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Thread: Patch Notes For EVE Online: Into The Abyss

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    Patch Notes For EVE Online: Into The Abyss



    Patch Notes For EVE Online: Into The Abyss 1.0
    Released on Tuesday, May 29th 2018
    _Features & Changes
    Abyssal Deadspace:

    Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.

    Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
    Abyssal Deadspace can be reached by activating Abyssal Filaments
    Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
    Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule
    Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
    Abyssal Deadspace pockets have distinct system environments, each with its own effects and visuals. Note: Environment effects apply to player ships as well as NPC ships.

    Dark Matter Field

    Bonus to maximum velocity
    Penalty to turret range

    Plasma Firestorm

    Bonus to armor HP
    Penalty to thermal resistance

    Exotic Particle Storm

    Bonus to scan resolution
    Penalty to kinetic resistance

    Electrical Storm

    Bonus to capacitor recharge
    Penalty to EM resistance

    Gamma-Ray Afterglow

    Bonus to shield HP

    Penalty to explosive resistance
    Abyssal Deadspace pockets are populated with a range of NPC ships as well as structures and localized environmental effects that must be exploited to conquer the most difficult pockets
    Abyssal Deadspace pockets contain a Triglavian Bioadaptive Cache structure, which is the sole source of loot within the Abyss. They have the possibility to contain new technology including Abyssal Filaments, Triglavian Ship/Module Blueprints, Mutaplasmids, and more.

    Abyssal Filaments:

    Abyssal Filaments can be activated from the cargohold of any Tech I or Tech II Cruiser to immediately enter Abyssal Deadspace
    Filaments are consumed on use
    Abyssal Filaments can be found in data sites across New Eden and in the Abyss itself
    When exiting Abyssal Deadspace, the player is returned to the exact position in New Eden from which they entered
    When activated, Abyssal Filaments leave a trace behind which can be located with combat scanner probes
    When exiting a tier 4 or 5 Abyssal Deadspace pocket, players will be given a suspect flag

    Gameplay:

    Ships will now be unable to activate Factional Warfare capture site acceleration gates if they have a warp core stabilizer fit.

    Graphics:

    All Society of Conscious Thought ships (the Apoteosis, the Sunesis, and the Gnosis) have been updated to display effects like those found on the Praxis Battleship.
    New reccommended specifications for EVE Online are now in effect. See this dev blog for more information.

    Mutaplasmids and Abyssal Tech:

    Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules.

    Mutaplasmids can be found in Abyssal Deadspace
    All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties
    When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created

    Mutaplasmids come in three quality variations:

    Decayed: Lowest range of effect
    Gravid: Best average resulting effect
    Unstable: Largest range of effect

    Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:

    Warp Scramblers
    Warp Disruptors
    Stasis Webifiers
    Armor Repairers
    Armor Plates
    Shield Boosters
    Shield Extenders
    Energy Neutralizers
    Microwarpdrives

    Afterburners
    Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
    Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
    Mutaplasmids can be traded on the market under the Ship and Module modifications section
    Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows

    Entropic Disintegrators:

    Entropic Disintegrators are a new base weapon system used by Triglavians.

    Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
    Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula

    Entropic Disintegrators have the following unique qualities:

    Damage multiplier increases with each cycle on the same target, up to a cap
    Cap is set at 150% increased damage for all Entropic Disintegrators
    No falloff range
    Deactivates if target is outside optimal range

    The following Entropic Disintegrator variations have been added, and can all be found directly or via blueprints from Abyssal Deadspace:

    Light Entropic Disintegrator I
    Light Scoped Entropic Disintegrator
    Light Compact Entropic Disintegrator
    Light Entropic Disintegrator II
    Light Veles Entropic Disintegrator
    Heavy Entropic Disintegrator I
    Heavy Scoped Entropic Disintegrator
    Heavy Compact Entropic Disintegrator
    Heavy Entropic Disintegrator II
    Heavy Veles Entropic Disintegrator
    Supratidal Entropic Disintegrator I
    Supratidal Scoped Entropic Disintegrator
    Supratidal Compact Entropic Disintegrator
    Supratidal Entropic Disintegrator II
    Supratidal Veles Entropic Disintegrator

    Entropic Disintegrators use a new ammo type called Exotic Plasma Charge

    Exotic Plasma Charges are normal charges that consume on use
    Exotic Plasma Charges do a mix of explosive and thermal damage types

    Exotic Plasma Charges appear in 5 variations at each size:

