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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
100
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Posted - 2013.07.20 01:58:00 -
[1] - Quote
As I mentioned in an earlier post I would give our unbiased perspective on our trials and tribulations in planetary conquest.
Tonight we earned our first victory against SVER True Blood. They played an excellent match against us and just about cloned us out. It was extremely close. We had a remaining 11 clones (if I recall correctly) at the end of the match. We won the MCC battle for about 70% of the fight.
Only starting with 100 clones we had to play the MCC battle and we had to be extremely cautious with our clones. Our tactics were modified to fight a fierce opponent that cloned us out twice before. Luck and experience played a huge role in this victory and it was only achieved by the teamwork we displayed. I have to give credit on the players of SVER challenging our men on the outside points. They were top tier and killed me "too" many times to count.
The battle rages on and we will press on.
We still are recognizing that the 100 clone count is a huge disadvantage on the attacking corporation, but given this situation we (as well as our alliance, D.E.F.I.A.N.C.E) is working to adapt to these mechanics.
I'm still calling the community to push for changes to the starter clone pack. 100 clones is too low for a fair fight (even for a slightly disadvantaged fight).
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CCP Nullarbor
C C P C C P Alliance
1945
|
Posted - 2013.07.20 02:22:00 -
[2] - Quote
Cenex Langly wrote:As I mentioned in an earlier post I would give our unbiased perspective on our trials and tribulations in planetary conquest.
Tonight we earned our first victory against SVER True Blood. They played an excellent match against us and just about cloned us out. It was extremely close. We had a remaining 11 clones (if I recall correctly) at the end of the match. We won the MCC battle for about 70% of the fight.
Only starting with 100 clones we had to play the MCC battle and we had to be extremely cautious with our clones. Our tactics were modified to fight a fierce opponent that cloned us out twice before. Luck and experience played a huge role in this victory and it was only achieved by the teamwork we displayed. I have to give credit on the players of SVER challenging our men on the outside points. They were top tier and killed me "too" many times to count.
The battle rages on and we will press on.
We still are recognizing that the 100 clone count is a huge disadvantage on the attacking corporation, but given this situation we (as well as our alliance, D.E.F.I.A.N.C.E) is working to adapt to these mechanics.
I'm still calling the community to push for changes to the starter clone pack. 100 clones is too low for a fair fight (even for a slightly disadvantaged fight).
The 100 clone limit is designed to give corporations who attack from districts a slight advantage. It has been discussed amongst the team and the CPM that it may be a fraction too small though. We are waiting to gather some more results on battles to see how close to the wire these new clone pack battles are getting and may adjust it again if too many battles are coming down to a clone victory for the defenders.
Thanks for the feedback. |
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dazlb72
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
37
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Posted - 2013.07.20 02:29:00 -
[3] - Quote
would it not be an idea to let people double up clone packs? |
EternalRMG
Eir Gaming
429
|
Posted - 2013.07.20 02:32:00 -
[4] - Quote
CCP Nullarbor wrote:Cenex Langly wrote:As I mentioned in an earlier post I would give our unbiased perspective on our trials and tribulations in planetary conquest.
Tonight we earned our first victory against SVER True Blood. They played an excellent match against us and just about cloned us out. It was extremely close. We had a remaining 11 clones (if I recall correctly) at the end of the match. We won the MCC battle for about 70% of the fight.
Only starting with 100 clones we had to play the MCC battle and we had to be extremely cautious with our clones. Our tactics were modified to fight a fierce opponent that cloned us out twice before. Luck and experience played a huge role in this victory and it was only achieved by the teamwork we displayed. I have to give credit on the players of SVER challenging our men on the outside points. They were top tier and killed me "too" many times to count.
The battle rages on and we will press on.
We still are recognizing that the 100 clone count is a huge disadvantage on the attacking corporation, but given this situation we (as well as our alliance, D.E.F.I.A.N.C.E) is working to adapt to these mechanics.
I'm still calling the community to push for changes to the starter clone pack. 100 clones is too low for a fair fight (even for a slightly disadvantaged fight).
