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Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.05.29 22:42:00 - [211]
 

again I think this is partly down to not having enough up-lighting (either direct or reflected)
while sitting in the 'sofa' my chars face was way too dark. in reality the big screens alone would have lit my face up (plus white tats which should almost glow in gloomy lighting). I was thinking that lights under the table might bounce enough up to light that area (plus look cool)
if you see videos where people are in low light settings but you can still see their faces they are almost always being up-lit one way or another.
Perhaps glowing panels all around the edges of the floor would do it (thin ones at the point the floor meets the wall... there's a name for it but I can't think what it is).
it would still be dark and gloomy but the avatars faces would be lit enough to not look all brown and mucky. (its not even sexy black shadows, which makes it worse atm)

Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.05.29 22:47:00 - [212]
 

Originally by: CCP Chiliad
Originally by: Soden Rah
I would ask again that the time to kill a char be heavily reduced.


Looking into this.

Originally by: Soden Rah
Also have you fixed the bug where CQ doesn't load if you try out any of the new clothing or hair styles?





Sorry I forgot to say. trash time down to 2 mins. thanks for this it makes testing so much easier. :-) nice going.

Zemog Osan
Posted - 2011.05.29 22:58:00 - [213]
 

I'm trying to connect to the duality server but it comes up with incompatible version and I just downloaded and updated it. ???

Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.05.29 23:03:00 - [214]
 

Originally by: Zemog Osan
I'm trying to connect to the duality server but it comes up with incompatible version and I just downloaded and updated it. ???


use sisi/duality launcher (current version (1.29) found here)
needs to be 1.29 not 1.28 or earlier.
then use that to keep sisi and duality clients up to date from then on. particularly if you have them set to cache data it will save you gigabytes of downloading, and the time it would have otherwise taken you to download it.
also make sure your game links use the correct extensions.

Zemog Osan
Posted - 2011.05.29 23:27:00 - [215]
 

Sweet thanks a lot.

Mara Rinn
Posted - 2011.05.30 00:47:00 - [216]
 

Edited by: Mara Rinn on 30/05/2011 00:47:59
Originally by: Akita T
Flog somebody, pinch somebody, slap sombody, I don't care what it takes, but for the love of god, ramp down the intensity of directed spotlights and ramp up the "ambient" light level.


Or at least send the level design/lighting design people along to a few fashion shoots, so they can see how professionals make ugly stick-thin girls look attractive. Lots of reflected light from large surfaces (umbrellas, bounce boards, great big glowing beach balls, reflections off huge sheets, the works).

I'd also like to see about 250% higher FPS on lowest settings, but that's because I want Incarna to hit about 8-10 fps and have no UI lag. You know, so it's usable.

Or at least don't close my solar system map when entering station :\

Or (perish the thought) leave me in my ship in the hangar until I choose to disembark. Leaving the capsule should be the last thing a capsuleer wants to do - like walking around naked in public would be for us mere mortals - not a routine as common as farting or picking one's nose.

Ghurthe
Posted - 2011.05.30 02:34:00 - [217]
 

Great job on optimizing space guys I'm seeing FPS rates of 30-60 with my settings all to low except textures and shaders. Turrets are gorgeous and sound so alive and beautiful. Everything in space is vibrant and amazing.

Loading station takes about 10-15 seconds which is really unacceptable, and i get about 5.75 FPS, Loading the ship fitting window is slow and difficult to interact with.

Overall I'd give this a 3 you've got alot of room for improvement but you've done alot that I love.

Lamthara Lachesis
Amarr
NeoCorteX Industry
Shadow of xXDEATHXx
Posted - 2011.05.30 07:21:00 - [218]
 

you're doing a great work here, guys :)

Just a couple of things...

1 - I've tried a few skirts and sometimes they work... sometimes instead they look broken. It's like the tissue pass throught my legs making them look like they're teared apar.

2 - I've not understood too much how the shop works :| I've bought a couple of new dresses and once i've bought them they just stay in the hangar. I mean i can use them but i thought i had to uhm... "inject" them in my wardrobe so they will vanish. What happens if i buy the skirt, wear it and being still in my hangar i will sell it? Will i lose it and walk around with my underwear -__- ?

