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Guristas, BRaiders & co, go buy ships

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Mara Rinn
Cosmic Goo Convertor
#21 - 2011-09-26 00:42:56 UTC
Goose99 wrote:
… instead of following the proper mmo path of adding real contents.


More content is the way of the dark side. Sorry, the theme park ride. Getting dangerously close to stepping back on my old soap box about theme park vs sandpit MMO styles.

Theme park: content is provided for you and you are spoon fed

Sandpit: content is provided by you, with the game providing tools to help you produce content.

Now i'm using the term "content" of course to refer to "stuff you play the game for". In "Baldur's Gate" the content is monsters to kill, NPCs to engage with and a story to unfold as you "progress" through the game (in much the same way that one "progresses" through a book). In sandbox games, the content is the interactions between players, all the way from the simplest market trade to massive empires fighting over rare resources such as Sanctums and Tech moons.

While I do want more engaging PvE content, I don't want PvE content to detract from the PvP side of the game. I like the style of PvE in Incursions, where people must learn basic fleet PvP skills in order to succeed at PvE content. I want to see the rest of the PvE in the game turned into "PvP vs NPCs".

It would be nice to see standard missions "turned up to 11", and there should be more options for PvE than simply targeting red plus signs and shooting them. We already have missions designed for interceptors, where are the missions designed for tacklers, EWAR and logistics? Can we have a "keep the freighter alive until it leaves" mission? The idea being to train people in the use of essential PvP equipment through safe, controlled exercises where no-one will be rubbing in their failures or attempting to diminish their successes. That is, PvP training for care bears.

But in the meantime, it would be nice to see Guristas and Mordus Legion using cruise missiles or torpedoes on their Ravens.
Sellendis
The Ares project
#22 - 2011-09-26 07:38:58 UTC
Mara Rinn wrote:
Goose99 wrote:
… instead of following the proper mmo path of adding real contents.


But in the meantime, it would be nice to see Guristas and Mordus Legion using cruise missiles or torpedoes on their Ravens.


Plus some Rokhs (or any Tier3 BS) in there just for the flavor.
On the other hand, i guess 80% + of carebears never went on an epic arc missions.
Obsidiana
Atrament Inc.
#23 - 2011-09-26 12:22:23 UTC
At one time the NPC corps did not even have BC level bounties. It took some time for them to be added, and they did it in a "meh" way. Some made sense, like a Guristas Ferox, Serpentis Brutix, or Blood Raider Prophesy. The Angels made little sense with a rag-tag cyclone instead of a "Jovianesk" design. The Sansha were the worst, getting no hull change at all for BCs.

There is another problem too. These new bounties would likely end up adding isk to the economy of New Eden. This is bad because there is too muck isk and not enough sinks in the system. The QEN talks about taking measures that may include reducing bounties to prevent destabilization and inflation. Sadly, IMHO, now is not the time for nice bounty additions like Drakes, Myrmidons, etc.
CCP Jasonitas
C C P
C C P Alliance
#24 - 2011-09-26 12:23:30 UTC
Howdy folks,

You're right. The pirates are pretty terrible at fitting ships sometimes. Either because they've been employing rookies, mismanaged horribly (the Serpentis have been dipping into their own supply, the Raiders are drunk on blood, the Guristas are too busy chasing tail, etc), or simply because they don't have the resources to compete with the capsuleers. (Strength in numbers!)

But in reality, you're right. The pirate NPCs are lagging behind the rest of New Eden. Part of this is due to the staggering amount of NPCs in the game. Tweaking all the NPCs will take a lot of time and manpower to do, and while we try to do our best at it, other priorities arise, and it's a matter of how big a priority updating these NPCs becomes as opposed to balancing other things (like player ships, for example).

Another issue is balancing these new ships with AI. Incursion (and Apocrypha) introduced that badass Sleeper AI, and I would love to see that applied to more NPCs across the board. Players want more engaging combat from their NPCs, we want to make more engaging combat for players, and the vast majority of our pirate NPCs are not up to that level yet. But, adding a layer of AI to the ships makes balancing that much more challenging, as it's no longer a matter of tweaking stats, but rather an issue of tweaking stats in relation to behavior.

