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There should be a "debriefing" system on KS, tracking the project post completion and it should affect and be shown on the profile of the developers who made it and everyone connected to them.

 

Metacritic scores for games in bold lettering, user review section etc.

Edited by Drowsy Emperor

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

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Have to wonder and wait with glee to see what issues Star Citizen will yield :)

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

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Motoko's combat suit never showed cleavage. She was professional when she had to be.

Ghost in the Shell's Motoko?

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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Motoko's combat suit never showed cleavage. She was professional when she had to be.

 

You haven't seen the very first movie, have you? It takes the conundrum of invisibility cloaks and the wearer's clothes to its logical conclusion.

 

In other news, picked this up. Not only is it pretty heavy, but it animates ridiculously well:

 

 

Companion piece:

 

http://youtu.be/tPnppCelvk0?t=31m37s

Edited by Agiel
Quote
“Political philosophers have often pointed out that in wartime, the citizen, the male citizen at least, loses one of his most basic rights, his right to life; and this has been true ever since the French Revolution and the invention of conscription, now an almost universally accepted principle. But these same philosophers have rarely noted that the citizen in question simultaneously loses another right, one just as basic and perhaps even more vital for his conception of himself as a civilized human being: the right not to kill.”
 
-Jonathan Littell <<Les Bienveillantes>>

 

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Some people paid 100$+ for alpha/beta access to support the game and now they're screwed out of a refund because their participation in the online gameplay is taken as an admission that they, what, don't need the offline mode? Can get by without it? While that is probably true, its still completely unrelated to the fact that a key feature has been removed from the game and that its no longer the same product as originally advertised.

Pardon me for being unsympathetic but considering how little the final product has changed the whole thing has been massively overblown.

Crowd sourced products have repeatedly done worse by their supporters and got away without even half the outrage.

 

 

Rather depends on the weight you put on the various features though, doesn't it? If you have crap internet, a data cap or various other possibilities (military deployment etc) you may not have backed at all due to that 'little' change in the final product, speaking from experience it is one thing to have to download a large file on a one off basis and having to have a persistent connection as well as large download and patching. Even if you simply backed it because of offline mode on principle- dislike of DRM, wanting to be able to 'own' games- you have the right to be pissed at them altering the agreement. I find the idea that you should kowtow and be grateful for what you get, even if it isn't what you asked for, ludicrous- and they were still touting an offline mode up until a few months ago.

 

(Heh, I get the feeling that is Empire Strikes Back were released today you'd get a horde of people saying that Vader's "I have altered the agreement, pray I do not alter it further" was perfectly justified and simply reflects changing reality and the Empire is really still awesome, after all Lando still got some of what he was promised why can't he be happy with that and he never signed a contract just had a verbal agreement on aims, it was non binding etc etc)

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so it is Motoko from GITS we're talking about.

 

in the movies she doesn't have any genitals so there are several scenes where she is completely "naked". since it's a synthetic body, she doesn't feel it's indecent to not wear clothes to the point at which she would refuse to use her thermal-optical camo in the name of "professionalism"

 

https://www.youtube.com/watch?v=3WAoLiKHtnM

 

in the original manga she's a lot more liberated in regards to her body and sexuality, there are numerous panels where she's having orgies in virtual space, so, again, we're way past the "showing cleavage" point

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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You're both right, in a sense.

 

Motoko doesn't care about her body the way most normal women do. Her old body, the one she cared about, is gone with the wind, as we learn in one of the Stand Alone Complex episodes. Which means that she has no qualms about taking her clothes or suit off, or even walking around naked. But at the same time, she would never care to put on a dress to titillate onlookers like she does in the gameplay demo, unless her current mission is infiltration via seduction (which does happen at least once in the series).

 

In another SAC episode, there is a scene where she sleeps with a boy -- sleep here is literal, she doesn't have sex with him, just shares a bed and answers his awkward boyish questions about sexuality and whatnot with total openness. Again, because she doesn't really care. I can't imagine any other woman doing what she does there.

The Seven Blunders/Roots of Violence: Wealth without work. Pleasure without conscience. Knowledge without character. Commerce without morality. Science without humanity. Worship without sacrifice. Politics without principle. (Mohandas Karamchand Gandhi)

 

Let's Play the Pools Saga (SSI Gold Box Classics)

Pillows of Enamored Warfare -- The Zen of Nodding

 

 

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Starforce did damage hardware (CD/DVD drives), it was actually provable practically as well as theoretically.

 

So prove it. Show me the links to a reputable tech site that managed to reproduce this claim.

Swedes, go to: Spel2, for the latest game reviews in swedish!

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Motoko doesn't care about her body the way most normal women do. Her old body, the one she cared about, is gone with the wind, as we learn in one of the Stand Alone Complex episodes.

ok, I don't know exactly what the SAC is about, so I had to google it. seems it's a spin-off, loosely tied to the original (they go as far as just making their own version of Ghost in the Shell 2, titled Solid State Society - they take the same episode from manga as Oshii's movie did, which is really strange, because in the manga it's a small episode taking place in the very beginning that is referenced once or twice as the story progresses, having little impact on the story as a whole, it's hard to say why so many people want to produce movies based on it).

 

since Shirow apparently had no input on how SAC was developed, I think it's safe to say most of its themes can be largely ignored

 

with that said, Motoko had many boyfriends in the manga (one could probably say that she is "promiscuous"), so she is far from a prude 

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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More information on No Man's Sky. I find procedural generation to be an interesting concept, although I'm always concerned that it could lead to a repetitive and unfocused gaming experience. Even if nothing is the "same" in the strict sense of the word, the content still follows a recognizable pattern. In Minecraft, every world is different, but the differences don't really lead to a significantly varied gaming experience. That raises the question of what advantage is gained by having an infinite world in the first place.

 

And yet the planets in No Man's Sky look so spectacular and so reminiscent of the best imagery hard sci-fi ever had I can hardly wait to get into a ship and start exploring. 

Edited by Drowsy Emperor
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И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

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There should be a "debriefing" system on KS, tracking the project post completion and it should affect and be shown on the profile of the developers who made it and everyone connected to them.

 

Metacritic scores for games in bold lettering, user review section etc.

Jesus christ no, use of metacritic scores as a blanket 'Goodness' measure by publishers is one of the terrible things about the industry today where we make games for braindead IGN reviewers' first half hour. Why would you want to contaminate KS games with them? If KS games could get 90 on metacritic they wouldn't need KS.

 

I agree with you in spirit on Elite without knowing the details.

 

Generally speaking KS is neither a pre-order nor an investment, it is a transaction defined as much by good will and ongoing customer developer relationships as much as it is by any farcically minimal 'legal contract' that KS is beholden to. No, that's not romantic mumbo jumbo, that is a full reflection of the reality of KS at the present - arguing that it is just a pre-order, for example, ignores the whole dynamics of how both sides calculate and make decisions about backing, future projects, following up on this project, etc. The world doesn't run on the law alone, and neither does your business - otherwise the EULA would be the final word on everything. It stands to reason that when you make major changes to your game you don't want to be combative against your own backers about it.

 

Basically, if you are right that your game will not change substantially for the worse due to the move, you shouldn't be afraid of giving out refunds, since there shouldn't be too many of them. (See: Torment on TB.) If you are afraid that many people will want refunds on their backing because of your change, maybe that means the change isn't such a good idea, huh? Either way, it is the developer that has to be smarter, not the customer.

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Some KS games have done really well on metacritic you know. I'm aware of the whole game of playing up review scores, but the scores are still a worthwhile guideline, particularly along with the user scores.

 

Anyway, some sort of reputation system so you can tell who's the person pitching you a product at a glance can't be bad.

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

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Some KS games have done really well on metacritic you know. I'm aware of the whole game of playing up review scores, but the scores are still a worthwhile guideline, particularly along with the user scores.

 

Anyway, some sort of reputation system so you can tell who's the person pitching you a product at a glance can't be bad.

I disagree that metacritic is a worthwhile guideline. Firstly, the video game journalism institution is a farce and we should not use it just because it is a convenient option and there are no good others. Secondly, metacritic's algorithms have well advertised problems. Thirdly, isn't the purpose of KS games opposed to publisher games to produce the kind of games that are appreciated by and caters to a niche audience, irrespective of whether everybody else considers it diamond or poop? Metacritic would be an absolutely irrelevant measure of this.

 

What would be an interesting debriefing procedure is thoughts from backers themselves about how they thought the developer conducted the project, both in terms of end product and otherwise. KS developing a system where you can check the record of each project creator and user responses to projects would be a good start.

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Motoko's combat suit never showed cleavage. She was professional when she had to be.

 

You haven't seen the very first movie, have you? It takes the conundrum of invisibility cloaks and the wearer's clothes to its logical conclusion.

 

 

The game mentions STand Alone Complex so is based on the series.

The ending of the words is ALMSIVI.

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Does anyone else think its hilarious that Ubisoft hyped the crap out of Unity and its getting hate layered on it for being broken and meh, and they barely even marketed Rogue and people are saying its a must-buy?

The area between the balls and the butt is a hotbed of terrorist activity.

Devastatorsig.jpg

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CCP's creative with trailers.

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

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I think its a bit late for a Ghost in the Shell game. All the awesome things the anime had have already become standard repertoire of other games. 

 

As for that EVE trailer, that's tantamount to false advertising :D 

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

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http://www.pcgamer.com/elite-dangerous-refund-policy-being-reconsidered/

 

Elite developer may give refunds to alpha and beta players now too.

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

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Star Citizen's FPS health system sounds interesting.

 

 

Early in Star Citizen’s development, we laid out Chris Roberts’ vision for a new, more interesting system of character death. You can read all about it in Death of a Spaceman, but the gist is that our game aims to treat dying very seriously. To make Star Citizen’s world immersive and engaging, we crafted a high level design for a system that attempts to treat player death as more than just a ‘respawn and then continue playing’ moment. It’s possible to survive the destruction of your ship, to survive your battle wounds… but it’s also possible to lose your character permanently.

 
Until recently, Star Citizen’s death mechanic was a broad concept. Something we intended to put into play when the persistent universe launches, not something we needed to engineer for the Hangar Module or Arena Commander. With the upcoming First Person Shooter module, that changes significantly. A key portion of any FPS is the health system, which connects directly back to player death. Think back to classic FPS’ you have played. There have been countless iterations on player health and death, from picking up med kits in Wolfenstein to passing periodic regeneration chambers in Bioshock to the ‘rest and heal’ mechanic in the Call of Duty series. The challenge for the team at Illfonic became: how do we express Chris’ goals regarding player death through the FPS health system? The balancing act between realism and fun is important but what is more important is staying true to the vision. We want every firefight to matter and we want the player to feel both a sense of triumph in victory and the consequences of defeat.
 
In the end, the team decided to run counter to the standard FPS mechanics of regenerating health and instantly respawning on death to make every fight a calculated decision that can have ramifications that impact your character and place in the ‘Verse. What follows are the FPS health mechanics as we have implemented them; like much of Star Citizen, we’re excited to break from the norm and try something we believe to be extraordinary!
 
CHARACTER HEALTH
For health, we have devised a limb-based system with varying degrees of severity, permanence and reaction that we feel makes FPS combat more tactical and interesting.
 
Keeping in the spirit of total immersion, limb damage is a serious issue in FPS combat. All parts of the body have their own health. What this means is that there is no “overall health”; instead, ten different parts of the body (called limbs, detailed below) track their own data and impact the total for each Citizen. The amount of damage an individual limb suffers can be modified by other factors, such as armor and even environment. For instance, having armor on a particular limb will reduce the damage effect. There are 4 levels of health to each limb, each of which impacts how your character controls (what they are capable of, their response time and so on.) These are:
 
Normal – You are fit and ready to fight!
Hurt – Hurt limbs can cause problems with aiming, walking, or other functions that would require that limb. Limbs can get hurt from being too close to an electric spark, flame, outer explosion, or being hit with objects in the environment. Light Armored players can quickly be hurt.
Damaged – Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). This is the state right after the hurt phase, where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl.
Ruined – Limbs in this phase are essentially gone. The player will most likely bleed out at this state. This is usually something as bad as your arm being blown off. If the ruined limb is an arm then you will not be able to aim any weapons that require it. For example two handed weapons require both arms to be outside the Ruined state. Screen effects are also present to simulate the pain the player is enduring in this state. If the player is able to be healed by a player with medical equipment, the limb is completely gone and cannot be used, but the player can at least move around and continue the fight (if they have their legs, that is!)
 
LIMBS
In the current system, there are 10 Limbs that can receive isolated damage.
 
Head
Torso
Right Upper Arm
Right Lower Arm
Left Upper Arm
Left Lower Arm
Right Upper Leg
Right Lower Leg
Left Upper Leg
Left Lower Leg
Limb damage is measured as a percentage, with Normal being a limb at 90% or greater, Hurt is between 90% and 50%, Damaged is 50% to 1% and Ruined is 0%. Limbs will transition between the three states of damage based on the amount of health the limb has remaining. Modifiers, such as armor or atmosphere, also impact the base health numbers.
 
IDENTIFYING LIMB DAMAGE
There are many ways limb damage can be identified. These are just a few.
 
Visual – Damage to limbs will normally be observable by players; taking a hit will call out a damage state in much the same way as our ships.
Helmet HUD / mobiGlas – When a Limb changes state, an icon of the limb flashes on the screen to its current state. This is only available if you have a biometric suit attachment for your mobiGlas or your armor suit has biometric monitoring.
Gadget – Some gadgets will allow players to track their limb damage state, including medical devices or other HUD devices.
 
