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Thread Statistics | Show CCP posts - 178 post(s) |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2572
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Posted - 2014.07.31 20:21:00 -
[18931] - Quote
mollerz wrote:Spademan wrote:Bayeth Mal wrote:http://m.au.ign.com/articles/2014/07/30/destiny-the-endgame-is-only-the-beginning-ign-first That's the wrong way to make a game. I think it is not as bad as all that. Given their "ten year plan" you have to be at least a little curious as to what they are going to do. They are apparently going the WoW model for the most part, and that has been not only very profitable, but somehow enduring. I'm curious to see how it goes. disclaimer: never played WoW I guess not, I just don't see the logic in having content after you've maxed out. That's when people get bored and stop playing or switch to a new character. Why not make the process longer and give people things to do as they're levelling rather than slapping it in at the end and hoping people want to use their maxed out characters against bullet sponging eneies at unobtainable levels.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2572
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Posted - 2014.07.31 20:24:00 -
[18932] - Quote
More Dark Souls 2 time: Today I punched a big ass spider into submission. Finishing with an uppercut of course. The only thing missing is wrestling moves. Would suplexing be so wrong?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Bayeth Mal
OSG Planetary Operations Covert Intervention
1003
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Posted - 2014.07.31 20:53:00 -
[18933] - Quote
Boom, 1k.
Thanks Monk :)
We'll bang, OK?
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noob cavman
Onikanabo Brigade Caldari State
1592
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Posted - 2014.07.31 20:57:00 -
[18934] - Quote
Would you like some tea?
I want to be a caveman!
Ccp: LEGION
Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+
Psn id marko_blues
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2572
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Posted - 2014.07.31 21:00:00 -
[18935] - Quote
noob cavman wrote:Would you like some tea? And so the man waging a war against e's returns...
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cass Caul
170
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Posted - 2014.07.31 21:04:00 -
[18936] - Quote
Bayeth Mal wrote:Boom, 1k.
Thanks Monk :)
hmm, i'm getting about 50 likes a day. new account is gonna catch up to you soon.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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noob cavman
Onikanabo Brigade Caldari State
1594
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Posted - 2014.07.31 21:08:00 -
[18937] - Quote
Spademan wrote:noob cavman wrote:Would you like some tea? And so the man waging a war against e's returns... Found it on ps4. I've returned. I am now the tea master. ( real title says so on my door at work) .serving tea in para trooper boots and riding a black bird into the sunset.
I want to be a caveman!
Ccp: LEGION
Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+
Psn id marko_blues
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2575
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Posted - 2014.07.31 21:12:00 -
[18938] - Quote
Cass Caul wrote:Bayeth Mal wrote:Boom, 1k.
Thanks Monk :) hmm, i'm getting about 50 likes a day. new account is gonna catch up to you soon. Her secret is her alts. Besides, Like to post ratio is what really matters.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Matticus Monk
OSG Planetary Operations Covert Intervention
2249
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Posted - 2014.07.31 21:13:00 -
[18939] - Quote
Cass Caul wrote:Bayeth Mal wrote:Boom, 1k.
Thanks Monk :) hmm, i'm getting about 50 likes a day. new account is gonna catch up to you soon.
NP, Bay!
I will not like your posts, Appia. That should cut down significantly.... stealth likes: new and improved!
Double posting like a Kaiser.
Embracing the death, at Llast.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2575
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Posted - 2014.07.31 21:35:00 -
[18940] - Quote
Matticus Monk wrote:NP, Bay! I will not like your posts, Appia. That should cut down significantly.... stealth likes: new and improved! Next up in Monk's bad of tricks: Liking before you post.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Adipem Nothi
Nos Nothi
3464
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Posted - 2014.07.31 22:06:00 -
[18941] - Quote
Cass Caul wrote:Bayeth Mal wrote:Boom, 1k.
Thanks Monk :) hmm, i'm getting about 50 likes a day. new account is gonna catch up to you soon.
Lol ... you went from 9 likes to 150+ pretty quick :-)
Shoot scout with yes...