I'm in complete agreement with you guys, though. These rats should get their heads out of their asses and get with the times. LIVE IN THE NOW, ANGEL CARTEL. GAWD.

Anyway, we hear ya on the inside. One of the Content team's big pushes for the past few years has been an increased effort to rebalance a lot of PVE content and mission content. We'll always be pushing for renovating this old stuff and making it better. And hopefully, you know, removing those rail guns from the Ravens. Big smile

Nova Fox
Novafox Shipyards
#25 - 2011-09-26 15:03:03 UTC
You'd think they would have stolen the new ship designs by now as well, such as the new battlecruisers and battleship.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Goose99
#26 - 2011-09-26 15:12:09 UTC
CCP Jasonitas wrote:
Howdy folks,

You're right. The pirates are pretty terrible at fitting ships sometimes. Either because they've been employing rookies, mismanaged horribly (the Serpentis have been dipping into their own supply, the Raiders are drunk on blood, the Guristas are too busy chasing tail, etc), or simply because they don't have the resources to compete with the capsuleers. (Strength in numbers!)

But in reality, you're right. The pirate NPCs are lagging behind the rest of New Eden. Part of this is due to the staggering amount of NPCs in the game. Tweaking all the NPCs will take a lot of time and manpower to do, and while we try to do our best at it, other priorities arise, and it's a matter of how big a priority updating these NPCs becomes as opposed to balancing other things (like player ships, for example).

Another issue is balancing these new ships with AI. Incursion (and Apocrypha) introduced that badass Sleeper AI, and I would love to see that applied to more NPCs across the board. Players want more engaging combat from their NPCs, we want to make more engaging combat for players, and the vast majority of our pirate NPCs are not up to that level yet. But, adding a layer of AI to the ships makes balancing that much more challenging, as it's no longer a matter of tweaking stats, but rather an issue of tweaking stats in relation to behavior.

I'm in complete agreement with you guys, though. These rats should get their heads out of their asses and get with the times. LIVE IN THE NOW, ANGEL CARTEL. GAWD.

Anyway, we hear ya on the inside. One of the Content team's big pushes for the past few years has been an increased effort to rebalance a lot of PVE content and mission content. We'll always be pushing for renovating this old stuff and making it better. And hopefully, you know, removing those rail guns from the Ravens. Big smile



You sound as if changing some old database entries take as much work as the whole engine for space barbies... It's easy to see where those priorities lie...Roll
Sellendis
The Ares project
#27 - 2011-09-27 07:44:01 UTC
@CCP Jasonitas

Tnx for the answer, but still...
How hard is to slap a rusty texture tint over Rokh hull and add it into Guristas missions, AI isnt so smart it needs big adjustments, fittings are fail anyway...so in the end its just the ship hull that looks different.
And if Guristas can develop Rattlesnake, i am 100% sure they could buy a Drake BPO from the market and build from there, same with other factions.
But i guess mission lore is untouched for years :(
Usurpine
Imperial Shipment
Amarr Empire
#28 - 2011-09-27 07:49:56 UTC
Goose99 wrote:


This was what lvl 5/6/7 missions, covering all grounds from high to null, were supposed to be, if you read some of the old dev blogs. Unfortunately, they ended up just throw more rats in the pot for lvl5s. Then moved them to lolzsec. And missions as a category were long since been abandoned. Efforts were put into sleepers, pi, and space barbies. Things that 90% of the player base don't access and don't care about, instead of following the proper mmo path of adding real contents.

Those were the old optimistic days, when there was a purpose and vision of Eve's future. They've since gotten offtracked all over the place. Like children with ADD, following the idea "hey, this would be cool," then quickly abandoning it for something else.


