- Kill
- 20
- +0 negli ultimi 90 giorni
- Perdite
- 30
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 8%
- ISK distrutti
- 574.9M
- +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
- 20
- Perdite
- 30
- Indice di pericolo
- 97%
- Colpi finali
- 14
- Punti
- 20
ISK
- Distrutti
- 574.9M
- Persi
- 6.22B
- Bilancio
- -5.64B
- Efficienza ISK
- 8%
Solo
- Kill in solo
- 13
- Percentuale solo
- 65%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 1
- Quota perdite NPC
- 3%
- Attività
- Inattivo
Danni inflitti3.2M
Rapporto danni · 88%
Danni subiti415.9K
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
It is a peculiar thing to advocate for, I must agree.
But it's also quite obvious that, through the socially binding and addictive gameplay it defiantly offers, Eve Online has nurtured my soul into a new perspective, helping me vanquish obstacles I previously saw as impassable ones, by rendering them akin to mere hurdles one could nonchalantly hop on and bypass.
Few games can provide such improbable blends : gentlemen trolls, friendly psychopaths, peaceful agressors, and fair pirates.
And even fewer games let us see how the misreading of reality through the distorting lenses of our moral values has everything to do with our real life failures and sufferings.
There is an edifying difference to be put into clear light between what morality dictates and what fair justice would be, just as there is a very significant one between brutal Darwinism and thriving both as an individual and as a group, in spite of environmental direness or uncertainty.
What doesn't blap you down to ragequitting extremes actually makes you stronger. In real life too. Well, that is, as long as you learn from it. You need to have a positive attitude towards learning. Arguably, that is also a valid point in real life too.
Eve Online, maybe much more than any other online game, is an acceptable replacement for cognitive therapy approaches to several mental health issues, including depression, ptsd, social inadequacy, and being a rich spoiled self-sufficient brat.
Fly sa... oh well, just fly, will you o7
Carebear's revenge.
Take a deep, deep breath.
But it's also quite obvious that, through the socially binding and addictive gameplay it defiantly offers, Eve Online has nurtured my soul into a new perspective, helping me vanquish obstacles I previously saw as impassable ones, by rendering them akin to mere hurdles one could nonchalantly hop on and bypass.
Few games can provide such improbable blends : gentlemen trolls, friendly psychopaths, peaceful agressors, and fair pirates.
And even fewer games let us see how the misreading of reality through the distorting lenses of our moral values has everything to do with our real life failures and sufferings.
There is an edifying difference to be put into clear light between what morality dictates and what fair justice would be, just as there is a very significant one between brutal Darwinism and thriving both as an individual and as a group, in spite of environmental direness or uncertainty.
What doesn't blap you down to ragequitting extremes actually makes you stronger. In real life too. Well, that is, as long as you learn from it. You need to have a positive attitude towards learning. Arguably, that is also a valid point in real life too.
Eve Online, maybe much more than any other online game, is an acceptable replacement for cognitive therapy approaches to several mental health issues, including depression, ptsd, social inadequacy, and being a rich spoiled self-sufficient brat.
Fly sa... oh well, just fly, will you o7
Carebear's revenge.
Take a deep, deep breath.