These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Thoughts on improving the game

First post
Author
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#181 - 2016-11-02 19:29:26 UTC
Merovee wrote:


To: CCP
Good job on the game Cool, after playing Civ I was wondering when you will be planning a ground game for eve on the planets?

Merovee


Bwahahahahahahahah!

I guess you didn't hear about Dust 514.

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Jenn aSide
Soul Machines
The Initiative.
#182 - 2016-11-02 19:30:36 UTC
Raca Pyrrea wrote:
Jenn aSide wrote:
Raca Pyrrea wrote:




from the official site


what is eve online

Player-created empires, player-driven markets, and endless ways to embark on your personal sci-fi adventure. Conspire with thousands of others to bring the galaxy to its knees, or go it alone and carve your own niche in the massive EVE universe. Harvest, mine, manufacture or play the market. Travel whatever path you choose in the ultimate universe of boundless opportunity. The choice is yours in EVE Online.



I underlined the parts that include pvp.



you also underlined the parts that are not pvp


If you are looking for a "not pvp" space game why aren't you playing Ascent? It's on steam.
Teckos Pech
Hogyoku
Goonswarm Federation
#183 - 2016-11-02 19:40:02 UTC
Tiberius NoVegas wrote:


The risk vs reward aspect is the real issue. High sec is suppose to be secure for new players just learning the game and is designed not to over whelm them in the begining. Low sec is to help introduce them to PVP and the ultimate goal of pushing players into NULL/W-space. High sec does need to be safer for new players but with that we also need to push any experianced players out of high and into low. The issue arises from perspective and reality. the perspective that high sec is low risk with moderate reward is why so many players cling to it. the risk/reward need to reflect low risk and low reward for high sec. While low sec transisions to favor pvp in an aspect that appears to be high risk with moderate reward and this only occured because the only real protection in low sec is sentry guns that are about as useful as a chihuahua stoping an intruder.


Yes, risk vs. reward is the issue. But what every Bad Poster™ here seems to miss is that you have control over the reward side if you are in a freighter. You do NOT need CCP to change anything. Change your imprudent and bad behavior.

And no, your roadmap to the game is not valid. People can pick any "route" in the game. Many join and go straight to NS and never look back. Groups like Karmafleet, Brave and others provide that route. Some never leave HS. Some prefer LS. All of these are totally valid and fine. This is video game where you can do whatever you want.

And these are not mechanics issues, but behavioral issues. Please tell me what mechanic will stop somebody from putting too much cargo value into their freighter? The "problem" here is either,

1. Risk seeking behavior which is not a problem.
2. Ignorance, which is not a problem.
3. A combination of the two, which is not a problem.

At least it is not a problem in terms of mechanics. Ignorance is corrected....by ganking. Risk seeking/imprudence is corrected by ganking. The combination is corrected by ganking.

Don't be imprudent and you'll be much better off.

"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

Captain Tardbar
Deep Core Mining Inc.
Caldari State
#184 - 2016-11-02 19:45:53 UTC
You know there was someone on mining chat last night bragging how his Intel network in null made it safer to mine there than in high sec.

I mean I guess he's right. If someone shows up in local, you know to warp out. If ganker shows up in local in high sec, you won't notice it until you see flashing red ships blapping you.

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Estuary Algaert
Petulant Luddite GmbH
#185 - 2016-11-02 19:49:08 UTC
This all reminds me of those sci-fi stories where the guardians of a race/culture ultimately destroy it "keeping it safe".

Nothing is ever "safe", thankfully, Hi-sec however is reasonably safe. Don't have to worry about so many things you do elsewhere thanks to CONCORD and the rules of Empire Space. No worries that someone is going to hot drop on you, or that your freighter will be bubbled even though your scout gave the all clear. No worries about belt rats that can eat your afk pilots as a lite snack or that the pilot who just blew up your ship illegally won't go unpunished. And no need for anyone to make this space safe for you to do as you wish. It is all nicely laid out for your enjoyment at your convenience, open ~24/7 and managed by your omniscient protectors.


