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Were all the isk go?

Author
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#21 - 2011-12-23 00:10:35 UTC  |  Edited by: Jaroslav Unwanted
RubyPorto wrote:


Suppose right now, $1 buys a Pie, and I can earn $1 in high and $1 in null. You get the following change options:
  • Earn $1 in high, $2 in null, but Pie costs $2
  • Earn .50$ in high, $1 in null, and Pie still costs $1

  • Which do you pick?


    I would pick the First one, the current one 1/1/1. And chose where by the other "more important" criteria.
    oldbutfeelingyoung
    Perkone
    Caldari State
    #22 - 2011-12-23 00:17:40 UTC
    RubyPorto wrote:
    oldbutfeelingyoung wrote:


    ok you want more recources in zero then ask ,but don,t nerf High or any other system in favour for zero
    and about higher risk in zero, lately there is a phrase coming up a lot lately:

    o.o is safer as low

    so do we have a resources problem or another problem in 0,0?

    you tell me
    remove the oversized alliances in 0.0 ,would 0.0 be more interesting?



    I never said Null was safer/more dangerous than High/Low. I specifically specified that I wasn't arguing that. I said that Null provides Logistical Challenges and the expense (time, isk, and materiƩl) of building, maintaining, and defending Sov.



    Buffing Null and Nerfing High are (roughly) equivalent. (Disclaimer: Buffing things in an ever increasing spiral up is probably bad game design)

    Suppose right now, $1 buys a Pie, and I can earn $1 in high and $1 in null. You get the following change options:
  • Earn $1 in high, $2 in null, but Pie costs $2
  • Earn .50$ in high, $1 in null, and Pie still costs $1

  • Which do you pick?



    As to alliances, Sov null is about building empires. If the empires have figured out how to form stable powerblocs while still providing enough pew to keep the PvP junkies happy, this (mostly) stable situation is what is pretty much guaranteed to happen.



    according to the forums zero is boring ,bc of those powerblocks.
    about the price difference low,zero,high
    expecting to gain money when in an lowsecurity area should be low as possible
    you are flying in a no security system, and still wan,t the same amount of isk as a laid back carebear?
    plz waken up zero is without law
    still people want to have a steady income in a lawless system



    the mitanni or the goons who want more recources into zero can tell you all about making money in zero.
    but still that isn,t enough for them


    R.S.I2014

    RubyPorto
    RubysRhymes
    #23 - 2011-12-23 00:34:22 UTC
    oldbutfeelingyoung wrote:

    according to the forums zero is boring ,bc of those powerblocks.
    about the price difference low,zero,high
    expecting to gain money when in an lowsecurity area should be low as possible
    you are flying in a no security system, and still wan,t the same amount of isk as a laid back carebear?


    The name of the game is greater cost (effort, risk, time), greater reward. That is a developmental goal as stated by the Devs. Hisec earns X, Null earns X+1, WH (null w/out local and w/ harder logistics) earns X+2. Incursions killed that balance.


    Quote:

    plz waken up zero is without law
    still people want to have a steady income in a lawless system


    No, Sov 0.0 is space owned by Players who are able to make and enforce their own laws. They are (in theory) encouraged to do so by the opportunity to secure access to a greater income than can be earned elsewhere and by the opportunity to secure access to unique industrial projects.

    Add the words "provided by CONCORD" to each sec band, and you get a better idea for the system.
    High Security provided by CONCORD (Gate/Station Guns, CONCORDOKKEN, Sec Status Hits)
    Low Security provided by CONCORD (Gate/Station Guns, Sec Status Hits)
    Null/No Security provided by CONCORD (Nothing)

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    oldbutfeelingyoung
    Perkone
    Caldari State
    #24 - 2011-12-23 13:58:02 UTC
    ok in 0.0 its harder to make an isk flow into the corp or alliance you are in,i do understand that now.
    But in high we have no SOV ,player owned custom offices and lvl 5 missions ,so our only income comes from those missions, mining and industry
    So is High more profitable ,or 0.0 is only complaining about the fact that we have it easy.




    "i made my own choice to live in 0.0 ,but now i am jealous of the highseccers easy live" is that it?

    R.S.I2014

    RubyPorto
    RubysRhymes
    #25 - 2011-12-23 15:43:48 UTC  |  Edited by: RubyPorto
    oldbutfeelingyoung wrote:
    ok in 0.0 its harder to make an isk flow into the corp or alliance you are in,i do understand that now.
    But in high we have no SOV ,player owned custom offices and lvl 5 missions ,so our only income comes from those missions, mining and industry
    So is High more profitable ,or 0.0 is only complaining about the fact that we have it easy.


    Holding SOV is not an advantage in and of itself. It is a necessity to upgrade space to be usable and defensible in Sov Null.

    The issue isn't (really) Hisec missions, mining, or industry.
    Missions are pretty much fine, Mining has needed a boost everywhere since Drone Regions came out, and Industry is going to be easier and thus more profitable in hisec due to market efficiency no matter what happens.


    The problem is with Hisec Incursions in which a competent fleet can earn ~100million Isk/hr with no logistical effort or need to hold SOV. This is better isk per hour than *any* singleboxed pilot can make in Null. A singleboxed pilot can make around 60-70million Isk/hr running anoms in a Carrier or Pimped faction BS. Incursions also draw ratters out of Null, which makes it feel emptier and less lived in, which reduces roaming and makes collecting good intel harder.


    So right now, Hisec has more profitability for the individual pilot *and* has it easy in terms of logistics and building infrastructure. That's the problem.

    oldbutfeelingyoung wrote:

    "i made my own choice to live in 0.0 ,but now i am jealous of the highseccers easy live" is that it?


    No. It's "I enjoy this game and pay attention to the Devs when they explain developmental goals for various regions of Eve. Hisec Incursion rewards break the developmental goal of an income progression occurring with the decrease in security level."

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    oldbutfeelingyoung
    Perkone
    Caldari State
    #26 - 2011-12-23 17:16:33 UTC
    RubyPorto wrote:
    oldbutfeelingyoung wrote:
    ok in 0.0 its harder to make an isk flow into the corp or alliance you are in,i do understand that now.
    But in high we have no SOV ,player owned custom offices and lvl 5 missions ,so our only income comes from those missions, mining and industry
    So is High more profitable ,or 0.0 is only complaining about the fact that we have it easy.


    Holding SOV is not an advantage in and of itself. It is a necessity to upgrade space to be usable and defensible in Sov Null.

    The issue isn't (really) Hisec missions, mining, or industry.
    Missions are pretty much fine, Mining has needed a boost everywhere since Drone Regions came out, and Industry is going to be easier and thus more profitable in hisec due to market efficiency no matter what happens.


    The problem is with Hisec Incursions in which a competent fleet can earn ~100million Isk/hr with no logistical effort or need to hold SOV. This is better isk per hour than *any* singleboxed pilot can make in Null. A singleboxed pilot can make around 60-70million Isk/hr running anoms in a Carrier or Pimped faction BS. Incursions also draw ratters out of Null, which makes it feel emptier and less lived in, which reduces roaming and makes collecting good intel harder.


    So right now, Hisec has more profitability for the individual pilot *and* has it easy in terms of logistics and building infrastructure. That's the problem.

    oldbutfeelingyoung wrote:

    "i made my own choice to live in 0.0 ,but now i am jealous of the highseccers easy live" is that it?


    No. It's "I enjoy this game and pay attention to the Devs when they explain developmental goals for various regions of Eve. Hisec Incursion rewards break the developmental goal of an income progression occurring with the decrease in security level."



    i don,t know anything about incursions,so can,t react on that
    but i mission and sometimes do some roams with 0.0 friends
    i can tell you,i do not earn 60-70 mil/h i am lucky if i get to 30

    having it easy is a choice in this game ,you want it easy with the little time you have ,stay in highsec or like me occasionly do some pvp outside high
    want to go to 0.0 ? fine but know in before ,that its harder
    but don,t nerf another's players choice bc you want to earn more or having it easier.


    But still want to see some statistics so CCP what do you think
    can you do it ? if yes great if no too bad but why?