- Ripley Riley
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mollerz
4564
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Posted - 2014.07.31 22:07:00 -
[18942] - Quote
F that. Hope to compete with them at some point tho (:
Dingle Dust Berry.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2576
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Posted - 2014.07.31 22:08:00 -
[18943] - Quote
Adipem Nothi wrote:Cass Caul wrote:Bayeth Mal wrote:Boom, 1k.
Thanks Monk :) hmm, i'm getting about 50 likes a day. new account is gonna catch up to you soon. Lol ... you went from 9 likes to 150+ pretty quick :-) I'm genuinely interested what the source of the likes is/are.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2581
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Posted - 2014.07.31 22:32:00 -
[18944] - Quote
Funfact: In 90 days I've received just over 1000 likes.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cass Caul
175
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Posted - 2014.07.31 22:40:00 -
[18945] - Quote
mollerz, monk, and people finding me being an ass entertaining.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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J0LLY R0G3R
And the ButtPirates
1065
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Posted - 2014.07.31 22:40:00 -
[18946] - Quote
noob cavman wrote:Would you like some tea?
noob cavman And the ButtPirates Likes received: 1,599
XD it has begun.
J0LLY is a Streaker
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mollerz
4568
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Posted - 2014.07.31 22:41:00 -
[18947] - Quote
Spademan wrote: I guess not, I just don't see the logic in having content after you've maxed out. That's when people get bored and stop playing or switch to a new character. Why not make the process longer and give people things to do as they're levelling rather than slapping it in at the end and hoping people want to use their maxed out characters against bullet sponging eneies at unobtainable levels.
As long as that is the first step towards ultimately having a solar system sandbox, I could see this being a good staging ground for a franchise.
It might die in a couple years. The landscape of gaming could change within the next ten years and wipe destiny out. I just kind of like their attitude and approach going into this, and they are just getting started. I don't mind hoping they fall into their own and we all have a good time on their ride.
But if it ends up sucking, I guess I won't be surprised.
Dingle Dust Berry.
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Brokerib
Lone Wolves Club
2069
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Posted - 2014.07.31 22:47:00 -
[18948] - Quote
Cass Caul wrote:Brokerib wrote: FW is a platform to support tactical play, that currently doesn't exist for most players. Prior to the introduction of the loyalty store, FW was quite balanced and hard fought. The fights were a league above Pubs, because the players made a conscious choice to be there and more often than not often played in organised groups, but lacked the min/max play of PC. Between the Amarr and Minmatar loyalists at least. Now it barely exists.
I haven't seen a good match in Faction Warfare since they opened up the number of battles from where they were nearly impossible to get into, to the ease of getting into pub matches. That wasn't the Loyalty Store that changed who played, it was making it easy for anyone to access. If you played FW around this time last year, you'd remember how there's never be more than 6 matches available. They'd tell you how full the matches were and you would select which side to join rather than queuing up for a match. Pre-loyalty store, post-battle finder UI change is when it went downhill. Even then, if I had a squad of 6 it was always a stomp. Pub match or Faction Warfare, the way we played was always Logi & Sentinel combo, and the rest of us stay as far away from each other as possible so no-one steals our kills. I can't remember a game I lost where it wasn't from being AFK back then.
By fundamental, I mean a change in game-play experience. The addition of the cloak was a fundamental change. Removed shared passive would be a fundamental change. Improved hit-detection and more stable frames-per-second would make the game more enjoyable. Like, a change in tacnet settings would make me more likely to run my Min-commando inside a city because I could flank with it. Improved hit-detection would make me more likely to run a Breach style rifle because the reduced likelihood of the blue-shield effect wouldn't make those false shots so punishing. I played FW exclusively for 5 months last year to avoid AFKers on the Oceanic servers (don't have to worry about that problem anymore...). I seldom had a difficulty finding a match, and there was a good chance of orgnaised squads being on both sides of the match due to the loyalist channels. Not going to say it was never a stomp or never slow to get a match, but the level of competition was generally higher than Pubs, so stomping was less severe. It never approached PC level play, but there was a level of tactical play thay I seldom see in Pubs.
