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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8676
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Posted - 2014.07.01 06:52:00 -
[331] - Quote
I am going to side with True here and not because he is in my corp but because I agree. The requests for racial parity isn't so much about each race having something as much as it is each race's version works hand in hand with the balance of the whole. To have versions with high armor or high shield or high speed and such, have turrets designed for taking down either armor and shield and at different ranges. All of this is important in the creating the very basic and fundamental balancing act between all the vehicles.
It certainly seems that CCP is really excited about a fresh start with Project Legion that they are getting carried away and adding superfluous mechanics opposed to working the core first. Salvaging is an absolute great idea and can become a really integral part of the entire Project Legion experience, but not for a second will I believe it is a higher priority than racial parity in vehicles. This is the same problem we saw exposed at Dust's Fanfest 2012 and Fanfest 2013 presentations where the developers clearly had their attention focused on all these really cool ideas to expand the experience while the current experience remained broken and incomplete.
Amarr are the good guys
Their way of the Commando seems right and noble
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Sylwester Dziewiecki
Interregnum.
319
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Posted - 2014.07.01 07:59:00 -
[332] - Quote
Aero Yassavi wrote:I am going to side with True here and not because he is in my corp but because I agree. The requests for racial parity isn't so much about each race having something as much as it is each race's version works hand in hand with the balance of the whole. To have versions with high armor or high shield or high speed and such, have turrets designed for taking down either armor and shield and at different ranges. All of this is important in the creating the very basic and fundamental balancing act between all the vehicles.
It certainly seems that CCP is really excited about a fresh start with Project Legion that they are getting carried away and adding superfluous mechanics opposed to working the core first. Salvaging is an absolute great idea and can become a really integral part of the entire Project Legion experience, but not for a second will I believe it is a higher priority than racial parity in vehicles. This is the same problem we saw exposed at Dust's Fanfest 2012 and Fanfest 2013 presentations where the developers clearly had their attention focused on all these really cool ideas to expand the experience while the current experience remained broken and incomplete. OK, but this is not right place for that.
We all agree, launching new game without missing content is pointless(weapons, equipment, vehicles etc.). Try to understand that different 'parts' of the game are produce in their own way especially when it comes to art.
If I would be on your place I would point that thing to CPM0, and CPM1 candidates.
Nosum Hseebnrido
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11433
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Posted - 2014.07.01 08:17:00 -
[333] - Quote
Sylwester Dziewiecki wrote:Aero Yassavi wrote:I am going to side with True here and not because he is in my corp but because I agree. The requests for racial parity isn't so much about each race having something as much as it is each race's version works hand in hand with the balance of the whole. To have versions with high armor or high shield or high speed and such, have turrets designed for taking down either armor and shield and at different ranges. All of this is important in the creating the very basic and fundamental balancing act between all the vehicles.
It certainly seems that CCP is really excited about a fresh start with Project Legion that they are getting carried away and adding superfluous mechanics opposed to working the core first. Salvaging is an absolute great idea and can become a really integral part of the entire Project Legion experience, but not for a second will I believe it is a higher priority than racial parity in vehicles. This is the same problem we saw exposed at Dust's Fanfest 2012 and Fanfest 2013 presentations where the developers clearly had their attention focused on all these really cool ideas to expand the experience while the current experience remained broken and incomplete. OK, but this is not right place for that . We all agree, launching new game without missing content is pointless(weapons, equipment, vehicles etc.). Try to understand that different 'parts' of the game are produce in their own way especially when it comes to art. If I would be on your place I would point that thing to CPM0, and CPM1 candidates. That doesn't change the fact they haven't finished the game we have now.
Why are they starting on these higher goals when core gameplay is only half done?
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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CCP Wolfman
C C P C C P Alliance
3130
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Posted - 2014.07.02 03:12:00 -
[334] - Quote
Ok
I want to go back to a topic weGÇÖve already chatted about a bit and share our current thinking on what weGÇÖre calling GÇÿsuspicion ratingGÇÖ in Salvage.
A playerGÇÖs suspicion rating helps other players identify him as a possible threat, particularly PKGÇÖers. It is a reactive system used to rate and grade player behavior rather than a proactive system. This is to allow for an exciting degree of uncertainty over the motives of other players who are still GÇ£neutralGÇ¥.
There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
All players start in the neutral state.
If a player deals x damage to the same target within y seconds his/her rating becomes suspect.
If a player kills another player his/her rating immediately becomes threat.
