0
|
Posted - 2014.10.08 14:37:00 -
[7818] - Quote
8 months learned skills a character specifically for Thanatos, without this patch carriers is rarely used, now I think I can safely delete this character. Do you really think that jumping from the gate to the gate most interesting exercise in Eve?
Google translation |
Koempel
The Scope Gallente Federation
0
|
Posted - 2014.10.08 14:40:00 -
[7819] - Quote
In the example fatigue kept going up but had no affect on your ship jumping. Did I miss something? What exactly is fatigue, and how is it effecting your ability to jump. The cool down prevents you from jumping, but what does fatigue do, or not do except get bigger? |
Captain Awkward
Republic University Minmatar Republic
7
|
Posted - 2014.10.08 14:50:00 -
[7820] - Quote
Quote:In the example fatigue kept going up but had no affect on your ship jumping. Did I miss something? What exactly is fatigue, and how is it effecting your ability to jump. The cool down prevents you from jumping, but what does fatigue do, or not do except get bigger?
The jump cooldown timer is the highest value of ether the distance calculation or the fatigue value before the jump.
In this second jump, the distance based cooldown value was 4 minutes 34 seconds but since he allready had more fatigue from the first jump his actual cooldown timer is 5 minute 16 secon.
In this third jump the actual cooldown timer is then 23 minutes 32 seconds because of the massive fatigue at which point he decides to fly the rest of the way via gate as his next jump would have a massive jump cooldown timer. |
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Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
477
|
Posted - 2014.10.08 15:19:00 -
[7821] - Quote
Litia Cours wrote:Perhaps I missed something about 0.0 space.
Why should a 1 hour old character be able to easily transfer to 0.0 space?
To give an analogy on this:-
Would you give a newborn baby a handgun and a fork, throw them out into the wilderness and expect them to survive?
0.0 is supposed to be dangerous, deadly space full of nasty outlaw types that eat babies for breakfast. Why should a < 1 month character be allowed to move instantly and without danger to the deepest regions of that space?
If you are bringing in an alt toon for scouting/probing/general **** you don't do on your main toons, then scout them in.
As I said at the start, perhaps I missed something.... you missed that there is no minimum SP requirement to be in nullsec
you don't need to train or prepare or anything, you just go there and start having fun
for the last seven years, goonswarm federation's newbie policy has been "finish the tutorial, then pod the eff to nullsec, leave everything behind" |
Mildew Wolf
210
|
Posted - 2014.10.08 15:20:00 -
[7822] - Quote
Mr Epeen wrote:Mildew Wolf wrote:Resubbed +2 accounts
Don't puss out now ccp Can I look forward to the new characters being as creatively crafted as Mildew is? Mr Epeen
Dare to dream |
Marlona Sky
D00M. Northern Coalition.
5452
|
Posted - 2014.10.08 16:12:00 -
[7823] - Quote
Mike Azariah wrote:(alternative math for fatigue and shock is all nice but mainly appears self serving so you can do what you want and screw everybody else OR you want to create a loophole that will be easier to fly through) You are 100% correct. Those heavily against the change are really just after some loophole to exploit heavily to keep things the way they are. CCP needs to stand firm against these players and go forward with these changes making sure there is no such loopholes.
All the fear mongering and banging of pots and pans by these cowards needs to simply be dismissed. The Paradox |
Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
477
|
Posted - 2014.10.08 16:13:00 -
[7824] - Quote
Litia Cours wrote:Sorry I forgot this game was designed for Goons. My point is why should it be easy as a newbie to travel to the darkest reaches of space? It should be difficult. nope
you building up some head canon about "the darkest reaches of space" doesn't change the fact that it's a terrible idea |
Brittney Calm
Escape from Darkness
6
|
Posted - 2014.10.08 16:13:00 -
[7825] - Quote
I doubt any more debate or ideas in this forum is going to change his mind, he hasnt post since page 200, so my guess is WELP thanks for all the fish enjoy the changes suckers!!!
