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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
885
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Posted - 2015.01.03 18:38:27 -
[31] - Quote
Gully Alex Foyle wrote:It isn't.
Either Lug got lucky, or you tried to jump with aggression.
You almost always land in jump range. Use 'jump' to warp to out-gate, not 'warp to' then 'jump'. Spam jump when you land for bonus paranoia points.
Anyways, even in lowsec it's advisable not to warp directly to gate (especially in Black Rise, if Santo Trafficante is around), but first to a 'pounce' 200-300km off gate. That's because smartbombers camp gates, too, and they don't need a lock to blap your pod. Actually, you don't even have to land (they balp you while you're still in warp).
There's very little rng in EVE (ECM, and turret damage), but in both cases players have full control on the odds.
Fly fun
Not really true - on a route of say 20 jumps I will land outside of jump range atleast once often 2 and sometimes more times, hence I've built up a collection of BMs that place me on 0 while as far from the sweet spots for ganking as possible on the stations and gates around trade hubs. |

Hal Morsh
Icendus Corux
240
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Posted - 2015.01.03 18:44:32 -
[32] - Quote
Quanah Comanche wrote:
This. Quit trying to make it random. It's not.
I have noticed that "RNG" is the new reason gamers fail in games. Not their fault. Ever. RNG.
In world of tanks I got tired of losing specific things, like my gun. I would even make it my goal to break the enemies gun, but all that would get me was a ton of 0 damage critical hits and the enemies gun never broke. Then I found out people had modded the game to see specific weakpoints on many tanks (even against the rules). I also discovered, it's not shooting the gun that mattered, it's shooting a tiny section on the gun barrel different from gun to gun. Which is why me just shooting the barrel did nothing.
The point? The game is better with RNG, but as always cheaters cheat. I also don't know what to say to the whole making gold stuff available for earnable credits, because then it came down to "pro" players loading ALL gold, negating anything with armor that wasn't a russian tank. They thought it would appease the pay to win whiners, when it just 100% buttfucked the games balance.
CCP - Outpost code is scary.
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Herzog Wolfhammer
Sigma Special Tactics Group
6005
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Posted - 2015.01.03 18:48:06 -
[33] - Quote
Mr Epeen wrote:I'm going to play the 'Back in My Day' card here. Son, you got it easy. Why, back in my day you'd warp to zero with a freighter and it would bounce off the gate. That's right. Bounce...off the gate. At the keyboard. Paying attention. And you still end up 45kms away from the safety of that jumpgate. Stick that in your pipe and smoke it. Mr Epeen 
I was waiting for someone to bring up WTZ.
Back in my day we had to burn to the gates. First thing noobs learned was afterburners. That 15KM was always uphill, both ways.
(Of course that was also before "kill everything that moves for no reason" gate camping as a KB full of rookie ships and noob pods was a disgrace back when standards were higher)
Bring back DEEEEP Space!
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Gully Alex Foyle
Black Fox Marauders Spaceship Bebop
3252
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Posted - 2015.01.03 18:53:07 -
[34] - Quote
Rroff wrote:Not really true - on a route of say 20 jumps I will land outside of jump range atleast once often 2 and sometimes more times, hence I've built up a collection of BMs that place me on 0 while as far from the sweet spots for ganking as possible on the stations and gates around trade hubs. Maybe 5-10% is the chance to land slightly out of jump range, as you say.
But in order to also DIE:
. You have to be in something squishy . The gate has to have gankers with high scan res and high alpha . They have to try to lock you (sometimes they won't even bother, for various reasons) . The whole server tick thing has to be in their favor (else by the time the server accepts their 'lock request', you'll have already travelled the 100m or so to jump range)
So it's very rare to die that way.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Vorran
Caldari Provisions Caldari State
3
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Posted - 2015.01.03 19:26:35 -
[35] - Quote
you should have seen the mess warp to 0 made when they first implemented it .
getting bounced off gate doing 300,000 ms lol was a fun time till they corrected it and titan bowling was born :)
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Max Deveron
Deveron Shipyards and Technology
143
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Posted - 2015.01.03 19:32:18 -
[36] - Quote
uhm, get a shuttle at least. Chalk it up as lesson learned and move on sheesh |