    Tetryon - Short Range / High Damage
    Baryon - Mid Range / Medium Damage
    Meson - Long Range / Low Damage
    Occult - Tech II - Short Range / High Damage
    Mystic - Tech II - Long Range / Medium Damage

    Ships:



    DAMAVIK

    Precursor Frigate bonuses per skill level:

    5% bonus to Light Entropic Disintegrator damage
    7.5% bonus to Light Entropic Disintegrator optimal range

    Role Bonus:

    100% bonus to Remote Armor Repairer range
    50% reduced Energy Neutralizer capacitor need
    50% reduced Remote Armor Repairer capacitor need
    50% reduced Smart Bomb capacitor need

    Slot layout:

    3 High Slots
    2 Mid Slots
    4 Low Slots
    1 turret hardpoint
    0 launcher hardpoints
    3 Rig Slots
    400 Calibration

    Fittings:

    50 Powergrid
    145 CPU

    Attributes:

    Defense (shields / armor / hull) : 200 / 720 / 500
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge rate) : 400 / 212s
    Mobility (max velocity / agility / mass): 350 / 3 / 950,000
    Warp Speed: 5 au/s
    Drones (bandwidth / bay): 15 / 25
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 640 / 5
    Sensor strength: 13 Radar
    Signature radius: 32m
    Cargo capacity: 213m3



    VEDMAK

    Precursor Cruiser bonuses per skill level:

    5% bonus to Heavy Entropic Disintegrator damage
    5% bonus to Heavy Entropic Disintegrator tracking speed

    Role Bonus:

    100% bonus to Remote Armor Repairer range
    50% reduced Energy Neutralizer capacitor need
    50% reduced Remote Armor Repairer capacitor need
    50% reduced Smart Bomb capacitor need

    Slot layout:

    4 High Slots
    4 Mid Slots
    6 Low Slots
    1 turret hardpoint
    0 launcher hardpoints
    3 Rig Slots
    400 Calibration

    Fittings:

    1030 Powergrid
    365 CPU

    Attributes:

    Defense (shields / armor / hull) : 800 / 3300 / 2000
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge rate) : 1500 / 526s
    Mobility (max velocity / agility / mass): 240 / .45 / 9,530,000
    Warp Speed: 3 au/s
    Drones (bandwidth / bay): 50 / 75
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 7
    Sensor strength: 20 Radar
    Signature radius: 110m
    Cargo capacity: 533m3



    LESHAK

    Precursor Battleship bonuses per skill level:

    5% bonus to Supratidal Entropic Disintegrator damage
    5% bonus to Supratidal Entropic Disintegrator rate of fire

    Role Bonus:

    100% bonus to Remote Armor Repairer range
    50% reduced Energy Neutralizer capacitor need
    50% reduced Remote Armor Repairer capacitor need
    50% reduced Smart Bomb capacitor need

    Slot layout:

    5 High Slots
    4 Mid Slots
    8 Low Slots
    1 turret hardpoint
    0 launcher hardpoints
    3 Rig Slots
    400 Calibration

    Fittings:

    17,000 PWG, 625 CPU
    Defense (shields / armor / hull) : 3,500 / 10,500 / 8,000
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge rate) : 6,600 / 1,000s
    Mobility (max velocity / agility / mass): 113 / .163 / 63,000,000
    Warp Speed: 2 au/s
    Drones (bandwidth / bay): 100 / 250
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 100 / 7
    Sensor strength: 28 Radar
    Signature radius: 370m
    Cargo capacity: 933m3

    Skills

    Added the following skills for Triglavian Ships and Entropic Disintegrators:

    Precursor Frigate
    Precursor Cruiser
    Precursor Battleship
    Small Precursor Weapon
    Medium Precursor Weapon
    Large Precursor Weapon
    Small Disintegrator Specialization
    Medium Disintegrator Specialization
    Large Disintegrator Specialization

    Structures & Deployables:

    Notifications are now being sent, when your (or your corporations) assets are being moved to asset safety, for example because your Upwell structure exploded.

