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Cade Windstalker
Donohue Enterprises Ad-Astra
432
|
Posted - 2016.06.14 19:13:07 -
[91] - Quote
Kult Udikai wrote:This is incredibly disappointing. I've really enjoyed the face to face interaction of my trade and flying around through dangerous space with hundreds of millions to a few billion isk worth of drugs in my hull. It was actual smuggling and drug dealing. The only real issue, in my opinion, being the inconvenience of contracts. People learned to trust the Es and Whizz name because we earned that trust over years of successful dealing. When our CEO offered constructive input to the CSM for other options on dealing with this, we were ignored. We have competition, we aren't the only booster dealers in the game, and with our considerable experience, one would think our input would be seen as valuable. It's a real shame. Steve Ronuken wrote: That's it.
The only thing that's been done is an entire profession will be removed from the game. A corner of the sandbox will be gone. It's like removing rats from anoms, banning scams, or removing industrial ships. (Yes, I realize these are possibly extreme examples.) Instead of making smuggling more interesting, CCP is just nuking it. It's not even the high sec smuggling that is going away. I seldom went through high sec. We smuggle past gate camps, roaming gangs, and trap orders. Now boosters will just be bought in trade hubs and moved via normal alliance/corp or third party courier services; just like the rest of the market items. I do not like this change, and I do not like that the people most intimately involved in the profession were ignored while making this decision.
The whole point seems to be the removal of the profession though.
The only reason smuggling of Boosters exists as a profession, and a very very niche one at that, is that it's inconvenient to move or even carry around Combat Boosters outside of Low and Null. CCP decided that it was better for the sandbox to make Boosters more convenient to use (which should increase demand for them, thus driving more conflict in Low and Null) but that seems to necessitate the removal of your profession, since the only reason it exists is because Boosters are hard to carry around.
I would equate this less to the removal of a core mechanic like "rats in anoms, scams, or industrial ships" and more to the removal of the enforced Warp To 15 on gates. There was a significant cottage industry in creating bookmarks to circumvent the issues it created, and CCP nuked that from orbit too. Granted there were other considerations as well (all those bookmarks were making the servers **** bricks) but the result was definitely a net positive.
So while I can sympathize with you, after all it sucks to lose your source of income in the game and especially something you developed, I think this is better overall for the game. Every solution I can think of that might preserve your profession either doesn't sufficiently address the issues that make using Boosters a massive pain or creates exploitable exceptions that still mostly render your profession moot.
I'd say you can either take this, and what you've built, and take things in a new direction or you can rage-quit and burn what you've made. Personally I would recommend the former :) |

Rob Dalvik
Arxersize Industries
0
|
Posted - 2016.06.14 19:33:34 -
[92] - Quote
-1
I would love to see drugs more readily available and widely used but this proposal is at the expense of entire playstyles. I would much prefer an update to smuggling or drug distribution to increase the depth of these playstyles and give them publicity.
Perhaps only legalize small amounts of drug possession and rework customs interactions. |

Kon Kre8r
Konz Korp
3
|
Posted - 2016.06.14 19:54:31 -
[93] - Quote
Nex Parietis wrote:As someone who just joined Es and Whizz, and was very interested in doing the smuggling activity they've done for years, this is a punch to the gut.
I suppose all there is to do in eve is buy items via market. Shoot players. Rinse Repeat.
Not a good choice, removing ideas from the game instead of expanding or adjusting them.
I am sure that if I did care about investing time and effort into that operation like you did I would be upset also. |

Terminal Insanity
Pwn 'N Play Spaceship Samurai
931
|
Posted - 2016.06.15 01:57:58 -
[94] - Quote
LAME.
As someone who doesnt produce boosters, and is always in short supply of them, im sure this change will enable me to use boosters a lot more often.
However, wtf. This was an interesting gameplay mechanic. It added variation to the game. These small things you guys keep axing is what gives this game depth and variation. And now you're getting rid of it, in favor of.... nothing. Nothing new will be replacing it. Its just gone. Poof. Eve will now be a little less deep.
"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP
|

