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Solecist Project
32201
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Posted - 2016.08.18 07:42:12 -
[31] - Quote
Chribba wrote:Vincenzo Arbosa wrote:Chribba wrote:The fun with convoys died when they removed stations shooting you when attacking them (and losing NPC standings)
/c From what I recall, they did attack you if you attacked their convoy. IE, in a two station system, where the stations were owned by separate entities, you could only shoot at the incoming convoys. If you opened fire on the outgoing convoys (which wasn't immediately apparent without watching them a bit), the stations would attack. I enjoyed shooting them when I first started playing, just as something different, so I always enjoyed seeing them around. I haven't seen them at all since I returned a month ago or so. Yeah then they removed so that only the Convoy shot back, essentially making it 100% safe to shoot and loot them. Was a bit more sport when the station sentries shot back (if you did it wrong). Not to forget the hilarity when you shot a convoy owned by a CONCORD station...
"That ringing in your ears you're experiencing right now is the last gasping breaths of a dying inner ear as it got thoroughly pulverised by the point roaring over your head at supersonic speeds." -- Tippia
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Eleonora Crendraven
Global Communications AG
38
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Posted - 2016.08.18 17:20:27 -
[32] - Quote
Arkoth 24 wrote:Zhushou wrote:I checked from lowsec Placid in through most of hisec Verge Vendor into Essence, and saw none of the NPC haulers, merchants or traders that were a common sight outside the stations.
I doubt that having checked so many I was repeatedly unlucky enough to catch glimpse of a single one before they'd docked or warped. Haven't see any of 'em for a long time too. Since there was no mention in patchnotes 'bout convoys removing, we can fill a ticket to support or just wait for some CCP official to clear up the situation.
Thanks for searching. Yes, please bring them back. If no other pilot is out there and one is traveling a long way these haulers moving through the empty solar systems make the game more alive.
https://twitter.com/gcAG_EVE
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Zhushou
Viriette MicroLabs Intaki Prosperity Initiative
11
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Posted - 2016.08.18 18:00:48 -
[33] - Quote
Incidentally, the system my corp and alliance base out of does still have NPC Ishukone haulers as well as some Mordu's Legion cruiser escorts, which date back to old lore storyline events from before my time.
But they don't behave like normal NPC haulers, flitting from one station to another. Instead they bumble about, milling around orbiting each other at the Intaki V-5 Astral Mining station.
But no, before anyone rushes to pop them, they don't drop loot
If CCP do bring the haulers back, making EVE feel more alive in the background, it'd be nice for them to fix the Intaki bunch as well. It'd be great to have them behave as the others, moving from station to station., with Mordu's Legion rats arriving to shoot at whoever engages them.
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Ragnar STS
Minmatar Brotherhood Ushra'Khan
83
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Posted - 2016.08.19 01:55:13 -
[34] - Quote
As a roleplayer, I occasionally take great joy in mucking about Amarr home system and trying to speed gank slavers before the navy gets a hold of me. Even on the worst CVA killing day....I'd still be able to taunt in local about how I'd liberated 76 slaves and now have 900 crates of tobacco and 400 crates of spirits for the freedom fighters.
Now it is just a tiny bit more hollow without the npc haulers.
It was always fun to liberate the slaves and then try and run back an pick them up. Now this joy is gone.
I will admit it was a very small joy, but a joy nonetheless. |
Infinity Ziona
Sebiestor Tribe Minmatar Republic
2417
|
Posted - 2016.08.19 03:04:55 -
[35] - Quote
Bring more players into EvE requires that CCP recognize the following:
a) The majority of subscribers in any MMO are PvE players b) PvP players are subsidized by PvE players c) PvE players don't like to be forced into non-consensual PvP d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)
Solution to a)
Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.
Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.
Solution to b)
To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 10 to 1 ratio.
Solution to c)
A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.
Solution to d)
Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.
A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.
An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:
Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).
Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump.
