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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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Nocifer Deathblade wrote: While this discussion is going with new ideas, please don't forget the serious abuse of multi-account usage. If you see any new ideas that enhances the power of multi-account then I give a big two thumbs down..
Conway player got about 12 multi-accounts under his control and still growing.. We, DOO, players are constantly destroying him as to speak. If any new ideas nerf our ability to destroy multi-account players and strengthen their power to hurt us then I wouldn't support the idea... DOO is over 150 ppl correct? If so then you should have no problem getting enough reports telling Facebook support that their fake accounts for them to delete the multis.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri Jul 09, 2010 6:29 am |
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Zhorgul
Joined: Mon Feb 15, 2010 8:10 pm Posts: 350
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What about setting a limit of hacking possibilities based on equipment?
You have 1000 scan power = you can get hacked 10 times a day max? Etc
I believe the first defense against mass attacks should come from your own equipment first. I mean, one shouldn't be surprised being hacked alot if they have low scans / cloak on their ship.
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Fri Jul 09, 2010 3:46 pm |
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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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I am ok with the scan being the thing that adds to the number of hack tries, like attack could do the same for raiding.
1 + 1/100 attack or scan
Looks about right to me. Increases the use for scan and just makes attack that much more worth having lots of lol.
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Fri Jul 09, 2010 3:49 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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It might make more sense to just eliminate re-sharing.
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Fri Jul 09, 2010 7:15 pm |
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Mox
Joined: Thu Feb 18, 2010 3:15 pm Posts: 49
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Chalit wrote: my two cents on this: 1 hack/raid every 20 min... If you get hacked/raided you are locked down for 20 min from being hacked/raided because of "stepped up security". If you want to allow hacks/raids during this time just say they have a 99.99% chance of critical failure to hack/raid the person. If you hack/raid while you have "stepped up security" you loose the hack/raid "immunity" for the remaining duration with a debuff of "Overconfident Security" and can be hack/raided. you can regain the "stepped up security" when the debuff vanishes and you get hacked/raided again. Disables *shrug* i know its not the topic but i don't know how you could limit them other than saying that the person that just got disabled is "immune" to attacks because (insert cheesy reason here) for the next 30 - 60 min, unless they attack during that time. NPC's can not trip the immunity(of course). hunter wrote: additionally, i would like to see a log of hostile actions against that player in the last hour. if that log is packed, and the guy only hacked RP, i will not attack. there is currently no way to tell who is, or has been attacking. Agreed, but i would just like a revenge list so I could attack any of the last 20 people that attacked me. This is the best idea I've seen yet. If you don't mind me expanding on your idea, here are some thoughts: The current hacking set up itself doesn't really have to change. Meaning you can still only hack every 25 minutes, and you can still get swarmed. However, once a person gets hacked, they become 'Victimized' and a timer starts. This is a heightened security timer, which increases the chance of getting a critical failure. So the more hacks they get the higher the heightened security gets. Lets say up to a 90% chance to get a critical failure. Each hack adds to the heightened security for 20 minutes. All counters will be cleared after 20 minutes from the last time the player was hacked. Each hack could add a 10% chance for failure, so while only 9 hacks will cap it out. The rest of the hacks after this point will just go into a counter, so they could get hit 20 times, and each of those individual hacks would remain as part of the counter for 20 minutes. Also the timer would be reset if you decide to hack at all while you are at a heightened security level. So if you continue to hack, you can still get swarmed, with no help at all. This would curb swarming, but not necessarily stop it. As a bonus players that get heavily targeted, and are not returning it, could end up benefiting from it. The only indication a hacker would see when they target a ship is that it had recently been a victim of a hack, but not what their heightened security level is. (Could throw in an artifact to see what level it is at though.) I really think this Chalit is on to something here. As I said, best idea I've seen yet, and I almost overlooked it.
