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Midge Mo'yb
Bat Country
Goonswarm Federation
Posted - 2011.02.11 09:34:00 - [691]
 

- Old Cyno effect re-iterated and put back into game, give capital fleets there shock/awe back as the yenter the batelfield :D

Draycen Trell
Amarr
1st Praetorianorum Fabri
Posted - 2011.02.11 09:38:00 - [692]
 

Great thread TLDR so:
1. When I search for an item I want it to search in my station containers and docked ship holds too, I don't care if it takes longer. Maybe put in a tick box option to say "Search inside station containers and docked ship holds". My slaves have nothing better to do!
2. Gates, stations and other structures sometimes go into white blob mode randomly! Looks like they are about to go nova!
3. Secure containers/Station containers: I would like a mode which allows me to repackage these stupid things without having to wait 3 weeks of no activity, or create another type of standard station container with the same capacity but without the audit log?
4. I want my containers to remember the security settings I set, I don’t want to set them on every PC or every time I re-install the client!! That’s a huge pain in the neck! Let is set it once and once only.
5. Can we have group fricking laser beams when they have charges installed from the fitting screen please? On the same subject, when you do the NEW auto group button on the in space UI, when you dock and leave again, it forgets they are grouped? Not much fun.
6. Can we have a small padlock icon in the ship UI which allows you to quickly lock and unlock the UI so things can be moved around without the fiddly right click, unlock, right click lock?
7. Can we make stations undock/exit points such that we don’t always get our ships stuck when we are trying to warp as we exit! It is a gankers dream to find a freighter slapping against some station hardware like a beached fricking whale!!!
8. FW: Can we de-bug the FW capture system, there are tons of plexes which are bugged, the timer does not show so there is no clue as to how long is left till it runs down.
9. Orca corporate cargo holds, can we have a switch which allows an orca to have the corp hangar to be configured as the pilot wants with the permissions he wants (i.e. view/add only/add+remove) and specify if it is fleet members, corp members etc etc, or maybe on standing? Sometimes in mining ops with non corp members I don’t want the corp structure imposed on that hangar space.
10. Ability to have additional “orbit at” and “keep distance” buttons in the selected item window. And once set, it displays the value on the button, easier for getting range for different modules quickly and easily without all that r-click nonsense.
11. Ability to do a system scan with mining probes or such which would allow you to scan down asteroid fields and get an idea as to what quantity and type of roids are there (obviously, you would need to visit the field to see what qty of ore is in each rock).
That will do for now…..love u CCP! (most of the time!)EmbarassedTwisted Evil

Pantorus Necraliss
Minmatar
Giza'Msafara
Posted - 2011.02.11 09:50:00 - [693]
 

Edited by: Pantorus Necraliss on 11/02/2011 09:55:01
* Cannot see my own market orders, highlight them on the market screen
* Cannot modify my own marked orders on the market screen
* Make BPc icon different of BPo icon
* POS, POS, POS. They really need to be redone
* Allow to set POS access depending on standing
* POS duty allocation needs to be refined
* Allow us to move packaged station containers or give us personnal station hangars (to sort our items)
* This
* Highlight damaged items in cargo/hangar with red color
* Put visibles missiles launchers on ships model as turrets
* Increase the Minmatar station exit tunnel size, seeing a carrier going out from this small things is ridiculous
* Increase the SC model size by x1,5
* Rebalance SC !
* Defenders missiles have to be redone
* Want my old cyno effect back (Bam ! In your face effectYARRRR!!)
* Want the engine trails back !!! They where making Eve very beautifull and help us to localize ships in space
* Allow us to make personnal certificates viewable to no-one or by corp or by alliance or by blue standing or by all.
* Allow access to Incursions chan by the journal
* More than only 50 saved fittings for corp' fittings pls
* Shield tank bonus for Rorquals when in deployed mode
* In tactical overlay : 1 km of transparence around the ship (no gray plan), to avoid the uggly gray ship' cutting
* Buttons for drone commands on the drone bar
* Allow Titans in high sec (naaa ! trolling Very Happy)

Thanks for your work, you awesome CCP team Exclamation

Edit : oh and ...where are my F.....G tatoos ?? ugh

Br41n
Amarr
Ministry of War
Posted - 2011.02.11 10:07:00 - [694]
 

Heres a few

* Different colour scheme for armor/hull modules
* An option to mute a chat channel but still being in to see who is there
* Create a more awsome stargate jumping visual
* Add custom resolutions to the game (EVE and windows 7 on a laptop means 1 resolution selectable)
* Add BPC/BPO difference on killmails
* Fix the corporation management tab (that one is really really bad and bloated)
* Why do we have to login to the eve forums when using the ingame browser use the user ID from the logged in client please (Only to news and forum section not any management)
* Being able to logoff without the client restarting would be nice

Sarmatiko
Posted - 2011.02.11 10:30:00 - [695]
 

Edited by: Sarmatiko on 11/02/2011 10:32:52
*fix for complex gate (running engine/hypnotoad) sound. Sometimes its continue playing in cycle until you turn off/on "Audio enable" swich.
*fix for "space winds" sound that sometimes appears too loud when EVE window in the background and ship is warping on autopilot in space
*some new music please. EVE OST is cool and relaxing but after so many years... arrrgh.
*option to "lock" some items in ship cargo/player hangar so you can`t select or stack them using option "select all"/"stack all"
*keep overview and fittings on server. At least ability to backup this sometimes. Same with bookmarks folders.

Lord Evangelian
Gallente
The White Mantle
Malum Exuro
Posted - 2011.02.11 10:40:00 - [696]
 

Originally by: Sarmatiko
Edited by: Sarmatiko on 11/02/2011 10:32:52
*fix for complex gate (running engine/hypnotoad) sound. Sometimes its continue playing in cycle until you turn off/on "Audio enable" swich.
*fix for "space winds" sound that sometimes appears too loud when EVE window in the background and ship is warping on autopilot in space
*some new music please. EVE OST is cool and relaxing but after so many years... arrrgh.
*option to "lock" some items in ship cargo/player hangar so you can`t select or stack them using option "select all"/"stack all"
*keep overview and fittings on server. At least ability to backup this sometimes. Same with bookmarks folders.


Im a trained musician and composer with a bachelours in Music Performance and Classical Composition, if CCP gives me a job, I would be more than happy to assit with music making.

Rote Tora
Posted - 2011.02.11 10:40:00 - [697]
 

One word:

POS Right Management

damn that were three words... -.- ^^

Potato IQ
Posted - 2011.02.11 11:00:00 - [698]
 


Nice surge in posts

Originally by: Amdor Renevat

5. Drone buttons that fit on the control bar next to weapon modules. I'd like to be able to click deploy/collect drones as well as attack/guard/assist while I'm turning on the other weapons. I'd click to highlight the drone group I want to do the actions to and it would stay highlighted until I jumped.



I like this one, although I think your making it too complicated and really comes under a features and ideas request. Guard, assist, etc should still be defined in the drone window. What would be nice is to drop groups into the control bar. Ideal would be a split button. One side would be deploy/return and the other will be simply to shoot your selected target. If split not possible, then as soon as you drop a group into the control bar, a drone action button is generated. Only need the one even if you drop several groups as it simply actions whichever grouping has been deployed

*cough* repeats the making the probe movement arrows/box easier to see *cough* do CCP pilots not scan and realise how bad they are

Brooks Puuntai
Minmatar
Nomadic Asylum
Posted - 2011.02.11 11:05:00 - [699]
 

One of the few threads I think needs a sticky in GD. I mean honestly remove the EVE Voice Beta thread from sticky no one cares about that. Rolling Eyes

Wacktopia
Sicarius.
Legion of The Damned.
Posted - 2011.02.11 11:31:00 - [700]
 

Drone stats should update according to your skills/modules.

My Garde IIs still say 28km optimal even with 2 omni's etc.

Amda Tori
Minmatar
Posted - 2011.02.11 11:48:00 - [701]
 

1a no Search function for the learned skills in Char Sheet ( we have to manually search a skill thru the hundreds learned skills )

1b Or add an extra field on skill's description: This skill is dependent of your Navigation Skill.

Mikkaras
Amarr
Wreckage Reclamation Enforcement Consortium
Gentlemen's Interstellar Nightclub
Posted - 2011.02.11 11:57:00 - [702]
 

* Engine trails... yes. But not just engine trails!
* Why in bloody blazes do we have gigantic lens flare along the horizontal plane from engines and stars? We're in space, there is no fixed horizontal plane, it is completely arbitrary. "Camera drones" should be engineered to have as little in the way of obscuring artifacts as possible. The glowing exhaust shooting out behind them is great, and a localized glow from engine port itself would be great, but the huge flaring lines sticking out in exactly two directions, even when you look at the ship from a kooky angle and get something like this, is stupid:

--*--
--*--
--*--
--*--

The same applies to stars. There is no reason to have huge flares shooting out halfway across the screen from them. We're in space, and stars are round.

Now if the flares' angle was dependent on the position of the glowing object relative to the center of the screen, like the actual lens-flare effect which makes the spots of light opposite the center of the screen and moves around based on camera angle, that would be cool. It still needs to be less massive and annoyingly glaring, though.

At least provide a checkbox option for it? Please?

Manta Avoid
Posted - 2011.02.11 12:10:00 - [703]
 

I would like it if:


- When editing the settings located at "Overview Settings" -> "Ships" tab, you could enter as much text as you like, without losing focus of the text entry field. Currently, if you type a few characters, it will then move focus to the frame containing the editable text fields.

* It would also be nice to be able to see HTML tags that are typed into these fields processed, instead of ignored (output as plain text).

- I would like to be able to specify (as appended options to the shortcut to the eve executable) the size of the window, whether it is a fixed frame window, fullscreen, or windowed, which display it will be drawn on. This is because I have two monitors; one in Portrait, one in Landscape.

- I would like to specify keyboard shortcuts to launch particular groups of drones.

* It would be nice to be able to toggle on/off the list for clustered targets/entities with a keyboard shortcut. This makes targeting less of a delayed event when not using the Overview.

- I would like to be able to sort the members in any channel (including Local) by standing or name.

- I have found that when locking clustered targets from Left to Right (without waiting for the cluster-list to appear) it is difficult to select and lock a target to the right of the target that was just selected, if the text is drawn over that target's tactical icon (the icon becomes un-selectable whilst text appears over it)

- It would be nice to have the Red Moon Rising-style engine and drone trails drawn again, for the client :)

Jenny Cameron
Caldari
Ordo Eventus
Inception Alliance
Posted - 2011.02.11 12:11:00 - [704]
 

With the new incarna editor we remade our chars but:
* we can't really see each other's portraits very well, 256 or 512 would be great!
* do we get change of bloodline for plex or isk or "other race" jumpclones?

* I'd also like to see pilot info from the overview, I'm not interested in ship type


Mikkaras
Amarr
Wreckage Reclamation Enforcement Consortium
Gentlemen's Interstellar Nightclub
Posted - 2011.02.11 12:13:00 - [705]
 

And speaking of engines...

* If I have a max speed of 500 m/s, but set my speed to 250 m/s by clicking on the throttle bar, I accelerate half as quickly. WTF???
* If I "Stop Ship", I don't stop. My ship continues coasting, rather than applying braking thrust. WTF??? (You can actually force it to stop you MUCH faster by looking behind yourself and double-clicking to set a course in the opposite direction. Then you "stop ship" right as your speed hits zero, hopefully timing it right despite lag and such.)
* If I "Approach" a target, and then the target dies or warps or whatever, I coast to a stop. Why? If I set an orbit of 500, I would continue moving. But doing that requires fiddling with a submenu, which is finicky and annoying and I often mis-click and have to try again!
* When you "Orbit" something, if your ship has ANY kind of speed at all, you actually orbit at a greater distance than what you selected. Sometimes a MUCH greater distance. Ships' navigational computers cannot possibly be designed so stupidly that they cannot calculate the correct vector of thrust to maintain a proper orbit distance.
* When you "Orbit" at range X while at range X - Y, your ship starts moving in a STRAIGHT LINE, DIRECTLY AWAY from the target, giving it a PERFECT shot up your backside. No self-respecting navigator would set such a stupid course. If I actually wanted to do that I would issue a "Keep at Range X" command, and it would be used in totally different situations.
* - The course chosen by "Orbit" should be approximately 45 to 60 degrees away from the currently used straight-outward course. That way you are moving out toward the proper range while also building transversal velocity. As you near the proper range, your ship should stop accelerating outward and swing directly onto the proper path without coasting several kilometers beyond that distance before finally spiraling back in.
* - And speaking of spiraling, there should be a navigational setting by that name, which controls the angle of approach used by the "orbit" command. For example, if you want to always maintain a high transversal, you could set "Spiral > 45deg" or "Spiral > 60deg". If your primary concern is getting close quickly, and THEN moving into a small orbital path, you could set it to 15 degrees, 10, 5, or even 0, in which case your ship would basically "approach" until it neared the desired orbit distance, and then turn onto the orbit path and begin swinging around the target, like following a question mark from the bottom to the top.
* - - Have a "Spiral > None" option as well, which makes the orbit command behave the way it currently does.

* "Keep at Range" is simply a specialized version of "Approach" with a non-zero distance setting, in the same way that "Warp to Distance" is related to "Warp to 0". "Orbit at distance" has a similar relationship to the default orbit distance button on the selected item panel, but there is no "orbit at default distance" option on the right click menu, and the options available for "keep at range" are completely and utterly useless. If I want to keep something AT RANGE, I certainly am not trying to do the virtual equivalent of "approach to what might as well be zero"! Provide useful ranges, such as the ranges listed on the orbit menu.

* - And for that matter, offer ranges in excess of 30km for orbits. If I'm 150km from something and want to stay at 60 or more, my only option currently is to manually set a course, then wait for my current range to be what I want and use "Orbit > Current", or to right click the orbit button on the selected item panel and set a new default, which I then would have to reset after using it. 40, 50, 60, ..., 100 KM orbits should be available as well.

* - Better yet, allow the list of orbit ranges to be customized, so that only the ranges you find useful are listed.
* - - Have the ability to save navigational command profiles in the same way that you can save overview settings. "Blaster", "Arty", etc.

Dilligafmofo
Gallente
Sandman Plc
Posted - 2011.02.11 12:15:00 - [706]
 

Make sure I have my drone bay available when swapping from a ship with no drone bay at a pos, then I won't have to relog just to get it.

have a counter on the agent screen informing of how many missions have been completed since my last storyline.

Allow damaged crystals to be stacked allow them to be reprocessed at a percentage rate comparable with their usage. ie 90% damaged = 10% base return on reprocessing them.

Allow my character to obtain all the unused decimals of isk from every other account in eve Wink



valSharen
Posted - 2011.02.11 12:17:00 - [707]
 

hey there,

after waiting for the "right click menu list sorting" to be quite finalized now, with "wallet > orders" page open please move the "show info" button further down and put "view market details" to the top position. as there already is a "show info button" on the item itself seeing the listview of your orders (at the right end) AND it opens too via doubleclick the item in the list , why would i click it via the right click menu? i trade quite a bit and all i usually click is "view details > to check pricing" and "modify > to adjust my pricing". THREE ways to do ONE thing

in general please maybe check to implement some more "sensemaking" doubleclicking for the "most used feature" within a specific window (there should be a way to figure out some kind of stat showing which "right click list" entry has been clicked the most?). like doubleclick on the wallet orders = open market details eg? Rolling Eyes

the next thing seems like a bug, it's annoying if you have setup shortcuts to the "del" or "pos1" key to open window xy and while typing in a text window (chat/contract setup/orderpricing etc.) and using those "text-edit-positioning keys like "del" / "pos1" / "end" to navigate within the textwindow you end up opening the shortcut corresponding windows Mad... is that working as intended?

that's all for a quick brainstorm at work Wink

val

Commander Phoenix
Deep Core Mining Inc.
Posted - 2011.02.11 12:20:00 - [708]
 

Why can't I turn off the Amarr chants in stations!