3 - i still see the glitch of a transparent lady close to the entrance of the quarter

4 - once, after i've finished to change my dresses... my arms became transparent :|

5 - using the mirror more than 2 o 3 times makes the character creation get crazy so that my eyes become white or i just see a black silhouette, etc...

6 - I'm not 100% convinced by the way you've realized the menus in the CQ. I've understood i can play with the mirrors, the sofa, the screens and two objects on the little table in front of the sofa but how can i know that? I like the idea of enlight them up (like the way you've done with the television screens) but not everything give the same feedback - for instance the sofa doesn't enlight. The buttons that sometimes popup aren't easy readable...
Ok... tl:dr the point is: give a fast feedback that are easy to understand when an object can be used.

7 - I hope - as someone already stated - i won't have to change my portrait everytime i change my earrings :)

8 - make us able to customize the contents in the screens. They can be used for a a lot of things i've not seen yet:
- check the mails
- price ticker
- research / invention / manifacturing jobs situation
- skill advancement
More over the middle screen can't be really used. it just broadcast the contents over and over again... I would need a remote control so i can skip the advertisement about the abaddon and load the Jita index channel :P

9 - Can i click on the pod... to undock :) ?



Wacktopia
Sicarius.
Legion of The Damned.
Posted - 2011.05.30 08:21:00 - [219]
 

Edited by: Wacktopia on 30/05/2011 08:42:57
Edited by: Wacktopia on 30/05/2011 08:25:23
1. Rate the graphics performance (framerate, UI lag, etc): 3 - ok.
2. Rate the overall performance: 3 - It feels ok on this box (Core Duo T6500, 4GB, Gforce GT 130m). It runs smooth with 'medium' settings but a bit slow with full gfx.

3. General feedback...

It's looking a lot more polished. Very Happy

Pod on the Dock - The Naked Walk
This is a great addition, to be able to see the pod in context. There is only thing that bugs me in this area though: you drop out of the pod naked and then walk up the metal stairs in the buff and get into your quarters with no shower etc? Maybe it's intended that way, that you get some kind of cleansing next to the pod and then walk to your quarters nudie?

Still no Door or Window?
There is still no door or window visible between my soft human body and the void of space where the ship is. It makes a lot of sense to have some kind of door that slides shut to your CQ, shutting you off from the elements of the docking void. Likewise, perhaps there should be some kind of window/screen when you're on the balcony?

Ship Sizes
The ships look a lot bigger and majestic than the first version. However, I switched from a Dominix BS to a Nemesis SB and the SB appeared at roughly the same visual size. I assume it was close than the Domi but this just made my eyes go funny because it was not apparent that it was no longer centralised on the station but floating closer to you. The effect of the larger ships is amazing, really, but I think that the effect of making the ships appear the same size is a loss of perspective between them.

Toilet / Bathroom
It's just not there at all?

Bin bag of rubbish in the corner
Is this really how we get rig of waste in the far future still?


impli
Singularity.
Posted - 2011.05.30 08:39:00 - [220]
 

Edited by: impli on 30/05/2011 08:43:38
Hi CCP,

Very good work, now it takes breathes and the new turrets .. yam yam .. I love it. sometimes the UI in space especially the cap and shield UI is broken .. butI think you will fix it .. please go on with the great work. Other CQ amarr, galente and caldary please .. :D

Btw, please add wrecks again :D or do you work on individual ship wrecks ? :D that would be awesome.

that's all impressive work.

Greetings impli

rating:

Graphic perf : 4
over all perv: 4
turrets : 10 great, unbelievable
Ship self spining idea: 5



nodcaleb
Posted - 2011.05.30 12:45:00 - [221]
 

Perhaps someone else has noticed this, but ah despite us being capsuleers i can't see any sign of a Neural plug or port of the back of the models neck.., maybe an oversight, or a vanity makeup job...

I also would like to see a better choice for the pod location, it's own seperate room, with shower, etc, unless like others have said you simply fly the pod to the CQ balcony, disconnect yourself, retract shielding, armour and open the pod outside of a safe environment, and walk naked and coughing pod fluid out in the open to your CQ...

Having some nice eye candy cutscenes while entering/exiting CQ, and clone jumping would be more immersive as well, i'm sure they could have slightly different ones for each race, alothough allowing for menu cancelling of these would suit some people.

But i'm sure in the next few weeks they'll do some serious rewriting and tweeking of code, before releasing it, for a pre-release it does look like a good start to things

Sha'ni
Posted - 2011.05.30 13:16:00 - [222]
 

i am also having issues to connect to Duality,

my client tells me it is not up to date:

#################################################
There was an unexpected error while retrieving update status:

An update file for your build number is not available.
You will have to update manually.


Do you want to go to support page?
#################################################

it is with version 263924 And it is a MAC client (so i cant run the 'Sisi Launcher' thing)
can someone help me, pls?

[keep up the good work CCP !!!]

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.05.30 13:24:00 - [223]
 

Originally by: Sha'ni
it is with version 263924 And it is a MAC client (so i cant run the 'Sisi Launcher' thing)
can someone help me, pls?
You haven't managed to configure it to connect to Duality.

This isn't all that strange, even if you've followed the instructionsü for doing so, since it saves its settings in the wrong place. See this thread for more information.

Si'Andregal Grungolash
Posted - 2011.05.30 13:40:00 - [224]
 

Edited by: Si''Andregal Grungolash on 31/05/2011 01:36:21
Edited by: Si''Andregal Grungolash on 30/05/2011 13:45:55
Incarna is coming along nicely, more or less. Good Job CCP!
However there are somethings that I couldn't resist mentioning because it's seriously bugging me. I have faith however that CCP would make the right decisions and provide us with a high quality product.
I am having trouble recalling my complaints and I still have to break this into two posts to fit it all
Several things I want to bring attention to. Some of it may be a bit nitpicky.

Salvagers, Tractor Beams, and Turret Hardpoints
I've noticed that Tractor beams and Salvagers now have turret models. Now while before, when they didn't have turret models, you could fit as many as you want onto a ship as long as there was a highslot available. Now however I've noticed that they take up turret hardpoints on the view model. I don't know how CCP could of possibly overlooked this, but with some testing, I've noticed some issues that can arise such as having 3/3 turret hardpoints occupied with tractor beams, and an extra "utility" slot filled with a turret. Now according to the model, I can only see the three tractor beams on my ship, but not my turret, so essentially I have an invisble weapon. I haven't tested what happens when I try to shoot it however, but I think this might be a problem regardless, and I don't see how CCP is going to fix this.

Aura’s voice
Aura's voice changed, not just a little but dramatically. I don’t know if currently her voice is in an alpha stage before any filters or effects are applied, or if she is going to stay like this. I understand voice acting can be expensive, but why would you use a voice so different, diverting from the old Aura’s voice which has become almost iconic in my opinion? It has now changed from the neutral seductive soothing robotic hum that I fell in love with, to a smooth, young, almost… friendly voice.

Furnishings
The mattress doesn’t look too comfy, if that even is a mattress. It needs a pillow and sheets too. Oh and we need a fridge, oh and a toilet, and manageable rubbish décor, A door for the balcony, and maybe a closet where I can keep clothing items out of my item bay, among other things.

Recustomization and Agent Finder
Put this back into the station service panel, I mean why not? Also put the Agent Finder in there as well. I think I am mistaken though, and they are actually already there somewhere.

The Maller
Looks good, but it looks quite T3ish in design, and is straying far from other amarr ship designs. However I understand this is just another step in the move to redo all ships, but I still think it looks too T3ish.

Turret Design Philosophy
Now, CCP, thank you for putting so much effort in to these, They. Look. Amazing. But I’m finding it hard to find any kind of coherent idea or design goal for the weapons. They’re way too distinct from each other. This is both a problem for visually identifying them, and for trying to apply any logical rationalization of their sci-fi mechanisms. A 125mm railgun can change so dramatically when changed to a 150mm one.
There are just so many issues with them
Too many dual turrets when there need not be one, turrets that simply don’t look like they function at all (e.g hybrid turrets with no holes to shoot out of, artillery barrels that are jagged), turrets that don’t look like they can turn 90 degrees and look away from the ship hull without clipping, medium badass turrets that look like they should replace large pipsqueak turrets and vice versa.