Bakuhz
Luna Oscura Clandestina Armada K R A K E N
170
|
Posted - 2016.06.15 09:30:47 -
[95] - Quote
CCP Fozzie wrote:Quick Lore Break: In recent months the CONCORD Inner Circle has started seriously considering a new approach to the issue of New Eden's illicit booster trade. Prohibition was successful in reducing booster addiction rates, but has had serious downsides across the cluster. The illegal booster trade has enriched the great pirate factions (especially the Serpentis Corporation and their Angel Cartel partners), and led to an increase in underworld violence as local pirate bands compete for slices of this lucrative pie. Escalating enforcement requirements have stretched the resources of the DED and the empire customs authorities to their breaking points.
In response to these issues, the Inner Circle is planning a complete shift in their approach to boosters. Booster possession, trade and consumption by capsuleers will be legalized, and licenses for legal booster production will be available to certain non-capsuleer corporations (X-Sense being the first authorized manufacturer). Booster production and research by pirate corporations and unlicensed capsuleers will continue to be illegal. Some CONCORD resources will be diverted to harm reduction programs (mainly focused on treating addiction among non-capsuleer populations).
This change in approach is obviously good news for the X-Sense corporation, and experts predict that it will deal a non-trivial blow to the income of the Serpentis Corporation and Angel Cartel. Nobody yet knows how these powerful pirates will respond, but it's a safe assumption that they won't take it lying down.
In practical terms we are planning to legalize all raw and processed boosters in all areas of Empire space, starting in the 118.6 release at the end of June.
This change will only impact boosters (there is a similar but separate change planned that will also legalize Ectoplasm). Other illegal items will continue to have their bans enforced by empire customs officers (so if you try and carry slaves through the Republic they will continue to be cross with you).
Manufacturing and reactions for boosters aren't changing at this time, and will continue to be restricted in highsec space. CONCORD is only providing licences for booster manufacturing to X-Sense at the moment meaning that capsuleer production will continue to be prohibited by the empires. From a design perspective, we're happy with this section of industry being unique to lower security bands.
Beyond the storyline connection, we want to make this change because the current system of booster illegality is not serving a strong purpose in gameplay. It makes the use of boosters annoying for many pilots, and causes other frustrations such as blocking contracting of ships that have boosters in their cargoholds.
We won't rule out potentially making more changes to the system of item legality and smuggling in the future (including but not limited to complete reworks of the system) but we believe that this change is a significant benefit to the game by itself.
This change is on SISI now so we encourage you to give it a try and let us know what you think.
Thanks and happy boosting!
can we get an update on how this is goign to work with POS tower becoming useless in the near future? how is the production going to work? It's quite a large investment to produce drugs so a little ehadsup on what actually is going to happen to the production of it might be nice?
https://zkillboard.com/character/584042527/
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6035
|
Posted - 2016.06.15 11:43:39 -
[96] - Quote
Bakuhz wrote: can we get an update on how this is going to work with POS tower becoming useless in the near future? how is the production going to work? It's quite a large investment to produce drugs so a little heads up on what actually is going to happen to the production of it might be nice?
For now, no changes. When the structures get round to redoing reactions, then you'll need a new structure, but until then, it'll remain in POS.
_May_ come in the Fall release, but reactions have always stood to the side of industry.
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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elitatwo
Eve Minions O.U.Z.O. Alliance
1255
|
Posted - 2016.06.15 11:48:39 -
[97] - Quote
Steve Ronuken wrote:Bakuhz wrote: can we get an update on how this is going to work with POS tower becoming useless in the near future? how is the production going to work? It's quite a large investment to produce drugs so a little heads up on what actually is going to happen to the production of it might be nice?
For now, no changes. When the structures get round to redoing reactions, then you'll need a new structure, but until then, it'll remain in POS. _May_ come in the Fall release, but reactions have always stood to the side of industry.
Thank you Steve for keeping us informed 
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Cade Windstalker
Donohue Enterprises Ad-Astra
435
|
Posted - 2016.06.15 14:15:04 -
[98] - Quote
Terminal Insanity wrote:LAME.
As someone who doesnt produce boosters, and is always in short supply of them, im sure this change will enable me to use boosters a lot more often.
However, wtf. This was an interesting gameplay mechanic. It added variation to the game. These small things you guys keep axing is what gives this game depth and variation. And now you're getting rid of it, in favor of.... nothing. Nothing new will be replacing it. Its just gone. Poof. Eve will now be a little less deep.
It's being replaced by wider availability of boosters, which means more people making the choice of whether to use them or not and if so which ones to use and how to deal with the drawbacks. The "in favor of" here is "in favor of more people using a mechanic that has historically been so niche probably 95% or more of players never see it or interact with it except *maybe* getting killed by someone using a Booster".
This idea that things that are changed *need* a direct and equivalent replacement is a little bit ridiculous. The idea is that something is being changed because the outcome of the change is more desirable than the status quo. This is always going to involve some kind of trade-off, whether it's the death of niche playstyles or wider or more restricted availability of some good or service.
As things stand the Booster trade has a fairly limited impact on a fairly small number of people. Opening that up so that more people can be (and will likely choose to be) impacted by Boosters and their mechanics gives CCP a lot more that they could potentially do with Boosters and surrounding mechanics. |