This sounds like a typical bittervet opinion, but personally i agree.
For me it looks like a lot of developers left ccp and the new ones dont wanna touch the old code. Instead they like to make new shiny stuff which looks awsome.
Problem is, we dont want that, we want fixing them old bugs and bring in more content. But this is hard work and not easy to do. Nobody really likes doing it.
Sellendis
The Ares project
#29 - 2011-09-27 08:17:52 UTC
Usurpine wrote:

This sounds like a typical bittervet opinion, but personally i agree.
For me it looks like a lot of developers left ccp and the new ones dont wanna touch the old code. Instead they like to make new shiny stuff which looks awsome.
Problem is, we dont want that, we want fixing them old bugs and bring in more content. But this is hard work and not easy to do. Nobody really likes doing it.


Shiny stuff looks awesome? Heh, every time CCP said for something "its gonna be great" or "upgrade went without problems" brings a crapload of problems.

CQ is awesome, it takes an awesome time to load, and you have about ~30 seconds of content in there, if you can explore it in peace...and that is kinda hard if your PC makes sound like you are sitting on the deck of an aircraft carrier. Jets or my VGA fan...dunno who is louder.

Upgrades are a joke, remove session timer, and completely screw up 6 other things. How they manage that is a mystery. Its so mindbogglingly awesome Shocked

But yes, i agree with you. Fix current problems before going for shiny "awesome" stuff. Hybrids broken for years? Ship balance? Some ships are so useless no one bothers with them anymore.
CCP probably have some stats, tell us from Tier 1 BCs, what is their use stats? How much Feroxes are deployed, and so on.

I was listening on Blizzards presentation when they explained that they are following statistics a lot, every time a unit in SC2 falls below a certain point they work it out how to buff that unit to make it usable. Not saying that CCP should boost/nerf ships on every patch.
But after all this time, great empire engineers made some advances and decided to buff old ship platforms with new trackers/propulsion/shield/armor interfaces.....wonder if i am ever gonna see this happen.
CCP Jasonitas
C C P
C C P Alliance
#30 - 2011-09-27 13:05:06 UTC
Sellendis wrote:
@CCP Jasonitas

Tnx for the answer, but still...
How hard is to slap a rusty texture tint over Rokh hull and add it into Guristas missions, AI isnt so smart it needs big adjustments, fittings are fail anyway...so in the end its just the ship hull that looks different.
And if Guristas can develop Rattlesnake, i am 100% sure they could buy a Drake BPO from the market and build from there, same with other factions.
But i guess mission lore is untouched for years :(


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.

Sellendis
The Ares project
#31 - 2011-09-27 13:15:56 UTC
CCP Jasonitas wrote:


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.



No no, not the ship skins in that regard.
The only difference between regular Rokh and Guristas Rokh is ship color.
Instead of blue it gets guristas paintjob and its already a pirate ship. Then all it would need is to get put ingame in the place of Guristas Ravens or Scorps. Same Ai applys anyway, lock player and shoot miners or something :)

On the side of player ships skins....having few sliders to choose tint and color like in Mass Effect 2 armor coloring would be awesome.
No custom skins, but some patterns already made, like camo, leopard spots and crap like that.
And we add main color...lets say pink with white spots, and we get leopard patterned Hello Kitty titan (hint hint).
Goose99
#32 - 2011-09-27 14:10:00 UTC
Sellendis wrote:
CCP Jasonitas wrote:


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.



No no, not the ship skins in that regard.
The only difference between regular Rokh and Guristas Rokh is ship color.
Instead of blue it gets guristas paintjob and its already a pirate ship. Then all it would need is to get put ingame in the place of Guristas Ravens or Scorps. Same Ai applys anyway, lock player and shoot miners or something :)

On the side of player ships skins....having few sliders to choose tint and color like in Mass Effect 2 armor coloring would be awesome.
No custom skins, but some patterns already made, like camo, leopard spots and crap like that.
And we add main color...lets say pink with white spots, and we get leopard patterned Hello Kitty titan (hint hint).


You missed the hint. tl;dr version: CCP's left arm doesn't know what its right arm's doing. It's officially another department's responsibility, we're not touching it, even if it's 5 minutes worth of work by an intern.
CCP Jasonitas
C C P
C C P Alliance
#33 - 2011-09-27 14:47:02 UTC
Goose99 wrote:
Sellendis wrote:
CCP Jasonitas wrote:


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.



