- Kill
- 155
- +0 negli ultimi 90 giorni
- Perdite
- 39
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 95%
- ISK distrutti
- 17.36B
- +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
- 155
- Perdite
- 39
- Indice di pericolo
- 95%
- Colpi finali
- 17
- Punti
- 155
ISK
- Distrutti
- 17.36B
- Persi
- 829.9M
- Bilancio
- +16.53B
- Efficienza ISK
- 95%
Solo
- Kill in solo
- 3
- Percentuale solo
- 2%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 2
- Quota perdite NPC
- 5%
- Attività
- Inattivo
Danni inflitti594.4K
Rapporto danni · 71%
Danni subiti248.0K
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
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.