![]() To commemorate the sheer size and cost of the battle, the game's creators, CCP Games, erected a permanent monument in the system B-R5RB named "The Titanomachy", consisting of non-salvageable capital ship wrecks. The losses totaled 576 capital ships, including 75 Titans (the largest ships available to players), along with thousands of smaller vessels. Our mission is to make sure that no pilots are. CFC/Rus gained a clear win by inflicting heavy losses on N3/PL and successfully capturing B-R5RB. The EVE LinkNet is a non-profit community program that connects the right players with the right corporations. Current influence maps for null-sec sovereignty and faction warfare for EVE online. 1 Forming an Alliance 1.1 Empire Control 2 Joining an Alliance 3 Alliance administration Forming an Alliance Forming an alliance costs one billion ISK, and there is an Alliance Maintenance Bill which must be paid monthly, which is two million ISK for each corporation in the alliance. For a summary of EVE Universitys rules and code of conduct, see EVE University Rules. Reply X10P KarmaFleet Additional comment actions. This page is specific to EVE University.Other corporations or groups in the game may operate differently. A massive battle erupted in the system, and numerous smaller engagements occurred throughout the game universe as players attempted to block reinforcements from joining the battle. Southern war begins, FRT make another land grab at the expense of the last midscale coalition left in eve. additionally, playing devil’s advocate, if someone breaks the rules, is that license. so you’re saying that everyone in the ‘coalition’ or alliance is doing this or is it specific people please clarify, asking for a friend. ![]() ![]() Being a key staging area used by N3/PL in the war, the CFC and Russian coalitions began pouring players into the system in a swift offensive, and N3/PL moved in a large fleet of players as a response. EVE Online Forums Input broadcasting by a large 250 character coalition. Part of a larger conflict known as the Halloween War, the fight started after a single player controlling a space station in the N3/PL-controlled star system B-R5RB accidentally failed to make a scheduled in-game routine maintenance payment, which made the star system open to capture. Damages amounted to an approximate real-currency value of $300,000-330,000 USD. 5 Online discussion with member of Italian Carabinieri, April 30, 2019. Online Game (MMOG) built around the concept of complete hypercapitalistic. Total forces involved 7,548 participants. Coalition Interventions: Learning from the U.S. Designed and published by CCP Games in 2003, EVE Online is a Massively Multiplayer.
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![]() Customs duties and sales taxes from orders placed outside of the US or Canada are non-refundable. A 15% restocking fee may be applied.Īll orders that have been sent to a destination within the US or Canada, will have their sales taxes refunded. Your refund will be credited to the original payment method or as a BD You credit. If you are approved, then your refund will be processed, and a credit will automatically be applied to your credit card or original method of payment, usually within 10 business days. We will also notify you of the approval or rejection of your refund. Once your return is received and inspected, we will send you an email to notify you that we have received your returned item. Return items must be postmarked within 30 days of the date the order was delivered to you, otherwise they may not be eligible for return. We will then provide you with further instructions as to how to ship back your purchase. In your email, please state your name, whether the item is damaged/defective, as well as your order number. Returning Your PurchaseĪfter reading through our above Return Policy, please send us an email by going to our Contact section at the bottom of the homepage. Product samples are not eligible for return. If you have used a product and are not completely satisfied, please contact us and one of our specialists will work with you to find a product that is tailored to you. Returns that are used, damaged or altered in any way are not eligible for return and may be sent back to the customer. ![]() We cannot accept returns for orders damaged or missing in transit via a mail forwarder.Īll products must be returned unused, unopened (product seals), and in their original packaging otherwise we may not be able to accept them. If you are returning an item because it is damaged or defective or you did not receive the product ordered, and we approve the return, we will provide a prepaid return label. ![]() It must also be in the original packaging. To be eligible for a return, your item must be unused and in the same condition that you received it. If your product is defective or damaged in transit, you may submit a return/exchange, within 30 days of delivery, for a full refund or equal valued exchange. ![]() There's a similar (and more convoluted)exploit found here that combines the ability to trade per-turn resources for one-time payments and cancelling the trade the next turn without getting involved in a war at all.Oh, and for added irony you could use that money to fund an army that beat said player. And if you start a war very next turn, the game automatically broke the deal and give you all your resources back - which means that in the end you get both the money and your goods. Basically, starting a war cancels all agreements you've made with someone You could - however - trade long term investment (strategic resources) for one-time payment. There is also another glitch/exploit that utilizes trade system.Before the 2011 patches, there were a lot of other ways for players to mess around with numbers in unintended ways. This one isn't entirely a Game-Breaker since it requires some work and might even make a little sense, besides the computer being far too slow to learn what you're doing (if it ever does). Usually, conquering a civ only gives you a small fraction of their gold and the rest is lost (for game balance and other reasons), but this way, it can be extracted from weaker civs. In Civ 5, on the higher difficulties, you can leech the gold boost that computer players get by exploiting them with a good army take over one or two cities, then offer one city back and peace for a whole lot of gold.Sadly, this bug was fixed with the expansion packs. One game advanced from the Ancient World to the modern Industrial Era through the continual brilliance of Moses. It was soon discovered that holding shift and clicking on the abilities of the Great Person did not cause them to be deleted. Also added in this game was the ability to give multiple orders at once to a unit, by holding shift while clicking their abilities. In Civilization IV, getting a Great Person would allow you to expend that unit and put research towards a new technology, initiate a Golden Age, build a unique building, boost your culture, etc.The unit would still be selected and could thus be given movement orders, so as long as the square they would be moving onto on the target map was passable to them (all worlds used land/sea designations in some way), they would glitch onto the new map mid-step. However, if the player controlled a city on the map a unit was on and another on the map they wanted the unit to get to, then they could select the unit they wanted to move, enter the city screen of any city they controlled on the starting map, use the buttons in the city screen to cycle over to a city on the target map, then exit the city screen. Normally, only certain units could move between certain worlds in certain circumstances, which was enforced by unselecting the active unit when the player manually flipped between maps. ![]() In Civilization II: Test of Time, there were game modes with multiple "worlds", which mapped to each other 1-to-1.You could play through an entire turn, save the game, load the save file, and play another turn without letting any other nation get to play. In addition, save games did not keep track of which units had already used their turns, so long as you still had at least one unit who had a move left.You'd have to end a unit's turn when it's loaded into the ship, but other than that you can go VERY far. A ship could carry cargo halfway across the map if you have an ocean railroad in place for it. You could also put this same Settler on a transport and use this bug to build a road and then a railroad in the middle of the ocean.Sure, it's a lot of manual clicking but it allowed you to fully irrigate/mine the area around AND build roads your city in a few turns, which is crucial at early stages when every Settler counts. This trick could be repeated until the task was complete. However, if you canceled its current action and then ordered it to do it again, the engine would interpret it as if the Settler already spent a turn doing it and continue from where it "stopped". ![]() in case of mining a mountain would take up to 9 turns. The original Civilization had the Settlers bug: if you ordered a Settler unit to perform some multi-turn task (like irrigating or mining a square), it'd usually stay inactive until the task is completed, which e.g.In fact, the open-source clone FreeCol reproduced this as an optional rule. ![]() Naturally, most players don't bother installing the patch to fix this bug, as it makes the game a good deal easier towards the end.
![]() The more progress we make, the more those problems stand out. I think that there’s a little bit of a sexism valley, for lack of a better term, like the uncanny valley. There have been a lot of articles pointing to the positive aspects of the women and other characters. I mean, think of all the games you could use instead of The Last of Us.ĭruckmann: I’ve been thinking about that. It was just odd, the way it felt like our game was being used in that way. Every single one of those inequalities in the industry–We need to have that discussion and we need to be more mature about our approach to the medium. Yet somehow we were used as a soapbox or something for people to stand on and say that there are still problems with the industry. We’re just trying to create completely fleshed-out characters. I think we did an extraordinary job of creating strong characters – men, women, black, white, gay straight. But we were pleasantly surprised.īruce Straley: We were surprised by some of the criticism of our use or execution of the female roles inside of the game, and some of the backlash that we got from it. We thought we would have a smaller audience, or that it would be more divisive as far as how people’s reactions. ![]() The gameplay is a little harder, more complicated than what we’ve done in the past. The story is a little more subtle and the material is a little more mature. Neil Druckmann: We were surprised at how well it was received. Now that you’ve seen a lot of reviews and what the critics have dwelt upon, is there anything surprising to you about where people went with their interpretations of the game? She hardly ever plays anything on the consoles, so that’s a big accomplishment. My 16-year-old daughter sat with me through the beginning of the game and felt like she had never seen a video game that had such an interesting story to it. I’m sure everyone you’ve talked to has related some interesting story. GamesBeat: A lot of things are sticking in my head even though I played the game awhile ago now. ![]() And here are excerpts on the beginning and ending, gameplay decisions and inspirations for the game. 6, we’ll run part two of our interview on this link. In this part, they talk about the deep interplay among the characters, the thinking behind the female lead Ellie, and the overall inspirations and intentions.įor an excerpt on the game’s depiction of female characters, please check out this link. They talked to us in a comprehensive wrap-up interview, and this is a transcript of part one. No, I didn’t hold a gun to their heads. But they still answered every question I had. But just in time, while the experience of creating the game is still fresh in their noninfected brains, I caught up with them. Joel and Ellie, two survivors of a zombie apocalypse, are superbly crafted characters who bring deep emotions out of each other at a time when the world has fallen apart.Īfter I played the game, I felt a deep need to get answers from the creators. Neil Druckmann, the creative director for The Last of Us at Naughty Dog, and game director Bruce Straley are about to move on to something else. It made me think about so many questions as I reached the ending, which comes full circle with the first 15 minutes of the story. I was deeply touched as I played the game. |
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