No no, not the ship skins in that regard.
The only difference between regular Rokh and Guristas Rokh is ship color.
Instead of blue it gets guristas paintjob and its already a pirate ship. Then all it would need is to get put ingame in the place of Guristas Ravens or Scorps. Same Ai applys anyway, lock player and shoot miners or something :)

On the side of player ships skins....having few sliders to choose tint and color like in Mass Effect 2 armor coloring would be awesome.
No custom skins, but some patterns already made, like camo, leopard spots and crap like that.
And we add main color...lets say pink with white spots, and we get leopard patterned Hello Kitty titan (hint hint).


You missed the hint. tl;dr version: CCP's left arm doesn't know what its right arm's doing. It's officially another department's responsibility, we're not touching it, even if it's 5 minutes worth of work by an intern.


Unfortunately, both of our arms are sentient and talk to each other on a regular basis. They even shake hands once in a while and high five each other from time to time. If they're feeling realyl frisky, they'll bring out the hugs, but that's only if the mood is right.

What you missed from my hint is that it takes multiple departments and more than one person to put stuff in-game. Turns out, video games are a collaborative effort, and I'm not going to speak for something outside my discipline. I'm not an Artist, and I won't denigrate their processes by saying whether or not it's an easy fix to change over a ship skin Big smile

I'll still high five them when I see them, though. That's what this left arm does to the right arm. Have I butchered your metaphor enough?
Goose99
#34 - 2011-09-27 14:57:29 UTC  |  Edited by: Goose99
CCP Jasonitas wrote:
Goose99 wrote:
Sellendis wrote:
CCP Jasonitas wrote:


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.



No no, not the ship skins in that regard.
The only difference between regular Rokh and Guristas Rokh is ship color.
Instead of blue it gets guristas paintjob and its already a pirate ship. Then all it would need is to get put ingame in the place of Guristas Ravens or Scorps. Same Ai applys anyway, lock player and shoot miners or something :)

On the side of player ships skins....having few sliders to choose tint and color like in Mass Effect 2 armor coloring would be awesome.
No custom skins, but some patterns already made, like camo, leopard spots and crap like that.
And we add main color...lets say pink with white spots, and we get leopard patterned Hello Kitty titan (hint hint).


You missed the hint. tl;dr version: CCP's left arm doesn't know what its right arm's doing. It's officially another department's responsibility, we're not touching it, even if it's 5 minutes worth of work by an intern.


Unfortunately, both of our arms are sentient and talk to each other on a regular basis. They even shake hands once in a while and high five each other from time to time. If they're feeling realyl frisky, they'll bring out the hugs, but that's only if the mood is right.

What you missed from my hint is that it takes multiple departments and more than one person to put stuff in-game. Turns out, video games are a collaborative effort, and I'm not going to speak for something outside my discipline. I'm not an Artist, and I won't denigrate their processes by saying whether or not it's an easy fix to change over a ship skin Big smile

I'll still high five them when I see them, though. That's what this left arm does to the right arm. Have I butchered your metaphor enough?


How many artist does it take to conjure up some brown camo pattern? Aren't basic photoshop skills universal those days? Many of us have reskinned something for game mods somewhere along the line. It's a cakewalk even without proper modding tools. It's a skin.Roll

Perhaps you can sit down for 5 minutes and... just do it. Instead of waiting for someone else to do it.Cool
inexistin
Rubbish and Garbage Removal
#35 - 2011-09-27 21:05:55 UTC
Goose99 wrote:
CCP Jasonitas wrote:
Goose99 wrote:
Sellendis wrote:
CCP Jasonitas wrote:


If you're talking about ship skins, then I can't help you there - that's Art's department, and I won't even pretend to know how their mystical voodoo works. It's beyond my feeble ken. It would be great to have more of them available for missions, but if it comes at the cost of updating a player ship or making a new ship altogether, I'd rather choose the latter.