    Planetary Interaction:

    General Planetary Interaction UI Changes:

    Simpler Build Menu - Removed accordion style menu in favour of simple list
    Info Panel remember if you have Build or Scan selected when switching between planets
    Build and Scan options have been moved to the top of the menu
    Scan resource bars are now hatched to make them easier to read
    'Time to Depletion' is now changed to 'Time Remaining'
    Extractor range is always shown when extractor is selected
    Selected tab in PI windows is now highlighted
    Routes to and from structures are now shown when the structure is selected, previously this was only on hover
    The shipHUD is visible when doing PI
    'Planet Mode' is renamed to 'Planetary Production' throughout the client
    Introduced new pin icons for the 3 different processors
    In the selected item window the button previously known as 'View in Planet Mode' has been moved away from the "Warp to Within x" button
    Red circles appearing on pins to indicate that something is not setup properly, in this case on the processors, storage and launcher pins
    Improved pin placement regardeless of camera position
    Window Behaviour - PI windows now behave like other windows and do not disappear behind every other window
    Holograms are hidden when creating routes
    Holograms are animated on open and close
    Pin selection is now remembered so you only have to select desired pin once and then it can be placed as often as your Power and CPU support
    Added a decommission tool to the build menu
    Made routing of goods smoother by removing some steps in the process
    Pin memory has been improved so that now when you select a pin of the same type it will open to the same tab and remember the previously selected resource
    Changed the layout of the Extractor Control Unit window
    Added the functionality to CTRL+Click on the planet while in the Extractor Control Unit window to quickly place extractor heads exactly where you want them. CTRL+Click on an already placed extractor head will remove it.

    Introduced a new Planetary Colonies window

    Show you what you are extracting, producing and storing on that planet
    Shows a warning if the planet requires attention
    Show all 6 available planets slots and if you have access to them or not
    Warp button functionality has changed. Outside the planet system it will be "Set Destination". Inside the planet system it will now warp you to the customs office instead of the planet.

    Planetary Production Information:

    Tooltips have been added throughout Planetary Interaction. These should now make it simpler to find the materials you need to extract to build Planetary products
    Tooltips have been added to the build menu to show the cost, CPU and Power requirements of each pin
    Show Info on Planets now includes a button to "View Planetary Production" and a tab with information about what resources can be extracted from the planet
    A Planetary Production tab has been added to the Show Info for Planetary Materials. This tab will show you what the inputs and outputs of that resource are.

    User Interface:

    An Industry tab has been added to all resources that will show all the blueprints that the resource is used in.
    UI scaling now supports 175%, 200%, 250%, 300% and 400% for high resolution screens.

    Defect Fixes
    Gameplay:

    Guristas headwear can now be traded on the market.
    Fixed Agency 'Hardshell' booster application to Armor Repairers
    Fixed an issue where completed corporate votes would occasionally not have their results processed until the next downtime.
    It is now possible to unload charges directly to a mobile depot (and some other locations), even if the cargo hold is full.
    It is no longer possible to unload charges while the module is still active.
    Fixed a bug which sometimes prevented the creation of a contract, if a T3 cruiser was stored in a ship maintenance bay of the ship, which was contracted.
    Agent in Space Atma Aulato is now sitting in a Falcon as per the description.
    All Civilian Modules now require the Thermodynamics skill at level 1 to overheat.
    "Gallium ample hexa 2500mm repeating cannon" now has 15% higher ammo capacity.
    'Helios' ship: Damage will now be calculated correctly, taking into account the 10% damage from 'Light Drone Operation' skill levels.
    Adjusted 'Higgs Anchors' modules reprocessing materials.
    Amarr Dreadnought Mastery IV now requires Capital Energy Turrets 5 instead of 4.
    Sunesis' show info window will now show the mastery tab.

    Graphics:

    Fixed shadow artifacting on the planets.
    Prevented missile trails playing through the target's active shield.
    Loading 3D characters for preview, character sheet, and character customization screens has been better optimized.
    Initial loading of game data has been better optimized.
    Facial hair color will now be correct when previewing headgear items in the New Eden Store.
    Adjusted the location of several decals on the Rorqual.
    Loading a blueprint with cleared cached data will no longer generate a warning.
    Corrected an issue with the port-side bay doors on the Rupture.
    Fixed cloaking audio effect being played after the effect had been stopped.
    Corrected an issue with debris particles disappearing when viewing a Keepstar Citadel Wreckage.

    Localization:

    Fixed a grammatical error in the description for the "CDIA Training Exercise Supply Crate"

    Modules:

    Siege Modules now clearly state that they only affect Capital size modules.

    Structures & Deployables:

    Structures: Pilots that are in outside view when logging off will be in it again after login.
    The Material Requirements bonus of the Raitaru hull no longer incorrectly applies to Science and Invention jobs.
    The Standup Focused Warp Scrambling Script can now be unloaded with regular role to take control of an Upwell structure.