The main reason I saw for the loss of competition the winner only reward system and inconsistent item pricing. A number of the Amarr loyalist tried to rally support and were willing to continue fighting regardless of the stacked teams, but were ultimately forced out by economics.
Lack of players for the oposition meant that the stacked racial groups couldn't get fights, and everyone eventually worked out that the loyalty store items were massively overpriced for the effort involved.
Haven't you just described a tactical shift due to improved hit-detection? Opening up weapon choices would certainly make a difference in fittings, and possibly shift game play style.
Certainly not all of the changes would be as significant as the clack, but I wouldn't underestimate the difference improvements in game play could make to the overall meta.
Knowledge is power
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Matticus Monk
OSG Planetary Operations Covert Intervention
2260
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Posted - 2014.07.31 23:02:00 -
[18949] - Quote
Cass Caul wrote:mollerz, monk, and people finding me being an ass entertaining.
Aww, $H!T
(don't like, don't like, don't like..... rrrgggg!! so difficult!)
Double posting like a Kaiser.
Embracing the death, at Llast.
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Brokerib
Lone Wolves Club
2071
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Posted - 2014.07.31 23:03:00 -
[18950] - Quote
Spademan wrote:mollerz wrote:Spademan wrote:Bayeth Mal wrote:http://m.au.ign.com/articles/2014/07/30/destiny-the-endgame-is-only-the-beginning-ign-first That's the wrong way to make a game. I think it is not as bad as all that. Given their "ten year plan" you have to be at least a little curious as to what they are going to do. They are apparently going the WoW model for the most part, and that has been not only very profitable, but somehow enduring. I'm curious to see how it goes. disclaimer: never played WoW I guess not, I just don't see the logic in having content after you've maxed out. That's when people get bored and stop playing or switch to a new character. Why not make the process longer and give people things to do as they're levelling rather than slapping it in at the end and hoping people want to use their maxed out characters against bullet sponging eneies at unobtainable levels. I've seen it be really effective in a couple of different games. I think the best implementation was in the original Guildwars. Level 20 was the top and was easily obtainable through playing the story missions. After that it went to horizontal progression (gear and skill unlocks), much like you're going to see in Destiny. Their philosophy was that leveling was the introduction to the game, after max level is where the deep gameplay began.
The low level cap made it easy for new players to get to a competitive level, while the gear and skill unlocks meant that you had to play a lot of different content to max out your fit, and would need multiple different fits depending on the activities you were doing (no one sword to rule them all).
They also never changed the level cap or weapon cap, which is what I hope to see in Destiny as well, instead they just introduced new environments, equipment types, enemies and skills. The WoW method of indtroducing a new level cap along with new content just meant gear grinds that made all of your old equipment (and effort to gain that equipment) obsolete. When a level 62 Green out powers your level 60 Exotic, then you stop using the Exotic regardless of how much effort it took to get it.
Knowledge is power
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Matticus Monk
OSG Planetary Operations Covert Intervention
2262
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Posted - 2014.07.31 23:11:00 -
[18951] - Quote
^^ makes a lot of sense. I really hope they can avoid ever expanding level caps, and generally keep the playing field as level as possible between 'rookie' vets and OG or no-life, vets.
Double posting like a Kaiser.
Embracing the death, at Llast.
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Cass Caul
178
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Posted - 2014.07.31 23:13:00 -
[18952] - Quote
Brokerib wrote:
Haven't you just described a tactical shift due to improved hit-detection? Opening up weapon choices would certainly make a difference in fittings, and possibly shift game play style.
Certainly not all of the changes would be as significant as the clack, but I wouldn't underestimate the difference improvements in game play could make to the overall meta.
