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Player Features and Ideas Discussion

 
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Replacing Local

First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#261 - 2013-12-29 23:40:52 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
People complain that PvE in nullsec has too little risk....


I'd like to point out that some of those "people" were the CCP representatives talking to the CSM. Carriers are/were injecting too much isk into the game from their perspective...which is probably wider than, mine, Lucas' or yours, FWIW.

Also, regarding local we have CCP on record as saying they are disappointed in local as an intel mechanism and that it is so powerful.

The purpose of this thread is to propose alternatives, whine and complaining about the removal of local, is not really on topic.
Wow, what a stretch. They stated carriers were making too much isk, i.e carriers found it too easy to make isk in null. You've stretched that to mean "all null PVE is low risk". Nobody at CCP suggested that.

So what you are saying is we are not allowed to suggest it simply remains as is?
Says who, you? And who are you? A nobody.

The fact is, it's worked fine as is all this time, and there are several very real concerns that any serious change to it would too heavily damage nullsec. Nobody has yet been able to articulate what the problem is they want to resolve beyond "I want to gank more" and "I want to live in a wormhole, but have a station". So it's a completely pointless change that at best will leave the game exactly as it is now, and at worst will bring null down to WH population levels.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#262 - 2013-12-29 23:50:05 UTC
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
People complain that PvE in nullsec has too little risk....


I'd like to point out that some of those "people" were the CCP representatives talking to the CSM. Carriers are/were injecting too much isk into the game from their perspective...which is probably wider than, mine, Lucas' or yours, FWIW.

Also, regarding local we have CCP on record as saying they are disappointed in local as an intel mechanism and that it is so powerful.

The purpose of this thread is to propose alternatives, whine and complaining about the removal of local, is not really on topic.



They already addressed the carrier ratting issue by adding tackle frigates to all nullsec anoms. You can still rat with a carrier (which isn't as big a money maker as most claim) but you'll have to deal with the risk of tackle frigates. And people losing ratting carriers is still fairly common, even though carrier ratting is not all that profitable compared to the recent buff to drone using subcaps. The recent warp speed changes have made carrier ratting even riskier, because frigates can cross a system faster than a carrier can align.


Care to link when CCP said these things? I'm honestly curious when they said these things, because the past year has seen some pretty serious dings to nullsec ratting. Adding frigates makes for lower isk/hr, and the nullified interceptors and faster over all frigates have made a big increase in risk.
Lucas Kell
Solitude Trading
S.N.O.T.
#263 - 2013-12-30 02:03:25 UTC
Shepard Wong Ogeko wrote:
Care to link when CCP said these things? I'm honestly curious when they said these things, because the past year has seen some pretty serious dings to nullsec ratting. Adding frigates makes for lower isk/hr, and the nullified interceptors and faster over all frigates have made a big increase in risk.
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:

Teckos Pech wrote:
Here we go, from the May 2012 CSM Meeting Minutes:

Quote:
The CSM also pointed out that supers aren’t running anomalies anymore, though regular caps are. Soundwave clarified his earlier statement that the top ISK earners are all carrier pilots running anomalies.

Two step pointed out that carriers running anomalies make great targets, and perhaps the solution is not to bar them from entering those sites but to add more scrambling NPCs to expose them for longer periods of time.

Alekseyev Karrde (via Lync): “SCRAM EM”

Soundwave said the change would not be a warp gate but more like what you see with WH sites, where bringing a cap spawns additional ships like logistics, scramblers, etc.

Two step: “All you need is those scramming rats and then the risk is increased by players which is better then risk increased by…other stuff.”

Two step followed up by saying even players running anomalies with carriers don’t have the right risk/reward balance when compared to highsec, particularly incursions.--Page 86


TL;DR--Carriers are putting too much isk into the game. It needs a nerf. Either prevent people from ratting in carriers or increase the risk of ratting in a carrier. In short, more ratting carriers need to die given the level of rewards they currently earn.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#264 - 2013-12-30 02:19:51 UTC
Lucas Kell wrote:
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:


Yup, they already 'fixed' that.