A player in the neutral marked state has killed another player in the current session but has since returned to neutral. Neutral marked is functionally equivalent to neutral, but serves to indicate that the player has a history of violence.
A playerGÇÖs suspicion rating is not reset at death.
If a player has not damaged or killed another player for x seconds his/her state will degrade to the next lowest state (i.e. a player at GÇ£threatGÇ¥ will move to GÇ£suspectGÇ¥ and a player in GÇ£suspectGÇ¥ will move to GÇ£neutralGÇ¥). There should be two separate timers for threat-->suspect (default: 180 seconds) and suspect-->neutral marked (default: 90 seconds).
We wanted to begin with a very simple system that could then be iterated on through play. We will be trying out a first version of this soon which only has neutral and threat.
I would love to hear your thoughts |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11477
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Posted - 2014.07.02 03:20:00 -
[335] - Quote
Does this tie in as an over head marker or is this tied or visible in a Local chat?
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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CCP Wolfman
C C P C C P Alliance
3131
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Posted - 2014.07.02 03:24:00 -
[336] - Quote
True Adamance wrote:Does this tie in as an over head marker or is this tied or visible in a Local chat?
It uses the players tag, so yes over head marker. We could use it in chat as well potentially. |
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Ghural
The Southern Legion Final Resolution.
245
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Posted - 2014.07.02 03:36:00 -
[337] - Quote
Why do we need a threat system at all?
I much prefer the tense gameplay you get in games like DayZ where a players motivations aren't so blatantly telegraphed. |
Malkai Inos
Any Given Day
1459
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Posted - 2014.07.02 03:38:00 -
[338] - Quote
Can a suspect become a thread without killing someone. After reaching a threshold of continuous damage for example?
Will damaging/killing a suspect result in any criminal flags on me? Will squads share criminal flags? What if provide logistics support to the aggressor without dealing damage myself? Just throwing around things that will come up eventually here.
I also like the idea of the "marked" status. How about separating the chevron into one smaller middle section indicating the highest criminal status during the current session and the outer section displaying the current one. That way you not only know of a player's criminal history but also the extend of which.
You'd also avoid having to use black/white contrasts for a HUD element because very light/dark scenes will definitely cause issues to one of them.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11479
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Posted - 2014.07.02 03:40:00 -
[339] - Quote
CCP Wolfman wrote:True Adamance wrote:Does this tie in as an over head marker or is this tied or visible in a Local chat? It uses the players tag, so yes over head marker. We could use it in chat as well potentially.
As you say it could be a good indicator of what kind of player is present in any given district, region, etc.... perhaps its potentially better its stays linked to the player itself and allow for ambushes, ganks, betrayals....
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6130
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Posted - 2014.07.02 03:42:00 -
[340] - Quote
CCP Wolfman wrote:True Adamance wrote:Does this tie in as an over head marker or is this tied or visible in a Local chat? It uses the players tag, so yes over head marker. We could use it in chat as well potentially.
Have you tried out some internal testing yet? If not, should probably consider a few things:
a) Visual pollution; it's okay to have the marker visible but having 16 people all flashing red might be a bit annoying. b) Differentiation for squad members. If a guy is in my squad, I'm probably not too concerned about his security status and would prefer less reasons to off the guy since we're working together.
Just the first tow things that came off the top of my head.
Useful Links
Aeon Amadi for CPM1
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11483
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Posted - 2014.07.02 03:49:00 -
[341] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:True Adamance wrote:Does this tie in as an over head marker or is this tied or visible in a Local chat? It uses the players tag, so yes over head marker. We could use it in chat as well potentially. Have you tried out some internal testing yet? If not, should probably consider a few things: a) Visual pollution; it's okay to have the marker visible but having 16 people all flashing red might be a bit annoying. b) Differentiation for squad members. If a guy is in my squad, I'm probably not too concerned about his security status and would prefer less reasons to off the guy since we're working together. Just the first tow things that came off the top of my head.
Perhaps once a target engages you the icon flashes eventually being replaced by the simple "Enemy" red arrow flag. The idea being that in the initial period of the engagement you are alerted as to what is happening and who is attacking after which time you are....sort of expected to know what to do.......
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 04:21:00 -
[342] - Quote
OK, this seems like it will work fine, since it's just a short-duration version of the Eve crime watch system.
Will there be long-term repercussions for people who regularly kill other players, in contrast to this short-term flagging system?
Dust/Eve transfers
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Garth Mandra
The Southern Legion Final Resolution.
410
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Posted - 2014.07.02 05:06:00 -
[343] - Quote
What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too? |
Maken Tosch
DUST University Ivy League
8830
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Posted - 2014.07.02 05:10:00 -
[344] - Quote
Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too?
That is a good question.
Also, what about if I die as a result of the criminal's action against me. Do I get a kill right like how Eve Online players get when they lose a ship?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8830
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Posted - 2014.07.02 05:13:00 -
[345] - Quote
CCP Wolfman wrote:Ok I want to go back to a topic weGÇÖve already chatted about a bit and share our current thinking on what weGÇÖre calling GÇÿsuspicion ratingGÇÖ in Salvage. A playerGÇÖs suspicion rating helps other players identify him as a possible threat, particularly PKGÇÖers. It is a reactive system used to rate and grade player behavior rather than a proactive system. This is to allow for an exciting degree of uncertainty over the motives of other players who are still GÇ£neutralGÇ¥. There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
All players start in the neutral state. If a player deals x damage to the same target within y seconds his/her rating becomes suspect. If a player kills another player his/her rating immediately becomes threat. A player in the neutral marked state has killed another player in the current session but has since returned to neutral. Neutral marked is functionally equivalent to neutral, but serves to indicate that the player has a history of violence. A playerGÇÖs suspicion rating is not reset at death. If a player has not damaged or killed another player for x seconds his/her state will degrade to the next lowest state (i.e. a player at GÇ£threatGÇ¥ will move to GÇ£suspectGÇ¥ and a player in GÇ£suspectGÇ¥ will move to GÇ£neutralGÇ¥). There should be two separate timers for threat-->suspect (default: 180 seconds) and suspect-->neutral marked (default: 90 seconds). We wanted to begin with a very simple system that could then be iterated on through play. We will be trying out a first version of this soon which only has neutral and threat. I would love to hear your thoughts
Looks pretty solid to me. But I like to make a suggestion.
Give us the ability to manually change the colors of the flags. Some people here are color blind and won't be able to tell apart a red from a blue.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8690
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Posted - 2014.07.02 05:26:00 -
[346] - Quote
Maken Tosch wrote:Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too? That is a good question. Also, what about if I die as a result of the criminal's action against me. Do I get a kill right like how Eve Online players get when they lose a ship? This is already a big problem in Dust's FW, you have a friendly fire on you but you cannot return fire without risking getting banned as well. If another player engages you first, you should be allowed to retaliate without becoming suspect or threat yourself.
Amarr are the good guys
Their way of the Commando seems right and noble
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Maken Tosch
DUST University Ivy League
8830
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Posted - 2014.07.02 05:27:00 -
[347] - Quote
Aero Yassavi wrote:Maken Tosch wrote:Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too? That is a good question. Also, what about if I die as a result of the criminal's action against me. Do I get a kill right like how Eve Online players get when they lose a ship? This is already a big problem in Dust's FW, you have a friendly fire on you but you cannot return fire without risking getting banned as well. If another player engages you first, you should be allowed to retaliate without becoming suspect or threat yourself.
Exactly. That's the beef I have right now with DUST's FW system.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 05:50:00 -
[348] - Quote
Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too?
Perhaps Legion needs the 'limited engagement' concept from Eve, as well.
Personally, this whole area of game mechanics is a solved puzzle, so just lift it wholesale from Eve so you can move onto actual problem.
Dust/Eve transfers
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Maken Tosch
DUST University Ivy League
8830
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Posted - 2014.07.02 06:26:00 -
[349] - Quote
SponkSponkSponk wrote:Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too? Perhaps Legion needs the 'limited engagement' concept from Eve, as well. Personally, this whole area of game mechanics is a solved puzzle, so just lift it wholesale from Eve so you can move onto actual problem.
That would be great except for one major problem.
Eve Online uses point-to-point mechanics. This means that it's almost (if not completely) impossible to accidentally shoot a friendly. Key word being accidental. You have to really be going out of your way to betray someone in that game. Legion on the other hand is NOT a point-to-point game. This means you will accidentally shoot a friendly far more often than you realize.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Sylwester Dziewiecki
Interregnum.
320
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Posted - 2014.07.02 08:17:00 -
[350] - Quote
CCP Wolfman wrote:
I would love to hear your thoughts
Witch-hunt.
Since you are trying to implement eve mechanic to dust, I will try to present this dust mechanic in eve:
Imagine that you are miner in empire(eve online), and you want to mine veldspar in peaceful area, so you warp(I mean appear suddenly) to first belt and see on it 6 neutrals, 2 yellow, 1red - and you think 'ow.. it's dangerous, I've never seen red colored chevron yet', and you choosing from neocom "leave battle"(2 second later you are in your Mercenary Quarter) and you are willing to search for another match, but this time without yellow or red chevrons - no one disallow you to do that, you can search for perfect condition as long as you have patience, and sooner or later you will succeed.
It's like giving eve player spec-camera, so he no longer have to risk jumping from highsec to lowsec, he can send invisable camera and decide if he should do it, or not, and if somehow he will make mistake he can always choose switch expensive ship to cheapest one. There's plenty things in eve that promise you safty, like scanning gate that you are about to use, warping on 100k, and dozens of other things before actual engagement take place, but all of them consume some time. If you jump to system with red-gang in it, you can not solve your problem in 2 sec - in dust you can always do that.
I have a feeling that proposed mechanic is one sided, just to make carebears happy. It always seemed to me that FPS is about killing other players, maybe I was wrong..
Nosum Hseebnrido
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CCP Wolfman
C C P C C P Alliance
3134
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Posted - 2014.07.02 08:22:00 -
[351] - Quote
if a neutral kills a threat the neutral player stays neutral. |
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Kevall Longstride
DUST University Ivy League
1429
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Posted - 2014.07.02 08:38:00 -
[352] - Quote
CCP Wolfman wrote:if a neutral kills a threat the neutral player stays neutral.
Well that would make sense. However I'd like to add a wrinkle to that. I think it would be interesting for neutrals to be rewarded somehow for consistently taking out threads.
It should be fairly obvious that should a neutral be taking out threats they are in fact acting as a protector/bounty hunter role and should be rewarded in some way for acting as a Marshall in a lawless region. The reward could be ISK based or perhaps even an increse in his/her chances of getting the rarer salvage items.
By doing this we've just added a new role and increased the chances of emergent behaviour. Perhaps a corp of dedicated protectors for salvage only based players working to a contract system? There is huge scope for increased participation here I feel.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1430
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Posted - 2014.07.02 09:05:00 -
[353] - Quote
Ghural wrote:Why do we need a threat system at all?
I much prefer the tense gameplay you get in games like DayZ where a players motivations aren't so blatantly telegraphed.
First the obligatory cocky answer... this ain't DayZ.
Now, the more considered answer. I love DayZ, it's one of the most emotional and intense gaming experiances I've had in over three decades of gaming. But part of that is the slow build up of tension as your carefully make your way in a vast map, looking around every corner and considering risk v reward.
But the foundation of that tension is the fact you have one life.
In legion you are immortal and return with the same gear you had when you died. Also DayZ while technically an FPS game isn't a twitch game style of play. Repeatedly being killed by an unknown threat in quick succession in Legion would be a real turn off for new players and we need to encourage as much new player retention as is possible in Legion.
CPM1 Candidate
CEO of DUST University
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steadyhand amarr
shadows of 514
3212
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Posted - 2014.07.02 09:24:00 -
[354] - Quote
I like the idea earlier of player police :-P if a player is marked as a threat and you take him out you get a boost to standing eventually going green or somthing. Because to be down right honest if there was a bounty hunter system in place i would 100% do that all the time. So im happy to settle on just making salavage sites safe
You can never have to many chaples
-Templar True adamance
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CCP Wolfman
C C P C C P Alliance
3137
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Posted - 2014.07.02 09:40:00 -
[355] - Quote
Saw some questions about squads, this is how we're thinking...
- Players do not change state by damaging or killing squad members. It is up to the squad to manage itself and eject anyone causing trouble for the squad.
- All members of a squad will have a suspicion rating equivalent to the highest state of any member. That is to say, if any member is GÇ£suspectGÇ¥ or GÇ£threatGÇ¥ then all members are shown as such.
- Squad matesGÇÖ tags remain half-green and the other half is the color representing the squadGÇÖs current state.
- Upon leaving a squad, the player inherits whatever state he/she had while in the squad.
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Regis Blackbird
DUST University Ivy League
310
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Posted - 2014.07.02 09:44:00 -
[356] - Quote
CCP Wolfman wrote:Ok I want to go back to a topic weGÇÖve already chatted about a bit and share our current thinking on what weGÇÖre calling GÇÿsuspicion ratingGÇÖ in Salvage. A playerGÇÖs suspicion rating helps other players identify him as a possible threat, particularly PKGÇÖers. It is a reactive system used to rate and grade player behavior rather than a proactive system. This is to allow for an exciting degree of uncertainty over the motives of other players who are still GÇ£neutralGÇ¥. There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
All players start in the neutral state. If a player deals x damage to the same target within y seconds his/her rating becomes suspect. If a player kills another player his/her rating immediately becomes threat. A player in the neutral marked state has killed another player in the current session but has since returned to neutral. Neutral marked is functionally equivalent to neutral, but serves to indicate that the player has a history of violence. A playerGÇÖs suspicion rating is not reset at death. If a player has not damaged or killed another player for x seconds his/her state will degrade to the next lowest state (i.e. a player at GÇ£threatGÇ¥ will move to GÇ£suspectGÇ¥ and a player in GÇ£suspectGÇ¥ will move to GÇ£neutralGÇ¥). There should be two separate timers for threat-->suspect (default: 180 seconds) and suspect-->neutral marked (default: 90 seconds). We wanted to begin with a very simple system that could then be iterated on through play. We will be trying out a first version of this soon which only has neutral and threat. I would love to hear your thoughts
Did I mention I love you? +1000 (if I could)
Will there be some GUI information for the players so he knows how long time he/she will be in a certain level? (Perhaps using the eve crimewatch countdown timers like I proposed in this thread?)
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Regis Blackbird
DUST University Ivy League
311
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Posted - 2014.07.02 09:55:00 -
[357] - Quote
Kevall Longstride wrote:CCP Wolfman wrote:if a neutral kills a threat the neutral player stays neutral. Well that would make sense. However I'd like to add a wrinkle to that. I think it would be interesting for neutrals to be rewarded somehow for consistently taking out threats. It should be fairly obvious that should a neutral be taking out threats they are in fact acting as a protector/bounty hunter role and should be rewarded in some way for acting as a Marshall in a lawless region. The reward could be ISK based or perhaps even an increse in his/her chances of getting the rarer salvage items. By doing this we've just added a new role and increased the chances of emergent behaviour. Perhaps a corp of dedicated protectors for salvage only based players working to a contract system? There is huge scope for increased participation here I feel.
You don't want to make it too lucrative (if at all).
I can see grefing in the form of people with little or no health deliberately walking in front of blueberries to get killed. Only to return within the 3min duration and kill them with impunity. Since the flags don't reset after respawn, the poor sod will get spawn killed without consequences until the timer runs out. This WILL happen even if there is no "reward" in killing threats, and will happen exponentially more often if there is.
That is why I proposed a partial timer which takes the percentage of the EHP taken. So if you accidentally killing a player by taking his last 2HP, you will get flagged but not for long. |
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CCP Wolfman
C C P C C P Alliance
3138
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Posted - 2014.07.02 10:05:00 -
[358] - Quote
Kevall Longstride wrote:CCP Wolfman wrote:if a neutral kills a threat the neutral player stays neutral. Well that would make sense. However I'd like to add a wrinkle to that. I think it would be interesting for neutrals to be rewarded somehow for consistently taking out threats. It should be fairly obvious that should a neutral be taking out threats they are in fact acting as a protector/bounty hunter role and should be rewarded in some way for acting as a Marshall in a lawless region. The reward could be ISK based or perhaps even an increse in his/her chances of getting the rarer salvage items. By doing this we've just added a new role and increased the chances of emergent behaviour. Perhaps a corp of dedicated protectors for salvage only based players working to a contract system? There is huge scope for increased participation here I feel. I had a little think about this and I'd be interested in putting a reward of that type in the hands of the players. For example at the end of or during a session you could gift people with stuff. Thanks Mr Policeman! That in turn could end up creating a lot more possible roles and could be done on an ad-hoc basis managed by players without the need for us to create specific game systems to support it. |
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 11:16:00 -
[359] - Quote
CCP Wolfman wrote: I had a little think about this and I'd be interested in putting a reward of that type in the hands of the players. For example at the end of or during a session you could gift people with stuff. Thanks Mr Policeman! That in turn could end up creating a lot more possible roles and could be done on an ad-hoc basis managed by players without the need for us to create specific game systems to support it.
Could also lead to protection rackets...
Could we just institute Eve's bounty system and remove the manual step of tracking down the beneficiaries?
Dust/Eve transfers
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Oceltot Mortalis
16
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Posted - 2014.07.02 11:38:00 -
[360] - Quote
CCP Wolfman wrote:Ok There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
What about War Targets?!?!?
Legion War thread https://forums.dust514.com/default.aspx?g=posts&t=166873&find=unread
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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