If you are not wearing the appropriate gear, you may not have a fancy status indicator keeping your character up to date with you’re the state of your health. It will be critical for you to pay attention to other signs such as shortness of breath, limping, loss of limbs, tunnel vision and other signs. If your character is bleeding out, you will fall limp, in such agony that you are unable to move. If you are wearing the appropriate gear, you might be able to track your characters status better.
 
These charts represent an example of how you may see your characters overall health status. Each state is more violent and color coded for easy recognition.
 
While you can track limb damage visually, you won’t have the specific medical information available from a dedicated scanner… but when you take a hit to your body in Star Citizen, you’re going to be able to see it! (And so will everyone else.)
 
HEALING
For our equivalent of respawn (when permadeath is avoided) we wanted a system that makes players want to avoid dying: no simple reappearing a few meters from your body!
 
The concept is simple. In the world of Star Citizen it’s pretty hard to instantly kill a player, instead he’s likely to take heavy limb damage, incapacitating him until a friendly player manages to drag him to safety and apply some medical aid. If a player has his critical limb damage healed up to at least a Hurt level then he can get back up and re-enter combat. Of course if no one comes to the aid of a downed comrade and the opposing side gets there first they have the choice to make sure their enemy is out of action… Or they could be more humane and capture the wounded combatant!
 
It’s important to mention again, that with this system we’re avoid the current trend of hiding behind cover for blood to clear off your screen and jumping back in the fight ready for more. Aside from the realism aspect, we are really excited at the prospect that this could promote much more teamwork between your allies, since you would be much more reliant on their help if you suffer a Damaged wound as well as promoting much a more calculated approach to tactics, being careful not to spread your forces too thin.
 
There are also only so much healing one body can take, each time a temporary battlefield med device is used the ability to repair that limb becomes less and less. After a point, there is nothing more than can be done other than taking the fallen comrade to a proper hospital to be fully healed, or risk him dying from his wounds.
 
This diagram focuses on the lower right arm and it’s various states:
 
 
PLAYER DRAGGING
If you or your teammate are unable to move (limbs are ruined or close to) a teammate can help by dragging that person out of the battle or to a medical pod. This is a context sensitive action that will drag players based on grabbing them at the shoulders. While being dragged, a player will lose his input abilities. The one exception would be if your legs are ruined but you are not bleeding out, in this case you would still have control over aiming while being dragged.
 
A player being dragged can exit being dragged with a counter-context sensitive action in case they don’t want to be moved. After the player being dragged aborts the drag, there is a short cool down before they can be dragged again.
 
 
 
Movement
 
There are four ways players can be dragged:
 
Laying on their back, being dragged by their shoulders
Laying on their back, being dragged by their feet
Laying on their stomach, being dragged by their shoulders
Laying on their stomach, being dragged by their feet
The player doing the dragging uses both hands to pull the wounded player.
 
Medical Devices
 
There will two types of ways for players to be healed through field tech and intensive systems that can only be provided by medbays or medstations. In short, if you are in a combat area, you cannot be healed to your full capacity. When seriously injured, you must take your character through the process of proper recovery.
 
Field tech are gadgets that can be carried by players or NPC’s that are capable of providing temporary healing for a variety of wounds. They will nullify pain, stop bleeding, restore vital systems and calm body systems to states where the person can function again. Gadget aids cannot rebuild tissue, but can provide enough white blood cell replacements to heal up small wounds at an extremely fast pace.
 
One such example is the DYNAPAK from CureLife which is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLife’s proprietary serum, a single DYNAPAK will promote healing in non-serious wounds to get you back on your feet.
 
Intensive systems are medical services that can only be found in medbays and hospitals. Capable of handling much more serious wounds, they are full-size medical immersion chambers, outfitted with technology tp rebuild tissue, replace blood and perform other operations through advanced 3d printing technology. There are even new systems such as the Calliope that are capable of completely reconstructing a person’s appearance.
 
Your players overall health status is essentially the state of all of your limbs combined. As each limb goes through their various stages, your overall health status can quickly change. Your health status does not change linearly, as it can quickly become fatal at an exponential rate. For instance if it is your Head there’s not much a med device can do for you!
 
Bleeding out is your character’s enemy. If you are bleeding out, you are probably done for. But there is still hope! Paying attention to your health status is critical.
 
If a player takes a lot of damage to a limb in one blow, the damage doesn’t affect the player’s total Health Status right away. Instead a portion of the damage to the limb eats away at your Health Status over time. This is to simulate the idea that you don’t die in a single blast, you ‘bleed out’ over time. Upon taking this type of damage, the player will then begin to bleed out at a set rate, giving them a limited amount of time to live unless they get to a medstation or a friendly player uses a med device on them. If the player takes more massive amounts of damage to a specific limb in one blow, it follows a similar formula but at much larger scale. It is important to note that in a heavy Bleed Out state the player will have no ability to aim a weapon as the pain is just too severe.
 
Bring in the Starships
 
What is Star Citizen without ships? As you know, the FPS module is being designed to support the existing focus on starship combat rather than to replace it. So how do the two mechanics complement each other? The answer is that there is a significant amount of strategy involved!
 
Star Citizen’s spaceflight will include a robust ‘rescue’ system. Search and rescue missions are one of our major ‘umbrella’ mission types: players will be called upon to rescue both NPCs and players who find themselves shot down or otherwise stranded in space. Using the same systems outlined above, players can suffer injuries during space combat… and there’s no more likely place for this to occur than during ejection/ship destruction.
 
Imagine following a distress beacon to a downed pilot floating in space. You put on your EVA outfit, vent your atmosphere and exit your ship to rescue them. Pulling the player aboard, you find they’ve taken a laser blast to the arm, or a mass driver to the chest. Here, the FPS healing mechanic again takes place and you must stabilize them for the trip to a hospital facility.
 
Unless you are carrying that hospital facility with you! A number of Star Citizen ships have already been revealed to have medical bays onboard or as options and more are in the works. There’s even a large dedicated hospital ship in the fourth wave of ship designs, which will allow even more player recovery (and which will possibly even act as a mobile respawn spot for not-quite-permadead Citizens.)
 
Carrying a medical bay is a strategic expense: you lose cargo space and energy to support the facilities… but if you’re interested in recovering other pilots and getting them back into action quickly, it’s the way to go! We expect a great deal of emergent gameplay here: pirate groups conducting raids may have a ‘healer’ Cutlass Red (or similarly outfitted ship) accompanying them to make sure that individual team members can get back to the fight quickly and effectively.
 
Going Forward
 
While it seems complicated (at the very least different) we feel strongly that the system we have created best first Star Citizen and Chris’ vision for the universe. As we said at the beginning we want every combat scenario to matter. It is important to note however that a skilled player will be able to thrive in our combat system and use the way health works to their advantage.
 
The FPS combat in Star Citizen is another important step in the evolution of the game. We think our health system is fresh and while it may force the user to play a little differently than they are used to, the experience and pure fun it allows is something special. It may take a while to wrap your head around how the health system works but we guarantee you have never seen anything like it. We wanted to create a smart and special system for a smart and special game.
 
END TRANSMISSION
 
DISCLAIMER: As with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience. Note also that while this system is being developed now, aspects of it relating to permadeath or long term character impact will not be available in the near term FPS module.
 
 

 

 

https://robertsspaceindustries.com/comm-link/engineering/14318-Design-Healing-Your-Spacemen

Edited by mute688
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I dunno. It sounds very ambitious and if it would be that easy to implement, I am sure someone would have done it already (in a multiplayer MMO-like game).

Edited by Lexx

"only when you no-life you can exist forever, because what does not live cannot die."

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I dunno. It sounds very ambitious and if it would be that easy to implement, I am sure someone would have done it already (in a multiplayer MMO-like game).

 

I doubt it will be easy, but as for not having been done already I see that more as a symptom of the publisher dominance over the industry more than a case of it being too difficult.  Publishers like to play it safe and I don't see this sort of system being popular with the COD type of gamer, and that seems to be the publisher holy grail, a game that sells like COD, whereas SC is already funded and as the funding grows Chris Roberts can start to incorporate a lot more content that isn't simply run of the mill.  He can afford to experiment with less traditional game mechanics/systems.

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I dunno. It sounds very ambitious and if it would be that easy to implement, I am sure someone would have done it already (in a multiplayer MMO-like game).

it is implemented in Arma 2 via the ACE mod. it's not easy but certainly doable. most companies don't do it because it seems to complicated a mechanic, I think

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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CCP's creative with trailers.

Man I wish Eve was really that instead of what it is.

Well I think it is like that, need to hook up with a major alliance to get some of that thrill with larger scale pvp. Even small gang ganking can get tense.

 

I should go back and try to become a trader

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

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CCP's creative with trailers.

 

In other CCP news, they have issued a cease and desist to the fanmade Bloodlines remake.

 

http://www.vg247.com/2014/11/23/vampire-the-masquerade-bloodlines-project-vaulderie-shut-down-ccp/

 

http://www.projectvaulderie.com/goodnight-sweet-prince/

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