    R.S.I2014

    RubyPorto
    RubysRhymes
    #27 - 2011-12-23 20:02:01 UTC
    oldbutfeelingyoung wrote:

    i don,t know anything about incursions,so can,t react on that
    but i mission and sometimes do some roams with 0.0 friends
    i can tell you,i do not earn 60-70 mil/h i am lucky if i get to 30


    The hisec l4 blitzer maxes out around 60-70mil isk/hr. The solo subcap Anomaly runner maxes out around the same (but gets the isk in raw isk form, not LP). I know these numbers because that's what I was getting when I ran missions, and that's what I get when too lazy to run my carrier.

    Moreover, I'm not calling for a nerf to hisec Mission, Mining, or Industry rewards, as I've said before. They're fine. Whatever.
    Incursions are the problem.

    Quote:

    having it easy is a choice in this game ,you want it easy with the little time you have ,stay in highsec or like me occasionly do some pvp outside high
    want to go to 0.0 ? fine but know in before ,that its harder
    but don,t nerf another's players choice bc you want to earn more or having it easier.


    The dev's have said on numerous occasions that they want to reward risk, teamwork, and hard work. Letting 0.0 pilots earn more than Hisec pilots is how you do that.
    In your terms, you can choose to have it easy *or* you can choose to make a high income. Incursions allow you to choose both at once.

    Simply buffing nullsec will result in fairly large inflation which would be bad. So nerfing the rewards of hisec incursions is really the only way to balance the income progression that the Dev's have said they want.

    Quote:

    But still want to see some statistics so CCP what do you think
    can you do it ? if yes great if no too bad but why?


    For *any* hope of a response to this, you need to define your terms much more carefully.
    The issues that would need to overcome to see stats like you seem to want:
  • Isk transfers are instant and not range limited, so it can flow around very easily
  • A Person is not limited to one account, and CCP may not be able to tie all alt accounts together without lumping roommates and such together, so internal alt-alt transfers are muddied
  • Most items are delivered to trade hubs for sale, and purchased from the same (nullsec is widely known as a net importer)
  • When items are repackaged and stacked, they lose their unique ID and are no longer traceable to where they were before the stack

  • Finally, the transfer of value around areas of space isn't really relevant in a discussion of buffing/nerfing incomes, as useful information would be hopelessly buried by the above issues and the different population densities.

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    Jaroslav Unwanted
    Brutor Tribe
    Minmatar Republic
    #28 - 2011-12-23 20:07:54 UTC
    I remember the time of carebearing heavens .. called three sanctums per system with military upgrade V. It provided quite a large space for plenty of people. Big smile

    They nerfed that..

    Boosting null is probably not an option otherwise i am puzzled.

    Nerfing null income in order to boost null .. makes you dizzy.
    Comrade Commizzar
    Eve Revolutionary Army
    #29 - 2011-12-23 20:15:20 UTC
    Jaroslav Unwanted wrote:
    oldbutfeelingyoung wrote:
    Jaroslav Unwanted wrote:
    I would make other question. For me more important..

    where is more fun to be had

    wh/null/low/high




    well,you tell me


    i am a carebear ,sometimes roams with some friends into zero (still being a easy target)

    oow i am loving to be that easy target


    so i have fun in high and in zero lately


    indeed, and its not something which can be easily answered. I think the isk/hr or/and how much isk can be made is not healthy. Alas there are some people who enjoy it, and they should keep it. But its not attitude for masses, or at least it should not be.

    *************************

    LolLolLolLolLolLolLolLol

    A classic response from a Capitalist Swine if I ever saw one. Bravo ! 10 out of 10 for sense of entitlement and disdain factor.
    RubyPorto
    RubysRhymes
    #30 - 2011-12-23 20:16:55 UTC
    Jaroslav Unwanted wrote:
    I remember the time of carebearing heavens .. called three sanctums per system with military upgrade V. It provided quite a large space for plenty of people. Big smile


    That's actually probably the biggest problem. Null can currently provide space (in a -1 sec fully upgraded system) for comfortable ratting to 1 person (maybe 2 if well organized) in the forsaken hubs, 1-2 in the Havens, and 2 in the Sanctums.

    At most 6 people per system can comfortably make Isk from anomalies.

    Mission systems can acommodate any number of people (look at the NPC's killed near Umokka for instance).