(cont)

Si'Andregal Grungolash
Posted - 2011.05.30 13:45:00 - [225]
 

(cont)
As for all the things already mentioned, here’s +1 to:

Placement of Pod
A terribly poor placement for a pod pilot to descend onto. The prospect of having your frail, weak body dropped onto the hard cold metal grates covered in goo, then charged to climb steep steps and walk into your hangar naked has got to be one serious pain in the ass. What pod pilot would ever want to leave their pods. Which leads me to the next thing…

Option to choose between hangar and CQ
For goodness sake CCP, DO THIS. Several reasons of course.
Lore – Pod pilots don’t leave their pods every single time they dock they hate it, and it’s unpleasant, I’m sure you understand this better than I.
Performance – CQ DOES take up more resources and take more time to load than the hangar environment, and there is no reason to waste the great view of the station environment (and the joy of ship spinning of course).
Ship view – Okay, this ties in with my next point, the lost sense of scale. Being able to view your ship in all its glory with your camera drones is a must have. The hangar views allows you to view and appreciate the details of each ship you own big or small as the camera effectively adjusts the view distance, field of view, and view angle. Only having the balcony to view your ships is a tragic idea. And what reason is there to have a ship actually spinning continuously in a station hangar.

Lost sense of scale in Ships
Big one for me. The previous build on Duality had me gaping in awe at the sight of my ships. This has to be one of the biggest things for me about eve, an overwhelming sense of scale and magnitude, and the hangar balcony was one of the most attractive things for me. All this however is lost recently with the idea of dragging smaller ships closer to the balcony. I understand the complaint people had of not being able to see their small ships, but I believe this is important, and you can compensate for it by giving us the classic hangar view to allow us to gauge our ships, only being allowed to squint at our frigates from the balcony would of definitely brought up complaints.
The current idea however isn’t working. There is no sense of depth, ships in the distance look just as close as ships in front of you, the fogginess only helps a little but not enough. This is partly because of having nothing else in the hangar that helps us gauge the distance of an object, unlike the ground or the tree in the distance on earth to give us that sense of perspective. Also now, after being allowed to move ships closer, it confirms the notion that ships don’t have to be in the center of the “circular podium” of the station hangar to be maintained, which means there should very well be more ships in that humongous hangar, probably all floating next to the appropriate station hangar, or in the center. More NPC traffic would be nice, and would add to the immersion. More NPC ships outside some of the stations, like the ones in the Academy tutorial mission arc would also be nice, but don’t overdo it.

Refine Character movement
Clearly some work needs to be done. Walking backwards, double click pathfinding smoothness, more natural walk cycles, all would be nice.

Performance Issues, clearly
Incarna is clearly not running as smooth as it could be. Some settings are really breaking things for me, though they’ve all been mentioned, I’m sure everyone is experiencing some performance issues

Yeah, Sorry about all the *****ing, and the lack of praise for all the things that did go right. Know that I believe CCP is doing a great job, please keep it up. This is a first for you guys, and I know you are having a lot of issues, but It’s all a new feature that you’ll get better at working on in the future.

Penicilin
Posted - 2011.05.30 13:45:00 - [226]
 

Edited by: Penicilin on 30/05/2011 13:45:54
1. Orbit button doesent work Rolling Eyes
2. When selecting char recostumisation on the mirror i get "warp drive active" sound
3. The graphic's between the hallway and the room is disaperieng
4. In character recustomisation when i take of the close i get missing arms
5. In the tutorrial AURA doesent say do take stuf from the can in the deep space pocket wich may be confusing for new players (second mish i think)
6. The guns dont retract when not in use.
7. Latency when double clicking in space to give direction is 3x longer than in TQ

More to come..Twisted Evil

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.05.30 14:01:00 - [227]
 

Originally by: Penicilin
More to come..Twisted Evil
For some real fun, take a Stealth Bomber for a spin… Wink

Sha'ni
Posted - 2011.05.30 14:23:00 - [228]
 

Originally by: Tippia
Originally by: Sha'ni
it is with version 263924 And it is a MAC client (so i cant run the 'Sisi Launcher' thing)
can someone help me, pls?
You haven't managed to configure it to connect to Duality.

This isn't all that strange, even if you've followed the instructionsü for doing so, since it saves its settings in the wrong place. See this thread for more information.


thanks Tippia, this thread helped !

Anar Amone
Amarr
Legion Of The Lost Guardians
Posted - 2011.05.30 15:53:00 - [229]
 

Still getting this error.

Account ************ has been disabled
Last Login: 2011.04.03 01:49
Number of Visits: 1377
reason: Account subscription expired!

Still have two active subs. :(

Even tried to make a trial account(created today). That gives me the user name and password is incorrect error. :(

Kalle Demos
Amarr
Helix Protocol
Posted - 2011.05.30 17:20:00 - [230]
 

I tried out incarna, while visually it was very nice, I got to say there really wasnt anything to do, all the stuff I could do before I can still do but now I have the 'option' of walking around and doing it.

I suppose the RP'ers will be pleased with this but for everyone else, there really needs to be more things to do, unless there is more and it wont just stop at CQ?

Azahni Zahr'dor
Amarr
Posted - 2011.05.30 18:29:00 - [231]
 

It looks extremely odd having the Pod positioned where it is.

My suggestion would be to have a Pod room as shown in one of the vids.
Make another gangway going to the Pod room near where you stand looking at your docked ship. Also make it so you can see the back of the Pod protruding from the wall where it is docked.
The pod room should have appropriate facilities like a shower, clothes locker, etc which would be easier for people to understand the process with which you enter/leave your Pod.

Chandaris
Immortalis Inc.
Shadow Cartel
Posted - 2011.05.30 18:51:00 - [232]
 

am i the only one who noticed the new turret and gunnery effects?

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.05.30 18:57:00 - [233]
 

Originally by: Chandaris
am i the only one who noticed the new turret and gunnery effects?
No, people have been raving about those for half a week. It's getting drowned out by the "where is our promised CQ option?" question.

Minsc
Gallente
Alpha Empire
Posted - 2011.05.30 19:04:00 - [234]
 

Originally by: Kalle Demos
I tried out incarna, while visually it was very nice, I got to say there really wasnt anything to do, all the stuff I could do before I can still do but now I have the 'option' of walking around and doing it.

I suppose the RP'ers will be pleased with this but for everyone else, there really needs to be more things to do, unless there is more and it wont just stop at CQ?


Seriously have you been living under a rock? As stated numerous times CQ is just the first stage of release for Incarna, to be followed by establishments in the winter expansion and other updates in other expansions after that.

Geez how much work does it take to be THAT far out of the loop? Rolling Eyes

Freyya
Advanced Planetary Exports
Intergalactic Exports Group
Posted - 2011.05.30 19:11:00 - [235]
 

I haven't deen the pod things animation yet but i have seen the new capital ion cannons at work...highly underwhelming is an understatement to be quote honest.....i am also still running into some rendering errors such as standard clothes etc. I also find my nice round b-hind has quite alot of angels when vieuwed upon from high or low camera positions. Last thing for now is the ship follow @ the same distance when i walk up the ramp into my cq when cooking backwards. It's quite obvious that it stay rendered at a certain point from the character.

Minsc
Gallente
Alpha Empire
Posted - 2011.05.30 19:15:00 - [236]
 

Originally by: Chandaris
am i the only one who noticed the new turret and gunnery effects?


As far as I've been able to tell so far they have only completed the turret models themselves and have not yet finished renovating the effects engine so expect some badass weapon effects to go along with the badass new turret models....eventually. YARRRR!!

Nemesis Factor
Caldari
Deep Core Mining Inc.
Posted - 2011.05.30 19:25:00 - [237]
 

Edited by: Nemesis Factor on 30/05/2011 19:43:56
The staggered weapon firing is the best thing. Actually, if there was a list of 'things' from best to worst, staggered weapon firing would be right at #2.

However I must express my disappointment at how much cooler lasers and projectiles are than hybrids. Hybrids (and inextricably LASERS) have spinning barrels on some of their models where hybrids have none. Both lasers and projectiles have heated barrels on some models after firing, but I have not yet seen a hybrid that does this. In addition, lasers have always been cooler in the firing effects department and TBH, I think it's time the field was a little more even. Might I suggest electric arcs jumping around on the turrets, and maybe lighting effects swirling around the firing effect itself. Just one of the ways you could make it up to hybrid users for having to put up with sub-par weapons for all this time.

Razin
The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2011.05.30 20:15:00 - [238]
 

Edited by: Razin on 31/05/2011 18:20:50
Tried the CQ on Duality.

My hardware config: Intel Core2 Q6600 (@2.4GHz), NVIDIA GTX260 (driver v. 270.61, @1920x1200), 4Gb RAM, Windows 7 Ultimate 64-bit.

I'd like to preface this with the plea to CCP to allow us to stay in our ship when docked. Spawning on the balcony or inside the CQ every time we dock is extremely immersion breaking. The act of leaving the pod should have a compelling purpose, or at the very least shouldn't be forced on us. Many words have been written on this subject; hopefully CCP makes a definitive statement soon.

Now on to impressions of the CQ itself:
Frame rates were good for what it is - one room with one avatar, hovering at around 35-45 FPS (all settings on high, bloom none, AA low). However I shudder to think what we’ll have for larger environments filled with numerous avatars. Loading times were on par with what we currently have on TQ with the ship-spinning hangar (in fact I didn’t notice any difference) – nice one! AA doesn’t seem to work in CQ, or if it does it’s not applied to everything.

1. Lighting: Perhaps the worst is the avatar lighting; to the point where I couldn’t even recognize the person I created. It looks like the avatar is made of plastic and lit from within (this is both for skin and clothing textures). The shadows look unnatural for the presented environment, and in some instances there are no shadows, but just an even shade of orange (the skin texture). The lighting problems seem to be slightly different between male and female avatars, and may vary for different race hangars (when on the balcony). Look for Akita T's posts on this subject in this thread, he's pretty spot on.

2. Animation: With not much else in the way of content in CQ, I was looking forward to some realism that would translate to immersion. I didn’t find it. The avatar animation is stiff, movement transitions are sudden (and sometimes non-existent), walking speed does not vary depending on the circumstances (for example walking around the sofa could be slow, but walking down the balcony-room corridor should be brisk).

3. Movement: Path finding is ok most of the time, but should be more specific: for example when I double-click on the mirror, or the ship console on the balcony, the avatar should walk to it and stop in front of it facing it. Sometimes double-clicking on the floor gets no response and pressing left and right mouse buttons is required to get the avatar moving.

4. Camera: Needs more options, including first person. Overall works good for me. I mean it’s not like I have much in the way of activities in CQ that require camera precision. I like the camera when sitting on the sofa.

5. Interface: I’m not a fan of what you chose as the ‘3D interface’ for this thing. There should be 2 sets of interface: one physical, the actual physical buttons on the devices in the CQ, and one digital (3D) - the function of the pilot’s implants interfacing directly with those devices. The 3D interface should look something like what you had in many of the recent trailers and shouldn’t require you to walk to the device you are trying to access.

6. The Mirror: The requirement to change your portrait after changing your clothing is BAD. It is annoying and unrealistic. I don’t change my ID photo every time I change my underwear. This should be obvious.

7. CQ: The ‘captain’s quarters’ itself is fine with me as a standard utility room you get with your docking slot, where you get to sit down and have a breather on your own when outside your ship. Nice and moody, with some character. It needs some kind of personal sanitation facilities though (speaking of realism/immersion).

8. Music: The intro music at the login/char selection is excellent. Very EVE, very dramatic, pulls at my heartstrings even after playing this game for 8 years. Top notch! Thank you!

Edit: little details

Calathea Sata
State War Academy
Posted - 2011.05.30 20:22:00 - [239]
 

Is it just me or are caldari stations not working?

Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.05.30 21:12:00 - [240]
 

Oh and BTW. the Duality build of Incarna Still hasn't fixed the fact we can only store 50 fittings. which is nowhere near enough. Any word on fixing this, before soon tm?


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