The ironic thing was that it nerfed our ability to make carrier levels of income in glass cannons. We were using blaster fit Nagas and Talos for about 100mil isk/hr. Gankers loved these things because they died really easy to solo stealth bombers, and they required so much attention to ratting that ratters wouldn't notice hostiles in local.

So much clicking, but the isk was so good. Proof in my mind that CCP really doesn't have a good concept of effort/risk/reward. For some reason, using fragile ships and lots of clicking for big rewards was bad for the game.
Teckos Pech
Hogyoku
Goonswarm Federation
#265 - 2013-12-30 06:32:25 UTC
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:


Yup, they already 'fixed' that.

The ironic thing was that it nerfed our ability to make carrier levels of income in glass cannons. We were using blaster fit Nagas and Talos for about 100mil isk/hr. Gankers loved these things because they died really easy to solo stealth bombers, and they required so much attention to ratting that ratters wouldn't notice hostiles in local.

So much clicking, but the isk was so good. Proof in my mind that CCP really doesn't have a good concept of effort/risk/reward. For some reason, using fragile ships and lots of clicking for big rewards was bad for the game.


Just curious, was that 100 million isk/hour in bounties alone or bounties plus loot/salvage?

FWIW, I think the tackle frigates is kind of a bad way to do it. It is like "pre-tackling" the carrier for those looking to kill them.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#266 - 2013-12-30 06:54:48 UTC
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:


Yup, they already 'fixed' that.

The ironic thing was that it nerfed our ability to make carrier levels of income in glass cannons. We were using blaster fit Nagas and Talos for about 100mil isk/hr. Gankers loved these things because they died really easy to solo stealth bombers, and they required so much attention to ratting that ratters wouldn't notice hostiles in local.

So much clicking, but the isk was so good. Proof in my mind that CCP really doesn't have a good concept of effort/risk/reward. For some reason, using fragile ships and lots of clicking for big rewards was bad for the game.


Just curious, was that 100 million isk/hour in bounties alone or bounties plus loot/salvage?

FWIW, I think the tackle frigates is kind of a bad way to do it. It is like "pre-tackling" the carrier for those looking to kill them.


That was just bounties. We leave the loot/salvage for the newbees to pick up

And tackle rats work, and is a simple solution. It inadvertently killed off ratting in my gimmicky battlecruiser, but there are plenty of other ships to rat in. And I love laughing at guys (even our own) that lose ratting carriers.
Nikk Narrel
Moonlit Bonsai
#267 - 2013-12-30 14:04:28 UTC
Shepard Wong Ogeko wrote:
Nikk Narrel wrote:

1. Day tripping into a wormhole requires more of a time window for play than many players can reliably bring. We still seek a challenge, but as others decry in different areas, this time sink demand is a bad fit.
We need that outpost to bring closure to our game session, in order to feel comfortable playing. Like you, we pay to play, so expecting a positive game experience is reasonable.


You can probably find a wormhole in about a half hour at the most. They are very common. If you can't make time in your day for day-trips to wormholes, then Eve just might not be the game for you.

When I've had periods in life when I couldn't spend hours playing a complicated PC based MMO, I player FPS on consoles. Log in and be shooting people in minutes. But Eve is a slower paced game, and even the code behind it is very tolerant of lag and slower computers. It just is not built to be a twitch game with quick gratification.

Neither is it a solo game, by design, yet they allow it to become one as needed.

The intended style is with other players, not solo, and as you point out not quick either.

Since we are effectively not suggesting something that makes the game friendlier to solo or quick play, this is not a conflict.
My own personal play is simpler the way it is now.