    User Interface:

    Fixed an issue where items in a ships cargohold would not be included in the calculations for the ships estimated price (shown in the fitting window).
    Using the "Remove Charge" option in the fitting window while docked will now always correctly remove the charges to the item hangar.
    Simulation: Shift-Dragging a fitted module onto another slot will now correctly add a 2nd module to the simulated fit,
    Fitting window: The hardware browser will now open when right-clicking an empty fitting slot and selecting "Set Filter for Slot".
    Fixed a case where the wrong sub-menu options were displayed in context menus, for example where the options to invite to a chat channel were displayed in the sub-menu for inviting to a fleet.
    Faction tag will now be visible on the 'Special Edition Frigates' icon.
    Added Standup faction icon to all structure faction items.
    Fixed an issue where Escalation cards in The Agency are not updated or removed when the Escalation is completed
    Fixed an issue where resizing a window beyond a boundary of the client would cause the window to expand significantly
    Fixed an issue where the Enter Ship Hangar button on the Station Services Panel in Structures does not function while Planetary Production mode is active
    Fixed an issue where having The Agency window open while Combat Probe scanning would clear the list of scan results
    Fixed an issue that could cause The Agency to show no content if one content type failed.
    Fixed an issue where the player could not create a new link while having surveying program window open
    Fixed an issue where the standing progress bar was not displayed properly in the character sheet with faction and corporation standings when using UI Scaling
    Fixed an issue with the localization of some tooltips in Project Discovery.
    Fixed an issue where the 'show contracts' option for a character was not showing completed contracts
    Fixed an issue where Jump Bridge connections appeared in the Agency Map
    Fixed an issue where the custom shortcuts for Zoom in and Zoom Out did not control the camera in the Agency window
    Fixed an issue with a double space found within the description Planetary Interaction Guide
    Fixed an issue where the icon for the "Look At" function within the Selected Item Window did not update correctly when selected while the Tactical Camera is active
    Improved the performance of loading very long scrolls, for example in the corporation window.
    Last edited by Meester; May 30 2018 at 01:37:42 AM.

  2. #2
    Aliventi's Avatar
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    So anyone having success with a fit? I died with my Deimos in a level 3. I ran in to a spawn I just couldn't kill quick enough.

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    Quote Originally Posted by Aliventi View Post
    So anyone having success with a fit? I died with my Deimos in a level 3. I ran in to a spawn I just couldn't kill quick enough.
    I would have thought a Deimos would have a good chance in these sites. Depends which tier though I suppose.

  4. #4
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    Quote Originally Posted by Meester View Post
    Quote Originally Posted by Aliventi View Post
    So anyone having success with a fit? I died with my Deimos in a level 3. I ran in to a spawn I just couldn't kill quick enough.
    I would have thought a Deimos would have a good chance in these sites. Depends which tier though I suppose.
    If you look at the losses you do see far fewer deimos. Maybe it was me being bad.

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    Quote Originally Posted by Aliventi View Post
    Quote Originally Posted by Meester View Post
    Quote Originally Posted by Aliventi View Post
    So anyone having success with a fit? I died with my Deimos in a level 3. I ran in to a spawn I just couldn't kill quick enough.
    I would have thought a Deimos would have a good chance in these sites. Depends which tier though I suppose.
    If you look at the losses you do see far fewer deimos. Maybe it was me being bad.
    RNG plays a huge factor here. There are a few BS group spawns that are damn near impossible to kill, so if you get one it's an automatic game-over.
    Tranquility (EVE) Influence Map
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    I won't lie, that trailer made me wet af.

    Does it have space tornadoes? If it has space tornadoes I'm playing this. NBS.
    Guns make the news, science doesn't.

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    Quote Originally Posted by Cosmin View Post

    Does it have space tornadoes? If it has space tornadoes I'm playing this. NBS.
    No idea I just want to gank the people doing them, has asteroids larger than space stations though.

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    Dirk Magnum's Avatar
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    Navy Caracal with RMLs takes down tier 1s and 2s no problem, and pays for itself in a couple runs. If you stick to Exotics then the Cerberus is even better. Avoid Firestorms though because you’ll spend five minutes just in RML reload cycles trying to take down the armor-buffed Lucid Deepwatcher if you happen to roll one. Haven’t run any tier 3’s yet.