Rob Dalvik
Arxersize Industries
1
|
Posted - 2016.06.15 18:57:11 -
[99] - Quote
Cade Windstalker wrote:
As things stand the Booster trade has a fairly limited impact on a fairly small number of people. Opening that up so that more people can be (and will likely choose to be) impacted by Boosters and their mechanics gives CCP a lot more that they could potentially do with Boosters and surrounding mechanics.
You seem to be discounting the fact that booster use and availability can be bolstered without the complete elimination of smuggling. I would wager a big reason why smuggling is performed by so few people is that it, along with customs, are poorly defined mechanics. Take a step back from eve for a moment and imagine a smuggling profession in a space sim and Im sure your mind can go wild with possibilities of experience. Now suppose you find a space 'sim/game' that doesnt involve smuggling. You probably would view that as a prime opportunity for a new, deep playstyle.
CCP's solution to this is unimaginative at best. |

Skia Aumer
Sebiestor Tribe Minmatar Republic
283
|
Posted - 2016.06.15 19:00:09 -
[100] - Quote
Cade Windstalker wrote:It's being replaced by wider availability of boosters, which means more people making the choice of whether to use them or not and if so which ones to use and how to deal with the drawbacks. The "in favor of" here is "in favor of more people using a mechanic that has historically been so niche probably 95% or more of players never see it or interact with it except *maybe* getting killed by someone using a Booster".
This idea that things that are changed *need* a direct and equivalent replacement is a little bit ridiculous. The idea is that something is being changed because the outcome of the change is more desirable than the status quo. This is always going to involve some kind of trade-off, whether it's the death of niche playstyles or wider or more restricted availability of some good or service.
As things stand the Booster trade has a fairly limited impact on a fairly small number of people. Opening that up so that more people can be (and will likely choose to be) impacted by Boosters and their mechanics gives CCP a lot more that they could potentially do with Boosters and surrounding mechanics. In this exact case they indeed sacrifice minority for the well-being of majority. It is sad, but I can deal with it.
What I am really against is the _trend_ of removing features that actually work and giving nothing instead. Even the best release of the recent time, Citadel, comes with a bitter pill: citadels dont have racial flavors. The gameplay behind it - poof - just gone. They do it step-by-step, in small iterations, they justify it every time: not enough dev time, used by small percent of population, too hard for new players, etc. And then suddenly - no one wants to log in, why could it be? |

Cade Windstalker
Donohue Enterprises Ad-Astra
435
|
Posted - 2016.06.15 19:24:12 -
[101] - Quote
Skia Aumer wrote:In this exact case they indeed sacrifice minority for the well-being of majority. It is sad, but I can deal with it.
What I am really against is the _trend_ of removing features that actually work and giving nothing instead. Even the best release of the recent time, Citadel, comes with a bitter pill: citadels dont have racial flavors. The gameplay behind it - poof - just gone. They do it step-by-step, in small iterations, they justify it every time: not enough dev time, used by small percent of population, too hard for new players, etc. And then suddenly - no one wants to log in, why could it be?
This is really really *really* speculative. You're pointing something out, that pain points or things that almost no one uses, keep getting changed or removed (by your own admission to the benefit of the majority) and then connecting that to the idea that the game is dying (this isn't really well supported, and CCP as a company is doing better than it ever has been) but without any strong evidence of a connection between points A and B.
Personally, based on what I've read and the games that I've played, I think there's more evidence of MMOs dying because the devs left bad systems in place because a minority of players found them usable than of games dying because they made poor systems better and more usable.
If you have a suggestion for something to replace this without defeating the purpose of these changes then by all means suggest away, badger the CSM about it, or whatever else. Maybe push for something else to be made illegal |