To diverge a bit... when it comes down to it the rules are a bit draconian. The "punishment" for stealing ANYTHING (in space) is the same, 1B worth of loot from a wreck that isn't yours to a 1sk bit of trit, 15min free-fire on you, good anywhere. Can this punishment be forgiven, nope, once the sentence is carried out it must run out the time. Lets not get started on the flag carry from LS to HS on things... that just gets silly.


If you want more than what the automatons offer, well, you are a quasi-god after all. Empires fear you, mortals tremble before you, and the universe is your sandbox so lift a finger and do something, even if it is the middle one. Just remember, this isn't yours, it is ours (including you).
Jenn aSide
Soul Machines
The Initiative.
#186 - 2016-11-02 19:56:18 UTC
Captain Tardbar wrote:
You know there was someone on mining chat last night bragging how his Intel network in null made it safer to mine there than in high sec.

I mean I guess he's right. If someone shows up in local, you know to warp out. If ganker shows up in local in high sec, you won't notice it until you see flashing red ships blapping you.


This unwittingly describes the problem of people in high sec. The game gives you Dscan which you can use to see if a ganking style ship is close to you. It doesn't get used in high sec. High sec miners don't align. High sec miners don't group up and form drone clouds that can blap gankers before they fir enough shots for a gank etc etc.

ALL safety in null is provided 95% by players and 5% by mechanics like local and dscan. Niether of which help you if someone suddenly rolls a wormhole into your system and shotguns the belts, or logs off in a static belt during a low traffic time. You can go to zkill and look at my corp killboard from last month and the month before, We've shattered HOT DROPs with tanked mining ships, I personally have killed 2 anom ganking Stratioses while ratting (on in a vni, another on an alt in na Ishtar).

And yet somehow highseccers can't stay alive in the most populous space that has magical space police that will spawn and save you if only you survive long enough.

The irritating thing is that rather than realize that the problem was their lack of preparation and planning along with their unwillingness/inability to group with the ONE trully good defensive resource in all EVE (other people), they blame it on gankers and game mechanics. I say to those types that it's not null sec groups fault you all can't figure out how to cooperate with other players in this MMO. We did, and we made the least mechancally safe space (null and wormholes) places where we can play. Stop blaming everyone else and figure it out.
Teckos Pech
Hogyoku
Goonswarm Federation
#187 - 2016-11-02 19:57:24 UTC
Captain Tardbar wrote:
You know there was someone on mining chat last night bragging how his Intel network in null made it safer to mine there than in high sec.

I mean I guess he's right. If someone shows up in local, you know to warp out. If ganker shows up in local in high sec, you won't notice it until you see flashing red ships blapping you.


You could set them to red standings and keep an eye on local in HS...granted in a high population system it is harder.

"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

Raca Pyrrea
Center for Advanced Studies
Gallente Federation
#188 - 2016-11-02 20:07:32 UTC
Jenn aSide wrote:
Raca Pyrrea wrote:
Jenn aSide wrote:
Raca Pyrrea wrote:




from the official site


what is eve online

Player-created empires, player-driven markets, and endless ways to embark on your personal sci-fi adventure. Conspire with thousands of others to bring the galaxy to its knees, or go it alone and carve your own niche in the massive EVE universe. Harvest, mine, manufacture or play the market. Travel whatever path you choose in the ultimate universe of boundless opportunity. The choice is yours in EVE Online.



I underlined the parts that include pvp.



you also underlined the parts that are not pvp


If you are looking for a "not pvp" space game why aren't you playing Ascent? It's on steam.


First, who is looking for a "non-pvp" space game?
Second, why underestimating other features Eve offers that no other game can?
Teckos Pech
Hogyoku
Goonswarm Federation
#189 - 2016-11-02 20:07:50 UTC
Let me try it this way....

Okay, you are Frank the freighter pilot. You stuff 6 billion ISK work of Stuff™ into your freighter and undock.

Now, lets look at this....

What is the upside to doing this? Even if you are going to make say, 30% on that cargo we are talking 1.8 billion ISK.

What is the downside to doing this? Well, if you are ganked you will lose about 7.3 billion ISK.

You are risking more than 4 times than what you stand to gain.

Why would you do this?