CCP Fozzie GǣWe can see how much money people are making in nullsec and it is, a gigantic amount, a shit-tonGǪ in null sec anomalies. Gǣ*
Kaalrus pwned..... :)
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Jenn aSide
Shinigami Miners Test Alliance Please Ignore
14444
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Posted - 2016.08.19 03:15:37 -
[36] - Quote
Infinity Ziona wrote:Bring more players into EvE requires that CCP recognize the following:
a) The majority of subscribers in any MMO are PvE players b) PvP players are subsidized by PvE players c) PvE players don't like to be forced into non-consensual PvP d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)
Solution to a)
Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.
Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.
Solution to b)
To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 100 to 1 ratio.
Solution to c)
A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.
Solution to d)
Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.
A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.
An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:
Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).
Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump.
As usual, this kind of idea would be the worst kind of thing to happen, continuing the recent trend in EVE of creating a game that EVE players don't like but that somehow isn't safe (coddling) enough to attract average MMO players.
A good business knows you don't build towards your weaknesses, but towards your strength. EVE's strength is player interaction (CCP is horrible and PVE content and has wasted a lot of time on it). EVE appeals to PVP players PVE players who aren't afraid of dealing with other peoples. Trying to cater to the 'leave me alone' side of PVE players would alienate the rest of us,
I mean really, how many years does CCP have to prove that they aren't a standard MMO maker (and thus can't make a game with mass appeal)? Does CCP have to go out of business trying to do that to convince some of you that they should just work to master their niche instead of trying to be like everyone else?
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Infinity Ziona
Sebiestor Tribe Minmatar Republic
2417
|
Posted - 2016.08.19 03:17:10 -
[37] - Quote
Jenn aSide wrote:Infinity Ziona wrote:Bring more players into EvE requires that CCP recognize the following:
a) The majority of subscribers in any MMO are PvE players b) PvP players are subsidized by PvE players c) PvE players don't like to be forced into non-consensual PvP d) PvE players don't like to be spawn camped (either at zonelines or gates, they're the same thing)
Solution to a)
Create an immersive, fun and safe place in EvE to PvE. PvE in EvE is boring. PvE in EvE is schizoid, in that the higher rewards are in PvP areas whereas to attract PvE players they should be in PvE areas.
Focus on the largest % of subscriptions, not the smallest. Ganking in highsec is performed by a very small proportion of the playerbase yet CCP seems to pander to this small %. Buffing wrecks was one such move that was anti-subscription and anti-sandbox.
Solution to b)
To develop PvP and to support PvP activity and make a profit on your game you need a significant amount of PvE players. If you are relying solely on PvP players to pay subscriptions then you're missing out on the other 9 players who would be subbed for PvE. Go to any MMO in the world and look at the online player count on PvP servers vs PvE servers. You're looking at roughly 100 to 1 ratio.
Solution to c)
A person who is a PvE player is your bread and butter. They want to PvE, they don't want to PvP. Are they useless in a PvP game, NO, they provide profits. They should not be targets, should not be ganked, should not be forced into any sort of PvP because if they are they'll leave and you'll lose their subscription. That means less funds for PvP oriented activity. Some nerds will say, this is a PvP game, but they're incorrect, it has a large PvP component but its both a PvE, PvP and market game. If you become upset that some player in X system is PvE'ing and you can't kill them you have some psychological issues, how does it affect you? It doesn't. Well it does, it provides more money for CCP to develop your game.
Solution to d)
Spawn camping (Gate Camping) is a 13 year old mechanic that hasn't changed signficantly since EvE's inception. Given that in the initial release of the game there were only T1 disruptors and T1 scramblers and no overheating, the fact that spawn camping hasn't changed and remains the primary way to kill people is odd. In that time bubbles, interdictors, heavy interdictors, arazu, T2 warp disruption and scramblers were released as were ships that lock faster and move faster.
A system in which travel is easier seems counter productive to catching targets however when travel is easier more people travel and more people means more opportunity to catch someone but at the same time less risk to the risk averse. Its a win win situation.
An Example - Removing gate travel and replacing it with a system such as this would greatly benefit EvE PvP'rs and PvE'rs:
Player x wants to travel from Jita to Amarr. Player X isn't worried about PvP. Player X warps to Amarr. Player X is in warp for 2 minutes. In Amarr at a random location a system beacon appears which is warpable. The beacon appears for 2 minutes / x (10 seconds, 60 seconds, whatever).
Player Y wants to travel from Jita to Amarr. Player Y is worried about PvP. Player Y warps from Jita to Perimeter. Player Y is in warp for 10 seconds. In Perimeter at a random location a system beacon appears which is warpable. The beacon appears for 10 seconds / x (2 seconds, 6 seconds, whatever). Player Y then makes the next quick jump. As usual, this kind of idea would be the worst kind of thing to happen, continuing the recent trend in EVE of creating a game that EVE players don't like but that somehow isn't safe (coddling) enough to attract average MMO players. A good business knows you don't build towards your weaknesses, but towards your strength. EVE's strength is player interaction (CCP is horrible and PVE content and has wasted a lot of time on it). EVE appeals to PVP players PVE players who aren't afraid of dealing with other peoples. Trying to cater to the 'leave me alone' side of PVE players would alienate the rest of us, I mean really, how many years does CCP have to prove that they aren't a standard MMO maker (and thus can't make a game with mass appeal)? Does CCP have to go out of business trying to do that to convince some of you that they should just work to master their niche instead of trying to be like everyone else? Posted to wrong thread I'll argue with you in the right one.
CCP Fozzie GǣWe can see how much money people are making in nullsec and it is, a gigantic amount, a shit-tonGǪ in null sec anomalies. Gǣ*
Kaalrus pwned..... :)
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Amak Boma
Dragon Factory Peoples United Republic Empire
201
|
Posted - 2016.08.24 09:26:59 -
[38] - Quote
i miss the convoys too because of water as loot that i used to do some pi with it and sometimes was gettign soil,frozen food and sush because of shoooting convoys in gallente space later got my orca destroyed because of that but really we miss the lost convoys since ccp silently/quietly removed them for no apparent reason |
Ragnar STS
Minmatar Brotherhood Ushra'Khan
86
|
Posted - 2016.09.06 02:35:21 -
[39] - Quote
Ignoring post 37 and 38 that were clearly beyond useless....
bump for npc convoys to come back. |
Foxstar Damaskeenus
Taladi Federation
288
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Posted - 2016.09.06 13:31:57 -
[40] - Quote
Brigadine Ferathine wrote:In my 3 years playing this game I have never seen an NPC convoy lol....
This here is the rubber duck... looks like we got ourselves a convoyyyyy
Cause we got a little ol' convoy Rockin' through the night. Yeah, we got a little ol' convoy, Ain't she a beautiful sight?
"[this thread] is a cesspit of trolling and flaming" ISD Buldath
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Kitty Bear
Harbingers of Chaos Inc Black Pearl Alliance
1569
|
Posted - 2016.09.06 21:07:15 -
[41] - Quote
Lord Molly wrote: I think it was because they were pointless
I remember convoys too. I also haven't seen one in a long time.
They weren't pointless, they added immersion to the game. You could also attack and loot them.
It was the pathing between warp point & the station that always amused me Each ship running backwards & forwards as the convoy size grew |
DeMichael Crimson
Republic University Minmatar Republic
56381
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Posted - 2016.09.07 01:05:13 -
[42] - Quote
Eleonora Crendraven wrote: Thanks for searching. Yes, please bring them back. If no other pilot is out there and one is traveling a long way these haulers moving through the empty solar systems make the game more alive.
This 100%.
EDIT :
Ragnar STS wrote:Ignoring post 37 and 38 that were clearly beyond useless....
bump for npc convoys to come back. I believe you mean post 35, 36 and 37.
DMC
'The Plan' | California Eve Players | Proposal - The Endless Battle
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Turo Phubu
KAALAKIOTA Corp. PLANETARY DEPARTMENT
0
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Posted - 2016.09.10 18:49:39 -
[43] - Quote
I think they were removed. I haven't seen them since I got back into the game a day ago. Usually I would go to certain systems to "farm" convoys for water and oxygen. they were a really good and fast source of those two materials... so sad they are gone. |
Sermith Olgidar
Sebiestor Tribe Minmatar Republic
0
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Posted - 2016.09.11 04:37:45 -
[44] - Quote
Could bring them back for FW. Get some LP from attacking or defending maybe? |
Commander Spurty
1640
|
Posted - 2016.09.11 10:25:32 -
[45] - Quote
Man, I've been out of highsec that long, I didn't spot this.
There really should be more NPC activity. Especially around schools (skill books getting delivered) and around Manufacturing stations (Base construction materials getting delivered). Basically, anything the NPCs sell, should be observed being delivered.
It's the little things that add the polish.
There are good ships,
And wood ships,
And ships that sail the sea
But the best ships are Spaceships
Built by CCP
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Jadecca
Massive Dynamic inc. Care Factor
0
|
Posted - 2016.09.12 06:22:52 -
[46] - Quote
Mercury Madullier wrote:I have seen them at stations as recently as this past month. I would check your overviewer settings , or use the "all" tab while camped at a station.
Same, month or two ago. I actually stopped to look at them for a moment since CCP suggested that they might be opening them up for capsuler use sometime SoonGäó
I didn't realize some folks actually used to go after them. |
Shayla Etherodyne
Delta Laroth Industries Voxis Accord
91
|
Posted - 2016.09.12 06:39:10 -
[47] - Quote
Ragnar STS wrote:As a roleplayer, I occasionally take great joy in mucking about Amarr home system and trying to speed gank slavers before the navy gets a hold of me. Even on the worst CVA killing day....I'd still be able to taunt in local about how I'd liberated 76 slaves and now have 900 crates of tobacco and 400 crates of spirits for the freedom fighters.
Now it is just a tiny bit more hollow without the npc haulers.
It was always fun to liberate the slaves and then try and run back an pick them up. Now this joy is gone.
I will admit it was a very small joy, but a joy nonetheless.
A pity that there is no real way to liberate the slaves, turning them to free men. |
Nana Skalski
Poseidaon
15707
|
Posted - 2016.09.12 07:17:23 -
[48] - Quote
Slave freeing could be made a standings thing, like when you bring them to a minmatar station, right click, some ISK is taken from your account (slaves need something to survive on their own) and you get small boost to Minmatar standings. After that slaves would vanish from your inventory.
Every part of a game helps to tell a story. =ƒôò
Where is Angry CONCORD guy when you need him.
GëíGïüGëí GÖÑ
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Charon Jones
State War Academy Caldari State
8
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Posted - 2016.09.13 02:36:49 -
[49] - Quote
I submitted a support ticket and eventually received a response that they're aware that convoys haven't been spawning correctly.
I take this to mean they know it's broke, and that it's low on their priority list. |
DeMichael Crimson
Republic University Minmatar Republic
56472
|
Posted - 2016.09.13 04:40:53 -
[50] - Quote
Nana Skalski wrote:Slave freeing could be made a standings thing, like when you bring them to a minmatar station, right click, some ISK is taken from your account (slaves need something to survive on their own) and you get small boost to Minmatar standings. After that slaves would vanish from your inventory. Actually a variation of that could effectively be used for pretty much all of the different 'Livestock' items in game. Don't think it would take much programming to code it, definitely would add more depth to the game.
Slaves = Amarr or Minmatar Slaver = Amarr or Minmatar Slaver Hound = Amarr or Minmatar Kameiras = Khanid Kingdom or Ammatar Freedom Fighters = Minmatar Exotic Dancers = Caldari or Gallente Tourists = Interbus Homeless = Sisters Of Eve Refugees = Sisters Of Eve Students = Society of Conscious Thought Scientists = Society of Conscious Thought Prisoners = Concord Mercenaries = All Factions Militia = All Factions Marines = All Factions Civilians = All Factions Janitors = All Factions Workers = All Factions
I'm sure there's more items that can be added to the list.
DMC
'The Plan' | California Eve Players | Proposal - The Endless Battle
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Amak Boma
Dragon Factory Peoples United Republic Empire
204
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Posted - 2016.09.13 08:02:45 -
[51] - Quote
there was convoy on one of intaki stations in lowsec . cant see it anymore too. looks like all npc traffic is gone |
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Chribba
Otherworld Enterprises Otherworld Empire
15565
|
Posted - 2016.09.13 12:56:47 -
[52] - Quote
Shayla Etherodyne wrote:Ragnar STS wrote:As a roleplayer, I occasionally take great joy in mucking about Amarr home system and trying to speed gank slavers before the navy gets a hold of me. Even on the worst CVA killing day....I'd still be able to taunt in local about how I'd liberated 76 slaves and now have 900 crates of tobacco and 400 crates of spirits for the freedom fighters.
Now it is just a tiny bit more hollow without the npc haulers.
It was always fun to liberate the slaves and then try and run back an pick them up. Now this joy is gone.
I will admit it was a very small joy, but a joy nonetheless. A pity that there is no real way to liberate the slaves, turning them to free men. Back in the day you could right-click them and use the option "Free Slave" which turned them into the item Freed Slaves
I would like to see that option make its return
/c
GÿàGÿàGÿà Secure 3rd party service GÿàGÿàGÿà
Visit my in-game channel 'Holy Veldspar'
Twitter @Chribba
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Bataav
Intaki Liberation Front Intaki Prosperity Initiative
305
|
Posted - 2016.09.13 21:42:36 -
[53] - Quote
Amak Boma wrote:there was convoy on one of intaki stations in lowsec . cant see it anymore too. looks like all npc traffic is gone I'm currently sitting just off the Astral Mining station at Intaki V-5, and the Ishukone haulers and their Mordu's Legion escorts are still there.
These particular NPCs have never behaved like their hisec counterparts though.
Being an ingame representation of the ongoing lore storyline in the background they have one of the yellow diamond landmarks in space, and so they loiter around where they are, instead of flitting from one station to another.
Bataav
Mahesha | Intaki Liberation Front & Intaki Prosperity Initiative
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Amak Boma
Dragon Factory Peoples United Republic Empire
205
|
Posted - 2016.09.18 21:14:08 -
[54] - Quote
yes but there was bunch of convoys in amarr , dodixie too . the npcs in intaki system are in fact just sitting ducks. they do notthing shooting them either. why did ccp removed the npc traffic in highsec anyway |
Fuglyman
The Burgundian Bastards Mordus Angels
4
|
Posted - 2016.10.12 08:18:32 -
[55] - Quote
I really hope this gets fixed or re-implemented into the game. Seeing the NPC traffic made the game feel more alive... And they were fun to shoot. |
Jaxon Grylls
Institute of Archaeology
129
|
Posted - 2016.10.12 10:51:30 -
[56] - Quote
As a side point to Chribba;s post 52 regarding freeing of slaves why is it that when I rescued some slaves from an Ammarian slaver I got hammered for bringing in contraband when I tried to dock?
Surely rescuing slaves is a humanitarian thing to do and should not be treated as a crime.
As others have pointed out CCP must ensure that the game remains as immersive as possible, and this sort of thing doesn't help. |
Inzax
78
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Posted - 2016.10.12 11:24:34 -
[57] - Quote
Jaxon Grylls wrote:As a side point to Chribba;s post 52 regarding freeing of slaves why is it that when I rescued some slaves from an Ammarian slaver I got hammered for bringing in contraband when I tried to dock?
Surely rescuing slaves is a humanitarian thing to do and should not be treated as a crime.
As others have pointed out CCP must ensure that the game remains as immersive as possible, and this sort of thing doesn't help.
I believe slaves are contraband. Although your intentions were good, the overlords have no way of knowing the purity of your heart.
You possess contraband slaves. The "I was holding for a friend/really I'm just a freedom fighter" excuse doesn't fly with the cops. |
PopeUrban
El Expedicion Flames of Exile
142
|
Posted - 2016.10.12 11:32:33 -
[58] - Quote
Inzax wrote:Jaxon Grylls wrote:As a side point to Chribba;s post 52 regarding freeing of slaves why is it that when I rescued some slaves from an Ammarian slaver I got hammered for bringing in contraband when I tried to dock?
Surely rescuing slaves is a humanitarian thing to do and should not be treated as a crime.
As others have pointed out CCP must ensure that the game remains as immersive as possible, and this sort of thing doesn't help. I believe slaves are contraband. Although your intentions were good, the overlords have no way of knowing the purity of your heart. You possess contraband slaves. The "I was holding for a friend/really I'm just a freedom fighter" excuse doesn't fly with the cops.
"Those aren't shackles officer, they're freedom bangles, haven't you mortals visited NEX lately?" |
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