    Incursion Vanguard systems can accommodate at least 3-4 fleets (of 10-11 people) before competition for sites needs to start.


    So yeah, I'd forgotten that there used to be nice expanses of well populated null that could support that population.

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    Jaroslav Unwanted
    Brutor Tribe
    Minmatar Republic
    #31 - 2011-12-23 20:18:07 UTC
    @ comrade

    You are wrong.

    Let me rephrase what i was trying to point out..

    Having fun is the goal of life. Doing slave jobs to scrap by, working 16hrs a day to be able to buy bigger TV then the neighbor have is really bad habit.

    PS, I am Nihilist.
    TR4D3R4LT
    Pator Tech School
    Minmatar Republic
    #32 - 2011-12-23 20:37:43 UTC
    RubyPorto wrote:
    The name of the game is greater cost (effort, risk, time), greater reward. That is a developmental goal as stated by the Devs. Hisec earns X, Null earns X+1, WH (null w/out local and w/ harder logistics) earns X+2. Incursions killed that balance.


    Last I checked Incursions happened all over new eden... if we null peeps are not willing to clear them and get into the isk "bangwagon" that has made empire "OP" it's our choice not to do so. If this is about Incursions happening in lo/null not giving enough rewards, then yes, we can talk about that but it should be simple fix of tweaking some lp charts around. Incursion payout should reflect in order from low payment to high; empire, low, null. But what is the correct balancing. Spawn 1.5 incursions in low and 2 in null for every 1 in empire? With that theoretical income from incursions in null should be over twice of what it is in empire. Or should lp payout be tweaked? Exactly what numbers are we after, is 1:1.5:2 correct ratio? What is taken into account for that ratio, are moon minerals in(the old golden goose), equipment costs, logistics, opportunity costs?

    It's endless mire where you need to thread carefully otherwise you'll unbalance the whole shebang. I preferred old null reward scheme where teamwork was rewarded by holding the moon goo and letting players set the reward price. Then peeps complained how boring shooting posses was (it was boring, oh god it was) but little they realized by asking that they were turning away from the group play, planning etc reward scheme towards the lvl4 carebear stance. Imho giving null more isk via buff is fine, as long as it's done in a way that requires group play (carrier and AF outside pos field is not group play.) Heck, increase module drop change from non cap player ships killed in low/null, that's "form" of isk gain too.

    Whatever the buff for lo/null is it has to be in a way that can be fought over and is hard for solo player to achieve. Other choise of nerfing hi-sec will cause bears to outrage and I honestly believe more in carrot then stick approach. Most likely ccp too, last thing they want is to anger more customers, no matter how we look at bears they still make huge portion of the player base, kicking it constantly is just asking for trouble.
    Cipher Jones
    The Thomas Edwards Taco Tuesday All Stars
    #33 - 2011-12-23 20:45:38 UTC
    Sadayiel wrote:
    Anyway the Op raises an interesting question, browse the forums and you can see tons of complains, about WH/Lvl4/sanctum/incursion provide way too much isk and ppl crying for nerf or not.

    A simple Blog explaining within a timeframe (last month as example) about where the *isk* movements are generated it's just interesting, so everyone can see wich % of the total isk created per month it's generated and where it moves in a general basis.


    Wspace is the most dangerous space, it SHOULD pay the most.

    internet spaceships

    are serious business sir.

    and don't forget it

    Comrade Commizzar
    Eve Revolutionary Army
    #34 - 2011-12-23 20:46:12 UTC  |  Edited by: Comrade Commizzar
    Jaroslav Unwanted wrote:
    @ comrade

    You are wrong.

    Let me rephrase what i was trying to point out..

    Having fun is the goal of life. Doing slave jobs to scrap by, working 16hrs a day to be able to buy bigger TV then the neighbor have is really bad habit.

    PS, I am Nihilist.


    Perhaps I missed your intent, but honestly I must say you have missed you calling as an apologist for Zero RMT Alliances, as your statement would have made a fine reparte to the masses for the reason that they should pay no attention to the man behind the curtain.

