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blankseplocked some possible solutions to a few of EVE's biggest problems.
 
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Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2004.01.01 06:34:00 - [31]
 

Quote:
This is painful.


What you're saying makes no sense. "There were plenty of people before Castor out in 0.0" and "Bistot was enough before Castor" is irrelevant. Because NOW neither are true.

Dropping the difficulty to operate in 0.0 isn't an option because the value of megacyte and zydrine will drop with it. And the high value is the whole reason why people bothered in the first place.

The Alliances will be quite happy in 0.0 space. They don't need Empire space for much of anything. Not even for people to beat up as there are other Alliances for that purpose.

The high secs you keep saying to drop don't need non-empire space. They've proven repeatedly they will take the path of least resistance to achieve what they want. That path being avoiding you and the alliances.

The pirates are the ones stuck in the middle. I've said it before:

Pirates are the small corp/independant player content. The normal pirate groups (Biomass, SPVD and m0o not to be considered anywhere near "normal") aren't suited for niether high nor no sec space. But everyone insists that every pirate should be m0o or SPVD in strength and numbers. Which everyone should realize is a really bad idea.

Disneyland Meets Afghanistan. Stupifying safety to stupifying danger in 10 seconds flat (or however long it takes you to jump from Gehi to A2). No middle ground. And no logic whatsoever.

Drethen Nerevitas
Posted - 2004.01.01 06:37:00 - [32]
 

Edited by: Drethen Nerevitas on 01/01/2004 06:41:56
Oh frag. Did I say indies?
I meant all ships Razz.
Jash: I was putting forward an alternate solution. That is all, and I was using the fact it worked pre-Castor to back this up.

Zarthan
Sturmgrenadier Inc
Posted - 2004.01.01 07:21:00 - [33]
 

skillz- yeah your right some people will never care. However, I post more in hopes that the people who do get it will give good idea's and feedback and CCP will read the thread and apply it to some of their future changes. The only way CCP can see what the masses want is for the masses to say something in a constructive manner.

Drethen and Jash while you have a valid ongoing it would seem debate. I'd appricate if you take the debate to your own thread if you wish to continue. However feel free to add to the discussion of things that can help now and in the future as that's highly welcome and pretty much the entire point to why I started this thread.

on Problem 2, I agree that we may not need to give players the ability to do things themselves, outside of what they can do now. However, I still like the idea of setting up a volunteer group who's job (much like polaris or the gm's) would be to act out CCP's storyline so the players can also see and interact witht he storyline.

Hopefully as many have hoped as I do the npc thing is being worked on already.

I do though have a New one i just thought of.

Problem 8: Security status and the loss and or gain of. Currently IMO getting from negative to even takes far to long. However, I do believe it shouldn't be easy either. On the flip side there should be some form of loss over time for postive raitings back to even.

Proposed Solution:

For negative people: I think that there should be a penalty for acting in a manner that puts you negative, however the current system requires what seems like weeks at a time (unless you can beat up on the uber npc spawns) to get back raiting. .1 per day may have been to quick however so i'd suggest going to .05 per day thusly making it take longer but not to long to gain back raiting. This way those who commit crimes will take penalty but it wont be something that takes 2 years to fix either. If npc gain still allows for quick status gain then possibly when negative you should get half as much for npc gains.

Postive Raitings: This should not go down very fast, however it should go down none the less. I think it would be fair to loose .1 per week or possibly per month depending on how difficult it is to gain that .1 which i don't think it is. With agents I think that if you are completly inactive with your agent for a week you should take a standings hit, but only if your inactive. That way people wouldn't just sit on their agents or use multiple agents only when they get the mission they want.

As said before feedback is great I think brainstorming is the best thing we as the playes can really give to the CCP devs to improve the game. As the saying goes 2 heads are better then one, so i'm sure 10k are better then 10 Wink.

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2004.01.01 07:23:00 - [34]
 

Edited by: Jash Illian on 01/01/2004 07:25:04
Quote:
Jash you are not seeing the argument here.

Quote:
Trying to force the battlegrounds out into 0.0 space is a mistake.


If its a mistake it was intended in the game system. There are vast swathes of 0.0 where you can do whatever you want without sec loss or interference. It was obviously intended by CCP that 0.0 would be the wild frontier where death and megaprofit rubbed shoulders.