No no, not the ship skins in that regard.
The only difference between regular Rokh and Guristas Rokh is ship color.
Instead of blue it gets guristas paintjob and its already a pirate ship. Then all it would need is to get put ingame in the place of Guristas Ravens or Scorps. Same Ai applys anyway, lock player and shoot miners or something :)

On the side of player ships skins....having few sliders to choose tint and color like in Mass Effect 2 armor coloring would be awesome.
No custom skins, but some patterns already made, like camo, leopard spots and crap like that.
And we add main color...lets say pink with white spots, and we get leopard patterned Hello Kitty titan (hint hint).


You missed the hint. tl;dr version: CCP's left arm doesn't know what its right arm's doing. It's officially another department's responsibility, we're not touching it, even if it's 5 minutes worth of work by an intern.


Unfortunately, both of our arms are sentient and talk to each other on a regular basis. They even shake hands once in a while and high five each other from time to time. If they're feeling realyl frisky, they'll bring out the hugs, but that's only if the mood is right.

What you missed from my hint is that it takes multiple departments and more than one person to put stuff in-game. Turns out, video games are a collaborative effort, and I'm not going to speak for something outside my discipline. I'm not an Artist, and I won't denigrate their processes by saying whether or not it's an easy fix to change over a ship skin Big smile

I'll still high five them when I see them, though. That's what this left arm does to the right arm. Have I butchered your metaphor enough?


How many artist does it take to conjure up some brown camo pattern? Aren't basic photoshop skills universal those days? Many of us have reskinned something for game mods somewhere along the line. It's a cakewalk even without proper modding tools. It's a skin.Roll

Perhaps you can sit down for 5 minutes and... just do it. Instead of waiting for someone else to do it.Cool


It's easy for a guy who has a lot of spare time on his hands to do it.

On adding new ships, I recon each new addition will require a tailored AI, a new skin (as was mention), rebalancing of mission/belt spawns, creating a new object server and client-wise and messing with the general underlying code so that it doesn't all explode in a huge ball of fire, either physically or forum-ally.

TL;DR: getting a new ship out is not only an effort for the art team, but an effort for programmers and whoever does the balancing as well. And then you find out it has bugs/people don't like it and rage.
Mara Rinn
Cosmic Goo Convertor
#36 - 2011-09-28 00:26:07 UTC
Goose99 wrote:
How many artist does it take to conjure up some brown camo pattern? Aren't basic photoshop skills universal those days? Many of us have reskinned something for game mods somewhere along the line. It's a cakewalk even without proper modding tools. It's a skin.Roll

Perhaps you can sit down for 5 minutes and... just do it. Instead of waiting for someone else to do it.Cool


How many artists does it take to conjure up some brown camo pattern?

You could read the devblog dealing with ship textures and get some idea of how much work is involved. In addition to the actual texture itself there are bump maps, specular maps, glows and transparencies to sort out. All of this needs to be rendered on a bunch of different cards to make sure nothing is breaking by surprise. I reckon that for a simple change of colour, this work would take about four to six hours (i.e.: the actual productive time from one work day).

Then that new skin has to be applied to an NPC in the game. This will require database work (new NPC descriptors), which also involves tests to make sure that adding the new NPC doesn't break other stuff by surprise. Let's estimate that they have the system automated, and adding an NPC to the game ("NPC is Mordus Mammoth, it's a Rokh, it uses this skin") takes a matter of minutes.

And then that NPC has to be placed into missions. Which missions? Is it a simple drop-in replacement? Let's assume that the new Rokh-based NPC is a drop-in replacement for an existing Raven-based NPC. It affects five missions. So we go into the mission description and swap the "spawn NPC" instruction for the old Raven with the new Rokh. Now you have to run through a suite of tests for that mission. Is this automated or does it require human intervention? It takes a skilled mission-runner 20 minutes to blitz through this mission. Do you test just the behaviour of the mission for the skilled mission-runner, or the newly fledged L4 mission runner in their T2 fit Drake?

Let's imagine that the test is automated, and consumes one workstation resource for 20 minutes to run through the mission and establish that baseline behaviour has not changed. You have eight scenarios to work through for each mission, but only two workstation resources to dedicate to the task. That's a couple of hours just setting up and monitoring the automated tests. This becomes much longer if you manually test the missions.