Not better, just simpler.
Nikk Narrel
Moonlit Bonsai
#268 - 2013-12-30 14:11:31 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
1. Day tripping into a wormhole requires more of a time window for play than many players can reliably bring. We still seek a challenge, but as others decry in different areas, this time sink demand is a bad fit.
We need that outpost to bring closure to our game session, in order to feel comfortable playing. Like you, we pay to play, so expecting a positive game experience is reasonable.
You realise this is effectively saying you are too ******* lazy to put in the effort, so instead everyone else should be forced to do things your way so you don't have to. **** off. Seriously.

Rude, as well as ad hominem.

If you cannot refute a point, but must rely solely on discrediting the poster, why are you suggesting you are debating at all?

This is more akin to formalized name calling, and you would be more honest to say you play differently, and leave it at that.

If you can't avoid saying purely opinionated things against someone, perhaps hitting quote is the wrong direction.

Yes, t's an ad hominem because
1. I don't like you
2. I'm fed up of you getting high an mighty when you clearly know nothing about the game.
3. I can't be bothered to read to your walls of text for eternity where you continuously tell us we are wrong. simply because you want an easy game.

You want to play different, that's fine. But stop telling people they SHOULD have to play YOUR WAY because you are too ******* lazy to do the things that already would allow you to play the way you want.


1. That's your problem.

2. High and mighty, that's a good one. To be high and mighty in this context, I have to imply I have some advantage over you.
I never suggested I played better than you, but apparently you feel I claim this, or something in line with my understanding of the game.
It's more likely you don't understand enough of what I say, so you feel threatened by it, and then you resort to name calling.

3. Walls of text. Smooth move there, asking a question with a topic that can be answered in detail, then complaining when someone does it.

And as to being lazy, I am not the fellow objecting to clicking a mouse rather than staring blankly at a self updating list.

Cheerio.
Lucas Kell
Solitude Trading
S.N.O.T.
#269 - 2013-12-30 16:09:20 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
1. That's your problem.

2. High and mighty, that's a good one. To be high and mighty in this context, I have to imply I have some advantage over you.
I never suggested I played better than you, but apparently you feel I claim this, or something in line with my understanding of the game.
It's more likely you don't understand enough of what I say, so you feel threatened by it, and then you resort to name calling.

3. Walls of text. Smooth move there, asking a question with a topic that can be answered in detail, then complaining when someone does it.

And as to being lazy, I am not the fellow objecting to clicking a mouse rather than staring blankly at a self updating list.

Cheerio.

Look man, I'm really bored of arguing with you.
At the end of the day, you can already get the gameplay you want, with ease. But you'd rather ruin null PVE to get what you want just so you can travel less.
It's a dumb, selfish idea that would not improve gameplay for the majority of people and thus, with no reasonable explanation of the problem that is trying to be resolved and no reasonable explanation of how null would continue with the changes in place, I'm going to be against the idea.

Honestly, I don't think you have enough knowledge about null to truly understand the implications of the changes you want. It's a knee-jerk reaction to your situation with no regard for the people it affects.

EDIT:
Oh, and the only reason I object to clicking the button is that it's a pointless change. It adds nothing. It's not because it's too much effort to click on a button, you tend to be clicking buttons anyway. It's just there is absolutely no point adding in a button for the sake of it.
I doubt you'd be happy with just a button too. It wouldn't get you what you want with your "exciting PVE".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#270 - 2013-12-30 16:13:42 UTC
Shepard Wong Ogeko wrote:
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:


Yup, they already 'fixed' that.

The ironic thing was that it nerfed our ability to make carrier levels of income in glass cannons. We were using blaster fit Nagas and Talos for about 100mil isk/hr. Gankers loved these things because they died really easy to solo stealth bombers, and they required so much attention to ratting that ratters wouldn't notice hostiles in local.

So much clicking, but the isk was so good. Proof in my mind that CCP really doesn't have a good concept of effort/risk/reward. For some reason, using fragile ships and lots of clicking for big rewards was bad for the game.


Just curious, was that 100 million isk/hour in bounties alone or bounties plus loot/salvage?

FWIW, I think the tackle frigates is kind of a bad way to do it. It is like "pre-tackling" the carrier for those looking to kill them.