Skia Aumer
Sebiestor Tribe Minmatar Republic
286
|
Posted - 2016.06.15 21:24:47 -
[102] - Quote
Cade Windstalker wrote:If you have a suggestion for something to replace this without defeating the purpose of these changes then by all means suggest away, badger the CSM about it, or whatever else. Maybe push for something else to be made illegal I did. We have a CSM member here in this thread, who position himself as industrialist. But he seems not bothered at all. |

Midnight Hope
Pator Tech School Minmatar Republic
201
|
Posted - 2016.06.16 03:56:18 -
[103] - Quote
-1
Why remove a whole profession and game style from the game? Oh, wait, it's easier than actually improving the existing mechanics! That's why!
You can do better than this CCP, you are taking away the sand from the sandbox.  |

Nevyn Auscent
Broke Sauce
3299
|
Posted - 2016.06.16 06:30:19 -
[104] - Quote
Midnight Hope wrote:-1 Why remove a whole profession and game style from the game? Oh, wait, it's easier than actually improving the existing mechanics! That's why! You can do better than this CCP, you are taking away the sand from the sandbox.  Considering the people claiming to be in this profession in this thread have themselves mainly talked about low & null, I really doubt they are actually having their profession taken away. Since their profession really is called logistics.
The only thing being actually taken away is the need to avoid randomly generated customs NPC's & a bunch of hassle with contracts. Someone still has to move the drugs around avoiding players now, and I'm betting most of the smart ones already do things like use jump bridges to move their drugs, exactly like..... all the rest of the logistics guys do when moving all the other products.
And in return they get a much larger market to make isk on. |

Skia Aumer
Sebiestor Tribe Minmatar Republic
286
|
Posted - 2016.06.16 11:35:34 -
[105] - Quote
Nevyn Auscent wrote:Considering the people claiming to be in this profession in this thread have themselves mainly talked about low & null, I really doubt they are actually having their profession taken away. Since their profession really is called logistics.
The only thing being actually taken away is the need to avoid randomly generated customs NPC's & a bunch of hassle with contracts. Someone still has to move the drugs around avoiding players now, and I'm betting most of the smart ones already do things like use jump bridges to move their drugs, exactly like..... all the rest of the logistics guys do when moving all the other products.
And in return they get a much larger market to make isk on. You have no idea how nullsec logistics work, do you? |

Cade Windstalker
Donohue Enterprises Ad-Astra
438
|
Posted - 2016.06.16 14:38:18 -
[106] - Quote
Skia Aumer wrote:Cade Windstalker wrote:If you have a suggestion for something to replace this without defeating the purpose of these changes then by all means suggest away, badger the CSM about it, or whatever else. Maybe push for something else to be made illegal I did.We have a CSM member here in this thread, who position himself as industrialist. But he seems not bothered at all.
I don't think this should be viewed as all that surprising, from an industrialist's perspective this is nothing but a good thing for manufacturers of Combat Boosters. This should increase the usability of their product exponentially and thus also increase demand for it, which will increase their profits since Boosters still need to be manufactured in Low and Null and are thus riskier to produce than most other goods.
The play-style that's actually taking a hit here is smuggling, though personally I think trying to warp through gates before NPCs randomly scan you isn't terribly interesting as mechanics go. It's either very very easy to defeat or incredibly incredibly hard, depending almost entirely on the SP allocation and ship choice of the player in question.
If I really wanted to move something past gates I'd probably do it in an insta-warp cloaky. Move the product to the nearest low-sec system through Cov-Ops Jump Bridges, and then either go the rest of the way in an insta-warp Inty or just keep using the cloaky. The few times I've had to use something like this to move product the only time I've so much as taken a sec-status hit was actually warping *to* a gate when the warp took a little too long to trigger, which isn't really engaging gameplay it's just bad luck with RNG.
Skia Aumer wrote:You have no idea how nullsec logistics work, do you?
This seems like focusing on the wrong side of things to me. The discussion here has very little to do with Null-Sec Logistics and more to do with the logistics of moving Combat Boosters. It doesn't really matter if he's right about how Null Logistics works, it matters if he's right about how Combat Boosters are moved. |