If you yank out the highways, quit pretending that Empire space is supposed to be inviolate and look at the map for a half a second you have a completely different game don't you? But then the highways and empire space becoming moronically safe was done after the map was drawn wasn't it?



Quote:
Quote:
Empire and Non-Empire will remain almost completely separate entities as large numbers will refuse to go there.


I doubt that. Give an incentive and people will tool up, form gangs, and give it a go. At the moment there is no incentive.


Fear the Power of the Furry. You have no idea what depths a person will sink to to find the path of least resistance. You think the megacyte that kept empire space running was from the dribbles people mined in Alliance territory, after they took their share?

Or is it more likely the supply and price stuck right where it was till someone clued CCP in about the price/megacyte yield of Huge Secure Containers?

Why don't you take a c.r.a.c.k. at explaining why 0.0 is so dead given the incentive of high megacyte prices and abundance of megacyte rich ores atm? Do remember the value of megacyte is directly related to the difficulty to aquire, so saying "It's too hard" isn't much option.

Quote:
Quote:
Attempting to force the issue and make 0.0 required at some level to continue will set the point where most people will quit the game.


Nobody is saying that 0.0 should be required. They are suggesting that it has significant incentives to make it work people taking the risk of random pirates to exploit them.

And remember this is just on the piracy angle.

Corp wars will still happen in Empire.

Perhaps in the future plot driven national wars will happen in empire.

Limited piracy will happen on the verges of empire.

But 0.0 needs a draw to get pioneers going out there again.

I really can't see how you can argue against that.



How can I argue? MMOG playerbases are comprised mostly of people that will take the path of least resistance. You're hoping enough pioneering individuals will come play with you to keep you interested. History of gaming in general is against you in that hope.

Example: I took the AO Press Tour recently courtesy of a friend. They improved the AI on 'greys', mobs so far below your level that you get 1 xp from them. They did so because high level people were farming them for money from their items.

Now a grey will run from you, climb an outcropping and jump a gap over to a nearby cliff you can't climb to escape. And it still doesn't stop the high level players with huge AoE nukes from wiping out whole herds of greys in 1 shot Razz

Path of least resistance + hoping for 'spunk' = boredom waiting for that 'spunk' to show up.

Drethen Nerevitas
Posted - 2004.01.01 07:34:00 - [35]
 

Zarthan: Problem 2 Solution+Player based news organisation. (wasn't around for The Scope, but from what I heard of it, that'd be ideal).

Sorry I'm spamming your thread talking with Jash Razz will try and keep it to a minimum.
Jash, people can, will, and did move to 0.0 just for the bistot. It does work.

Jade Constantine
Gallente
Jericho Fraction
The Star Fraction
Posted - 2004.01.01 07:46:00 - [36]
 

Quote:
Why don't you take a c.r.a.c.k. at explaining why 0.0 is so dead given the incentive of high megacyte prices and abundance of megacyte rich ores atm? Do remember the value of megacyte is directly related to the difficulty to aquire, so saying "It's too hard" isn't much option.


Its not difficult to explain, have you actually tried mining any of the stuff? Unless you manage to tow the defending pirates past a gridline its a pretty hairy proposition.

Add that to,

1. NPC spawns that it takes a combat corp to control (no more lone farmers)

2. Trade blown.

3. Indies crippled.

4. PvP made more far more dangerous.

And you can see that 0.0. has become a place where you go to die. Not make a profit.

Blend in the lure of tech2 agent pimping and thats your explanation in a nutshell.

The solution, rebalance the risk/reward cycle to make it worth taking a shot at quick wealth for dangerous journies.

Lets forget the extremes of the player base (rubbish lazy gank pirates and total pacifist-never-want-a-fight people) And look at constructing a proposal for the real players to assess risk vs reward and look at 0.0 again.

I used to love trading in 0.0. It was sometimes terrifying, but always nice to know I was making a fat profit where over players dared not go.

Thats what the system has to be about.

Guts and risk should be rewarded.

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2004.01.01 07:47:00 - [37]
 

Quote:
Zarthan: Problem 2 Solution+Player based news organisation. (wasn't around for The Scope, but from what I heard of it, that'd be ideal).

Sorry I'm spamming your thread talking with Jash Razz will try and keep it to a minimum.
Jash, people can, will, and did move to 0.0 just for the bistot. It does work.