    Blink
    RubyPorto
    RubysRhymes
    #35 - 2011-12-23 20:57:50 UTC
    TR4D3R4LT wrote:
    RubyPorto wrote:
    The name of the game is greater cost (effort, risk, time), greater reward. That is a developmental goal as stated by the Devs. Hisec earns X, Null earns X+1, WH (null w/out local and w/ harder logistics) earns X+2. Incursions killed that balance.


    Last I checked Incursions happened all over new eden... if we null peeps are not willing to clear them and get into the isk "bangwagon" that has made empire "OP" it's our choice not to do so. If this is about Incursions happening in lo/null not giving enough rewards, then yes, we can talk about that but it should be simple fix of tweaking some lp charts around. Incursion payout should reflect in order from low payment to high; empire, low, null. But what is the correct balancing. Spawn 1.5 incursions in low and 2 in null for every 1 in empire? With that theoretical income from incursions in null should be over twice of what it is in empire. Or should lp payout be tweaked? Exactly what numbers are we after, is 1:1.5:2 correct ratio? What is taken into account for that ratio, are moon minerals in(the old golden goose), equipment costs, logistics, opportunity costs?
    .


    Sov null is about creating empires to live in. Forcing those who have built those empires to break into someone elses house to make isk (Incursion in enemy held space, wat do, can't dock) is a bit ShockedRoll

    Long distance travel in hisec is easy and thus having hotspots of income that move around is not a balancing factor. If you think moving around Null is just a matter of escaping gate camps, try docking in EC-P8R in an NPC corp toon.

    The issue isn't the number of incursions spawned in hisec (though reducing that number would reduce rewards by increasing competition). It's the payout compared to viable, repeatable income generation in nullsec. Nullsec incursions are not completed for 3 main reasons:
  • Not enough people available to do the HQ site
  • Alliance leadership often views free cynojamming as a tactical advantage
  • No sense in setting up a ship for it on the off chance one spawns near me

  • The key to income generation is repeatability. Nullsec incursions don't have that because travel to enemy space in PvE ships to do PvE is suicidal (unless you're plexing in a cloaky ship).

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    RubyPorto
    RubysRhymes
    #36 - 2011-12-23 21:00:18 UTC
    Cipher Jones wrote:
    Sadayiel wrote:
    Anyway the Op raises an interesting question, browse the forums and you can see tons of complains, about WH/Lvl4/sanctum/incursion provide way too much isk and ppl crying for nerf or not.

    A simple Blog explaining within a timeframe (last month as example) about where the *isk* movements are generated it's just interesting, so everyone can see wich % of the total isk created per month it's generated and where it moves in a general basis.


    Wspace is the most logistically challenging space, it SHOULD pay the most.


    Fixed, and Agreed either way.

    BUT, Danger can be mitigated in many areas. Logistical challenges can't.

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

    Jacob Stiller
    The Scope
    Gallente Federation
    #37 - 2011-12-23 21:09:08 UTC  |  Edited by: Jacob Stiller
    Qarth wrote:
    Would be interesting to see where the largest Isk holders are located.

    Is the largest amount of Isk a Corp holds based out of 0.0, low-sec or high-sec?

    Where's the richest person in Eve live?

    What area of space has the highest outflow of cash?

    etc...


    The richest player in Eve is almost certainly someone who gets most of his isk from a trading and industry toon based in or near a major high sec trading hub. The largest isk holder at any given time is usually Akita T, who is based somewhere near Jita. It seems likely that high sec has the largest outflow of cash with all of the PvP players running high sec alts to generate isk for their mains in null and low sec. I've heard that "moons in nullsec" generate huge profits through PI but that supposedly goes mostly to corporate treasuries and CEO pockets. So maybe a CEO of a corp of a nullsec alliance that owns a lot of these moons could rival the highsec traders and industrialists. Of course, maybe they would not like to talk due to possible backlash over their "embezzlement."

    Oh, and I forgot about those who ran various successful scams like robbing an Eve bank or a massive pyramid scheme involving over 1 trillion isk. But these mostly involve high sec as well.
    Midori Tsu
    Evolution
    Northern Coalition.
    #38 - 2011-12-23 21:21:49 UTC
    In my opinion, I think that the rewards for incursions need to be changed, cut the amount of ISK given, its as simple as that. Its just WAY to easy to make isk in incursions, its rather sickening tbh.
    TR4D3R4LT
    Pator Tech School
    Minmatar Republic
    #39 - 2011-12-23 21:50:46 UTC
    RubyPorto wrote:
    Sov null is about creating empires to live in.
    ...