Interestingly enough, you could try to "crowd source" the testing: publish the modified missions on Singularity, ask players to test for you. Perhaps reward players who run these tweaked missions with a palm full of Aurum (a dozen Aurum here or there could come out of the development/testing budget and won't break the Tranquility economy). This would also be a PR win since involving the players in the testing process enhances our feeling of ownership/emotional investment in the game.

Having run those tests, even with thousands of test runs by various players flying Drakes, Ravens, Tengus, Paladins, iskhurs, whatever - you then have to package that modified skin into the game client.

So that's a day of art time for the different-colour-rokh, then a day of mission developer time for each mission which needs to be modified to use the new NPC. This is assuming the infrastructure is in place to automatically test or crowd source the testing. If the developer has to test themselves, add an extra day to the timeframe. And this is all assuming there are no distractions such as fixing bugs, fighting fires or contributing to future planning discussion.

It's simple enough to you and me.
Goose99
#37 - 2011-09-28 00:39:31 UTC
tl;dr

Yes, cut and paste model needs test run. Same model reskin needs new bump maps.Roll

Had they actually been giving so much attention to details as you seem to think, we wouldn't have hitboxes the size of the sun. BSing ppl only works when they haven't actually done said cut & paste work before, and have no idea what's involved. The more you know, the less you're impressed.
Mara Rinn
Cosmic Goo Convertor
#38 - 2011-09-28 01:15:58 UTC
Goose99 wrote:
Yes, cut and paste model needs test run. Same model reskin needs new bump maps.Roll


Failing to test the new skin will lead to odd effects due to the interaction of certain texture encodings with the rendering engine, especially if run on a graphics card which behaves oddly in certain "corner conditions". If the texture is fed into a procedural shader (e.g.: for pulsing engine glows or blinking lights), expect to find odd things happening.

Using a new model can lead to odd effects too, such as spawning the NPC partially inside a structure, or spawning a model which can no longer navigate through a debris field.

Quote:
Had they actually been giving so much attention to details as you seem to think, we wouldn't have hitboxes the size of the sun. BSing ppl only works when they haven't actually done said cut & paste work before, and have no idea what's involved. The more you know, the less you're impressed.


If you've managed to do cut/paste like this in a 3D simulated combat environment with complex texture and lighting models, perhaps you should be explaining how you do it right the first time around.
Goose99
#39 - 2011-09-28 01:27:33 UTC
Mara Rinn wrote:
Goose99 wrote:
Yes, cut and paste model needs test run. Same model reskin needs new bump maps.Roll


Failing to test the new skin will lead to odd effects due to the interaction of certain texture encodings with the rendering engine, especially if run on a graphics card which behaves oddly in certain "corner conditions". If the texture is fed into a procedural shader (e.g.: for pulsing engine glows or blinking lights), expect to find odd things happening.

Using a new model can lead to odd effects too, such as spawning the NPC partially inside a structure, or spawning a model which can no longer navigate through a debris field.

Quote:
Had they actually been giving so much attention to details as you seem to think, we wouldn't have hitboxes the size of the sun. BSing ppl only works when they haven't actually done said cut & paste work before, and have no idea what's involved. The more you know, the less you're impressed.


If you've managed to do cut/paste like this in a 3D simulated combat environment with complex texture and lighting models, perhaps you should be explaining how you do it right the first time around.


By keeping bumpmap/spectralmap and pasting in the skin. And it's one skin, btw, you can work with different layers in photoshop... you can flatten them... in the end, it's one image. Those devblogs are just feeding BS to impress people who don't know better. Yes, I've done it. Many people have. It's the most basic and common thing that modders do.

A rokh model is not new. If you can actually spawn npc inside a structure, that means, like I said, CCP would have been paying attention to details to a degree where we wouldn't have hitbox the size of the sun.Lol
Psychophantic
#40 - 2011-09-28 02:02:10 UTC
They've accepted the fact that a large proportion of the playerbase are hi-sec "carebears" who like to mission and just generally chill out.

Instead of updating the content they're using there's this big push to get them all into low and null instead.

Ship skins? Phooey! We'll just nerf missions and loot so they'll have to find something else to do.
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