Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Infinity Ziona
Cloakers
1015
|
Posted - 2013.12.16 15:58:00 -
[1] - Quote
See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.
Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.
I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...
My solutions are this:
On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.
Reasoning:
Spawning within 15 kilometres puts you in range of every bit of tackle possible. If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die. Additionally most interceptors can point you out to 30 to 60km. T2 large bubbles have 45km? range. An Arazu can get a point out to 100 km. Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape. There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.
The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null. |
Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 16:06:00 -
[2] - Quote
What we need to do is disable any and all logistics within 25km of stargates. I am currently away, traveling through time and will be returning last week. |
Icarus Able
Traverse Holdings Setting The Universe on Fire
228
|
Posted - 2013.12.16 16:15:00 -
[3] - Quote
another way would be to add more entry points into null, making it less likely to run into a choke. |
Onictus
Silver Snake Enterprise Fatal Ascension
710
|
Posted - 2013.12.16 16:17:00 -
[4] - Quote
Icarus Able wrote:another way would be to add more entry points into null, making it less likely to run into a choke.
There are plenty of ways in and out of null, you just have to use a map.
.....any high sec low/null entrance has a high probability of being camped. Once you get two jumps in your are relatively safe unless its a FW area, and even then, it you are quick on your feet they are rarely that much of an issue. |
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1458
|
Posted - 2013.12.16 16:58:00 -
[5] - Quote
I think the problem is that too many times people will try getting into nullsec from a highsec system, like jumping from Orvolle into PF. Is that ever actually a good idea? I can't think of a time.
Lowsec entry points are much better, if you can survive the passage. Something about "lowsec residents kill everything that moves so that they can complain about having nothing to kill".
Education - and in the early days, a bit of support - is the best way to get people into nullsec and have them stay there. It's not for everyone, but I think nullsec does have more of a "deathtrap" reputation than it deserves. |
Onictus
Silver Snake Enterprise Fatal Ascension
710
|
Posted - 2013.12.16 17:14:00 -
[6] - Quote
Alvatore DiMarco wrote:I think the problem is that too many times people will try getting into nullsec from a highsec system, like jumping from Orvolle into PF. Is that ever actually a good idea? I can't think of a time.
Lowsec entry points are much better, if you can survive the passage. Something about "lowsec residents kill everything that moves so that they can complain about having nothing to kill".
Education - and in the early days, a bit of support - is the best way to get people into nullsec and have them stay there. It's not for everyone, but I think nullsec does have more of a "deathtrap" reputation than it deserves.
Low sec doesn't for that matter.
I was in lowsec daily by the time I was a month old. I also read ALL of ISKtheguide and researched my ass off.
But that is me, I knew within 2 hours of starting that I was going to be hopelessly hooked on this game. |
Batelle
Komm susser Tod
648
|
Posted - 2013.12.16 17:40:00 -
[7] - Quote
regional gates already spawn you a big distance away. And getting new players into null has more to do with corps willing to recruit and support them than it has to do with changing travel mechanics. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |
Praesus Lecti
Society of Enterprising Partnerships LTD INC LLC Garys Most Noble Army of Third Place Mediocrity
24
|
Posted - 2013.12.16 17:46:00 -
[8] - Quote
Infinity Ziona wrote:See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.
Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.
I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...
My solutions are this:
On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.
Reasoning:
Spawning within 15 kilometres puts you in range of every bit of tackle possible. If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die. Additionally most interceptors can point you out to 30 to 60km. T2 large bubbles have 45km? range. An Arazu can get a point out to 100 km. Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape. There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.
The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.
I was expecting a much more thought provoking post given the title, but it ended up being incredibly short-sighted.
Just physically getting into 0.0 space is stupidly easy. Not only can you just fly there (go go new interceptors) but if you've joined a corp/alliance living in 0.0 who have an office you can set a medical clone and just pod yourself. Even moving all your crap is easy.
The problem is getting people to move to 0.0 and stay there.
|
Silvetica Dian
Manson Family Advent of Fate
370
|
Posted - 2013.12.16 17:46:00 -
[9] - Quote
Onictus wrote:Alvatore DiMarco wrote:I think the problem is that too many times people will try getting into nullsec from a highsec system, like jumping from Orvolle into PF. Is that ever actually a good idea? I can't think of a time.
Lowsec entry points are much better, if you can survive the passage. Something about "lowsec residents kill everything that moves so that they can complain about having nothing to kill".
Education - and in the early days, a bit of support - is the best way to get people into nullsec and have them stay there. It's not for everyone, but I think nullsec does have more of a "deathtrap" reputation than it deserves. Low sec doesn't for that matter. I was in lowsec daily by the time I was a month old. I also read ALL of ISKtheguide and researched my ass off. But that is me, I knew within 2 hours of starting that I was going to be hopelessly hooked on this game.
Research is the key to everything in eve. I run through low and null most days solo just traveling. I know my route options. i know who camps where. i know the best time of day to travel. I just use small ships but almost never cloaky. It is rare to run into options and 95% of those can be solved with gate crashing and reroute. Finding a decent pvp corp that i willing to train newer players is also key. Convincing people that half the time it is actually hard to find ships to shoot at you in null is the hardest bit to get new players to believe. Mostly they are more scared of you than you are of them. here is a list of all the fiat currencies that didn't end up at zero value.....and here is a list of the places where a currency pegged to a real commodity has successfully co-existed with compound interest....-á Here is a physics professor explaining why sustainable growth isn't a thing http://www.youtube.com/watch?v=F-QA2rkpBSY |
Azami Nevinyrall
Red Federation RvB - RED Federation
1411
|
Posted - 2013.12.16 18:02:00 -
[10] - Quote
Make it easier for smaller entities to get into 0.0 and defend themselves...
The exact opposite of how it is now when a small group tries to take a mothballed system and gets a 1000+ man fleet dropped on their head.
Or become renters/canon fodder... Support my (possibly dumb) Ideas!! Worm Rebalance!!! |
|
Onictus
Silver Snake Enterprise Fatal Ascension
710
|
Posted - 2013.12.16 18:07:00 -
[11] - Quote
Azami Nevinyrall wrote:Make it easier for smaller entities to get into 0.0 and defend themselves...
The exact opposite of how it is now when a small group tries to take a mothballed system and gets a 1000+ man fleet dropped on their head.
Or become renters/canon fodder...
So who do you do that.
If YOU can take a system with 40 people, think how many 40 man groups we can put up at once? |
Batelle
Komm susser Tod
648
|
Posted - 2013.12.16 18:18:00 -
[12] - Quote
Azami Nevinyrall wrote:Make it easier for smaller entities to get into 0.0 and defend themselves...
The exact opposite of how it is now when a small group tries to take a mothballed system and gets a 1000+ man fleet dropped on their head.
Or become renters/canon fodder...
get members build some killboard history and show a willingness to kill things and not be terrible start talking to people and find an alliance that will give you a shot
If you really can't bear working with other people, live out of a pos or in an npc station. If you wanna carve your own chunk out of space you can, but don't expect to hold sov or a station without working with other people if you're a sub 100man group.
Its really not so terrible. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |
Demica Diaz
The Scope Gallente Federation
99
|
Posted - 2013.12.16 21:14:00 -
[13] - Quote
Infinity Ziona wrote:See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.
Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.
I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...
My solutions are this:
On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.
Reasoning:
Spawning within 15 kilometres puts you in range of every bit of tackle possible. If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die. Additionally most interceptors can point you out to 30 to 60km. T2 large bubbles have 45km? range. An Arazu can get a point out to 100 km. Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape. There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.
The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.
It largely depends where you are trying to enter 0.0 space. Plenty of spots that are not guarded at all. Anyone can do little research on those entrances while cruising in high sec. Just keep an eye on players in space, ships destroyed and pod kills. It will not give you info on spot but if you monitor several entraces for few days you get picture where is best spot to enter.
I do agree that there is great deal of misinformation about 0.0 and even a bit about low sec. But I belive that misinformation is about dangers that come with those sectors. You will lose ships but it is not nearly as dangerous place as I was let to belive when I was newbie player.
PS: Personally I have experienced bit different new players. Players who think about shiny battleship and train only for that since day one because battleships are... cool? (in newbie eyes). Aaand since we all know that solo battleship in low or 0.0 is easy target while doing PvE, that newbie with new battleship is sitting in high sec, grinding missions. |
Arthur Aihaken
The.VOID
934
|
Posted - 2013.12.16 21:56:00 -
[14] - Quote
A good percentage of high-sec players are solo players, and this is the main reason you'll never see most in either low or null-sec. To be sure, many are risk-averse. However... what constitutes a "fight" in low-sec is so far removed from anything even remotely fair that it should be blatantly obvious why players avoid these regions like the plague. Even if they manage to elude the gate camps and roving gangs, it's just a question of time until their luck runs out and they get pointed by someone with a fit who's sole purpose is to survive long enough to "bat-dial" everyone in their corps for "tears". The off-grid boosting, massive logistics and broken drone assist are merely insult to injury.
There's a good article on "catering to the sheep", and it perfectly illustrates what EVE is doing wrong by continuing to pacify the wolves. There's no safe haven for new players... Scammers are allowed to continue to exploit flawed game mechanics and it's justified as part of the "sandbox"... Gankers are allowed to prey in high-sec with impunity... I actually think low-sec is worse than null-sec, because in low-sec they'll shoot absolutely anything and everything - even if it has no value. The saying "no honor among thieves" definitely holds true for this group. If you want to see low-sec tears, just suggest killing local. I am currently away, traveling through time and will be returning last week. |
Nevyn Auscent
Broke Sauce
597
|
Posted - 2013.12.16 22:51:00 -
[15] - Quote
Why are we trying to get more people into Null when we all know Sov is a broken mechanic? |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
544
|
Posted - 2013.12.16 22:51:00 -
[16] - Quote
I agree with this It makes it easier to get about requires effort on the campers part (oh no I have to move my bubbles around!) and increases battles as now you have range so a scout may say jump and half your fleet gets on the wrong side so now you battle to get them free instead of the current crash back to gate
Would also remove the perception of smartbombs and bubbles pervading and thus the idea of why bother Ill die
Which is very important. Seeing as pointed there are plenty ways in, the issue is people perceive instant death, breaking that by saying you have a 50% chance of laughing your way out would do wonders. Versus current you will be caught you will be found, you will die. Also makes a usage for fleetmates to bring long range tackle ships instead of dictor and stationary (no effort) bubbles |
Infinity Ziona
Cloakers
1015
|
Posted - 2013.12.17 05:35:00 -
[17] - Quote
NEONOVUS wrote:I agree with this It makes it easier to get about requires effort on the campers part (oh no I have to move my bubbles around!) and increases battles as now you have range so a scout may say jump and half your fleet gets on the wrong side so now you battle to get them free instead of the current crash back to gate
Would also remove the perception of smartbombs and bubbles pervading and thus the idea of why bother Ill die
Which is very important. Seeing as pointed there are plenty ways in, the issue is people perceive instant death, breaking that by saying you have a 50% chance of laughing your way out would do wonders. Versus current you will be caught you will be found, you will die. Also makes a usage for fleetmates to bring long range tackle ships instead of dictor and stationary (no effort) bubbles Yes agreed. It creates a 100km sphere of usable space around a stargate as opposed to the current 30km sphere which is tiny. And while a competent camp will still be able to tackle and kill you at 50km, the pyschological factor that you won't necessarily be landing point blank into a camp is an big improvement. |
Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1458
|
Posted - 2013.12.17 05:40:00 -
[18] - Quote
Nevyn Auscent wrote:Why are we trying to get more people into Null when we all know Sov is a broken mechanic?
NPC Null doesn't have sov. Why not get people there? |
Barrogh Habalu
Imperial Shipment Amarr Empire
592
|
Posted - 2013.12.17 06:14:00 -
[19] - Quote
Demica Diaz wrote:PS: Personally I have experienced bit different new players. Players who think about shiny battleship and train only for that since day one because battleships are... cool? (in newbie eyes). Aaand since we all know that solo battleship in low or 0.0 is easy target while doing PvE, that newbie with new battleship is sitting in high sec, grinding missions. The reason is EVE tutorials are basically missions. Even if they are dedicated to industry or "explo", they are still missions. Newcomer quickly realizes that there will be no free ships once tutorial is completed. So they need an income before doing anything else. And since all he knows is missions, he needs that BS for L4s, and that takes time, and time makes habits... I think it's something along these lines rather often... |
Roime
Imperial Collective
3992
|
Posted - 2013.12.17 06:19:00 -
[20] - Quote
Why would anyone go to null?
This is a serious question btw. . |
|
Infinity Ziona
Cloakers
1015
|
Posted - 2013.12.17 06:54:00 -
[21] - Quote
Roime wrote:Why would anyone go to null?
This is a serious question btw. Iskies, kill people. |
Colt Blackhawk
The Amarrian Expendables 24eme Legion Etrangere
193
|
Posted - 2013.12.17 06:58:00 -
[22] - Quote
Lol. Nullsec is dead. Point. It is a place for carebears and people waiting for a phone call to grab their big ships to get one F1-warrioring fight per month. Don-¦t scare new people with the fail of nullsec. |
Roime
Imperial Collective
3992
|
Posted - 2013.12.17 08:02:00 -
[23] - Quote
Infinity Ziona wrote:Roime wrote:Why would anyone go to null?
This is a serious question btw. Iskies, kill people.
Much better grindey isk in whs, and lowsec is exponentially better for finding people to kill
. |
Infinity Ziona
Cloakers
1015
|
Posted - 2013.12.17 08:12:00 -
[24] - Quote
Alvatore DiMarco wrote:Nevyn Auscent wrote:Why are we trying to get more people into Null when we all know Sov is a broken mechanic? NPC Null doesn't have sov. Why not get people there? No sov in NPC space but at least in Venal and Outer Ring its full of CFC POS and CFC everywhere. Add in random nuetral gangs roaming around and you're actually better off in deep sov even without stations.
Roime wrote:Infinity Ziona wrote:Roime wrote:Why would anyone go to null?
This is a serious question btw. Iskies, kill people. Much better grindey isk in whs, and lowsec is exponentially better for finding people to kill Grinding is pretty boring though. I'd rather get 1 billion from a site per day or two, have the opportunity to gank a few covert explorers in a relic site and clear a belt now and then for the possibility of an officer spawn while having local, star map and the knowledge the system next door will still be there tomorrow.
In short I don't like wormholes. |
Lephia DeGrande
Luxembourg Space Union
170
|
Posted - 2013.12.17 11:51:00 -
[25] - Quote
One Problem is new Players have a hard time to find other trustfull and activ Players, Most small Corps are vanishing pretty fast because of the hugh Player Base which give up on the Game pretty fast and big Corps are sometimes to impersonal, or simply intimidating.
I also see another Problem in Missions because you have to fly a BS (yeah i know Tengu blub) which takes a long Time to gain good skills, while your "PvP Skills" arent improving anything.
First CCP has to overhaul Missions completly like, less but harder enemies, more EWar, lvl1-4 useable for all Ship sizes (i know its possible already but its not really effective) and very important some better rewards (maybe Moduls and Ships instead of simply more ISK?)
Just give them some glimpse of "how things could work" and some Resources and they will come. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
934
|
Posted - 2013.12.17 11:57:00 -
[26] - Quote
Infinity Ziona wrote:See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.
Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.
I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...
My solutions are this:
On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.
Reasoning:
Spawning within 15 kilometres puts you in range of every bit of tackle possible. If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die. Additionally most interceptors can point you out to 30 to 60km. T2 large bubbles have 45km? range. An Arazu can get a point out to 100 km. Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape. There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.
The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.
And you want to kil any chance of any non arazu gang getting any kills?
Another incredbly stupid and arrogant Idea that deconsiderate all other people that play in eve to do what the game is meant to do. PVP. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
934
|
Posted - 2013.12.17 11:59:00 -
[27] - Quote
Lephia DeGrande wrote:One Problem is new Players have a hard time to find other trustfull and activ Players, Most small Corps are vanishing pretty fast because of the hugh Player Base which give up on the Game pretty fast and big Corps are sometimes to impersonal, or simply intimidating.
I also see another Problem in Missions because you have to fly a BS (yeah i know Tengu blub) which takes a long Time to gain good skills, while your "PvP Skills" arent improving anything.
First CCP has to overhaul Missions completly like, less but harder enemies, more EWar, lvl1-4 useable for all Ship sizes (i know its possible already but its not really effective) and very important some better rewards (maybe Moduls and Ships instead of simply more ISK?)
Just give them some glimpse of "how things could work" and some Resources and they will come.
THe corp formation thing is a real problem. But not what you think. The problem is most peopel do thewir own 1 man corp. They NEVER experience other people contact in game.
What this game desperately needs is somethign on the lines (values are placeholders to exagerate the effect) NPC Corp tax is zero for 1 month. It starts to increase by 10% per months Until it reaches 60%. YEs you want to stay out of game, then pay a lot of taxes because you are not loosing anythign since youa re playing a solo game.
When you create a new corp the corp shall ahve base taxes of 30%. For each member after the first the corp tax reduces by 1%.
DONE. taht will make peopel flock into real corps, create real corps, integrate with each other..
Play eve ONLINE.. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Lephia DeGrande
Luxembourg Space Union
170
|
Posted - 2013.12.17 12:26:00 -
[28] - Quote
Yeah i agree Single Player Corps and NPC Corps are a problem but forcing them is also questionable... |
Infinity Ziona
Cloakers
1020
|
Posted - 2013.12.17 13:05:00 -
[29] - Quote
Kagura Nikon wrote:Infinity Ziona wrote:See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.
Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.
I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...
My solutions are this:
On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.
Reasoning:
Spawning within 15 kilometres puts you in range of every bit of tackle possible. If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die. Additionally most interceptors can point you out to 30 to 60km. T2 large bubbles have 45km? range. An Arazu can get a point out to 100 km. Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape. There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.
The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null. And you want to kil any chance of any non arazu gang getting any kills? Another incredbly stupid and arrogant Idea that deconsiderate all other people that play in eve to do what the game is meant to do. PVP. You'd have to be very very very bad to only be able to catch someone spawning within 50km with Arazu's.
EVE Today:
Gate Spawn - 14km from gate
Keres with Disruptor II 62km Scrambler II 15.8
Taranis with Disruptor II 36km Scrambler II 13km
Arazu with Disruptor II 72km Scrambler II 23km
Proteus with Disruptor II 54km Scrambler II 17km
Phobos with WDFG II (scripted) 36km - infinite point (unscripted) Area of Effect 24 km infinite point
Sabre with ISL I (probe) 30km? infinite point
Compare that with this:
EVE at Shortly After Release
Gate Spawn - 14km from gate
Warp Disruptor I - 20km Warp Scrambler I - 7500
Clearly ranges have changed but only for the aggressors, the targets are still spawning as if there were still only 20km single points and 7.5k +2's.
Also with T2 Large Bubbles you can cover 45 kilometres each side of a gate for a total sphere of 90kms if you put in effort (which I know is not something most gate campers want to do but you could) |
Teckos Pech
The Executives Executive Outcomes
2323
|
Posted - 2013.12.17 22:15:00 -
[30] - Quote
Infinity Ziona wrote: Also with T2 Large Bubbles you can cover 45 kilometres each side of a gate for a total sphere of 90kms if you put in effort (which I know is not something most gate campers want to do but you could)
I believe a T2 large has a warp scramble range of 40km and I want to say that is diameter not radius...but haven't seen one in game in awhile so I could be wrong.
Edit: Actually looked at the small which says 5km and I know the smalls are 10km across...so radius of 40km. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |