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    Thursday, December 12, 2019

    Eve Online I lead the largest supercapital fleet in the history of Eve, and I think that they should be deleted from the game.

    Eve Online I lead the largest supercapital fleet in the history of Eve, and I think that they should be deleted from the game.


    I lead the largest supercapital fleet in the history of Eve, and I think that they should be deleted from the game.

    Posted: 11 Dec 2019 11:23 AM PST

    … but of course CCP can't do that. So what should be done with supercarriers and titans? First I'll explain the problem with them, especially if you haven't been at alliance level planning meetings.

    I'm often pushing for a war of some sort. The first question that gets asked is "do they have a super fleet?" (quick note here, supers usually means supercapital, I'll try to specify if I'm referring specifically to supercarriers) if the answer is "yes" then the second question is "what would happen if we deploy ours?". And I will tell you the answers, if they have one and we don't bring ours we will lose the war (we tried bringing 1000 carriers and dreads against NC/PL a few years ago to see if that could work, it didn't) and if we bring our fleet, we will win. Since X-47 Goons against p much any other group in this game will win barring just a cosmic failure. This is not a good position for either group in my opinion.

    So if supers are bad for the game why wouldn't we just give up ours? Well, we got beat up on by BOB and then PL/NC for about a decade and the institutional memory in the smokey leadership rooms at Goons is very long, especially for a video game. We're not about to voluntarily go back to the position. If you've studied game theory at all you can probably see the problem here: if we gave up our position then whoever else defaulted into the biggest fleet in the game would just go back to beating up on us and no one remembers that fondly. Our position has always been "delete all supercapitals" and still is, even if that may be unrealistic.

    I've been in the FC meetings back when PL/NC could teleport caps everywhere and 90% of the it was "well we could do this... but" and the but was always "we will be destroyed when they bring in the superior capital fleet". It constricts you, you start to chafe against it. I'm proud of Goons in that we were able to wrest back control of our destiny, but I'm not happy. BOB/NCPL/Imperium all had too much power, and it's not the player's job to voluntarily put themselves upon the pyre, which is why no one ever gave up these advantages willingly.

    The solution is to diminish the advantage we have in such a way that keeps titan ownership aspirational for the player - a financial goal for CCP - while making having the largest group of titans less valuable for the group - a game design goal.

    This is an important point I think, I don't have the data for this but I've seen many players expressing their long term goal is to own a titan. This is the kind of long term goal that keeps people subbed and interested even when things get a little boring. I believe it's important for CCP that owning a titan be a viable wish. So if I had a magic wand that could delete supers I would but it's a pipe dream.

    That gives us two goals: make owning the largest pile of supers less influential but keep the dream alive for players so that CCP's bottom line isn't greatly affected. As an aside I think a healthier overall game draws in new players and keeps old ones active and subbed so it's a net benefit to make these kind of adjustments.

    Titans – The crux of the issue is that in a giant fight titans are ALL that matters. Nothing else is important. The ability to instantly vaporize any capital ship is incredibly powerful and especially since firing a doomsday is only a single command it's very reliable in deep tidi. Right now the way a doomsday works is you fire it, it has a small spool time (roughly ten seconds) and then it fires off 2 million HP of hot sticky damage at whatever poor bastard you currently have targeted as long as they are still a valid target after the spool-up, then the doomsday goes on a 5 minute cool down. My proposal is relatively simple coding wise but would drastically change how titan fights are handled: make the spool-up last ten minutes long but have no cooldown once fired.

    Now fights involving titans would be much more about grid control rather than solely who has the biggest swingin dick. You would have ten minutes of notice before the titan fired which means that whatever was targeted would have to be held on grid for ten minutes. The target (which would need to be notified they were being spooled on) could ask for help clearing bubbles and tackle. If they were able to break this they could warp off and the doomsday would whiff after the spool-up finished.

    Now sub-capitals matter, for both sides. You need to devote ships to pointing enemy ships. You need to defend your bubblers. Or you need to kill theirs. Maybe you start using battleships (please) again each fitted with a couple of scrams to hold down your primary target. The enemy needs to kill them, or jam them, or damp them. I'm sure all the different scenarios have started playing out in your mind but the point is it's an unsolved meta, the way the game would evolve to deal with it is exciting to consider.

    Ok so this is a nerf to overall titan doomsday damage (half as much as current damage over time) so what do we do to keep titans attractive. I propose two more changes.

    1. Remove HAWs and BFG from titans – this one is a little obvious, but titans being able to clear small ships off themselves after this change is undesirable.