I think with the jump changes you should make titans and super carriers a dime a dozen, since they are really garbage now. I mean look at the titan, can only kill capitals once every 10 minutes. Is most commonly used as a fleet taxi, and now is probably going to be the most de-subbed account, as its combat ability is useless, and to field something that costs 50X more then a dread to bash a carrier or dread is stupid.... I laugh as I see the doomsday blap 1 dread and then the pilot is stuck, a 120 billion is ship just killed sometime worth 2 billion wow now that's super cool.. What else can the titan do now? with the range change you should make it a week to build and use enough minerals as a carrier to build so we can welp joy jump them.
Vet or new pilot, no one wants to wait hours to do sometime in a game,. Most people I fly with have a family and can barely make a 2 hour fleet op before they have to spend time with the wife, so I guess those people wont log in any more ether... Thanks CCP well thought out plan! It would be the same as if your development computer typed 1 letter of programming every minute, how long would you stay at your desk before you got frustrated and quit??
SO CCP greyscale are these changes confirmed and set in stone? if so when?
I look forward to the changes, since heck it will save me about $90USD a month, Congrats CCP you won
-BC
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Azami Nevinyrall
Red Federation RvB - RED Federation
2073
|
Posted - 2014.10.08 16:16:00 -
[7826] - Quote
Mister Miahgi wrote:This is by far the worst game breaking change that has ever been thought up. Why don't you add some content to Null Sec that will attract more players instead of breaking game mechanics that are working perfectly fine? Isn't it pretty obvious we need new content? Many players have gotten so bored with the game they spend their time griefing new players in High Sec. Has anyone noticed the rampant High Sec war deccing lately? Eve is starting to feel like one of those old games where only bitter vets are left to harass anyone that attempts to play the game. CCP please donGÇÖt break the game more than it already is! Before new content can be added, CCP must ensure that whenever players enter Nullsec, they're not hot dropped by bored to **** Super Capital pilots from 3 Regions away in 5 minutes... ....and the only warning was the last line of the patch notes, which said. "Oh yeah, we also shuffled Moon Goo around!" Show your support, move Moon Goo with Power Projection changes!-á |
Marlona Sky
D00M. Northern Coalition.
5454
|
Posted - 2014.10.08 16:18:00 -
[7827] - Quote
Mister Miahgi wrote:This is by far the worst game breaking change that has ever been thought up. Why don't you add some content to Null Sec that will attract more players instead of breaking game mechanics that are working perfectly fine? Isn't it pretty obvious we need new content? Many players have gotten so bored with the game they spend their time griefing new players in High Sec. Has anyone noticed the rampant High Sec war deccing lately? Eve is starting to feel like one of those old games where only bitter vets are left to harass anyone that attempts to play the game. CCP please donGÇÖt break the game more than it already is! They spend their time griefing new players in high sec because they can easily get there in a couple minutes and if anyone so much as breaks wind in their territory - they hop on the cyno train right back to it to curb stomp them out of existence with sheer numbers and firepower from all corners of the galaxy.
The new content will come with this change. The Paradox |
Azami Nevinyrall
Red Federation RvB - RED Federation
2073
|
Posted - 2014.10.08 16:19:00 -
[7828] - Quote
Marlona Sky wrote:Mike Azariah wrote:(alternative math for fatigue and shock is all nice but mainly appears self serving so you can do what you want and screw everybody else OR you want to create a loophole that will be easier to fly through) You are 100% correct. Those heavily against the change are really just after some loophole to exploit heavily to keep things the way they are. CCP needs to stand firm against these players and go forward with these changes making sure there is no such loopholes. All the fear mongering and banging of pots and pans by these cowards needs to simply be dismissed. Since none of the Fear Mongering players are being addressed by CCP, its safe to say they're being ignored... ....and the only warning was the last line of the patch notes, which said. "Oh yeah, we also shuffled Moon Goo around!" Show your support, move Moon Goo with Power Projection changes!-á |
Mister Miahgi
Rock Spiders Inc
0
|
Posted - 2014.10.08 16:20:00 -
[7829] - Quote
Those super capital pilots wouldn't be so bored if there was new content to distract them. |
Alavaria Fera
GoonWaffe
6431
|
Posted - 2014.10.08 16:22:00 -
[7830] - Quote
Brittney Calm wrote:Thanks CCP well thought out plan! It would be the same as if your development computer typed 1 letter of programming every minute, how long would you stay at your desk before you got frustrated and quit?? Development fatigue huh ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
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