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Solstice Projekt-2.00
Pilota

Solstice Projekt

MinmatarSebiestor
Killboard
Kill
897
+0 negli ultimi 90 giorni
Perdite
1358
+0 negli ultimi 90 giorni
40%
Efficienza
Efficienza ISK 90%
ISK distrutti
49.79B
+0 negli ultimi 90 giorni
Attività
Inattivo
0 kill/giorno · ultimi 90 giorni

Scheda di combattimento

Numeri da eve-kill, di tutta la carriera

Combattimento

Kill
897
Perdite
1358
Indice di pericolo
17%
Colpi finali
852
Punti
897

ISK

Distrutti
49.79B
Persi
5.48B
Bilancio
+44.32B
Efficienza ISK
90%

Solo

Kill in solo
798
Percentuale solo
89%
Kill medie/giorno
—

Altro

Perdite contro NPC
1126
Quota perdite NPC
83%
Attività
Inattivo
Danni inflitti6.0M
Rapporto danni · 60%
Danni subiti4.0M

Attività

Cosa vola, dove combatte, le ultime kill e perdite

NaviUltimi 90g
SistemiUltimi 90g
Ultime killKillboard
Ultime perditeKillboard

I più preziosi

Le kill più costose del periodo

Chi incontra

Chi uccide, da chi viene ucciso e cosa perde

Ultimi 90g
Uccisi
Ucciso da
Scafi persiPerdite suddivise per classe di scafo.

Bio in gioco

The cult of personaaaaalityyyyy
- I cook my bacon naked, you sissies. -
- In EVE, everyone's a roleplayer -
- Internet SpaceShips are serious Business -

Macon12345 > when your here hek is more fun

Ni-kye Fulgor > I dont know you and probably never will, but thanks for filling this game with life :)

Jerel Andomer > I love your weaponized autism. These bookmarks are a thing of beauty. It's wonderful seeing the world through your eyes if but for a moment
: https://www.youtube.com/watch?v=huVSQGlYzOw

-------
Dear Reader,

you are playing modern EVE, which me old bittervet observes to be a job simulator ...

.. while I am still stuck in the past: classic EVE, before 2013.


I'm still playing a socio-economic simulation masquerading as a full loot open-world pvp game.

Nowadays the players are the entities controlled, influenced and *nudged* by systems,
(events, game mechanics, UI, reward structures, ...)
providing you with content to consume.

But back then, the players themselves were these systems, emerging their own content,
which was literally the selling-point of the game for 10+ years.



What changed is who controls the narrative and social dynamics.


We went from emergent content with only very little PvE and no real sense of direction provided,

to almost a complete lack of emergent content and, instead, players being steered towards certain behaviours.
... or away from them.


You call these behaviours "play styles", but that's a made-up term,
aimed at strengthening the illusion of individuality and choice.

The story, game mechanics and reward structures are optimized towards providing behavioural patterns,
which are what you call "playing" and I call "a job"

Whatever incentive/reward attracts you the most, is what you're going to be doing,
and the result of your illusion of choice is pre-determined.


"Find your own fun." is an Euphemism.

PS: My corp's name is on-point. :p