- Kills
- 155
- +0 in the last 90 days
- Losses
- 39
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 95%
- ISK destroyed
- 17.36B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 155
- Losses
- 39
- Danger Ratio
- 95%
- Final Blows
- 17
- Points
- 155
ISK
- Destroyed
- 17.36B
- Lost
- 829.9M
- Balance
- +16.53B
- ISK Efficiency
- 95%
Solo
- Solo Kills
- 3
- Solo Ratio
- 2%
- Avg Kills/Day
- —
Other
- NPC Losses
- 2
- NPC Loss Ratio
- 5%
- Activity
- Inactive
Damage Dealt594.4K
Damage Ratio · 71%
Damage Taken248.0K
Activity
What they fly, where they fight, latest kills and losses
Most Valuable
The priciest kills in the window
Matchups
Who they kill, who kills them, what they lose
Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.
In-game bio
Your view of the sandbox works from the perspective of "EVE is real". Where the end game is maximizing profit while minimizing loss. In that case the more stable the system is the better, as a stable system is the easiest to predict and manipulate for one's own gain.
My view of the sandbox comes from the perspective of it being a playground for a race of hedonistic immortals. We get our kicks from the highs and lows, the giant slugfests, and the surprise comebacks. From this viewpoint stability is undesirable, as if the outcome can be predicted beforehand, then where is the fun in the action if it all leads to the same end? From an entertainment perspective, the sandbox is most enjoyable when it is in chaos or flux. Unpredictability and change drive conflict.
Both viewpoints are valid, but they lead to difference conclusions on what state of the sandbox is desirable, and the means to achieve said state.
My view of the sandbox comes from the perspective of it being a playground for a race of hedonistic immortals. We get our kicks from the highs and lows, the giant slugfests, and the surprise comebacks. From this viewpoint stability is undesirable, as if the outcome can be predicted beforehand, then where is the fun in the action if it all leads to the same end? From an entertainment perspective, the sandbox is most enjoyable when it is in chaos or flux. Unpredictability and change drive conflict.
Both viewpoints are valid, but they lead to difference conclusions on what state of the sandbox is desirable, and the means to achieve said state.