And the gankers, their downside is given. X*number of catalysts.

Their expected upside is 3 billion ISK.

Why would they not gank?

Why is this even a discussion?

"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

Tiberius NoVegas
NovKor Corp.
#190 - 2016-11-02 20:11:43 UTC
Teckos Pech wrote:
Tiberius NoVegas wrote:


The risk vs reward aspect is the real issue. High sec is suppose to be secure for new players just learning the game and is designed not to over whelm them in the begining. Low sec is to help introduce them to PVP and the ultimate goal of pushing players into NULL/W-space. High sec does need to be safer for new players but with that we also need to push any experianced players out of high and into low. The issue arises from perspective and reality. the perspective that high sec is low risk with moderate reward is why so many players cling to it. the risk/reward need to reflect low risk and low reward for high sec. While low sec transisions to favor pvp in an aspect that appears to be high risk with moderate reward and this only occured because the only real protection in low sec is sentry guns that are about as useful as a chihuahua stoping an intruder.


Yes, risk vs. reward is the issue. But what every Bad Poster™ here seems to miss is that you have control over the reward side if you are in a freighter. You do NOT need CCP to change anything. Change your imprudent and bad behavior.

And no, your roadmap to the game is not valid. People can pick any "route" in the game. Many join and go straight to NS and never look back. Groups like Karmafleet, Brave and others provide that route. Some never leave HS. Some prefer LS. All of these are totally valid and fine. This is video game where you can do whatever you want.

And these are not mechanics issues, but behavioral issues. Please tell me what mechanic will stop somebody from putting too much cargo value into their freighter? The "problem" here is either,

1. Risk seeking behavior which is not a problem.
2. Ignorance, which is not a problem.
3. A combination of the two, which is not a problem.

At least it is not a problem in terms of mechanics. Ignorance is corrected....by ganking. Risk seeking/imprudence is corrected by ganking. The combination is corrected by ganking.

Don't be imprudent and you'll be much better off.


I understand people making bad choices and there is no need for a mechanic for a choice. There are new players that do like to play it risky and go straight for null/low. however these guys usually are attached to some PVP corps that helps curve there experience level so they know how to be effective in low/null.

On that note I would also have to say there are many corps I have come across that are in high sec only because they lack the manpower or political power to move to low yet. This is something they will have to figure out on there own but by simply reducing high sec rewards, it will encourage them to make bolder moves to push into low/null.

My roadmap is just an example of how its suppose to be balanced. When EVE was first launched I guarantee there was players that jumped on and b-lined it straight for null sec without and experience and barely any skills. This was a risk they toke for the reward of gaining early access and possible control of null sec. While you may argue my road map is invalid, in the risk vs reward concept that new player has to weigh his lack experience, low SP and high probability of PVP vs the rewards he could make as a new player in low/null sec. this still maintains balance of the risk vs reward concept.
Teckos Pech
Hogyoku
Goonswarm Federation
#191 - 2016-11-02 20:51:16 UTC
Tiberius NoVegas wrote:


I understand people making bad choices and there is no need for a mechanic for a choice. There are new players that do like to play it risky and go straight for null/low. however these guys usually are attached to some PVP corps that helps curve there experience level so they know how to be effective in low/null.

On that note I would also have to say there are many corps I have come across that are in high sec only because they lack the manpower or political power to move to low yet. This is something they will have to figure out on there own but by simply reducing high sec rewards, it will encourage them to make bolder moves to push into low/null.

My roadmap is just an example of how its suppose to be balanced. When EVE was first launched I guarantee there was players that jumped on and b-lined it straight for null sec without and experience and barely any skills. This was a risk they toke for the reward of gaining early access and possible control of null sec. While you may argue my road map is invalid, in the risk vs reward concept that new player has to weigh his lack experience, low SP and high probability of PVP vs the rewards he could make as a new player in low/null sec. this still maintains balance of the risk vs reward concept.


There is no "supposed" to the game though. EVE is a game of spontaneous order and emergence. That is, we have a the game with a few basic rules from CCP. Then the players log in and interact. The players form groups and organizations, but there is no over-arching imposition of order or structure to the game. CCP does not come along and impose any kind of specific order. They don't determine who holds what space, or which corporations or players can mine in which systems. The players determine this either individually or as part of organizations.