That was just bounties. We leave the loot/salvage for the newbees to pick up

And tackle rats work, and is a simple solution. It inadvertently killed off ratting in my gimmicky battlecruiser, but there are plenty of other ships to rat in. And I love laughing at guys (even our own) that lose ratting carriers.


Hence the nerf and yeah, it is potentially bad for the game.

100 players ratting for 20 hours over the course of a month inject 200 billion isk into the Eve economy. 500 hundred guys and you have 1 trillion. That is potentially inflationary. That is probably why they wanted to kill it. Like I said, CCP's view of the game is likely wider than ours...and they have access to far more data than we do.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#271 - 2013-12-30 16:23:59 UTC
Lucas Kell wrote:
Look man, I'm really bored of arguing with you.
At the end of the day, you can already get the gameplay you want, with ease. But you'd rather ruin null PVE to get what you want just so you can travel less.
It's a dumb, selfish idea that would not improve gameplay for the majority of people and thus, with no reasonable explanation of the problem that is trying to be resolved and no reasonable explanation of how null would continue with the changes in place, I'm going to be against the idea.

Honestly, I don't think you have enough knowledge about null to truly understand the implications of the changes you want. It's a knee-jerk reaction to your situation with no regard for the people it affects.

EDIT:
Oh, and the only reason I object to clicking the button is that it's a pointless change. It adds nothing. It's not because it's too much effort to click on a button, you tend to be clicking buttons anyway. It's just there is absolutely no point adding in a button for the sake of it.
I doubt you'd be happy with just a button too. It wouldn't get you what you want with your "exciting PVE".

First off, while the results of this type of idea, IN YOUR OPINION, is bad for null, it is still only your opinion.

Suggesting I can "already get the gameplay I want", plows over with the ridiculous notion that people wanting more challenges should all leave, because some players are uncomfortable with changes.

It's dumb and selfish: Opinion which implies those suggesting change do so for impure reasons. You seem to be falling short except for the surplus stock of opinions you use.
Add to this the suggestions that those seeking change must be ignorant. We don't have enough knowledge about null.
Great, now we are selfish AND stupid.

Are we evil too?

You are not doing anything more productive here, beyond telling the players in this discussion to go away.

And as to the clicking / button part, all you are doing is suggesting that players would either be overwhelmed by the effort, or alternatively perform the task so perfectly that noone would ever forget or make a mistake.
The funny thing is, those suggesting the change agree both will happen.
Some players will do it perfectly, and get even more intel as a result, while others screw up and are overwhelmed because of it.

If it was only one part of that, it would be bad, but since it can go both ways, that makes it interesting.
Lucas Kell
Solitude Trading
S.N.O.T.
#272 - 2013-12-30 17:37:40 UTC
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
Ya, you certainly don;t see the number of carriers ratting nowadays. And he's referring to the minutes from May 2012 CSM Meeting.
See below:


Yup, they already 'fixed' that.

The ironic thing was that it nerfed our ability to make carrier levels of income in glass cannons. We were using blaster fit Nagas and Talos for about 100mil isk/hr. Gankers loved these things because they died really easy to solo stealth bombers, and they required so much attention to ratting that ratters wouldn't notice hostiles in local.

So much clicking, but the isk was so good. Proof in my mind that CCP really doesn't have a good concept of effort/risk/reward. For some reason, using fragile ships and lots of clicking for big rewards was bad for the game.


Just curious, was that 100 million isk/hour in bounties alone or bounties plus loot/salvage?

FWIW, I think the tackle frigates is kind of a bad way to do it. It is like "pre-tackling" the carrier for those looking to kill them.


That was just bounties. We leave the loot/salvage for the newbees to pick up

And tackle rats work, and is a simple solution. It inadvertently killed off ratting in my gimmicky battlecruiser, but there are plenty of other ships to rat in. And I love laughing at guys (even our own) that lose ratting carriers.