Max Caulfield
Contina AG Mauren
15
|
Posted - 2016.06.16 16:06:44 -
[107] - Quote
CCP: Years ahead of real-world policy. |

Skia Aumer
Sebiestor Tribe Minmatar Republic
287
|
Posted - 2016.06.16 17:12:23 -
[108] - Quote
Cade Windstalker wrote:Skia Aumer wrote:You have no idea how nullsec logistics work, do you? This seems like focusing on the wrong side of things to me. The discussion here has very little to do with Null-Sec Logistics and more to do with the logistics of moving Combat Boosters. It doesn't really matter if he's right about how Null Logistics works, it matters if he's right about how Combat Boosters are moved. The focus is clear: organized groups do logistics via jump-freighters. This is how it works. You buy stuff in Jita, you set courier contract and later get it in your alliance home system, or vise versa. While hauling from nullsec to Jita has some peculiarities (because of suicide squads), logistics from Jita is really straightforward. Cyno up, jump, dock. Login next cyno, rinse, repeat. Usually the entire thing is done by 1 human. That's it, the whole gameplay. Exciting, right? |

Cade Windstalker
Donohue Enterprises Ad-Astra
438
|
Posted - 2016.06.16 17:36:43 -
[109] - Quote
Skia Aumer wrote:Cade Windstalker wrote:Skia Aumer wrote:You have no idea how nullsec logistics work, do you? This seems like focusing on the wrong side of things to me. The discussion here has very little to do with Null-Sec Logistics and more to do with the logistics of moving Combat Boosters. It doesn't really matter if he's right about how Null Logistics works, it matters if he's right about how Combat Boosters are moved. The focus is clear: organized groups do logistics via jump-freighters. This is how it works. You buy stuff in Jita, you set courier contract and later get it in your alliance home system, or vise versa. While hauling from nullsec to Jita has some peculiarities (because of suicide squads), logistics from Jita is really straightforward. Cyno up, jump, dock. Login next cyno, rinse, repeat. Usually the entire thing is done by 1 human. That's it, the whole gameplay. Exciting, right?
That's pretty much what the other player said. Personally I'm not seeing much difference between this and a similar way of moving boosters. The main difference is Boosters are small enough that you can jump them without a freighter, which means by Covert Cyno, further reducing the risk inherent in the process.
Once you've got the Combat Boosters into high-sec, so long as you're using a cloaky ship, you're under very very little risk of getting caught by a Customs Officer, and even if one does manage to scan you that's entirely an RNG check.
How is that significantly better than Null Sec Logistics? |

Ferrucio Surge
Solaris Legionnaires
25
|
Posted - 2016.06.18 14:16:00 -
[110] - Quote
The War on Drugs is over! In spaaaaaaace! |

Nevyn Auscent
Broke Sauce
3302
|
Posted - 2016.06.18 17:12:04 -
[111] - Quote
Cade Windstalker wrote: That's pretty much what the other player said. Personally I'm not seeing much difference between this and a similar way of moving boosters. The main difference is Boosters are small enough that you can jump them without a freighter, which means by Covert Cyno, further reducing the risk inherent in the process.
Once you've got the Combat Boosters into high-sec, so long as you're using a cloaky ship, you're under very very little risk of getting caught by a Customs Officer, and even if one does manage to scan you that's entirely an RNG check.
How is that significantly better than Null Sec Logistics?
My point was more that this will not significantly change even if drugs are legal. The only change to risk is in highsec where it's a change to NPC risk only. Suicide gankers might still target you. Low & Null player risk will remain exactly the same. Using JF's might even increase the risk instead of using BR's & Covert Cyno's. Drugs will still need shipping to markets, and you can still sell direct to customers also just like now, nothing makes you use Jita ever. |

Cade Windstalker
Donohue Enterprises Ad-Astra
441
|
Posted - 2016.06.19 00:38:33 -
[112] - Quote
Nevyn Auscent wrote: My point was more that this will not significantly change even if drugs are legal. The only change to risk is in highsec where it's a change to NPC risk only. Suicide gankers might still target you. Low & Null player risk will remain exactly the same. Using JF's might even increase the risk instead of using BR's & Covert Cyno's. Drugs will still need shipping to markets, and you can still sell direct to customers also just like now, nothing makes you use Jita ever.
I wouldn't say this is really accurate. Nothing makes you use Jita but if you can then it's much more convenient for the buyer so whoever does sell there has an advantage in the market. Case and point, as soon as Faction and Deadspace modules became available on the Market tab the contracts market for them almost entirely dried up.
That's actually a thought, would it be worthwhile to allow these items to be moved but not list them on the markets, or would this just create inconvenience rather than add depth? |