Alex Grison
Grison Industrial Group
905
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Posted - 2015.01.03 19:56:56 -
[37] - Quote
Alec Arbosa wrote:Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land?
You can control the margin as much as you can control the depth of your feelers into the unknown void that represents the Fessionical ether. Plunge deeper and uncover the worlds that await when you release the brakes and fly down the rails with disregard for fatalities.
yes
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Velicitia
XS Tech
2684
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Posted - 2015.01.03 20:53:32 -
[38] - Quote
Alec Arbosa wrote:Velicitia wrote:Alec Arbosa wrote:Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land? it's not "some random distance" from 0. For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. However, these two instances are pretty rare (as there is only one point based on the vector you're travelling that would get either of them), so you will typically land somewhere closer to 2,000 meters, and then coast in. On most gates, this is fine, as the activation radius is rather large. This is the same as cynoing, except that incoming caps land on a sphere of r=5000. So it is random, but within some limits? correct? That's still random.
No. You ALWAYS land 2,500 meters from the coordinate that you're intending to hit (be it bookmark, etc).
Now, due to the dimensions of stations (and stargates), and their repsective "WTZ" points, this does mean that you slide around a bit on them. However, this is not the game choosing a random distance, just a function of you always landing a set distance from a static point that is not in the same XYZ location as the true "centerpoint" of the object.
You can actually see this happen with stations -- you can be 5-10 KM (or more!) away from touching the central axis (whatever it is) and still be "at zero" on the station.
If you want to see the sphere bit in action ... grab 5-10 friends with the same skills (or as close as possible) ... align to a BM, and then fleet warp them to zero. When you get there, just let the ships coast to a stop. You'll all be approximately 2500 meters from each other, even if you started closer (or farther apart). Now, this is affected by skills, so pilots who can stop faster (or don't stop as fast) will be farther away than 2500 meters.
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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Concord Guy's Cousin
State War Academy Caldari State
152
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Posted - 2015.01.03 21:08:08 -
[39] - Quote
Alec Arbosa wrote:Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land? When you take into account the magnitude of the distances involved in warping from point a to point b, landing 2500m from your destination is pretty damn accurate.
Warp distance in Eve is measured in astronomical units (AU), 1 AU is 149,597,870,700 metres. If you warp 1 AU and land 2500m from your target instead of at 0 then that's a miniscule, as in about 0.0000017%, margin of error.
TL;DR suck it up buttercup, and give me your stuff.
ISD LackOfFaith ~ "Your Catalyst was a hamster, and your Retriever smelt of elderberries"
NPC Forum Alt, because reasons.
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Hasikan Miallok
Republic University Minmatar Republic
1309
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Posted - 2015.01.03 21:43:36 -
[40] - Quote
On a slighly related note, there does seem a change on gate jumps recently as covops ships can now land close enough to the gate to decloak but not jump for a few seconds. Not everytime but often enough to be noticeable. |

Lug Muad'Dib
Wise Humans Sword
34
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Posted - 2015.01.03 23:13:51 -
[41] - Quote
Max Deveron wrote: uhm, get a shuttle at least. Chalk it up as lesson learned and move on sheesh
Already kill 2 lepoards in the same way 
D-Scan immunity is dumb.
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Yarda Black
Militaris Industries Northern Coalition.
503
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Posted - 2015.01.04 00:11:10 -
[42] - Quote
You never noticed that after jumping through a gate, you don't appear on the exact same spot every time? You appear at a random point around 12K off the gate. Massive RNG right there.
You could have saved yourself all this trouble after the second time you jumped a gate. |