Said that wrong then. I was implying that the AR is still the AR, be it: breach, burst, tac, or assault. It wouldn't make me switch from the scrambler rifle to the rail rifle, but would let me play the standard rail instead of the assault rail.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2584
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Posted - 2014.07.31 23:25:00 -
[18953] - Quote
Brokerib wrote: I've seen it be really effective in a couple of different games. I think the best implementation was in the original Guildwars. Level 20 was the top and was easily obtainable through playing the story missions. After that it went to horizontal progression (gear and skill unlocks), much like you're going to see in Destiny. Their philosophy was that leveling was the introduction to the game, after max level is where the deep gameplay began.
The low level cap made it easy for new players to get to a competitive level, while the gear and skill unlocks meant that you had to play a lot of different content to max out your fit, and would need multiple different fits depending on the activities you were doing (no one sword to rule them all).
They also never changed the level cap or weapon cap, which is what I hope to see in Destiny as well, instead they just introduced new environments, equipment types, enemies and skills. The WoW method of indtroducing a new level cap along with new content just meant gear grinds that made all of your old equipment (and effort to gain that equipment) obsolete. When a level 62 Green out powers your level 60 Exotic, then you stop using the Exotic regardless of how much effort it took to get it.
That just seems kind of lazy to me to be honest. All levels of play can be made competitive, I don't see a reason to restrict it to the top levels that not all will get to because guess what? The path the is dull and boring. This making the game worth playing after you've finished levelling (which is what it looks like to me) just seems flawed to me. Just let me point to dark souls for a second: At all times I've felt that it was competitive regardless of your level and gear, because you're sent with people of the same stature, be it pvp or pve.
Same with Dust, though with shoddier matchmaking. I'll admit I was lucky in that I joined shortly after a character reset and before a huge isk refund, so there wasn't quite as much prototype gear around and by the time it was I'd already honed my skills to a reasonable degree. Anyway, point is, it's felt competitive the whole way through. (for me, can't speak for newbies nowadays) Not just now, not just at the start, all the way.
I agree with your last point though.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cass Caul
186
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Posted - 2014.07.31 23:25:00 -
[18954] - Quote
Brokerib wrote: I've seen it be really effective in a couple of different games. I think the best implementation was in the original Guildwars. Level 20 was the top and was easily obtainable through playing the story missions. After that it went to horizontal progression (gear and skill unlocks), much like you're going to see in Destiny. Their philosophy was that leveling was the introduction to the game, after max level is where the deep gameplay began.
The low level cap made it easy for new players to get to a competitive level, while the gear and skill unlocks meant that you had to play a lot of different content to max out your fit, and would need multiple different fits depending on the activities you were doing (no one sword to rule them all).
They also never changed the level cap or weapon cap, which is what I hope to see in Destiny as well, instead they just introduced new environments, equipment types, enemies and skills. The WoW method of indtroducing a new level cap along with new content just meant gear grinds that made all of your old equipment (and effort to gain that equipment) obsolete. When a level 62 Green out powers your level 60 Exotic, then you stop using the Exotic regardless of how much effort it took to get it.
That stupid temple where you had to fight yourself. I spent most of that game listening to System of a Down's Mesmerize album and can't disconnect the two memories
FF14 has a level cap then items which let you surpase it. I ******* hated their system. That whole game is a terrible, terrible grind. It was completely repetative. And the story was terrible. . . It actually wasn't that bad originally, the fucktards as SE NA just did a "cultural equivalent" type of translation and ruined it.
Anyways... closer to the track, um, it's really about how much post-level cap stuff is a grind and how much is actually experiencing something new.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Brokerib
Lone Wolves Club
2071
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Posted - 2014.07.31 23:46:00 -
[18955] - Quote
Spademan wrote:Brokerib wrote: I've seen it be really effective in a couple of different games. I think the best implementation was in the original Guildwars. Level 20 was the top and was easily obtainable through playing the story missions. After that it went to horizontal progression (gear and skill unlocks), much like you're going to see in Destiny. Their philosophy was that leveling was the introduction to the game, after max level is where the deep gameplay began.