Drethen, most the people in 0.0 space didn't move out there for the bistot. They went out there for the freedom to conspire, ego trip and pummel each other without CONCORD interfering Razz

But political power and military might isn't mass appeal. And it comes with a very heavy price many people can't meet, regardless of how 'spunky' they are: Numbers.

0.0 is where the big boys/girls play with the really big toys.

1.0-.5 is where the newbies should play.

.4-.1 is where the intermediate, small corps and Indies should play. Except everyone's too stubborn to admit there should be intermediate, small corp and independant pirates.

And Zarthan if you don't want a topic discussed in any manner except one you approve, I suggest utilizing a private forum somewhere. You opened the door. Whether on purpose or accidently, don't blame others for walking through it.

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2004.01.01 08:11:00 - [38]
 

Quote:
Quote:
Why don't you take a c.r.a.c.k. at explaining why 0.0 is so dead given the incentive of high megacyte prices and abundance of megacyte rich ores atm? Do remember the value of megacyte is directly related to the difficulty to aquire, so saying "It's too hard" isn't much option.


Its not difficult to explain, have you actually tried mining any of the stuff? Unless you manage to tow the defending pirates past a gridline its a pretty hairy proposition.



As I said, no playing with the difficulty levels. The value is tied directly to the difficulty now the stuff is more abundant. Drop the difficulty, the price drops with it. Below more boring yet more profitable propositions. Or have you completely forgotten Pre-Castor already?

Quote:
The solution, rebalance the risk/reward cycle to make it worth taking a shot at quick wealth for dangerous journies.


During beta, drug supply and demand was located in Curse/Fountain. Serpentis Prime had an abundance of supply 3 jumps from an abundance of demand. Profit margin: I was able to take a 50m isk loan and repay it + interest within an hour.

Dunno if he remembers this particular incident. But the people I had 'escorting' me decided to go play with some TAOSP haulers. Molle was kind enough to inform us we had about 30 minutes to pay 10m and give a nice public apology on the forums(read: highly humiliating) in reparations before the fleet sent to dispatch us arrived.

You cannot have Disneyland Meets Afghanistan in this game or any other. It's like putting the EQ planes directly outside the newbie areas. There's no middle ground. Pirates happen to be caught in the middle because minus the exceptions to the rules (the more notorious groups which are the source of people's complaints) they are the middle ground.

Corpmate asked me if I needed him to go take care of the 2 guys that attacked me in .3 space. I told him I only needed 4 hours for a Typhoon to manufacture. There were only 2 and their corp is 17 total. That's not the self-destructive level of SPVD/m0o/Biomass Cartel pirates you're promoting by trying to force all pirates to live up to a bar they themselves set above your own Alliance.

Wylaf Umberg
Posted - 2004.01.01 08:56:00 - [39]
 

Edited by: Wylaf Umberg on 01/01/2004 09:05:27
Why not make stations vulnerable but heavily npc protected only in, say, 0.4 - 1.0 space? In addition, advanced production should take place only in secure space (like in RL, you don't find computer factories and high-level research and military production in Afghanistan, for very obvious reasons).

This could have several reasonable consequences:
1. Low-security space would become a place you visit (mining, PvP, piracy) but where you don't stay. Also regional shut-offs would become difficult and would open up space to general comers and goers.
2. Game psychos could whack each other freely in low-sec space but at the cost of having to replenish stores/lost ships in higher-sec space. This makes "criminal behavior" permanently more risky, as it should be, since they will be subject to npc lawmaker fire.
3. Since it would be very difficult to stay self-sufficient in low-sec space, the present strong division between low and high sec space would tend to vanish. The risk to visit low-sec space would decline, giving some incentive for small corps and soloists to go there again. There would still be danger and excitement, but there would be a clearer distinction between criminals and "carebear whiner yellowbellies" who don't really like mayhem.

Could be, that for this to work you would have to ban alternates. No sense in having one character with two indistinguishable roles anyway, IMHO.

Zarthan
Sturmgrenadier Inc
Posted - 2004.01.01 09:13:00 - [40]
 

Quote:
Edited by: Wylaf Umberg on 01/01/2004 09:05:27
Why not make stations vulnerable but heavily npc protected only in, say, 0.4 - 1.0 space? In addition, advanced production should take place only in secure space (like in RL, you don't find computer factories and high-level research and military production in Afghanistan, for very obvious reasons).