So it isn't that your "road map" is invalid, it is just not the only one.

As for risk vs. reward there is no way a single player can out compete a group of players generally speaking. He might have an edge in one aspect of the game, but he can't be better at everything 10 players could do as a group. And this tends to be true largely independent of skill points. And there are ways to mitigate and manage that risk and improve your rewards, you already named the most obvious: join a group that can help you.

And careful with the "make HS less attractive and HS corps will move to LS or NS." Some might. Some won't, and if the rewards drop enough, they have another option...not logging in. Think of an evolutionary process, in such processes some will adapt others will not, those that don't go extinct.

"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

Old IT Guy
Far Reaches Industries
#192 - 2016-11-02 21:24:38 UTC
Tiberius NoVegas wrote:
Old IT Guy wrote:
Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.



You don't go to a poker tournament and demand the rules be changed to let people play Bridge.

EveO is MASSIVELY PVP. If someone doesn't like it they *DO* need to leave.


I find this a rather annoying notion that people try to imply EVE is strictly a PVP game. Yes PVP is a huge part of it but its entire economy is rooted in PVE game play.


I didn't say "ONLY PVP", did I? I said "massively", meaning (in the western world) "largely". You can't swing a dead cat in this game without finding some kind of PVP, not all of it pew.

Words matter.
Tiberius NoVegas
NovKor Corp.
#193 - 2016-11-02 21:30:34 UTC
Teckos Pech wrote:


There is no "supposed" to the game though. EVE is a game of spontaneous order and emergence. That is, we have a the game with a few basic rules from CCP. Then the players log in and interact. The players form groups and organizations, but there is no over-arching imposition of order or structure to the game. CCP does not come along and impose any kind of specific order. They don't determine who holds what space, or which corporations or players can mine in which systems. The players determine this either individually or as part of organizations.

So it isn't that your "road map" is invalid, it is just not the only one.

As for risk vs. reward there is no way a single player can out compete a group of players generally speaking. He might have an edge in one aspect of the game, but he can't be better at everything 10 players could do as a group. And this tends to be true largely independent of skill points. And there are ways to mitigate and manage that risk and improve your rewards, you already named the most obvious: join a group that can help you.

And careful with the "make HS less attractive and HS corps will move to LS or NS." Some might. Some won't, and if the rewards drop enough, they have another option...not logging in. Think of an evolutionary process, in such processes some will adapt others will not, those that don't go extinct.


Well placed statements and I agree.

As for the whole HS less attractive thing. High sec does need to be less attractive but Low sec also need to be more of a middle ground between High and NULL. Right now LS is treated more like NULL due to the lack of security over all. the fact that its LS empire space is about the only thing keeping corporations/alliances from moving and taking over.

As for players that don't log in and just give up, well CCP has stated they don't want those kind of players not to mention do you really want those kind of players populating EVE? EVE isn't for every one but those who have the drive and motivation to push and actually become effective with game know what it has to offer compared to any other MMO out there.
Keno Skir
#194 - 2016-11-02 21:40:21 UTC
Captain Tardbar wrote:
Jenn aSide wrote:
Captain Tardbar wrote:


To live in null or WH requires other people and trust in those people not to screw you over with malice or sheer stupidity.


Thisi is untrue,so untrue I'll link someone I actually cannot stand.

https://forums.eveonline.com/default.aspx?g=posts&t=309467


Hell, I even ninja'd null rats when I was bored with FW in 2013.

But that's technically not living but rather working in null sec. Sure there are stations that tolerate neutrals but it still requires some politicking for the neutral. And I specifically said live.

If you have to fly back and forth between high sec and null.... Well...

You only visit there.


It's harder to travel to nul every time than to live there. No Intel, no allies and no controlled space to do your rediculous "PvE" Pirate
Teckos Pech
Hogyoku
Goonswarm Federation
#195 - 2016-11-03 00:52:59 UTC
Tiberius NoVegas wrote:
Teckos Pech wrote:


There is no "supposed" to the game though. EVE is a game of spontaneous order and emergence. That is, we have a the game with a few basic rules from CCP. Then the players log in and interact. The players form groups and organizations, but there is no over-arching imposition of order or structure to the game. CCP does not come along and impose any kind of specific order. They don't determine who holds what space, or which corporations or players can mine in which systems. The players determine this either individually or as part of organizations.