The low level cap made it easy for new players to get to a competitive level, while the gear and skill unlocks meant that you had to play a lot of different content to max out your fit, and would need multiple different fits depending on the activities you were doing (no one sword to rule them all).
They also never changed the level cap or weapon cap, which is what I hope to see in Destiny as well, instead they just introduced new environments, equipment types, enemies and skills. The WoW method of indtroducing a new level cap along with new content just meant gear grinds that made all of your old equipment (and effort to gain that equipment) obsolete. When a level 62 Green out powers your level 60 Exotic, then you stop using the Exotic regardless of how much effort it took to get it.
That just seems kind of lazy to me to be honest. All levels of play can be made competitive, I don't see a reason to restrict it to the top levels that not all will get to because guess what? The path the is dull and boring. This making the game worth playing after you've finished levelling (which is what it looks like to me) just seems flawed to me. Just let me point to dark souls for a second: At all times I've felt that it was competitive regardless of your level and gear, because you're sent with people of the same stature, be it pvp or pve. Same with Dust, though with shoddier matchmaking. I'll admit I was lucky in that I joined shortly after a character reset and before a huge isk refund, so there wasn't quite as much prototype gear around and by the time it was I'd already honed my skills to a reasonable degree. Anyway, point is, it's felt competitive the whole way through. (for me, can't speak for newbies nowadays) Not just now, not just at the start, all the way. I agree with your last point though. I think it's more necessary than lazy. It's the same reason we balance everything around PC here. Trying to balance against anything except a hard level/power cap is crazy difficult. Instead they have content that is balanced against checkpoint levels (the level 6 strike for instance), leading people through the game play and mechanics they'll need to learn for the higher level strikes, and introducing the gameplay areas and enemies along the way. Until you end up with all the skills/equipment/etc to play the level 20 strike/raid type missions which are set to be a level of difficulty above the player level.
From what I've seen of the storyline missions in Destiny, it should be interesting enough to pull most people through at least once, which means everyone who compeltes it will have a max level character. It's equally feasible to level in PVP and explore modes, but the finely tuned hard/competitive game modes will only come in after level 20.
That's my take on it at least.
Knowledge is power
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Brokerib
Lone Wolves Club
2071
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Posted - 2014.07.31 23:52:00 -
[18956] - Quote
Cass Caul wrote:Brokerib wrote:
Haven't you just described a tactical shift due to improved hit-detection? Opening up weapon choices would certainly make a difference in fittings, and possibly shift game play style.
Certainly not all of the changes would be as significant as the clack, but I wouldn't underestimate the difference improvements in game play could make to the overall meta. Said that wrong then. I was implying that the AR is still the AR, be it: breach, burst, tac, or assault. It wouldn't make me switch from the scrambler rifle to the rail rifle, but would let me play the standard rail instead of the assault rail. Understood. What I'm saying is that changing application of damage may lead to further changes. So, for example, a smaller number of higher damage rounds may mean that lower max EHP is less desirable compared to recharge in some instances, or that speed tanking becomes more viable because there's a smaller number of rounds to avoid.
Or, alternately, the breech actually being usable means that you may fit it to combat certain fits.
Not saying that would be the case, just that flow on effects of what looks like a minor change can be significant in the over all meta.
Knowledge is power
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Brokerib
Lone Wolves Club
2071
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Posted - 2014.08.01 00:00:00 -
[18957] - Quote
Cass Caul wrote:Brokerib wrote: I've seen it be really effective in a couple of different games. I think the best implementation was in the original Guildwars. Level 20 was the top and was easily obtainable through playing the story missions. After that it went to horizontal progression (gear and skill unlocks), much like you're going to see in Destiny. Their philosophy was that leveling was the introduction to the game, after max level is where the deep gameplay began.
The low level cap made it easy for new players to get to a competitive level, while the gear and skill unlocks meant that you had to play a lot of different content to max out your fit, and would need multiple different fits depending on the activities you were doing (no one sword to rule them all).
They also never changed the level cap or weapon cap, which is what I hope to see in Destiny as well, instead they just introduced new environments, equipment types, enemies and skills. The WoW method of indtroducing a new level cap along with new content just meant gear grinds that made all of your old equipment (and effort to gain that equipment) obsolete. When a level 62 Green out powers your level 60 Exotic, then you stop using the Exotic regardless of how much effort it took to get it.
That stupid temple where you had to fight yourself. I spent most of that game listening to System of a Down's Mesmerize album and can't disconnect the two memories FF14 has a level cap then items which let you surpase it. I ******* hated their system. That whole game is a terrible, terrible grind. It was completely repetative. And the story was terrible. . . It actually wasn't that bad originally, the fucktards as SE NA just did a "cultural equivalent" type of translation and ruined it. Anyways... closer to the track, um, it's really about how much post-level cap stuff is a grind and how much is actually experiencing something new. Loved that temple fight before they made it easy. And Thunderhead Keep, before that was nerfed too. Taught me not to rely on human beings, because human beings are unreliable things. Managed to get through the keep using only henchmen, which lead to soloing Sorrow's Furnace using only henchmen.
Yep, agreed on the last. If implemented well it can be good, if implemented as a soul crushing grind...not so much.
EDIT: TPLAK!
Knowledge is power
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2586
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Posted - 2014.08.01 00:10:00 -
[18958] - Quote
Brokerib wrote:I think it's more necessary than lazy. It's the same reason we balance everything around PC here. Trying to balance against anything except a hard level/power cap is crazy difficult. Instead they have content that is balanced against checkpoint levels (the level 6 strike for instance), leading people through the game play and mechanics they'll need to learn for the higher level strikes, and introducing the gameplay areas and enemies along the way. Until you end up with all the skills/equipment/etc to play the level 20 strike/raid type missions which are set to be a level of difficulty above the player level.
From what I've seen of the storyline missions in Destiny, it should be interesting enough to pull most people through at least once, which means everyone who compeltes it will have a max level character. It's equally feasible to level in PVP and explore modes, but the finely tuned hard/competitive game modes will only come in after level 20.
That's my take on it at least. Alright, things were balanced for PC. So how about them newbies? Balancing things at the top tier leaves a nasty trickle down. Even worse is balancing things at the top and bottom only, leaving the mid-tier feeling incredibly dull. That's a hole that too much people fall into, and one I fear Bungie may end up in as well. There's little point making the end of a game fun if the path leading up to it isn't engaging enough for people to get there.
Sidenote: I enjoy these debates.
Side-sidenote: Speaking of story missions, what was the destiny story? Something about finding the traveller some time ago, getting technology, then some sort of collapse. And you find a Russian AI called Rasputin?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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One Eyed King
Land of the BIind
3049
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Posted - 2014.08.01 00:21:00 -
[18959] - Quote
noob cavman wrote:Would you like some tea? No.
And I certainly don't want any of your puddings either.
This is how a minja feels
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Cass Caul
187
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Posted - 2014.08.01 00:27:00 -
[18960] - Quote
Some people said the Destiny store was just for ***** and giggle and wasn;t what the actual game's story missions should be.
Either way, several hundred years ago the Traveler appeared. It was this very alien thing that magically terraformed most of the planets and some moons within the Sol System. We got a huge boost in technology and society. Turns out the Traveler was really just a coward and running away from a fight, so even though he enlighten us at first he also brought our doom. When that "thing" called "the darkness" battled the Traveler it apparently made the Sol System a beacon for space-fairing races. So the Fallen, the Hive, those sentient robots, and that fourth enemy all showed up. The Traveler is losing the fight, we lost the war for our extraterrestrial colonies and we basically lost the war on Earth. During that fall of civilization all the records we lost so we don't know any of the specifics. As the Traveler is basically sitting on his death-bed, he created the ghosts, which seek out and find human to do its bidding and protect it. But we benefit from the ghosts as we've got the power we need to fight back and reclaim Earth and lost colonies. Which is benefiting us both because the enemies are basically the tools of "the darkness" like we're tools of the Traveler.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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