Kolmogorow
Freedom Resources
Posted - 2011.02.11 12:47:00 - [709]
 

- PI: When I retrigger the extractors on my 6 planets I usually open the Science&Industry window / Planets tab and double click on the rows in the planet table one after each other to enter planet view. The Science&Industry window doesn't minimize automatically, so I have to minimize the window manually after each of the 6 double clicks. That's annoying and imo unnecessary since I can't imagine a situation where someone wants to have the S&I window staying open, thus hiding (at least partially) the planet surface in the background. So: It would be nice if the S&I window would minimize automatically after entering planet view (by double clicking on a row in the planet tab or marking a row and clicking the "Enter planet view" button).

Dinta Zembo
Posted - 2011.02.11 12:54:00 - [710]
 

Edited by: Dinta Zembo on 11/02/2011 12:55:29
Originally by: Flashrain
Defender Missiles
-It is inconvenient currently to counter against "recent" advances such as grouped weapons and focus fire from multiple vectors. Needs to vastly increase damage and/or firing rate to compensate. Volume needs to also vastly decrease to accommodate pve.
-Alternatively, allow any launcher to have a defender mode. It must have 400% or faster rate of fire bonus to counter focus fire missiles.
-It is inconvenient to have no gunnery equival


It's called tracking disruption sir. Smile

Cybergoth
Minmatar
Posted - 2011.02.11 13:00:00 - [711]
 

-Redefine the F9 to F12 keys to be programmable action keys, and add them to the ship GUI slots.

So for example I can press f1 point, f2 scram, f3 shoot, f4 launch group of drones, f5 broadcast need reps, f6 drones return to bay. You get the idea...

Dinta Zembo
Posted - 2011.02.11 13:20:00 - [712]
 

When I say 'warp to x distance' on a wormhole I want to LAND on that distance, not x distance from the 'signature' it belongs to. If I warp at 30k I land 20k off it. Fix pls? Neutral

Taipan Leviathan
Dark Star Confederation
The Ancients.
Posted - 2011.02.11 13:24:00 - [713]
 

Remote killing of jumpclones please.

Demyen
Caldari
Black Mesa Mavericks
Posted - 2011.02.11 13:43:00 - [714]
 

Originally by: Malinae Jor
Originally by: Demyen
Edited by: Demyen on 11/02/2011 05:12:29

-Come to think of it, an optional neocom loading sequence on undocking would also be really cool.




A docking sequence would be cool, but ultimately a little silly. If there is one, it should be on a toggle. I -wouldn't- mind a little bit of flare for UI elements changing between station/space though, that would be one of those 'little touches.'...

Perhaps a more entertaining loading screen than just a bar when docking/undocking, if anything? Even if it's just a stock video of our ship gliding up to the undock point under the watchful eye of Scotty the Docking Manager. Perhaps with Incarna?


Well yeah, of course any neocom loading sequence except maybe when you get back into your ship in Incarna would be silly. That's why I said it should be optional. As for your stock video of one's ship gliding to the undock point...that's exactly the kind of thing I'm talking about. That has the potintial to be amazing. If done well, similar docking and undocking sequences could make it seem like there's almost no separation between being Docked and being In Space.

Nathan Jameson
Talocan Vanguard
Talocan United
Posted - 2011.02.11 13:47:00 - [715]
 

When I unfit my ship, there should be an option to select and unfit multiple modules, like you can with fittings. If not this, then I shouldn't get the constant "You cannot stack these items" for mods I drag and drop into my hangar.

A change in my wallet should not make the wallet icon, my wallet tab, and the transactions tab ALL blink separately, especially when my wallet is already open. I have to click each one separately to make them stop.

Sarina Berghil
Minmatar
New Zion Judge Advocate
Yulai Federation
Posted - 2011.02.11 13:48:00 - [716]
 

The mechanics to make an item link always felt backwards and illogical to me.

I suggest the following:

On any info window representing a linkable object:
Make the icon draggable, dragging the icon to a UI element accepting text input will create a link. Basically the functionality available when linking fits.






And another small one regarding info windows.
On info windows of ships, the actual type of the ship is only shown as part of the flavour description. I think its better to show the type somewhere more prominent.

Example now:

Battlecruiser Information
[Name of ship]

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.

My suggestion:

Battlecruiser Information
[Name of ship]

Drake
Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.


yani dumyat
Minmatar
Pixie Cats
Posted - 2011.02.11 13:49:00 - [717]
 

Edited by: yani dumyat on 11/02/2011 13:49:29
Originally by: Taipan Leviathan
Remote killing of jumpclones please.


Your wish will be granted ^_^



/me adds some cookies and beer to the thread, best of luck to any dev brave enough to try and tackle this lot.

LabRat111
Posted - 2011.02.11 13:49:00 - [718]
 

- When I start an Manufacture/Copy/Invention/etc job from a blueprint can the 'installation' field default to an appropriate unused line local to that blueprint (local station or the pos array it is in) if available rather than 'none' so if I want to do the obvious thing then I don't need to go through 'Pick Installation'.

- When starting jobs can the Input/Output location selections be remembered from the last time the dialog was displayed?

- Can the number of runs for manufacturing jobs be remembered in the same way?

- Can we have a 'just start' button (can't think of a better name) that just starts a job from the Manufacturing/Invention/etc dialog without having to display the details in a separate dialog and make you click 'Accept Quote'

- If I group select a bunch of blueprints then right click and start a job, can that action apply to each object one after the other so I don't have to select them one at a time, right click and pick the job.

These things would make the process of producing T2 modules a lot less tedious and repetitive without automating it completely. I could, for example, start 10 invention jobs by selecting 10 BPCs, right clicking, choosing Invention, filling in the dialog once, then just click the 'just start' button 9 more times as the dialog boxes appear with the correct information filled in.

yani dumyat
Minmatar
Pixie Cats
Posted - 2011.02.11 13:55:00 - [719]
 

Originally by: LabRat111
- When I start an Manufacture/Copy/Invention/etc job from a blueprint can the 'installation' field default to an appropriate unused line local to that blueprint (local station or the pos array it is in) if available rather than 'none' so if I want to do the obvious thing then I don't need to go through 'Pick Installation'.

- When starting jobs can the Input/Output location selections be remembered from the last time the dialog was displayed?

- Can the number of runs for manufacturing jobs be remembered in the same way?

- Can we have a 'just start' button (can't think of a better name) that just starts a job from the Manufacturing/Invention/etc dialog without having to display the details in a separate dialog and make you click 'Accept Quote'

- If I group select a bunch of blueprints then right click and start a job, can that action apply to each object one after the other so I don't have to select them one at a time, right click and pick the job.



Please for the love sanity, carpel tunnel syndrome and unnecessary cruelty to mice CCP please listen to this man.

Malinae Jor
Gallente
Posted - 2011.02.11 14:10:00 - [720]
 

Originally by: Dinta Zembo
Edited by: Dinta Zembo on 10/02/2011 20:36:47
Originally by: Largo Coronet
19 pages is too much to read, so forgive me if this has been brought up earlier.

Profession Sites

- Data interface components from radar sites have a volume of 1 m3. The interfaces also have a volume of 1 m3. Who the heck packs those parts? It'd be nice to be able to fit all the parts from one site into your ship's cargohold without using up all the space, so could you make the part volume 0.01 m3 instead?

- Magnetometric sites can sometimes give rig BPCs, but they are always the Large size of rig. In most cases, this is worse than useless (anyone ever use a Large Gravity Capacitor Upgrade? EVER?) How about putting in BPCs for other sizes? You could do 50% small, 35% medium, 15% large. This would actually increase the chance you get something good without flooding the market for t2 rigs.

-Sometimes a site despawns if you have to leave, usually to keep from getting ganked, even if you haven't had a chance to check all the cans. Can you change that so a site will stay up until all cans are checked?



I bow to you sir. Smile


I agree with all of this, however, I think that #2 is specifically of note.
More on a level of, "Dear god, why do some of these rigs even EXIST?" Possibly iteration on functionality of rigs might be looked at in terms of purchase/usage, etc. It might be time to change some rigs to make them more enticing to use (reduced components, changed penalties, more bonuses, etc.) as well as adding some with other player-desired functionality.
If this was done, every rig would seem more useful of a drop. In addition, I think that rig sizes should drop at sites as mentioned, perhaps even at a 1/3 chance for each size. Rig sizes are pure win, and one of the best things that came from Apocrypha that nobody seems to notice, but is really happy to have now that it's here. (Maybe it got overshadowed by the rest of the awesome that was Apocrypha.)


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