So it isn't that your "road map" is invalid, it is just not the only one.

As for risk vs. reward there is no way a single player can out compete a group of players generally speaking. He might have an edge in one aspect of the game, but he can't be better at everything 10 players could do as a group. And this tends to be true largely independent of skill points. And there are ways to mitigate and manage that risk and improve your rewards, you already named the most obvious: join a group that can help you.

And careful with the "make HS less attractive and HS corps will move to LS or NS." Some might. Some won't, and if the rewards drop enough, they have another option...not logging in. Think of an evolutionary process, in such processes some will adapt others will not, those that don't go extinct.


Well placed statements and I agree.

As for the whole HS less attractive thing. High sec does need to be less attractive but Low sec also need to be more of a middle ground between High and NULL. Right now LS is treated more like NULL due to the lack of security over all. the fact that its LS empire space is about the only thing keeping corporations/alliances from moving and taking over.

As for players that don't log in and just give up, well CCP has stated they don't want those kind of players not to mention do you really want those kind of players populating EVE? EVE isn't for every one but those who have the drive and motivation to push and actually become effective with game know what it has to offer compared to any other MMO out there.


Have you seen the Eve Offline numbers...there are ALOT of players not logging in anymore...players CCP did want.

"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

Steffles
University of Caille
Gallente Federation
#196 - 2016-11-03 03:10:09 UTC
Tiberius NoVegas wrote:

The risk vs reward aspect is the real issue. High sec is suppose to be secure for new players just learning the game and is designed not to over whelm them in the begining. Low sec is to help introduce them to PVP and the ultimate goal of pushing players into NULL/W-space. High sec does need to be safer for new players but with that we also need to push any experianced players out of high and into low. The issue arises from perspective and reality. the perspective that high sec is low risk with moderate reward is why so many players cling to it. the risk/reward need to reflect low risk and low reward for high sec. While low sec transisions to favor pvp in an aspect that appears to be high risk with moderate reward and this only occured because the only real protection in low sec is sentry guns that are about as useful as a chihuahua stoping an intruder.

Pushing players out of high is a very bad idea.

CCP has been trying it for a long time and they have had a stagnant playerbase because of it.

A healthy MMO has a large proportion of non-pvp'rs. They're the engine that drives development. A healthy game has a small proportion of pvp'rs, the mechanics of which are paid for by the large proportion of non-pvpr's.

A healthy MMO rather than pushing players out to pvp areas, rewards non-pvpr's for going out and taking risks.

One of the crucial elements that is lacking is EvE is for pvpr's to stfu and stop being salty about what other players are doing in their own gametime.

I'm a pvp'r and the last time I cared that someone was mining, ratting, missioning, or afkin'g gates in highsec was NEVER.

Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg

Australian Excellence
Gate Tax Collection Agency
CODE.
#197 - 2016-11-03 03:37:43 UTC
Steffles wrote:
Tiberius NoVegas wrote:

The risk vs reward aspect is the real issue. High sec is suppose to be secure for new players just learning the game and is designed not to over whelm them in the begining. Low sec is to help introduce them to PVP and the ultimate goal of pushing players into NULL/W-space. High sec does need to be safer for new players but with that we also need to push any experianced players out of high and into low. The issue arises from perspective and reality. the perspective that high sec is low risk with moderate reward is why so many players cling to it. the risk/reward need to reflect low risk and low reward for high sec. While low sec transisions to favor pvp in an aspect that appears to be high risk with moderate reward and this only occured because the only real protection in low sec is sentry guns that are about as useful as a chihuahua stoping an intruder.

Pushing players out of high is a very bad idea.

CCP has been trying it for a long time and they have had a stagnant playerbase because of it.

A healthy MMO has a large proportion of non-pvp'rs. They're the engine that drives development. A healthy game has a small proportion of pvp'rs, the mechanics of which are paid for by the large proportion of non-pvpr's.