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Fri Jul 09, 2010 10:01 pm |
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Chalit
Joined: Mon Jun 14, 2010 12:41 am Posts: 17 Location: Northrend, Azeroth
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Mox wrote: Chalit wrote: my two cents on this: 1 hack/raid every 20 min... If you get hacked/raided you are locked down for 20 min from being hacked/raided because of "stepped up security". If you want to allow hacks/raids during this time just say they have a 99.99% chance of critical failure to hack/raid the person. If you hack/raid while you have "stepped up security" you loose the hack/raid "immunity" for the remaining duration with a debuff of "Overconfident Security" and can be hack/raided. you can regain the "stepped up security" when the debuff vanishes and you get hacked/raided again. Disables *shrug* i know its not the topic but i don't know how you could limit them other than saying that the person that just got disabled is "immune" to attacks because (insert cheesy reason here) for the next 30 - 60 min, unless they attack during that time. NPC's can not trip the immunity(of course). hunter wrote: additionally, i would like to see a log of hostile actions against that player in the last hour. if that log is packed, and the guy only hacked RP, i will not attack. there is currently no way to tell who is, or has been attacking. Agreed, but i would just like a revenge list so I could attack any of the last 20 people that attacked me. This is the best idea I've seen yet. If you don't mind me expanding on your idea, here are some thoughts: The current hacking set up itself doesn't really have to change. Meaning you can still only hack every 25 minutes, and you can still get swarmed. However, once a person gets hacked, they become 'Victimized' and a timer starts. This is a heightened security timer, which increases the chance of getting a critical failure. So the more hacks they get the higher the heightened security gets. Lets say up to a 90% chance to get a critical failure. Each hack adds to the heightened security for 20 minutes. All counters will be cleared after 20 minutes from the last time the player was hacked. Each hack could add a 10% chance for failure, so while only 9 hacks will cap it out. The rest of the hacks after this point will just go into a counter, so they could get hit 20 times, and each of those individual hacks would remain as part of the counter for 20 minutes. Also the timer would be reset if you decide to hack at all while you are at a heightened security level. So if you continue to hack, you can still get swarmed, with no help at all. This would curb swarming, but not necessarily stop it. As a bonus players that get heavily targeted, and are not returning it, could end up benefiting from it. The only indication a hacker would see when they target a ship is that it had recently been a victim of a hack, but not what their heightened security level is. (Could throw in an artifact to see what level it is at though.) I really think this Chalit is on to something here. As I said, best idea I've seen yet, and I almost overlooked it. Nice addition, bump the +10% chance per tik up to +25% chance per tik, and for now lets call the security alert level's "DEFCON" (5 levels of readiness/alertness ) DEFCON stands for DEFense readiness CONdition, and is used by the US Armed Forces Wikipedia linkFor sake of "clarity" a "person" is anyone other than you. DEFCON 5 - No hacks/raids, Average% chance of critical failure for the next person to hack/raid you. DEFCON 4 - First hack/raid, 25% chance of critical failure for the next person to hack/raid you for the next 20 min. DEFCON 3 - Second hack/raid, 50% chance of critical failure for the next person to hack/raid you for the next 20 min. DEFCON 2 - Third hack/raid, 75% chance of critical failure for the next person to hack raid you for the next 20 min. DEFCON 1 - Fourth hack/raid, all hacks/raids against you are critical failures for the next 20 min, any hacks/raids made against you during this time will rest the timer to 20 min. After 20 min of no hacks/raids your DEFCON level will drop and continue to drop every 5 min untill you are back to DEFCON 5, so in sense if you get to DEFCON 1 it will take 35 min before you can be hacked with out the bigger critical failure chance. Any hacks/raids you make during you currant 20 min timer will stop the 20 min timer drop you down to DEFCON 4 and begin the 5 min countdown back to DEFCON 5. IF you are already at DEFCON 4(you wont be droped to 5) and your currant timer is has more than 5 min left drop the timer down to 5 min, otherwise no change to timer. Any hack/raid against you will still start the 20 min timer and bump you up a DEFCON lv. If an alert level method is used in the game i foresee another 2 GP Probe to determine it. There a modification of Mox's Idea witch is a modification of mine.
_________________ If it isn't broken then don't fix it that will only make it worse. Yes it's very flashy now but did you make it simpler to use...no you made it harder. C# & JavaScript can cause major headaches if things don't go your way.
Last edited by Chalit on Sat Jul 10, 2010 6:39 am, edited 1 time in total.
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Sat Jul 10, 2010 6:28 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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SpoonyJank wrote: It might make more sense to just eliminate re-sharing. Yes, this is already in the works. The way it will be implemented is that you can only alert a player that performed certain offensive actions against you in the last 24 hours. These actions include disabling, hacking, raiding, invading, or using an artifact against you or one of your planets.
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Sat Jul 10, 2010 6:37 am |
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Barracuda
Joined: Mon Apr 12, 2010 4:13 pm Posts: 622
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webguydan wrote: Yes, this is already in the works. The way it will be implemented is that you can only alert a player that performed certain offensive actions against you in the last 24 hours. These actions include disabling, hacking, raiding, invading, or using an artifact against you or one of your planets. DO check that spy probes/flux probes/traps are not included. Other than that, the sharing part seems fine. (sharing ships only available if and only if the sharing ships did anything violent in the past 24hours)
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Sat Jul 10, 2010 7:19 am |
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mkweaver
Joined: Mon May 31, 2010 2:44 pm Posts: 55
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Good evening!
[Note - I cut this from a thread I started because I did not know of the existance of this one... now to read this thread after posting this]
Just reading the forums and links while waiting for my energy to recharge, and came across this disturbing tactic - folks have an idea of mass hacking an enemy so that they run out of research points faster and can then get in more critical successes to take as many planets as possible in a short ammount of time. The intended result appears to be that their enemies then come online to find many of their planets hacked (they talk about one per hour per person once the research points are emptied out), and basically any useful one taken away.
If said victim or legion-mates retaliate, it could just be a case of lather, rinse, repeat. Even if you do not mess with any of their members, you could still be victim if one of them spots you on the battle screen and they think you would make an easy target.
Before reading how some people have thought along these lines, I was okay with all the PvP aspects, but this has shaken me deeply. As such, I thought of a few solutions...
1) Probably the easiest, remove critical success/failure from hacks (though many could say this would be overcompensating).
2) Replace getting/giving a planet location on a successful hack with something else... though I could not think of anything logical as of yet. I thought, maybe a straight 300 points of research, even if the target does not have any research points available, or maybe your hacking affects modules, causing a random generic module to fall off the ship, so you gain it as-is (just generic modules though - not tier rewards or mission-specific items)
3) I thought that I read, if you successfully hack someone but do not gain any research points, the hack timer reacts like it was a failure so that you can hack again in 5 minutes instead of 30. I suggest making it a 30 minute wait, period. This way, a Facebook group could only hack planets about once per six hours per person instead of one per hour per person.
3a) To draw it out even more possibly, you could leave the hacking timer as-is, but have the timer affect the person who did the hack as well as every person in their Legion, so that the one planet per hour average would be the maximum, and may give people the idea to not use their research points right away to lessen their chances of an opponent hacking a planet (this one may be thought of as overcompensating as well as possibly difficult to program in).
Personally, I hope that I would not fall victim to this sort of attack... I have some defenses and try to limit my PvP, but who knows when I will come up on a guys Battle list who decides to have some fun with me...
Thanks for reading!
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Sun Jul 11, 2010 3:38 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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mkweaver wrote: 3) I thought that I read, if you successfully hack someone but do not gain any research points, the hack timer reacts like it was a failure so that you can hack again in 5 minutes instead of 30. I suggest making it a 30 minute wait, period. This way, a Facebook group could only hack planets about once per six hours per person instead of one per hour per person. It was originally like that, but was changed. However, players are using that to their advantage, giving them an extremely high chance of hacking planets from a single player. I will consider putting it back.
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Sun Jul 11, 2010 3:41 am |
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mkweaver
Joined: Mon May 31, 2010 2:44 pm Posts: 55
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Good evening again everyone!
Okay, after reading the other threads, I think my modifications were much less severe than what others posted. Heh.
My first suggestion... any time you successfully hack/raid someone, even if you do not get anything from it, you get the full delay timer (what ever it currently is... 25 or 30 minutes I think). [Note - webguydan has already responded to this]
Second, I like the DEFCON idea, but think it is way too complicated. For simplicity, whenever someone gets hacked/raided (no matter the result), their ship could go on High Alert. This could be listed on the same screen where people click if they want to hack/raid someone.
While on High Alert, any hack/raid attempts have their chances reduced by 50 percent. This would be off their final (capped) total, not pre-cap... if there is a cap to the Hack success rate of 95 percent normally, the cap would be 47.5 percent for someone on High Alert... the odds would be against you a bit, but you could still chance it.
High Alert would last as long as a successful raid/hack takes to reset (25 or 30 minutes I think), with two exceptions. If someone goes ahead and still tries to hack/raid a ship on High Alert, it would reset the timer, and if a ship on High Alert Raids/Hacks/Attacks someone, the timer goes away and the ship is no longer on High Alert.
Third would be the re-sharing issue, but it sounds like that is being resolved (I hope that the change affects planet re-sharing too). Along these lines though, if it would not be hard to modify, I would suggest modifying the random ships brought up on the battle screen so that a person cannot Legion Notify them to his legion, basically screwing over said target just because of having the bad luck of popping up in a random sorting.
I know that hard numbers were being thrown around in here, but I would suggest, should a cap be put in place, that a person can be hacked/raided at least 1.5 times per day more than they could do to others in the same 24-hour window. I know I saw capping getting hacked/raided at 8 times per day, and the first thing that crossed my mind was, how does that slow the agressors, since they could theoretically hack/raid like 48 times per day (if they did not sleep), they would just have to pass around their hacks/raids a bit, and in the mean time profit would be guaranteed because they could hit more often than they could be hit... maybe I misread it though and it was supposed to apply to the attacker, which would also be a bad thing.
Even though I only do it basically for unlocking missions and whatnot, I am mostly all for the current PvP, just not the idea of waking up to find all my planets have been hacked because I happened to pee in the Cheerios of a friend of a guy with a 200-member legion...
Thanks for reading!
Thanks for reading!
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Sun Jul 11, 2010 4:34 am |
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Mox
Joined: Thu Feb 18, 2010 3:15 pm Posts: 49
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@ MKWeaver The victimized timer is more background information, when a player targets another player, they don't know what their Defcon level is, just that they've been recently hacked, and that makes them potentially dangerous to hack again. They can take the chance if they want, and it won't stop them from swarming if they want to risk it.
If a single player is hacking some one, the timers again mean nothing, because by the time they can hack them again, the defcon or victmized timer will have dissipated. It is only when swarming comes into affect that it starts getting more dangerous for them to mass hack some one. Which actually nicely takes care of the concerns you were addressing.
The system is very simple really, most of the information we were throwing around would be back ground information, and things that most people don't need to know to play. The thing they need to know is that victimized = bad or dangerous to hack.
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Sun Jul 11, 2010 6:57 am |
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mkweaver
Joined: Mon May 31, 2010 2:44 pm Posts: 55
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Mox wrote: @ MKWeaver The victimized timer is more background information, when a player targets another player, they don't know what their Defcon level is, just that they've been recently hacked, and that makes them potentially dangerous to hack again. They can take the chance if they want, and it won't stop them from swarming if they want to risk it.
If a single player is hacking some one, the timers again mean nothing, because by the time they can hack them again, the defcon or victmized timer will have dissipated. It is only when swarming comes into affect that it starts getting more dangerous for them to mass hack some one. Which actually nicely takes care of the concerns you were addressing.
The system is very simple really, most of the information we were throwing around would be back ground information, and things that most people don't need to know to play. The thing they need to know is that victimized = bad or dangerous to hack. Good Morning! You are correct that the victimized system is indeed pretty simple, and because of it you could add an artifact to detect the modified difficulty, but I am just not being fond of the stackable difficulty. In both the Victimized and High Alert cases, the difficulty increase would not mean anything, but I am personally liking the idea of a flat difficulty increase instead. Or, if the game decides to almost completely prevent folks from ganging up effectively, maybe base that scaleable penalty on the base chance of success rather than the capped chance, so if someone decides to fly around with no scanners or cloaks whatsoever, you still have a fine chance to hack them just because that is the way the chose to fly their ship. While I am really not a PvPer and only PvP when it is a mission requirement, I do not want to restrict PvP to the point where a person cannot effectively raid/hack anyone they want whenever they want without at least half a chance of pulling it off. I mean, we are all plying the spaceways and taking our chances. I just also do not want 100 ships surrounding mine, draining my data core for hours until they have the whole thing and there is really no reason to keep playing... I was also thinking this morning, if someone fails a hack/raid, but does not lose anything (research pool/mineral bay empty), I would like to see them get the long research timer like a success, since they are betting when they have less to lose. As far as raiding goes, it would be pretty easy to keep a couple Dynite on board in case of failures, but it would be much harder to keep a small ammount of research on hand, unless the game was modified so that you could assign a certain number of points to a research when you clicked on it instead of the current method. Ah well, just my two cents after waking up. Have a great day!
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Sun Jul 11, 2010 11:16 am |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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webguydan wrote: mkweaver wrote: 3) I thought that I read, if you successfully hack someone but do not gain any research points, the hack timer reacts like it was a failure so that you can hack again in 5 minutes instead of 30. I suggest making it a 30 minute wait, period. This way, a Facebook group could only hack planets about once per six hours per person instead of one per hour per person. It was originally like that, but was changed. However, players are using that to their advantage, giving them an extremely high chance of hacking planets from a single player. I will consider putting it back. it is just a theory at this point by the founder of DarkSide. nobody is actually doing it that i know of. it would be very hard to get a group to hack for no gain... by the time they can hack, invade, and do damage... that player will level faster and get stronger while these players get passed by and destroyed. look at spoonkyjank... the best DS has to offer Battles 501 Player Kills 25 Deaths from Players 141 Non-Player Kills 21 Planets Found 59 Planets Occupied 18 Planets Captured 9 Missions Completed 264 Scans Performed 65 Successful Hacks 448 Successful Raids 0
_________________ shamelessly stolen from Coth!
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Sun Jul 11, 2010 10:37 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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heh, I'm pretty sure DOO tried to do it to me. Every time I don't bank my RP everyone from the top of each leader board gets a few hundred RP. It doesn't really work. I could have told them that. Can't see the group. I tried not using artifacts or attacking for 4 days but it doesn't help. 22/25 of those kills are on one person more than 20 levels higher than me who I kept 1-hitting. Someone in that group that controls the hit-list has a personal problem with me. Not sure why. Everyone is upset that they waste resources attacking me like it is my fault or something and for some unfathomable reason that makes them do it more.
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Sun Jul 11, 2010 11:26 pm |
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Mox
Joined: Thu Feb 18, 2010 3:15 pm Posts: 49
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mkweaver wrote: Mox wrote: @ MKWeaver The victimized timer is more background information, when a player targets another player, they don't know what their Defcon level is, just that they've been recently hacked, and that makes them potentially dangerous to hack again. They can take the chance if they want, and it won't stop them from swarming if they want to risk it.
If a single player is hacking some one, the timers again mean nothing, because by the time they can hack them again, the defcon or victmized timer will have dissipated. It is only when swarming comes into affect that it starts getting more dangerous for them to mass hack some one. Which actually nicely takes care of the concerns you were addressing.
The system is very simple really, most of the information we were throwing around would be back ground information, and things that most people don't need to know to play. The thing they need to know is that victimized = bad or dangerous to hack. Good Morning! You are correct that the victimized system is indeed pretty simple, and because of it you could add an artifact to detect the modified difficulty, but I am just not being fond of the stackable difficulty. In both the Victimized and High Alert cases, the difficulty increase would not mean anything, but I am personally liking the idea of a flat difficulty increase instead. Or, if the game decides to almost completely prevent folks from ganging up effectively, maybe base that scaleable penalty on the base chance of success rather than the capped chance, so if someone decides to fly around with no scanners or cloaks whatsoever, you still have a fine chance to hack them just because that is the way the chose to fly their ship. While I am really not a PvPer and only PvP when it is a mission requirement, I do not want to restrict PvP to the point where a person cannot effectively raid/hack anyone they want whenever they want without at least half a chance of pulling it off. I mean, we are all plying the spaceways and taking our chances. I just also do not want 100 ships surrounding mine, draining my data core for hours until they have the whole thing and there is really no reason to keep playing... I was also thinking this morning, if someone fails a hack/raid, but does not lose anything (research pool/mineral bay empty), I would like to see them get the long research timer like a success, since they are betting when they have less to lose. As far as raiding goes, it would be pretty easy to keep a couple Dynite on board in case of failures, but it would be much harder to keep a small ammount of research on hand, unless the game was modified so that you could assign a certain number of points to a research when you clicked on it instead of the current method. Ah well, just my two cents after waking up. Have a great day! I get what you are saying, and the logistics of it were more for example sake. I think what Chalit was saying though is that as soon as they get a critical counter hack, their timer resets automatically though. So this some what address that, and I agree that it shouldn't necessarily be a 99% cap at the top. However if you want to remove the timer reset on a critical counter hack, and cap it 50%, that would work too. Either way I don't think it'll matter too much in the long run because once a player sees a victimized timer, most sane people would just find another target since the target may not have RP left and because they risk losing RP or a planet themselves. Or if it is a legion thing, they'll see that some one retaliated already and leave it alone.
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Sun Jul 11, 2010 11:30 pm |
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Helmet
Joined: Sun May 30, 2010 3:44 am Posts: 59
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SpoonyJank wrote: heh, I'm pretty sure DOO tried to do it to me. Every time I don't bank my RP everyone from the top of each leader board gets a few hundred RP. It doesn't really work. I could have told them that. Can't see the group. I tried not using artifacts or attacking for 4 days but it doesn't help. 22/25 of those kills are on one person more than 20 levels higher than me who I kept 1-hitting. Someone in that group that controls the hit-list has a personal problem with me. Not sure why. Everyone is upset that they waste resources attacking me like it is my fault or something and for some unfathomable reason that makes them do it more. You do realize you espouse the concept of no mercy, evil gameplay on your group (hacking, stealing planets and gang-hacks to get them)...and you are complaining that other people practice it on you? There doesn't have to be a reason other than personal gain or giggles. Sometimes its fun to run over a toad with a steamroller....sometimes. /facepalm
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Fri Jul 16, 2010 4:00 pm |
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Igonb
Joined: Tue Jun 01, 2010 11:14 pm Posts: 124
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I think it should be limited to 1/4 level + the number of actions you took against others in the last 24 hours. This would allow aggressive players to keep beating up on each other, but prevent legion abuse.
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Sun Jul 18, 2010 10:14 pm |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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Helmet wrote: SpoonyJank wrote: heh, I'm pretty sure DOO tried to do it to me. Every time I don't bank my RP everyone from the top of each leader board gets a few hundred RP. It doesn't really work. I could have told them that. Can't see the group. I tried not using artifacts or attacking for 4 days but it doesn't help. 22/25 of those kills are on one person more than 20 levels higher than me who I kept 1-hitting. Someone in that group that controls the hit-list has a personal problem with me. Not sure why. Everyone is upset that they waste resources attacking me like it is my fault or something and for some unfathomable reason that makes them do it more. You do realize you espouse the concept of no mercy, evil gameplay on your group (hacking, stealing planets and gang-hacks to get them)...and you are complaining that other people practice it on you? There doesn't have to be a reason other than personal gain or giggles. Sometimes its fun to run over a toad with a steamroller....sometimes. /facepalm actions > words I never practiced the concept. Though it's been practiced on me by precisely those that claim it to be such an injustice. For what reason? Probably for coming up with such an idea in the first place. DOO's circular logic has made me the boogie-man. If someone in DOO would like to list ACTUAL grievances against me, that would be nice. I'm sure it's nice to be a part of such an organization but it's members shouldn't delude themselves to think they are doing anything righteous when they are sacrificing themselves to the interest of the group rather than their own self-interest.
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Sun Jul 18, 2010 10:57 pm |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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Now 5 threads have DOO fighting with either people who despisefacebook GL groups, or TDS. PLEASE STOP THE FEUDING, add in game alliances.
_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread
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Mon Jul 19, 2010 12:53 am |
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