FT Diomedes
The Graduates
2593
|
Posted - 2016.06.19 14:13:54 -
[113] - Quote
Cade Windstalker wrote:Nevyn Auscent wrote: My point was more that this will not significantly change even if drugs are legal. The only change to risk is in highsec where it's a change to NPC risk only. Suicide gankers might still target you. Low & Null player risk will remain exactly the same. Using JF's might even increase the risk instead of using BR's & Covert Cyno's. Drugs will still need shipping to markets, and you can still sell direct to customers also just like now, nothing makes you use Jita ever.
I wouldn't say this is really accurate. Nothing makes you use Jita but if you can then it's much more convenient for the buyer so whoever does sell there has an advantage in the market. Case and point, as soon as Faction and Deadspace modules became available on the Market tab the contracts market for them almost entirely dried up. That's actually a thought, would it be worthwhile to allow these items to be moved but not list them on the markets, or would this just create inconvenience rather than add depth?
That just creates inconvenience.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
|

Blade Darth
Room for Improvement Limited Expectations
15
|
Posted - 2016.06.21 13:01:00 -
[114] - Quote
From buyers perspective i love this change, no more wasting the pill (or not buying at all), or asking fleet to bump you back to gate because for some reason the roam went trough 2 jumps high sec.
Dedicated booster traders (all 5 in the galaxy) will lose the market, but on the other hand the volume and gas miner profit will increase 10 times. Whole fleets, in all regions will buy this stuff. Atm it's only FAX machine pilots and some l33t solo/ small gang pvp'ers. |

iHades
Kundalinis National Protection And Security
0
|
Posted - 2016.06.23 10:02:19 -
[115] - Quote
+1 at last something good from ccp.
please make sure the drugs are charges like the nanite paste show we can put the ships in the fleet hangar with the drugs on the ship
> need more nightmares
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Obearoth HuanTao
Perkone Caldari State
10
|
Posted - 2016.06.26 00:25:01 -
[116] - Quote
Another part of this great game gets their training-wheels put on. There are only so many nails needed to close this coffin CCP. Eve is ever faster becomming space-wow... yawn
You could've made intelligent additions to this best of games, yet most all you do is taking the lazy RL "best for your economics" choice
/me starts looking for that next game with a cliff-side challenge |

Obearoth HuanTao
Perkone Caldari State
10
|
Posted - 2016.06.26 00:29:54 -
[117] - Quote
Midnight Hope wrote:-1 You can do better than this CCP, you are taking away the sand from the sandbox. 
+1 Best analogy in a long time. Eve is fast becomming more and more like a game of whack-a-mole style of playing |

Lord Kalus
L0CAL SP1KE Circle-Of-Two
145
|
Posted - 2016.06.26 19:10:56 -
[118] - Quote
DRUGS FOR EVERYONE!
*tosses confetti*
Join Domunation Horde, for All Shall Perish
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Lord Kalus
L0CAL SP1KE Circle-Of-Two
145
|
Posted - 2016.06.26 19:11:55 -
[119] - Quote
Obearoth HuanTao wrote:Another part of this great game gets their training-wheels put on. There are only so many nails needed to close this coffin CCP. Eve is ever faster becomming space-wow... yawn
You could've made intelligent additions to this best of games, yet most all you do is taking the lazy RL "best for your economics" choice
/me starts looking for that next game with a cliff-side challenge I hear runescape could use some new players.
Join Domunation Horde, for All Shall Perish
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TravoltaZpl
Senators of Eridan Red Alliance
0
|
Posted - 2016.06.27 06:41:59 -
[120] - Quote
Ccp ruin game from patch to pacth. 2009 Eve was interesting complicated game, now its a easy sandbox with a lot of stupid patches for noobs( this 10k sp for killing npc. drugs, and etc bulls**t). Rly old players from 2005-2010 dont wanna play this casual game like you do now. Look at online, its dropping every day
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