Gully Alex Foyle
Black Fox Marauders Spaceship Bebop
3269
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Posted - 2015.01.04 01:08:16 -
[43] - Quote
Yarda Black wrote:Massive RNG right there. lololol
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Primary This Rifter
4S Corporation Goonswarm Federation
421
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Posted - 2015.01.04 02:46:32 -
[44] - Quote
Velicitia wrote:Alec Arbosa wrote:Velicitia wrote:Alec Arbosa wrote:Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land? it's not "some random distance" from 0. For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. However, these two instances are pretty rare (as there is only one point based on the vector you're travelling that would get either of them), so you will typically land somewhere closer to 2,000 meters, and then coast in. On most gates, this is fine, as the activation radius is rather large. This is the same as cynoing, except that incoming caps land on a sphere of r=5000. So it is random, but within some limits? correct? That's still random. No. You ALWAYS land 2,500 meters from the coordinate that you're intending to hit (be it bookmark, etc). ...And the spot on this sphere of radius 2500 meters is still random.
Reminder: CCP thinks you have no right to your alliance logos.
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Primary This Rifter
4S Corporation Goonswarm Federation
421
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Posted - 2015.01.04 02:48:32 -
[45] - Quote
It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.
You know what else has randomness? Turret damage.
Reminder: CCP thinks you have no right to your alliance logos.
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Velicitia
XS Tech
2690
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Posted - 2015.01.04 03:55:18 -
[46] - Quote
Primary This Rifter wrote:Velicitia wrote:Alec Arbosa wrote:Velicitia wrote:Alec Arbosa wrote:Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land? it's not "some random distance" from 0. For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. However, these two instances are pretty rare (as there is only one point based on the vector you're travelling that would get either of them), so you will typically land somewhere closer to 2,000 meters, and then coast in. On most gates, this is fine, as the activation radius is rather large. This is the same as cynoing, except that incoming caps land on a sphere of r=5000. So it is random, but within some limits? correct? That's still random. No. You ALWAYS land 2,500 meters from the coordinate that you're intending to hit (be it bookmark, etc). ...And the spot on this sphere of radius 2500 meters is still random.
My point was that the landing distance is constant (i.e. 2500m).
However, yes, due to the relationship of a landing target and nearby object, you may end up some other distance from that other object.
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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Ned Thomas
Hellbound Turkeys Alliance of Abandoned Cybernetic Rejects
568
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Posted - 2015.01.04 04:30:34 -
[47] - Quote
Hasikan Miallok wrote:On a slighly related note, there does seem a change on gate jumps recently as covops ships can now land close enough to the gate to decloak but not jump for a few seconds. Not everytime but often enough to be noticeable.
I've noticed that and wondered if it was a new-ish thing. I've started decloaking once I'm within 100 km of the gate. Seems to help.
Vote Sabriz!
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Nexus Day
Lustrevik Trade and Travel Bureau
1109
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Posted - 2015.01.04 04:47:14 -
[48] - Quote
Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.
Lazy developers are lazy. But not as lazy as gate campers.
This thread has so much content it may be 'Thread of the Year' and it is only January.
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Kaarous Aldurald
Sebiestor Tribe Minmatar Republic
11062
|
Posted - 2015.01.04 04:52:15 -
[49] - Quote
Nexus Day wrote:Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.
Lazy developers are lazy. But not as lazy as gate campers.
The game lacks enough ways to force a fight as is, gates are one of the very few chokepoints in the game. They are natural spots for predators.
If they took gates away, people like you would just move on to crying about camping stations.
Nevermind that this game is designed with a grid system for a reason, it's basically a roguelike like that. Gates are a major lag saving mechanism.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Tisiphone Dira
New Order Logistics CODE.
78
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Posted - 2015.01.04 07:13:21 -
[50] - Quote
Herzog Wolfhammer wrote:
(Of course that was also before "kill everything that moves for no reason" gate camping as a KB full of rookie ships and noob pods was a disgrace back when standards were higher)
Don't forget shuttles!
@ OP You are the one who took out a npc corp pod in jita yesterday using a thrasher, nice troll.
This almost happened to me last week actually. Was running with crim flag and landed just short of the gate range, almost got done in. He got scram on me anyway and I took a few dents. Trying to kill my pod, I mean really, how rude.
At gates, in 400+ thrasher ganks, I've seen the opportunity to do it maybe 5 times, I think it happened once without a sebo, but then I can't know what the other guy was doing, maybe he cancelled the jump or for some reason warped to zero instead of jumping. If I wanted to do it I'd just run smartbombs, forget sebo'ing a thrasher. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
861
|
Posted - 2015.01.04 08:25:50 -
[51] - Quote
one of my first losses was due to me landing in a drag bubble in my interceptor and then bouncing off the gate when I flew to it.
Oh well, I didn't want that crow anyways.
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
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Xercodo
Vector Galactic Did he say Jump
3967
|
Posted - 2015.01.04 08:40:55 -
[52] - Quote
https://www.youtube.com/watch?v=IOpLRs9tB5E#t=1840
The Drake is a Lie
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Blake Lowe
The Icarus Expedition The Daedalus Imperium
1
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Posted - 2015.01.04 10:26:35 -
[53] - Quote
Primary This Rifter wrote:It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.
You know what else has randomness? Turret damage. Depending on how you intemperate "Method" (Quote, the definition of "Random") it could be said that it's not random at all. |