The 100 clone limit is designed to give corporations who attack from districts a slight advantage. It has been discussed amongst the team and the CPM that it may be a fraction too small though. We are waiting to gather some more results on battles to see how close to the wire these new clone pack battles are getting and may adjust it again if too many battles are coming down to a clone victory for the defenders. Thanks for the feedback. Give us the chance to stack genolution packs so we can keep up with the high amount clones in a district The second pack could have some extra price or lower clone count |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
100
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Posted - 2013.07.20 02:34:00 -
[5] - Quote
CCP Nullarbor wrote:
The 100 clone limit is designed to give corporations who attack from districts a slight advantage. It has been discussed amongst the team and the CPM that it may be a fraction too small though. We are waiting to gather some more results on battles to see how close to the wire these new clone pack battles are getting and may adjust it again if too many battles are coming down to a clone victory for the defenders.
Thanks for the feedback.
I really do appreciate the response back. I'm happy to know that you (DEV's) are evaluating these statistics. I will continue to post our results as they come. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
370
|
Posted - 2013.07.20 06:47:00 -
[6] - Quote
dazlb72 wrote:would it not be an idea to let people double up clone packs? A corp mate (MJ420) suggested different sizes of clones packs.
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Shrapnels
The Order 1886
212
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Posted - 2013.07.20 07:01:00 -
[7] - Quote
CCP please get the Hint and bring back Mercenary Corp Contract Battle for the 1-2 million ISK. This is what the PLAYERS WANT !!!!!!!!!!!!
These New "supposedly" planned out PC, ISK costs still is just a Waste of the players time. We all know that "initial ISK cost reason" for Corps who do NOT OWN a district was due to ccp employee dumb logic that "Smurf Corps" would Ruin PC.
What still doesn't make sense is when Attacking a district is why the ***** does my Clone Army don't pitch a damm Tent and Re-Attack an hour later or the next day. can be applied for corps Owning and Non-owning districts
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Michael Arck
sephiroth clones D.E.F.I.A.N.C.E
337
|
Posted - 2013.07.20 07:08:00 -
[8] - Quote
First off let me say congratulations to the brothers of the alliance, D.A.R.K L.E.G.I.O.N. I had the great honor of playing with Fiesty Fez and other members of DL, in the past, and it was honor fighting beside them on them frontlines. No doubt DL put up quite a fight against SVER. Nice work out there gentlemen.
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1568
|
Posted - 2013.07.20 07:29:00 -
[9] - Quote
Cenex Langly I could not agree more the clone packs need maybe 120 . |
Django Quik
R.I.f.t
1005
|
Posted - 2013.07.20 09:58:00 -
[10] - Quote
To those saying 'let us double up clone packs' - think it through. If you could do that, no one would bother using just one ever and it would completely defy the point of lowering the pack number in the first place.
That said, it's clear that CCP made this change to disincentivise those with land in PC already from using clone packs to attack with - same goes with the reduction of attrition rates. I still don't understand why they don't just go with the simplest and most effective option of restricting clone packs to those without land (and yes, I know there's the whole alt corp issue but I really don't think this is as big a concern as the way CCP is trying to make PC work right now). |
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Iron Wolf Saber
Den of Swords
6295
|
Posted - 2013.07.20 10:01:00 -
[11] - Quote
Shrapnels wrote:CCP please get the Hint and bring back Mercenary Corp Contract Battle for the 1-2 million ISK. This is what the PLAYERS WANT !!!!!!!!!!!!
These New "supposedly" planned out PC, ISK costs still is just a Waste of the players time. We all know that "initial ISK cost reason" for Corps who do NOT OWN a district was due to ccp employee dumb logic that "Smurf Corps" would Ruin PC.
What still doesn't make sense is when Attacking a district is why the ***** does my Clone Army don't pitch a damm Tent and Re-Attack an hour later or the next day. can be applied for corps Owning and Non-owning districts
I remember the constant complaints of no shows and empty merc battles, clearly the players did not want that either. I do not want that system to return ever.
I rather see a system where two sides can mutually challenge each other and get a fight they're expecting instead of one they bail out on.
As for the clone packs I been thinking 125 is my idea suggested number but I will said to see what CCP Foxfour and CCP Nullarbor say about it after getting some metrics and yes Smurf (blue on blue) Tactics is a real and viable threat to the enjoyment of the game if overly abused by the much richer alliances.
Also this is nowhere near the final iteration of PC, the game mode will continue to evolve further and further. Corps that are firmly already established will stand a better chance just by experience alone to take advantage of any new changes in.
As for clone armies not throwing a tent up between fights, they're not like the clones from star wars, when the battle ends so does the connection, clones die and get recycled. The consciousness returns home or in the next available body elsewhere needed. Also MCCs are friggin expensive. |
Bendtner92
Internal Error. Negative-Feedback
751
|
Posted - 2013.07.20 10:15:00 -
[12] - Quote
I still think they should drop the warning timer down to 4-28 hours instead of the 24-48 hour warning timer we have now, meaning that attacks happen the day they're scheduled as long you schedule it more than 4 hours before the reinforcement timer. People should be expected to be on at their reinforcement window, and if they some days can't get on with 4+ hour warning they should have an alliance to help them out.
After a successful defence/district takeover you should keep the 24-48 hour warning though until after the next reinforcement window.
On the topic of clone packs, I agree that the should be upped to 120-130 clones. 100 clones is a little too low in my opinion. |
Marston VC
SVER True Blood
642
|
Posted - 2013.07.20 10:24:00 -
[13] - Quote
Cenex Langly wrote:As I mentioned in an earlier post I would give our unbiased perspective on our trials and tribulations in planetary conquest.
Tonight we earned our first victory against SVER True Blood. They played an excellent match against us and just about cloned us out. It was extremely close. We had a remaining 11 clones (if I recall correctly) at the end of the match. We won the MCC battle for about 70% of the fight.
Only starting with 100 clones we had to play the MCC battle and we had to be extremely cautious with our clones. Our tactics were modified to fight a fierce opponent that cloned us out twice before. Luck and experience played a huge role in this victory and it was only achieved by the teamwork we displayed. I have to give credit on the players of SVER challenging our men on the outside points. They were top tier and killed me "too" many times to count.
The battle rages on and we will press on.
We still are recognizing that the 100 clone count is a huge disadvantage on the attacking corporation, but given this situation we (as well as our alliance, D.E.F.I.A.N.C.E) is working to adapt to these mechanics.
I'm still calling the community to push for changes to the starter clone pack. 100 clones is too low for a fair fight (even for a slightly disadvantaged fight).
Were you that mass driven son of a gun? |
STEALTH HUNTER ZERO
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
8
|
Posted - 2013.07.20 11:22:00 -
[14] - Quote
Yes, Cenex has that MD lol. I also believe clone packs should be 125. When its a tough match and gets down to the wire you shouldn't have to worry about them only trying to clone you out instead of focusing on objectives. The 25 extra will cure this scenario. |
superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
17
|
Posted - 2013.07.20 12:02:00 -
[15] - Quote
First of all Id like to start of by saying that fighting sver has been very, very fun and competitive. By far the most enjoyable PC battles that I have been a part of and always a tough fight. Gotta give em some props.
There is no doubt that 100 clones is not enough. All you have to do is look at the scoreboard and see that you can have one hell of a good battle against a top tier opponent and barely win or lose by a little bit. I don't think the attacker could ever win by very much in this type of match while the defender could. Not to mention it makes you feel like you start way down to your opponent which is never good for morale. It pushes the attacker into a very cautious game which also cuts down on your strategy a bit and the fun sometimes.
The defender can use brute force to hold an objective or take it. The attacker can not do this at all. If they come in guns blazing you have to run hide and wait till they leave to get it back so you don't die and waste a clone. If your pushing and you barely get hurt your running to hide cause you cant waste a clone. The defender knows this and takes advantage of it. You are stuck with playing cautious as an attacker and attacker and cautious just don't fit together. Ive also thought that 120 would be a good number. 125 is fine also but something needs to be changed. |
Ncredible Beast
NEW AGE EMPIRE
94
|
Posted - 2013.07.20 12:12:00 -
[16] - Quote
Be just about to flip a district but the server goes down during your PC. You'll get ur 30m back but have to spend even more because they get to regenerate |
Jason Pearson
Seraphim Initiative. CRONOS.
1955
|
Posted - 2013.07.20 12:15:00 -
[17] - Quote
Idea:
Corporation can buy a MCC, when they do not own a district (At this moment in time) and can load said MCC up with Genolution Packs over time, One pack every 24 hours with a maximum of 300 Clones. When attacking, if MCC is destroyed, you lose all clones.
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superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
18
|
Posted - 2013.07.20 12:16:00 -
[18] - Quote
This has happened to us as well. The server went down and we just basically got screwed. It was a while back against kill em quick. |
Django Quik
R.I.f.t
1006
|
Posted - 2013.07.20 16:05:00 -
[19] - Quote
superjoe360x wrote:First of all Id like to start of by saying that fighting sver has been very, very fun and competitive. By far the most enjoyable PC battles that I have been a part of and always a tough fight. Gotta give em some props.
There is no doubt that 100 clones is not enough. All you have to do is look at the scoreboard and see that you can have one hell of a good battle against a top tier opponent and barely win or lose by a little bit. I don't think the attacker could ever win by very much in this type of match while the defender could. Not to mention it makes you feel like you start way down to your opponent which is never good for morale. It pushes the attacker into a very cautious game which also cuts down on your strategy a bit and the fun sometimes. Hell I am sure sver would rather us fight them like men then blow them up from unknown locations because the clone limit just plain sucks.
The defender can use brute force to hold an objective or take it. The attacker can not do this at all. If they come in guns blazing you have to run hide and wait till they leave to get it back so you don't die and waste a clone. If your pushing and you barely get hurt your running to hide cause you cant waste a clone. The defender knows this and takes advantage of it. You are stuck with playing cautious as an attacker and attacker and cautious just don't fit together. Ive also thought that 120 would be a good number. 125 is fine also but something needs to be changed. It seems the idea is that you're supposed to use clones from your districts to attack with but the whole problem is that corps without districts are at a massive disadvantage and it's become even tougher for these people to break into PC because the clone packs are so small. |
Fiddlestaxp
TeamPlayers EoN.
227
|
Posted - 2013.07.20 16:43:00 -
[20] - Quote
CCP Nullarbor wrote:Cenex Langly wrote:As I mentioned in an earlier post I would give our unbiased perspective on our trials and tribulations in planetary conquest.
Tonight we earned our first victory against SVER True Blood. They played an excellent match against us and just about cloned us out. It was extremely close. We had a remaining 11 clones (if I recall correctly) at the end of the match. We won the MCC battle for about 70% of the fight.
Only starting with 100 clones we had to play the MCC battle and we had to be extremely cautious with our clones. Our tactics were modified to fight a fierce opponent that cloned us out twice before. Luck and experience played a huge role in this victory and it was only achieved by the teamwork we displayed. I have to give credit on the players of SVER challenging our men on the outside points. They were top tier and killed me "too" many times to count.
The battle rages on and we will press on.
We still are recognizing that the 100 clone count is a huge disadvantage on the attacking corporation, but given this situation we (as well as our alliance, D.E.F.I.A.N.C.E) is working to adapt to these mechanics.
I'm still calling the community to push for changes to the starter clone pack. 100 clones is too low for a fair fight (even for a slightly disadvantaged fight).
The 100 clone limit is designed to give corporations who attack from districts a slight advantage. It has been discussed amongst the team and the CPM that it may be a fraction too small though. We are waiting to gather some more results on battles to see how close to the wire these new clone pack battles are getting and may adjust it again if too many battles are coming down to a clone victory for the defenders. Thanks for the feedback.
125 seems more reasonable, but at a higher price. As it stands currently, If you assembled the best players in the game and they had great teamwork, 100 clones still isn't enough to take down a district. Even if you win you have to do it again 1-2 more times.
Most corps without districts aren't able to field either of those two things. They are severely disadvantaged. I can't recall the last match where TP didn't kill at least 100 clones.
Good looks on the attack-reup mechanic though. There is a European corp that use the district timers to hide districts away (There is only one Euro alliance and SI is the only corp active in it) from everyone else. They can't hack it on their timers or ours and the automatic re-attack will make taking their districts (And redistributing them to get more people involved in PC) MUCH easier. Before, Cargo Hubs were unassailable, because the 3 days it took couldn't be done on a weekend.
Getting more people involved in PC seems to be your goal and it is the right thing to do. Increase clone packs to 125 (for perhaps 40 million ISK) and you will further that goal.
If you ever decide to add more districts to the game, DONT do it like you did before... SI made a massive land grab and set all the timers and we are STILL trying to get more land for everyone else.
They can't defend their districts, they have no compeitition on Euro servers/timers, and they hold the most districts in PC (at the expense of the smaller corps looking to get involved). If there is a way to fix this further, you should look into it.
In the mean time, we are going to do our best to remove them from their distircts and redistribute them to indie corps.
EDIT: We have talked a lot about this in corp and alliance and have 100+ PC battles under our belts. 125 seems to be just right. 150 and we would have attacks spammed on us from across the map by aforementioned ISK farmers(that's what they did before) and 100 disadvantages corps without districts too much. |
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Fiddlestaxp
TeamPlayers EoN.
227
|
Posted - 2013.07.20 16:52:00 -
[21] - Quote
dazlb72 wrote:would it not be an idea to let people double up clone packs? 200 clones is too much. There are people with billions and billions of ISK and they would (and have, when it was 150) exploit this. |
Fiddlestaxp
TeamPlayers EoN.
227
|
Posted - 2013.07.20 16:59:00 -
[22] - Quote
You also need to make new players able to gain SP faster to close the competitive gap. There is no way a team of players with 5 million SP is going to beat a team with 15 million per player. The "battle ready " player pool is too small and your game suffers for it. Uncap to 10 million and this problem will be at least partially resolved. A team with 5 million SP on average isn't going to even hold a single point in a PC match against people who have been getting skill points since open beta. Not even a single point. That might be fine in EvE, but in a FPS it just doesn't work. |
Draka Marintu
TeamPlayers EoN.
71
|
Posted - 2013.07.20 17:00:00 -
[23] - Quote
The reup mechanic is awesome and it saves alot of time but with how it currently is 100 clones is not enough. Corps who don't have a district can't take advantage of this mechanic and I don't understand why ccp would gear it that way it discourages people from getting into pc. ccp should simply have different tiers of clone packs with increasing price tags (risk vs reward) 30mil for 100, 100mil for 225 and 200mil for 350. They should also not allow corps with a district to use anything more than a 30mil clone pack. |
ER-Bullitt
Molon Labe. League of Infamy
113
|
Posted - 2013.07.20 17:03:00 -
[24] - Quote
Fact of the matter is it is possible to NEVER get cloned in a match.. all you have to do is stop spawning.
One of the PC's I fought recently we were doing very well on clones, out killing our opponent, but they had an edge of about 5-6 ticks on the MCC. The fight came down to the wire, they had 2 clones left and their team just stopped spawning. We raced to cap the remaining objectives but it was too late and we lost the MCC health battle by like 2-3 ticks.
Anyway, dont know if this helps or hurts the discussion just wanted to share.
Peace. |
ER-Bullitt
Molon Labe. League of Infamy
113
|
Posted - 2013.07.20 17:06:00 -
[25] - Quote
Fiddlestaxp wrote:You also need to make new players able to gain SP faster to close the competitive gap. There is no way a team of players with 5 million SP is going to beat a team with 15 million per player. The "battle ready " player pool is too small and your game suffers for it. Uncap to 10 million and this problem will be at least partially resolved. A team with 5 million SP on average isn't going to even hold a single point in a PC match against people who have been getting skill points since open beta. Not even a single point. That might be fine in EvE, but in a FPS it just doesn't work.
Havent heard nor thought about an "uncapped SP" idea like this. like it, co-signed. Get some more players to stick with this game... people like to amass SP and unlock gear, but once they hit their cap what else is there to do but go on an ALT.. That doesnt help them get into the meta game PC any faster. |
Fiddlestaxp
TeamPlayers EoN.
227
|
Posted - 2013.07.20 17:10:00 -
[26] - Quote
ER-Bullitt wrote:Fact of the matter is it is possible to NEVER get cloned in a match.. all you have to do is stop spawning.
One of the PC's I fought recently we were doing very well on clones, out killing our opponent, but they had an edge of about 5-6 ticks on the MCC. The fight came down to the wire, they had 2 clones left and their team just stopped spawning. We raced to cap the remaining objectives but it was too late and we lost the MCC health battle by like 2-3 ticks.
Anyway, dont know if this helps or hurts the discussion just wanted to share.
Peace.
If they had run out of clones a minute earlier, they would have lost. Lose to MCC or lose to clones, makes no difference.
We end up playing to clone somebody out in about 20% of our matches. Usually end up being our closest matches (Play to win MCC, while inflicting heavy loses so that we can make the call to clone if we have to).
Draka has a good way of doing it as well. There are some creative things you can do with clone packs right now that allow powerful corps to use them in a way that encourages all-out attacks. Either 125 clone per pack, or different tiers of clone packs with a maximum district limit(Can't buy packs if you hold X districts). Both would be acceptable fixes. |
ER-Bullitt
Molon Labe. League of Infamy
113
|
Posted - 2013.07.20 17:19:00 -
[27] - Quote
Fiddlestaxp wrote:ER-Bullitt wrote:Fact of the matter is it is possible to NEVER get cloned in a match.. all you have to do is stop spawning.
One of the PC's I fought recently we were doing very well on clones, out killing our opponent, but they had an edge of about 5-6 ticks on the MCC. The fight came down to the wire, they had 2 clones left and their team just stopped spawning. We raced to cap the remaining objectives but it was too late and we lost the MCC health battle by like 2-3 ticks.
Anyway, dont know if this helps or hurts the discussion just wanted to share.
Peace. If they had run out of clones a minute earlier, they would have lost. Lose to MCC or lose to clones, makes no difference. We end up playing to clone somebody out in about 20% of our matches. Usually end up being our closest matches (Play to win MCC, while inflicting heavy loses so that we can make the call to clone if we have to). Draka has a good way of doing it as well. There are some creative things you can do with clone packs right now that allow powerful corps to use them in a way that encourages all-out attacks. Either 125 clone per pack, or different tiers of clone packs with a maximum district limit(Can't buy packs if you hold X districts). Both would be acceptable fixes.
I cringe everytime a ground commander calls out in the middle of a fight "ok guys, lets just clone them out" and ignores MCC and objective capping. It usually ends in disaster. But you are definetely in a better position to talk about what would help or fix PC than I am. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
105
|
Posted - 2013.07.20 18:00:00 -
[28] - Quote
Draka Marintu wrote:The reup mechanic is awesome and it saves alot of time but with how it currently is 100 clones is not enough. Corps who don't have a district can't take advantage of this mechanic and I don't understand why ccp would gear it that way it discourages people from getting into pc. ccp should simply have different tiers of clone packs with increasing price tags (risk vs reward) 30mil for 100, 100mil for 225 and 200mil for 350. They should also not allow corps with a district to use anything more than a 30mil clone pack.
Those price tags are so incredibly large that no one would buy them. Our guys wouldn't. |
Draka Marintu
TeamPlayers EoN.
72
|
Posted - 2013.07.20 18:08:00 -
[29] - Quote
Cenex Langly wrote:Draka Marintu wrote:The reup mechanic is awesome and it saves alot of time but with how it currently is 100 clones is not enough. Corps who don't have a district can't take advantage of this mechanic and I don't understand why ccp would gear it that way it discourages people from getting into pc. ccp should simply have different tiers of clone packs with increasing price tags (risk vs reward) 30mil for 100, 100mil for 225 and 200mil for 350. They should also not allow corps with a district to use anything more than a 30mil clone pack. Those price tags are so incredibly large that no one would buy them. Our guys wouldn't.
The point to the pricetag is so that you get the advantage to take the district in one day with reups and you would still get the isk for whatever clones you have left if you were successful. On the other hand you could just keep attacking with 30mil packs but you'd have to wait 24hrs for the next attack and if you lose you may have to start back at square one which may end up costing you more in the event it's a cargo hub |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
20
|
Posted - 2013.07.20 21:00:00 -
[30] - Quote
Ncredible Beast wrote:Be just about to flip a district but the server goes down during your PC. You'll get ur 30m back but have to spend even more because they get to regenerate
Been there done that. Sucks. |
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