    Long distance travel in hisec is easy and thus having hotspots of income that move around is not a balancing factor. If you think moving around Null is just a matter of escaping gate camps, try docking in EC-P8R in an NPC corp toon.
    ....

  • Not enough people available to do the HQ site
  • Alliance leadership often views free cynojamming as a tactical advantage
  • No sense in setting up a ship for it on the off chance one spawns near me

  • The key to income generation is repeatability. Nullsec incursions don't have that because travel to enemy space in PvE ships to do PvE is suicidal (unless you're plexing in a cloaky ship).


    Creating Empires means managing them logistically and politically. Also using all resources it has to offer is not bad. That means PI, Moon goo, rats, ore, anything that is inside the sov.

    I dont disagree on your points about incursions being "bad" form of isk gain in null compared to empire. That still doesnt remove the fact that they are isk gaining road that players dont want to walk. Another example;

    Null sec mining. If null sec was mined heavily, as in dedicated miners running 23/7, near bot like zen zone like empire belts/lvl 4's are atm, it would push the mineral prices down due to over supply. Sure, null sec mining income would go down but so would empire, lo and mission running mineral income. ATM null sec alliances havent bothered with this kind of "player set income" and instead are asking for straight isk payments in form of bounties. I know it myself as I'll rat in belt 100% more likely then whip out hulk and mine croc. That doesnt remove the fact that the ore income is there and me/someone else in null not mining it ensures minerals will sell just that much more for empire dwellers, thus increasing their income.

    As for;
    "not enough players available" <- recruit more, you're lacking people to grind group effort isk, I see no problem here.
    " Alliance leadership " <- player choice, game should force player choices to have consequences, you cant have your cake and eat it too
    "No sense in setting up a ship for it on the off chance one spawns near me" <- again, player choice of not bothering with it.

    ^^ 2 out of 3 above are able to be solved by making incursions that atm make "empire isk gain op" appear much more often in lo/null. That has two effects, more supply for the incursion lp -> empire gains go down, perhaps lures us to do something else then just chain rats 23/7. Then again it would require us to setup pve ships, and that's not how we roll. Better bears be forced to something.

    It's really hard to figure out ways to boost null that are not just "solo lvl 4 in null sec". Mining hasnt worked, null could offer multiple times the isk/h for mining then empire, also mining would push empire mining/lvl 4 mineral gains down. But to achieve this, grunts would need to setup "lolhulks." NPC killing = lvl 4 but you need to fit cloak and watch local. Moon goo was voted out by players. PI? Holy clickfest batman, if average grunt couldnt stand pos bashing how do you expect them to spend time handling PI. Incursions force you to run after them and alliances prefer to sit still. What there is left and how many of the above is either changed due to players asking for it/not bothering with it?

    But I'm still most in favor of player vs player action giving some form of additional payout in null/lo. The increased mod drop rate for subcaps would allow that. Yes it would require someone to actually "clean" battlefields and so forth but again, group effort should receive rewards. Or system wide "industrial" interface that sov holder controls, making it modern "moon goo." Corp/alliance holds sov in system = receives rewards. Pretty much anything that requires more then guy + his alt to achieve. Nerfing empire income only makes ratting in null better, hence boosting solo play in null instead it being in empire. To my eyes that's not what we should aim at.
    MadMuppet
    Critical Mass Inc
    #40 - 2011-12-23 22:14:45 UTC
    oldbutfeelingyoung wrote:
    MadMuppet wrote:
    Oh, that is simple just read the quarterly report... oh yeah.

    -Mad


    ok give me a link to this and if it answers my question i will ask to lock this thread


    Sorry, was a CCP dig. They went bye bye a while back and helped feed the 'Eve is dying/death to Nex/shoot the statue/ragequitfest.'

    This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

    "If you are part of the problem, you will be nerfed." -MadMuppet

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