McChicken Combo HalfMayo
The Happy Meal
190
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Posted - 2015.01.04 11:02:39 -
[54] - Quote
Nexus Day wrote:Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.
Lazy developers are lazy. But not as lazy as gate campers. The most lazy are the people getting caught in gate camps who could have avoided it by scouting first.
~ Bookmarks in overview
~ Fleet improvements
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JackknifedII
The Congregation
62
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Posted - 2015.01.04 11:15:52 -
[55] - Quote
You were lucky. Back in my day there was no warp to 0. Everything was always an extra 15km away.
Minmatar....we are generally unpleasant to be around....
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Koebmand
Silverflames
8
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Posted - 2015.01.04 11:26:41 -
[56] - Quote
You always land +-2500m from your warp target, that is why people make bookmarks 2500 inside everything to use it instantly up on arrival.
Yes, you have to go there once, make a bookmark 2500m inside (can be a little hard one some gates), then when going through again you warp to the bookmark, and as soon as out of warp you issue the Jump/Dock etc command.
Yes, it does feel rather stupid to need a bookmark for every gate and station in Eve. |

Harrison Tato
Yamato Holdings
257
|
Posted - 2015.01.04 13:14:02 -
[57] - Quote
Your ship usually only lands short of the gate when there is someone there waiting to kill you. I never have it happen on an empty gate :) |

Primary This Rifter
4S Corporation Goonswarm Federation
422
|
Posted - 2015.01.04 14:02:54 -
[58] - Quote
Blake Lowe wrote:Primary This Rifter wrote:It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.
You know what else has randomness? Turret damage. Depending on how you intemperate "Method" (Quote, the definition of "Random") it could be said that it's not random at all. Well it uses a pseudorandom number generator (probably MT19937), so if your point is that the numbers aren't truly random then I suppose that's true. But otherwise I don't see what you're trying to say.
Reminder: CCP thinks you have no right to your alliance logos.
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Tear Jar
New Order Logistics CODE.
268
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Posted - 2015.01.04 14:20:28 -
[59] - Quote
Alec Arbosa wrote:Abrazzar wrote:There is always a certain deviation bubble from your warp target location. The smaller your ship, the more obvious the discrepancy, with pods being really small, thus more likely to end up at a distance to whatever you wanted to warp to. Fly a ship next time. So it is rng basically? Puts me off playing this game really, same reason I won't touch hearthstone.
You can counter it by setting up bookmarks on top of where you want to go, which have no rng in them. |

Velicitia
XS Tech
2691
|
Posted - 2015.01.04 16:00:58 -
[60] - Quote
McChicken Combo HalfMayo wrote:Velicitia wrote:For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. I had thought the WTZ points on a gate were always at the 0m border of the gate though. If so and the max deviation is truly 2,500m it's a bit odd that you can land further than 2,500m out from the gate's 0m sphere. Unless it's that you land 2,500m away max once your ship has coasted to 0 and that small window is when you can be caught?
You're partially right - there is a sphere that contains all of the landing points for the gate or station. This "zero sphere" , as with the docking / activation radius for the station / gate is of sufficient size to encompass the entire model. Due to differing shapes, and odd protrusions on some of the models, and direction you're approaching from, your landing mark may or may not actually be within docking radius. This is why people will set up "true WTZ" bookmarks for stations. Gates are sufficiently large, and have a sufficiently large activation radius that you normally don't need to set a "true WTZ" bookmark for the gate.
One of the guys from E-Uni (IIRC, might've been one of the other big alliances) gave a speech on the landing mechanics during either the 2014 (or was it 2013?) Fanfest.
The reason a "zero sphere" is used, is because if you were actually to hit the zero point of the model (i.e. where the bracket is, more or less), you would ALWAYS bounce off in some random direction, going a bazillion m/sec. Think getting ejected from a POS shield when your CEO disallows corp usage (without the password), or getting rammed by a Mach while in something like a cruiser.
Now, what I meant by "2000 meters away" was that the zero sphere will always land you around a point that is some distance from the actual zero coordinate of the station. However, this is VERY model dependent -- both for your warp target, and on what you're flying. From the station / gate side, if you're landing in/near a part of the model that extends outward (Like this one), you can still be "2000 meters away" from the station, though your distance shows "zero" in your overview still. On the other hand, a station like this will have a much tighter "zero sphere", so you're likely to have a closer relationship between the tactical overlay and your overview's zero.
Because of these discrepancies in the landing sphere, the model's "true zero", and the activation sphere, you have some instances where you have to be closer, or can get away with being farther than normally. For exapmle, on Caldari inter-regional gates (the ones that look like a pair of pillars) and hitting from the "narrow end" -- I've been 3-4,000 meters away (per overview) and still gotten through.
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia
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