A healthy MMO rather than pushing players out to pvp areas, rewards non-pvpr's for going out and taking risks.

One of the crucial elements that is lacking is EvE is for pvpr's to stfu and stop being salty about what other players are doing in their own gametime.

I'm a pvp'r and the last time I cared that someone was mining, ratting, missioning, or afkin'g gates in highsec was NEVER.

Don't know if you noticed, but EvE is a pvp sandbox based game.. If it was up to you, you would let these people sit in Highsec unapposed all day ruining the games economy even more than they already have.

You don't sound like much of a pvper, sound more like a miner... A miner who thinks sitting there all day afk or botting ruining the ore prices doesn't effect other players. Thank the lords you aren't the one deciding things at CCP.
Gavascon
need more power inc.
#198 - 2016-11-03 04:03:40 UTC  |  Edited by: Gavascon
after reading 10 pages of this thread it is quite apparent this is a twist on an old topic.
fact: eve isn't fair. never has been, never will be. embrace this and move on!!!

the comedy:
a miner will shoot an asteroid and not consider that a form of pvp.
that miner will defend himself against a computer generated attacker....commonly called a belt rat.
he will destroy those belt rats without thinking twice and not begin a forum thread complaining how those belt rats are destroying his ability to mine or the quality of his game time.
yet, when the attacker becomes a player everything changes. that is when "things need to be changed".

there are two ways any player can be 100% safe.
1) don't log in
2) stay in a station

once you undock, the game isn't safe - regardless of the type of space (high, low, null & w-space).
rule #1: if you cannot afford to lose the ship you undock with, don't use it.

there have been many changes to the game during my 8+ years here.
new ship icons for overviews
renaming of skills and the categories where they can be found
renaming of every module in game
changes to war mechanics (most of which favor defenders)
the loss of the watch list (a reason many people quit playing)
ship rebalancing (or nerfed)


piracy has always been rewarded. i hope that never changes.
Teckos Pech
Hogyoku
Goonswarm Federation
#199 - 2016-11-03 04:58:52 UTC
Steffles wrote:
Tiberius NoVegas wrote:

The risk vs reward aspect is the real issue. High sec is suppose to be secure for new players just learning the game and is designed not to over whelm them in the begining. Low sec is to help introduce them to PVP and the ultimate goal of pushing players into NULL/W-space. High sec does need to be safer for new players but with that we also need to push any experianced players out of high and into low. The issue arises from perspective and reality. the perspective that high sec is low risk with moderate reward is why so many players cling to it. the risk/reward need to reflect low risk and low reward for high sec. While low sec transisions to favor pvp in an aspect that appears to be high risk with moderate reward and this only occured because the only real protection in low sec is sentry guns that are about as useful as a chihuahua stoping an intruder.

Pushing players out of high is a very bad idea.

CCP has been trying it for a long time and they have had a stagnant playerbase because of it.

A healthy MMO has a large proportion of non-pvp'rs. They're the engine that drives development. A healthy game has a small proportion of pvp'rs, the mechanics of which are paid for by the large proportion of non-pvpr's.

A healthy MMO rather than pushing players out to pvp areas, rewards non-pvpr's for going out and taking risks.

One of the crucial elements that is lacking is EvE is for pvpr's to stfu and stop being salty about what other players are doing in their own gametime.

I'm a pvp'r and the last time I cared that someone was mining, ratting, missioning, or afkin'g gates in highsec was NEVER.


I don't give a crap what other players want to do. If they want to eat rocks all day, fine by me. Of course, if I want to come along and blow one up and I'm willing to accept the consequences then that is fine too.

This is a game predominantly about players being competition with each other in one form or another. Thus, it is predominantly PvP centered game.

"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

Eugene Kerner
TunDraGon
Goonswarm Federation
#200 - 2016-11-03 06:08:04 UTC
@OP

I disagree with your attitude son. You are playing a sandbox game with thousands of others. If you want to roam solo thats fine but dont bother us with your fear.

Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.


@Nick Bete
The game needs game.
That is what you are.

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP