Pilota
Solstice Projekt
MinmatarSebiestor
- Kill
- 897
- +0 negli ultimi 90 giorni
- Perdite
- 1358
- +0 negli ultimi 90 giorni
- 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
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
- 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