Hence the nerf and yeah, it is potentially bad for the game.

100 players ratting for 20 hours over the course of a month inject 200 billion isk into the Eve economy. 500 hundred guys and you have 1 trillion. That is potentially inflationary. That is probably why they wanted to kill it. Like I said, CCP's view of the game is likely wider than ours...and they have access to far more data than we do.
And as has been pointed out, the thing CCP were talking about is already fixed, in exactly the way they spoke about.
What you are saying is since CCP once upon a time said that there was a big isk faucect around carriers ratting, that means there is still an isk faucet, and it's all null PVE now.

As for your stats,
In december 162,898,162 rats (including mission ones) were killed in high sec. If we lowball it and assume the average bounty was 25,000 isk, that's 4 trillion isk injected into the economy. Chances are he average was considerably higher than that.

Null does not have double the rat bounties of high sec mission runners on average (especially with the addition of the new frigates in null anoms), yet have half the number of rat kills (76,944,271). I'd comfortably say that null injected less isk from bounties than high sec did over the course of the month.

Honestly though, on both sides it's speculation. You'll need to find considerably newer information than a couple of paragraphs from a year and a half ago which talk specifically about carriers to assume that the fixes did nothing and in fact made the whole of null more of a faucet.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#273 - 2013-12-30 17:46:09 UTC
Nikk Narrel wrote:
First off, while the results of this type of idea, IN YOUR OPINION, is bad for null, it is still only your opinion.

Suggesting I can "already get the gameplay I want", plows over with the ridiculous notion that people wanting more challenges should all leave, because some players are uncomfortable with changes.

It's dumb and selfish: Opinion which implies those suggesting change do so for impure reasons. You seem to be falling short except for the surplus stock of opinions you use.
Add to this the suggestions that those seeking change must be ignorant. We don't have enough knowledge about null.
Great, now we are selfish AND stupid.

Are we evil too?

You are not doing anything more productive here, beyond telling the players in this discussion to go away.
Yes, it's my opinion. And it's just as valid as yours. That's what you don;t seem to get. You are telling us that we SHOULD have to have to be pushed by PVP challenges while PVEing. It's what you want, it's not what the majority wants. And the fact that you can already do it means exactly that. You can already do it. Why should other people be forced to do it you way just because you think everyone should? If a carebear came along saying it should be a lot easier and concord should be everywhere because that's what THEY like, you'd soon be telling them that you like it your way and they should go to high sec. This is exactly the same thing.

Nikk Narrel wrote:
And as to the clicking / button part, all you are doing is suggesting that players would either be overwhelmed by the effort, or alternatively perform the task so perfectly that noone would ever forget or make a mistake.
The funny thing is, those suggesting the change agree both will happen.
Some players will do it perfectly, and get even more intel as a result, while others screw up and are overwhelmed because of it.

If it was only one part of that, it would be bad, but since it can go both ways, that makes it interesting.
I never said anyone would be overwhelmed. I sated there would be NO POINT.

If the only change was a button IT WOULD BE A POINTLESS BUTTON. It's got nothing to do with the effort of clicking it, it would be like adding a "stay logged on" button or removing autocycling from turrets. It would be a totally pointless waste of time to add which add NO BENEFIT TO THE GAME.

See what you are missing here is a REASON FOR THE CHANGE, which you are unable to articulate.

there, plenty of capitals for you to hopefully actually read, since it seems you are struggling with that.

There is nothing "interesting" about killing null. If you actually knew anything about null mechanics, you'd realise why it's a dumb idea to simply nuke it to make people like you happy.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#274 - 2013-12-30 17:55:52 UTC
Lucas Kell wrote:
It's what you want, it's not what the majority wants.

Citation please.
I had not realized you were the specific spokesperson empowered to speak for the majority.



The funny thing is, when I can answer a repeat item by quoting myself, it kinda debunks the part claiming I cannot articulate the answer.

Now, I cannot promise the answer will be understood, but I clearly am articulating it.

Lucas Kell wrote:
See what you are missing here is a REASON FOR THE CHANGE, which you are unable to articulate.


Nikk Narrel wrote:
You described it previously as a waste of time if all it required was more activity to produce the same results.
But different people can do things better than others, and some do it worse.
The whole point of playing a game is for as many people as possible, we refer to them as players, to make efforts in a competitive context against each other. They are then either rewarded or penalized, depending on that context.


Cheers
Lucas Kell
Solitude Trading
S.N.O.T.
#275 - 2013-12-30 18:05:55 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
It's what you want, it's not what the majority wants.

Citation please.
I had not realized you were the specific spokesperson empowered to speak for the majority.
See the absolute mass of protest against the idea in all the other millions of times it's been raised. Or ask people who actually live in null.

Nikk Narrel wrote:
Lucas Kell wrote:
See what you are missing here is a REASON FOR THE CHANGE, which you are unable to articulate.


Nikk Narrel wrote:
You described it previously as a waste of time if all it required was more activity to produce the same results.
But different people can do things better than others, and some do it worse.
The whole point of playing a game is for as many people as possible, we refer to them as players, to make efforts in a competitive context against each other. They are then either rewarded or penalized, depending on that context.
All you are quoting here is that you say that different players play differently, which we know. I assume you are still sticking with you claim then that because local provides you a list of names, that there is NO OTHER part to PVE. No other choices to be made, no other potential room for error or improvement. So I'll continue to state that what you want already exists, in one form in null, in a different form in WH space, and in a third form in lowsec.

What you are saying is that lowsec and null should effectively be WH space, making a single method by which to play, thus going starkly against what you are claiming here.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#276 - 2013-12-30 18:33:43 UTC
Lucas Kell wrote:
So I'll continue to state that what you want already exists, in one form in null and highsec, in a different form in WH space, and in a third form in lowsec.

FTFY


Lucas Kell wrote:
What you are saying is that lowsec and null should effectively be WH space, making a single method by which to play, thus going starkly against what you are claiming here.

WH space is not defined by how local operates.

Therefore: Changing local in null or lowsec won't duplicate WH space.

If WH space were THAT similar, I might be sitting docked in an outpost there, chillin.
Lucas Kell
Solitude Trading
S.N.O.T.
#277 - 2013-12-30 19:03:25 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
So I'll continue to state that what you want already exists, in one form in null and highsec, in a different form in WH space, and in a third form in lowsec.

FTFY
lol, Null and high sec are nothing alike. No matter how much you claim otherwise. If anything, lowsec is closer to nullsec that highsec is.


Nikk Narrel wrote:
Lucas Kell wrote:
What you are saying is that lowsec and null should effectively be WH space, making a single method by which to play, thus going starkly against what you are claiming here.

WH space is not defined by how local operates.

Therefore: Changing local in null or lowsec won't duplicate WH space.

If WH space were THAT similar, I might be sitting docked in an outpost there, chillin.
Won't duplicate it, but it will have pretty much the same effect on it's population.

Good selective quoting by the way. Totally ignore the bit you can't dispute and all that.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Kenpo
The Guardians of the Beam
#278 - 2013-12-30 20:39:47 UTC
I see the conversation here is just as lively as it was in the AFK cloaking thread. Please continue Blink

Caution, rubber gloves and faceshield required when handling this equipment.

Nikk Narrel
Moonlit Bonsai
#279 - 2013-12-30 20:43:54 UTC
Lucas Kell wrote:
Good selective quoting by the way. Totally ignore the bit you can't dispute and all that.

I'm sorry, but could you point that out please?
Lucas Kell
Solitude Trading
S.N.O.T.
#280 - 2013-12-30 20:46:39 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Good selective quoting by the way. Totally ignore the bit you can't dispute and all that.

I'm sorry, but could you point that out please?
Nah, I'm good.
I'd prefer not to encourage you to post, since it's usually just a waste of time to read.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.