    2. Add the ability for titan doomsdays to target citadels and for them to ignore the damage cap. This gives titans a new role as bunker busters. But because of the way doomsdays now work you have to sit them on grid with the structures for at least ten minutes, and you would need to bring A LOT to one cycle a big structure, 3 different times. This would, hopefully, put more titans in space and vulnerable but it also gives them another role to help add to their aspirational status.

    Supercarriers - I don't think supers are nearly as aspirational as titans are. In fact titans have become so cheap that they are starting to overlap with classical supercarrier prices. I think for this reason supercarriers are something that can be changed to a greater extent. The game would benefit from a big shake up by them and it wouldn't hurt CCPs bottom line in the way titans would.

    So in the first X47 fight we knew that keepstars had a bug where titans could fire their doomsdays and if they killed a target they could retether without waiting off the cooldown. This was a huge issue for us because it meant that whiffing on enemy titans was a VERY high chance since they would be sitting on an active keepstar. So we came up with the plan for "jump hictors". Supers have 80% of the tank of a titan but cost 1 / 4 of the price so any doomsday vollies fired at them is a waste when you could shoot a titan. Up until this point supercarriers had been dropped FAR away from the fight and they sent their fighters through the gap to fight at a distance. Instead we outfitted our supercarriers with capital warp scramblers and dropped them right on top of the enemy titan fleet. Talking with FCs on the other side I know they were totally shocked by this and didn't expect it at all. But it let us lock down enemy titans and eventually helped swing the first X47 fight, which was a giant uphill battle for us, back in our favour. It was also a ton of fun for our super pilots who felt involved for the first time and not watching a battle from afar. So with that in mind I propose these changes:

    1. Supers can only field heavy fighters, no overlap with carrier light fighters.
    2. Reduce heavy fighter control range to 100km. Supers need to get in close enough to fight dirty.
    3. Give supercarriers a point/scram range bonus to encourage them fighting up close to help your titans complete their spool-up. Increase their ewar vulnerability to allow counterplay.
    4. This is a stretch goal and would require a lot more coding, but it's a compensation buff I've been thinking about for a while: let supercarriers actually "carry". Give them a module that allows them to turn into a mobile astrahus. A finite number of subcapitals of any type could dock in them (let's say 50 for the sake of discussion) as long as this module was active. The module would lock the super in place for ~10 minutes. Pilots who docked in the supercarrier can undock as a capsule at anytime but they can only undock in their ship if the module is active. This would allow you to use a small number of supers to move a sub-capital strike force at higher speeds and deposit them behind enemy lines. There's a lot of interesting plays you could use this for, like for instance the enemy fleet has blocked an in-gate. You could jump 5 supers behind them and undock your fleet of 250 guys there. It's a gameplay method that has a lot of interesting options. Also even if it's not always utilized it is very "cool" in concept so it increases the aspirational utility of supers.

    In summary: When considering wars supers are the main and primary concern. They are far too strong. By making some relatively simple changes you could shake up a stale meta, you could make sub-capitals matter more, you could favour the biggest fleet less, and you could still keep a supercapital as an aspirational goal for the player.

    submitted by /u/Eve_Asher
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    My Dad left me and my brothers today. Subtitle: Seddow leaves TEST

    Posted: 11 Dec 2019 10:28 PM PST

    Hi, I'm Chris Martinn from TEST, and I'm proud son of daddy Seddow.

    I have too many things to say about Seddow, but right now I can't recall every wonderful memories he had given to us testies. Some days ago Seddow asked me in private, would I ever want to leave test. I said no, and asked him back if he ever would want to leave test, he didn't reply. That moment, I had this indescribable void feeling that he was gonna leave us sooner or later, and that happened some hour ago. He told me to steal all the karma before someone else posts about this, so im obliged to post this. I'll try my best to recall all the good things he did for us, but I'm pretty sure he did so many things that I'm not important of a pilot whos enough to know all the intels and stuff.

    One thing I cannot forget is his goku fleets. Before the war btw Legacy and WinterCo, we used to roam around whole new eden thru glorious hole of drifters. Coordinating wormholes and finding targets is not an easy job to do, he somehow managed to nail it every single time. Even if he lose the targets, wingged it, initiate backup plan, went FRT space, gave us big kills. And after several wonderful goku fleets, the best goku was yet to come. Third day of March, he gave me my first titan kill. We lost something after that but we don't talk about it, so lets stfu for a sec.

    After we lost something that day, soon after the war declared. WinterCo brought Elo knight for their main FC, TEST picked Seddow. The war soon formed the antithesis, Elo and Seddow. It was quite a long war(compared to every other game I've ever played, this was my first full time war). Countless skirmishes went back and forth, every system toasted by random testies were followed up by Seddow's strat op. It's an individual job for us to just go to their random system which has low ADM, ninja toast the system, and just forget about it for like a day or two. As an FC Seddow had to coordinate all the timers and make sure we fight for them on time, had to do actual FCing after that, which I have absolutely no idea how tiresome of a job that would've been, he covered all three timezones and slept like 3 hours a day. It seemd like he didn't have real life. I'm quite certain his grades were low that semester.

    During those skirmishes we successfully took one of their system, BOZ1-O. Anchored a Forizar there, we were given a decent dreadbomb projection on one of their main region, detorid. Lucky for us CCP did the blackout about the time. Throwing a dreadbomb was one of my dream thing in EVE, he made it came true. Sometimes we failed, but when we did bagged a ratting super, it was really fun. Dreadbombing with seddow is one of my favourite times of my whole eve career.

    Even after the war, as an FC of a test sig DKS, we did ikitursa fleet. I envied all other small pvp focused alliances using cool ships. I finally get to fly zarmazd. Seddow brought his own hyper titan to bridge us all over the universe, it was like a DKS School bus. When we lacked DPS on a rorqual, he didn't hesitate to jump his rag in and DD a rorqual in the middle of FRT main ratting pocket. Seddow had two big enough balls to break every single space law which every titan pilots should obey to survive, and his titan is still laying down somewhere safely.

    I want to post some more stuff here, I really do, I'm writing this in a computer lab hiding from professor so I think I'd better just do my stuff now.

    Seddow, you will be missed. I still have no idea where ure going but I hope you for the best there.

    And lucky for you guys whos having Seddow as a new recruitee, treat him the best. He deserves it.

    submitted by /u/Author50CO
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    ENjoying EVE as a Totally Blind Player

    Posted: 11 Dec 2019 07:53 PM PST

    Hi ALl,

    I wanted to write as I've been fascinated by the idea of EVE for years, but a little hesitant to commit to trying it out due to my particular circumstances. I am totally blind, and use a program called a screen reader to play many games, as well as browse the web and so forth. I've dabbled with the default EVE client a couple times but got stuck at the character creation process.

    I've heard that the actual game interface, once through character generation, is largely text-based, or can be made so. I'm wondering how much I might be able to do either using OCR On the game screens themselves, or with third-party utilities of some sort.

    I realize this is a kind of odd question, but I'd appreciate your thoughts and insight. I've wanted to play a game like EVE for years, but only recently realized it might be possible, albeit somewhat difficult.

    submitted by /u/BlindGuyNW
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    Hauling Business Back Open Tomorrow!

    Posted: 11 Dec 2019 02:18 PM PST

    Hey everyone, not sure if you still remember me or not, but I just got some extra money for my birthday and will be buying omega to reopen my hauling business!

    I am celebrating today, so I will be open for business again tomorrow!

    It's going to be the same as last time, the rate is whatever you think is fair, I do not have set rates (Higher rates are higher priority).

    The current collateral I can go up to is 100m.

    Max I can hold at one time is 19,197.4m3 (Using Iteron).

    Currently no nullsec until I can build up a scout and properly fit an efficient ship.

    I have a lot more time on my hands so hopefully I can get to everyone, I hate missing contracts.

    Send all contracts to Jared Dale.

    Looking forward to moving your stuff!

    submitted by /u/JaredDaleHauling
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    Venture Korean newbro sharing gas with me :D

    Posted: 11 Dec 2019 08:52 PM PST

    Smells so good

    Posted: 11 Dec 2019 11:28 PM PST

    Naughty or Nice in New Eden Starts Tomorrow! | EVE Online

    Posted: 11 Dec 2019 08:45 AM PST

    Hypernet Analyzer

    Posted: 11 Dec 2019 11:43 AM PST

    Since it looks like CCP isn't going to add some UI elements to the hypernet screens, I decided to create this tool that lets you compare the raffle and figure out if it's actually a decent raffle.

    Some of the issues I've found with the relay is CCP's advertising of the price. The screen price to mark certain items as "low price compared to market value" essentially selling it to the buyers as a really good deal. It's not usually the case though, as a 500k raffle ticket for 512 raffle raven is still a 250mil raven, basically 2x the price. CCP also doesn't list the raffle value at all anywhere. They show the market value of the item but no profit margins or markups to be found.

    Using Mogul's Hypernet analyzer, you can input the item, node count and price and figure out of the raffle is a decent deal or not. I used 20% markup and under as a "fair" value, 20-50% markup as questionable and a 50%+ markup as a scam. I may change the semantics here, but really all I want to do is help educate people that what they see as a good deal might not be.

    To access the tool, you can navigate to: https://www.eve-mogul.com/#/tools/hypernet (no login required)

    To use, enter the item first then the rest of the page will populate. Fill in node count and price and the table will calculate the raffle stats.

    I've gotten some feedback already saying this isn't needed. That may be the case, but I still felt it was worth 30minutes of coding for me to help educate at least one person. If you're fine risking some ISK for some items, then go for it! Gambling is supposed to be fun and entertaining. I myself spent 20-30b over the past few days myself playing the hypernet! I do think that some self regulating will come naturally and all the overly valued raffles will eventually go away as the hype dies down. Never hurts to know what you're gambling on in any case.

    An example:

    LSI Image

    submitted by /u/JeronicaEVE
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    Eve Online - PvP Pilot Logs #26 (Hecate vs Tengu and small gang)

    Posted: 11 Dec 2019 06:26 PM PST

    [PSA] [Hypernet UI] The "good deal" green highlight on some raffles is based on arbitrary luck and doesn't mean the total tickets value is below market price for the item.

    Posted: 11 Dec 2019 05:15 AM PST

    You may have noticed some raffles are highlighted in green with the following message: https://twitter.com/MTaredi/status/1204655830714519557?s=09

    "This HyperNet offer has HyperNodes set at a low price compared to the market value of the item"

    The item in question is a Large Skill Injector currently valued at around 890 million ISK om market. The hypernet offer is for 16 nodes at 70mil each or a total of 1.1 billion ISK.

    CCP Goliath attempts to explain what's going on in the above thread and from his explanation I gather that they're applying an arbitrary risk into the calculation of what is a "good deal" or what is "below market price".

    This doesn't make sense since you can't compare the full price of a market purchase to the cost of a partial chance to win an item via a raffle. This is true because the partial cost of the ticket directly represents your win chance. In other words a 10% chance to win a skill injector at 1/10th of 120% of the market cost of a skill injector is NOT a good offer since you'll need to pay 120% the cost of a skill injector before you can expect to get one on average.

    What they should instead be doing is comparing the market cost to the cost of the tickets you need to buy to guarantee 100% win chance. Whether you think of this as buying out all tickets of one raffle or buying 1 ticket each out of 16 raffles with 16 tickets each and winning exactly one injector (as you should if your luck perfectly matches the statistical chance) the end comparison is the same - 890m ISK to procure the item via the market compared to 1.1 billion ISK to procure the item via raffle.

    tl:dr When CCP marks a raffle as a "good deal" for ticket cost they assume you play at some arbitrary odds and win. They do not calculate based on the odds each ticket represents or the total cost of the tickets.

    Edit: I was corrected that playing 1/16 odds 16 times with unrelated outcomes between the games doesn't equate to 100% chance to win at least one of the games obviously you can win more or less or none. Expressed as a probability calculation that chance is something like 64% to win at least one game after 16 tries.

    submitted by /u/meha_tar
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    Why do people say that eve is a lifestyle?

    Posted: 11 Dec 2019 01:12 PM PST

    I watched a video about eve and the comments keel saying: eve is a lifestyle, you will spend hours shooting laser into a rock, or that eve is very addicting. How is it so that eve is like this?

    submitted by /u/alive_user_of_reddit
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    I've been playing for years and only just noticed that the Tormentor has a face on it. Now you all can't unsee it, just like I can't

    Posted: 12 Dec 2019 01:47 AM PST

    PSA. You can see who is betting on similar item raffles so you can promote your raffles by sending them emails with your links.

    Posted: 12 Dec 2019 01:29 AM PST

    Like they are already interested in gambling on same item type ... right?
    You are just helping them to increase the chance of getting such item!
    Let the nightmare spams begin!

    submitted by /u/StainGuy
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    Y'all need to CHILL out with your hypernode raffles.

    Posted: 12 Dec 2019 12:57 AM PST

    Graphics still look amazing after all this time

    Posted: 11 Dec 2019 03:46 AM PST

    Gemini Moa (3D prints, new and old models

    Posted: 11 Dec 2019 07:02 AM PST

    [Hypernet] Seller's Perspective and Markup Analysis: When is it profitable to buy out the remaining tickets on your expiring raffle?

    Posted: 11 Dec 2019 11:22 PM PST

    tl:dr in the ~20-40% markup range the seller has enough leeway to turn a profit even if they don't sell all of their tickets, while raffles marked up at 40% and above allow the seller to gamble against his own customers and turn a profit more often than not

    If an item is sufficiently marked up, when a raffle is about to expire it may actually be profitable to buy your own remaining tickets instead of letting it fail.

    This depends on how many tickets have already been bought by other people and how much ISK each ticket costs compared to your item's actual market value but also on whether you lose your item or manage to win it back with the tickets you bought. Additionally in some cases it might be better to just let the raffle expire and eat the loss of the HyperCores.

    So we made a spreadsheet calculating the potential profitability of buying out your own tickets before your raffle expires based on the markup of your item and how many tickets you've sold at each point as well as the win chance those tickets represent:

    https://docs.google.com/spreadsheets/d/1BZRS86Ig94hiBTIQ0-Ef4uUmSgcsQTVH1xCFoFFzKDs/edit#gid=0

    • The cost of hypercores is assumed to be 5% of the listing price and sales tax is another 5% for simplicity.

    Some observations based on what positive green values mean in each of the four tables:

    1. Obviously in case you win your own item back you are profitable to buy your own tickets as soon as you've sold enough tickets to cover your taxes. Acting on this table is risky because you can't depend on winning your item back. The first two columns are red because you haven't sold enough tickets to cover even the taxes.

    2. In case you lose your item you are profitable if you already sold enough tickets to cover the cost of the item and tax. Acting on this table is safest since you're sure that you'll turn a profit even if you lose your item. This is because based on your markup you've already sold more tickets than the item is worth (and taxes considered).

    3. The Expected Value of the two possible outcomes at each point is the percentage chance of each outcome multiplied by each outcome's profit or loss in ISK summed and divided by the original value of the item. Obviosuly acting based on this third table is risky since you care about winning or losing the item to decide whether you'll be profitable at all.

    4. Finally a table that compares the cost of the HyperCores (5% of the listing price) to the expected value (which is a percentage of the actual market value) telling you if you should risk buying out your own tickets. Take this with a grain of salt since it's based on the Expected Value - do you really want to risk losing 80% of your value to save yourself a 5% tax (in some cases to the left of the table).

    • The two grayed out columns represent situations where you either cannot win your item back because you have sold all of the tickets, or you cannot lose your item because you have sold none of the tickets. There the expected value is simply the value of the opposite table's respective cells since the opposite table is the only possible outcome.
    submitted by /u/meha_tar
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    Query about bright star near Caroline's Star. Any Lore answer about it?

    Posted: 11 Dec 2019 11:11 PM PST

    Some math regarding the hypernet raffles (Profit from buyer's and seller's perspective)

    Posted: 11 Dec 2019 04:39 AM PST

    I haven't seen this done yet (but I don't check the official forums and might have missed this so I apologise in advance if someone has already done the calculations) and I did some calculations for the hypernet raffles.

     

    Notation:

    I - Actual worth of the item

    M - Markup for the item

    N - Total number of hypernodes available

    A - Number of hypernodes bought

    R - Tax rate

    p - probability that all hypernodes are bought

     

    Buyer's perspective:

     

    In the buyer's perspective, you can buy A out of the N possible hypernodes, where A = 1, 2, ..., N. This means that the probability of winning the item is A/N and the probability that you do not win is (N-A)/N.

    The cost of a single ticket is (I+M)/N, where I+M represents the total cost of all of the tickets.

     

    Supposing that we buy A tickets, the profit if we win is:

    I - (I+M)*A/N with probability A/N

    And if we lose, then the profit is

    (I+M)*A/N with probability (N-A)/N

    Since the (I+M)*A/N is in both expressions, the expected profit becomes

    I * A/N - (I+M)*A/N = -MA/N

    which approaches -M as we buy more hypernodes.

     

    So the expected profit from the buyer's perspective will always be negative (assuming that the seller isn't underpricing the item and the markup is positive). This is for a single raffle, but since the expected profit is always negative, the expected profit for any number of raffles entered will still be negative.

     

    So in the long run, the optimal strategy for a buyer is to not play.

     

    Seller's perspective:

     

    Now for the seller's point of view, we should consider the amount of profit that the seller makes and how to price the markup appropriately.

    In this case, we are assuming that the seller does not originally own the item, so the seller must first buy the item for a price I.

     

    Assuming that all the hypernodes are bought, then the seller will expect to make

    (I + M)(1 - R), i.e., the total cost of the tickets minus the tax rate

    The amount of profit is equal to

    (I+M)(1 - R) - I.

    In order for this to be positive, then we must have

    M > IR/(1 - R).

    For example, if the tax rate is 5%, then (R/1-R) = 5.26%, and the markup should be at least 5.26% for a profit to be made.

     

    Now what happens if we factor in the probability that not all of the hypernodes are bought?

     

    Using p as defined above, the expected profit (and let the tax rates be represented by R_B and R_S for the broker's fee and sales tax respectively) becomes

    (M - (I+M) * (R_B + R_S )) * p + (1 - p) * - (I+M) * R_B),

    which is the same as

    (M- (I + M) * R_S) * p - (I+M) * R_B, since the taxes (I+M) * R_B are paid regardless of whether or not the nodes are fulfilled.

    Then, accounting for the probability that the nodes do not all sell, the seller must then choose M such that

    M > (I * (R_B + R_S * p)/(p * (1 - R_S) - R_B), where R_B /(1 - R_S) < p <= 1

    and we should not sell at all if we expect the probability p to be less than or equal to R_B / (1 - R_S).

     

    Should the seller attempt to buy back the item?

     

    In this case, the seller also acts as a buyer, and the expected value of the transaction is simply the summation of the expected value from the buyer's persective and the expected value from the seller's perspective.

    So, the expected value becomes

    (M- (I + M) * R_S) * p - (I+M) * R_B - MA/N < (M- (I + M) * R_S) * p - (I+M) * R_B.

    In this case, the optimal strategy is to not attempt to buy back the item.

     

    Our calculations are simplified since we do not need to account for multiple winners like in the actual lottery where winnings are shared.

     

    • Edit

    Actually, in the scenario where the seller already owns the item, the expected profit is always greater than 0 if p > R_B/(1 - R_S).

    • Second edit

    Added in the difference between broker's fee and sales tax

     

    tl;dr: buyer's optimal strategy is to not play, seller's markup pricing outlined above

    submitted by /u/Eve_Alen
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    Anyone have the audio clip at 2:00 from This is REALLY EvE

    Posted: 11 Dec 2019 09:59 PM PST

    I swear that pilot's voice sounds eerily familiar, but i can't place it. Link to video in question https://youtube.com/watch?v=LmS9vcVNr5A

    submitted by /u/AlexanderTalar
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    Has CCP commented at all on the legalization concerns many users have over HyperNet?

    Posted: 11 Dec 2019 07:13 AM PST

    Just wondering if they have even made any comment about it at all.

    submitted by /u/twistedjonny
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    What are your "must own in hangar" items/assets?

    Posted: 11 Dec 2019 04:59 AM PST

    I'm looking into setting up tons of buy orders in Jita for items that I'll always need. Move some liquid ISK into actual goods that flow in price. That way I can make some good deals from time to time and I'll have most of the items I need on hand instead of buying when needed.

    I mainly fly PvP and explo ships so off the top of my head I'd buy :

    Nanofiber Internal Structure II
    Inertial Stabilizers
    Damage Control II
    IFFA Damage Control
    Sisters Core Scanner Probe
    Core Probe Launcher I
    Nanite Repair Paste
    Navy Cap Boosters 400 + 800

    All sorts of T2 Light Drones

    All sorts of ammo

    Different size/meta of Afterburners
    Different size/meta of Microwarpdrives
    Shield Extenders
    Adaptative Invulnerability II
    X-Large Ancillary Shield Booster
    Stasis Webifiers
    Warp Scrambler II and metas..
    Warp Disruptor II and metas..

    What would be yours to add?

    submitted by /u/LHeureux
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    Pilot is in your corporation

    Posted: 11 Dec 2019 12:27 PM PST

    ehm... I must admit English is not my first, second, even third language so I might be just uneducated, can someone please explain to me logic behind this:

    "Pilot is in your Capsuleer corporation" and "Pilot is in your Non Capsuleer corporation".

    What is my "non capsuleer corporation"? or ... what is intented to be my non capsuleer corporation as everyone is a capsuleer?

    wut?

    is it meant to be npc corp vs. player corp? why the heck this stupid naming conventions?

    submitted by /u/krizniq
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