This could have several reasonable consequences:
1. Low-security space would become a place you visit (mining, PvP, piracy) but where you don't stay. Also regional shut-offs would become difficult and would open up space to general comers and goers.
2. Game psychos could whack each other freely in low-sec space but at the cost of having to replenish stores/lost ships in higher-sec space. This makes "criminal behavior" permanently more risky, as it should be, since they will be subject to npc lawmaker fire.
3. Since it would be very difficult to stay self-sufficient in low-sec space, the present strong division between low and high sec space would tend to vanish. The risk to visit low-sec space would decline, giving some incentive for small corps and soloists to go there again. There would still be danger and excitement, but there would be a clearer distinction between criminals and "carebear whiner yellowbellies" who don't really like mayhem.

Could be, that for this to work you would have to ban alternates. No sense in having one character with two indistinguishable roles anyway, IMHO.


hmm, only problem is your making 1.0 space more likely to be populated and not 0.0 . The idea is to give people reasons to go to 0.0 as it is now there is very few people proportionatly (ugh spelling) that are in 0.0 space. I know CCP has said they plan on making 0.0 the place to make tech 3 as it'll be radioactive or something. As it stands one of EVE's biggest issues is it's to easy to make a living never entering 0.0, thusly it should be harder to be rich in empire space as it's no risk living. The rich should be in 0.0 where the risk is.

Also yes i realize going to 0.0 can make you rich now if you can mine the ore. However for traders, agent mission people, and 1.0 strip miners empire space is far to easy to make a buck in.

Wylaf Umberg
Posted - 2004.01.01 09:22:00 - [41]
 

People stay where they have secure stations and where advanced manufacture (ships, research, higher-level ammo and guns) can be manufactured. If you tweak that (system by system? more generally?) you will get people to stay as well.
My point is, that such manufacturing needs a reasonable amount of security to be realistically possible.

KIATolon
Caldari Provisions
Posted - 2004.01.01 09:28:00 - [42]
 

WORMHOLES!!

Jade you hit it right on the head. What would be more a lure into 0.0 space than instantaneous travel to another part of the eve galaxy you were aiming at. A good place for player built stations & commerce. Big battles with pirates & bounty hunters as each tries to get control of the areas etc etc the list goes on.

Nybbas
Guiding Hand Social Club
Dystopia Alliance
Posted - 2004.01.01 09:53:00 - [43]
 

well about ore, I have always thought the whole way it works should be changed... set it up so each roid has a certain concentration of ore in it, and when you mine, based on the percentages of concentrations, you get the respectable ores. Say a roid in n00b space would be 50% veld, 40% pyrox, 10% other rares. Then allow minerals to be mined to decimal points, so this roid every cycle gives you .1 or .01 arkonor or whatnot. This would make survey scanners much more usable, and then the lower sec space you get into the higher the concentrations of the "good" stuff there are, and there is always the occasional REALLY good roid with very high concentrations, then you could also just base the roid graphic off of whatever the higher concentration of good stuff there is in it... i dont know, just a thought... im sure there are a lot of holes in it....

Hakera
Freelance Unincorporated
Ushra'Khan
Posted - 2004.01.01 12:24:00 - [44]
 

Solution - make insurance a lot lot cheaper - that way people can afford to lose their ships more and not have several months worth of gameplay ruined in less than a minute.

The prospect of losing your ship is probably the driving concern amongst all Evelings. The cost of replacing it and affording insurance at current levels is too high to warrant the risk of 0.0 which is currently and will remain unattractive to most with the new ore and npc pirate distrubutions meaning small corps will not be able to mine in 0.0 because of the lack of availible 0.0 space to mine in, the prospect of running a gauntlet of pirate camps on every exit out of the empire.

Driving and forcing corps to leave the empire space will not solve anything than making people more unhappy with the game. Simply forcing a tax upon them would solve nothing other than turning more away from Eve.

You must indeed use the 'carrot' and make 0.0 space attractive (not empire space less attractive - the change to ore distrubution and new tougher npcs has already made thinsg tougher for casual/small corps) to all sizes of corps, access to 0.0 space that is not perma-camped, or claimed and making 0.0 activities worth the risk and not so heart-breaking if you do lose your ship. It does not help when every region of space is claimed already, that every path out of th empire is camped - there is no where to explore, no where to travel, nothing to see, and nothing to do that is worth the risk of the very expensive ships atm.

Valeria
Caldari
The Spang
Posted - 2004.01.01 12:58:00 - [45]
 

The argument that pirates should only be allowed in 0.0 space is quite flawed. 0.0 space is lawless, thus killing people there is in no way pirating, it's for everyone to do as much as they like. And you don't take security hits, so how will you know who is a "pirate" and who isn't?

Pirating in empire space is here to stay. That isn't to say that CCP shouldn't do something to bring people out into 0.0 space though.

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 13:26:00 - [46]
 

"Pirating in empire space is here to stay. That isn't to say that CCP shouldn't do something to bring people out into 0.0 space though"

Pirating has no place in 0.5 and above.

0.4 to 0.1 systems should be changed so they no longer fall under the soverenty of an empire, they could becomed "claimed" territory or even empire badlands, places where the empire does not have the resources to provide the security they do in 0.5 and above. How CCP does this in a fair and balanced manner is what the crux of the problem has been since day one...

Valeria
Caldari
The Spang
Posted - 2004.01.01 13:35:00 - [47]
 

Yes, that would be a good solution.

As for sentry guns. Leave them or remove them, we can still toll people and we proved it yesterday (although the general response was "i'm a noob", "fuck u" or "asshat's Badger II full of trade goods selfdestructs"). It does however make us a bit itchy having 2 sentry guns dealing 352 damage per second, so accidents may happen.

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 14:20:00 - [48]
 

"As for sentry guns. Leave them or remove them, we can still toll people and we proved it yesterday (although the general response was "i'm a noob", "**** u" or "asshat's Badger II full of trade goods selfdestructs"). It does however make us a bit itchy having 2 sentry guns dealing 352 damage per second, so accidents may happen."

Yes, but we can't be turning 0.4-0.1 space into 0.0 space...

0.4 space has to be as dangerous for the pirate to operate as 0.1 space is for the trader to operate.

There has to be something in 0.4 space that pirates are weary of, otherwise people will avoid 0.4 space much like they do 0.0 atm...

It is a tough problem to solve, because these "badlands" is where all the PC interaction that does not fall under "corp war" will occur...

Safety for a trader/miner has do go down as he moves from 0.4 to 0.1, danger for a pirate has to increase when he moves from 0.1 to 0.4...


WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 14:49:00 - [49]
 

Edited by: WhiteDwarf on 01/01/2004 14:51:33
"asshat's Badger II full of trade goods selfdestructs"

This needs to be tweaked as well.

I have not self destructed yet, but if I don't want the pirates to get ahold of what I'm carrying, then it should be an option.

I will say, that insurance should be forefit if you self-destruct. Meaning, the pilot has to make a choice. If it was just trade goods, then I would not self destruct, I would take my beating and collect my insurance. If it was 1 billion isk original BP, I should have the right to destroy it...

I just wish "pirates" were not so quick to podkill. Blowing up a ship and taking the loot is one thing, I just don't understand the mentallity out there that "if you refuse to stop we have no choice but to blow up your ship, and then your pod"

To me, those kinda people are after a frozen corpse from the beginning anyways, those are the types I despise so much...

Valeria
Caldari
The Spang
Posted - 2004.01.01 16:38:00 - [50]
 

Edited by: Valeria on 01/01/2004 16:43:11
If a Bship activates it's MWDs before it can be webbed (takes a bit to lock-on you know) then it will most likely take to long for it to slow down (they are heavy). It may very well travel 12.5 km and be able to jump just by it's initial MWD boost. Yesterday we webbed a Bship and it stopped like 3 km from the gate, but it was still moving at a steady, yet slow pace. He screamed in local that he would pay and that we should stop shooting, but being so close to the gate and not cutting his engines, we can't take the risk.

Same thing applies to cruisers and frigates, if we see them activate one or more MWDs, we can forget about tolling and we just try to shoot them down and usually fail to do so.

Why don't we let people go if we can't toll them? Because having people mail or convo you saying "haha, you couldn't even kill my insert-ship-here with your x number of Bships" is really annoying, considering we were kind enough to not blow them up when we could have done so.

As for self-destructing... I may be wrong but there is a 5 or 10 second delay when self-destructing, and you get a message "ship xx is self destructing" when they start the timer. However, when your screen is busy telling you that "sentry gun hits you for xx damage" you don't get this warning.

And insurance should definitly be void when doing so. An easy fix to implement for CCP and I see no reason why they shouldn't.

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 16:43:00 - [51]
 

Edited by: WhiteDwarf on 01/01/2004 16:46:02
"Same thing applies to cruisers and frigates, if we see them activate one or more MWDs, we can forget about tolling and we just try to shoot them down and usually fail to do so"

So if you get the ship, fine, good job...

Why MUST you kill the pod too???

Valeria
Caldari
The Spang
Posted - 2004.01.01 16:59:00 - [52]
 

No, and we don't. Only if they talk smack.

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 17:07:00 - [53]
 

"No, and we don't. Only if they talk smack"

Well, you seem to be in the minority.

Most "pirates" seem to think getting loot from a ship is only the first step, it MUST be accompanied by a podkill.

I think if pirates blow up ships in 0.4-0.1 space, they should get a sec hit.

I think if they PODKILL in 0.4-0.1 space they should get a greater sec hit, accompanied by a hefty bounty placed on thier heads by the "empire" who lays claim to that system. If they rack up enough of a NPC bounty in that system, the NPC security in that system should start to bounty hunt those individuals, and podkill them...

Also, this would help out PC bounty hunters to get more af a reward and more of an incentive if the pirate racks up a rather large bounty...

Also, when the PC bounty hunter does kill the pirate and gets the reward(s), they should also get a faction increase proportional to the bounty that was placed on that pirates head. (could be several different empires, corps etc...)

Orestes


ISD Interstellar Correspondents
Posted - 2004.01.01 17:09:00 - [54]
 

I like this thread.

Keep it clean of flaming and trolling and I'll keep on liking it Smile

Valeria
Caldari
The Spang
Posted - 2004.01.01 17:22:00 - [55]
 

All good ideas WhiteDwarf...

Can't believe I just said that. Shocked

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 17:25:00 - [56]
 

"All good ideas WhiteDwarf...

Can't believe I just said that"

I have tons of good ideas for this game, I think about improving this game all the time.

However, when I have flames tossed at me from all directions, my good ideas get put on the back burner and I feel the need to defend myself and fire back verbally.

If Jash does not show up to start verbally abusing me, I'm sure I could share more good ideas with you...Wink

Jim Raynor
Caldari
Bad Kitty Inc.
Wildly Inappropriate.
Posted - 2004.01.01 17:31:00 - [57]
 

Podkilling fights inflation.

Jash Illian
Minmatar
Light Brigade Industries L.L.C.
Posted - 2004.01.01 17:40:00 - [58]
 

Quote:
"All good ideas WhiteDwarf...

Can't believe I just said that"

I have tons of good ideas for this game, I think about improving this game all the time.

However, when I have flames tossed at me from all directions, my good ideas get put on the back burner and I feel the need to defend myself and fire back verbally.

If Jash does not show up to start verbally abusing me, I'm sure I could share more good ideas with you...Wink


I leave you alone until you ask not to be left alone. Which is usually right about when you forget being a pirate is not a statement on a person's character.

Just his/her character's character.

WhiteDwarf
Caldari
Battlestars
Posted - 2004.01.01 17:45:00 - [59]
 

"I leave you alone until you ask not to be left alone. Which is usually right about when you forget being a pirate is not a statement on a person's character"

I believe PODKILLING is a certain style of play, which does indeed tell me something about the RL character.

Sorry guys, I guess this thread is destined to go down in flames, just like every other thread around here...

Jim Raynor
Caldari
Bad Kitty Inc.
Wildly Inappropriate.
Posted - 2004.01.01 17:48:00 - [60]
 

Quote:
"I leave you alone until you ask not to be left alone. Which is usually right about when you forget being a pirate is not a statement on a person's character"

I believe PODKILLING is a certain style of play, which does indeed tell me something about the RL character.

Sorry guys, I guess this thread is destined to go down in flames, just like every other thread around here...


If no one pod killed, what point would there be in clones?


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