    Tier 2’s will strain a passive tank with certain spawns, but you can mitigate this by range control.

    People are definitely ganking tier 1-3 site runners in Jita, so if you’re running them in your blinged Sacrilege, take your operations elsewhere.
    Last edited by Dirk Magnum; June 4 2018 at 01:19:07 AM.

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    As a producer of ishtars and sacrilidges i say thank you good people.

    Verstuurd vanaf mijn LENNY2 met Tapatalk
    Schopenhauer:

    All truth passes through three stages.
    First, it is ridiculed.
    Second, it is violently opposed.
    Third, it is accepted as being self-evident..

  10. #10
    Malcanis's Avatar
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    Judging by the phenomenal amount of ships & modules destroyed in these sites, CCP have actually managed to produce PvE that people want to do.


    I'm decreasingly confident that I jumped back on to the pavement in time after that bus nearly ran me over last month.
    Quote Originally Posted by Keieueue View Post
    I love Malcanis!

  11. #11
    Aliventi's Avatar
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    Quote Originally Posted by Sacul View Post
    As a producer of ishtars and sacrilidges i say thank you good people.

    Verstuurd vanaf mijn LENNY2 met Tapatalk
    I have been making a killing with Medium Core Defense Purger IIs. Right now they are selling for 22 mil isk over build cost (~29 mil build + invent -> ~53 mil isk sell.) So many Purger IIs have been consumed that the market is starting to run out of Enhanced Ward Consoles. If the market runs out the sky is the limit on Purger IIs and Core Defense Field Extender IIs.

  12. #12
    Daneel Trevize's Avatar
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    Quote Originally Posted by Malcanis View Post
    Judging by the phenomenal amount of ships & modules destroyed in these sites, CCP have actually managed to produce PvE that people want to do.
    Factor in that they gave everyone a free filament, and once you go in you can't get your ship or pod out unless you survive it all.
    Quote Originally Posted by QuackBot View Post
    Idk about that, and i'm fucking stupid.

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    Removed window blur from clients that are running with low shader quality to improve performance. Also removed the option to turn off window blur on higher shader quality as part of this change.

  14. #14
    Sacul's Avatar
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    Quote Originally Posted by Aliventi View Post
    Quote Originally Posted by Sacul View Post
    As a producer of ishtars and sacrilidges i say thank you good people.

    Verstuurd vanaf mijn LENNY2 met Tapatalk
    I have been making a killing with Medium Core Defense Purger IIs. Right now they are selling for 22 mil isk over build cost (~29 mil build + invent -> ~53 mil isk sell.) So many Purger IIs have been consumed that the market is starting to run out of Enhanced Ward Consoles. If the market runs out the sky is the limit on Purger IIs and Core Defense Field Extender IIs.
    Damn my rl and job, was gonna make those but also market crash QQ
    Schopenhauer:

    All truth passes through three stages.
    First, it is ridiculed.
    Second, it is violently opposed.
    Third, it is accepted as being self-evident..

  15. #15
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    the shit abyss


    Careful not head hit on rock!
    laughs in Slovenian

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    CCP Rewards Mystery Code Users


    Doth my eyes deceive me?

  17. #17
    Super Everator Global Moderator Virtuozzo's Avatar
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    Quote Originally Posted by Meester View Post
    CCP Rewards Mystery Code Users


    Doth my eyes deceive me?
    Aye, it's a mystery how that happened
    J'ai violé votre vaisseau spatial. C'était amusant....!

    EVE once was about internet spaceships. Then those became serious business.
    Now all that is left is serious business, and spaceships are docked for two years till after the Dust of Incarna
    .

  18. #18
    Donor Verite Rendition's Avatar
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    Quote Originally Posted by Meester View Post
    CCP Rewards Mystery Code Users


    Doth my eyes deceive me?
    Best part is that it's an absolutely awesome space police skin. So these are going to be ultra-rare and in very high demand.
    Tranquility (EVE) Influence Map
    Life is absurd, but with a little effort we can make it completely ridiculous

  19. #19
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    Quote Originally Posted by Verite Rendition View Post
    Quote Originally Posted by Meester View Post
    CCP Rewards Mystery Code Users


    Doth my eyes deceive me?
    Best part is that it's an absolutely awesome space police skin. So these are going to be ultra-rare and in very high demand.
    Logged in and checked prices, lots of retards undercutting these to the point of dumb. Will stash for future market shenanigans


    Sent from my iPhone using Tapatalk
    Guns make the news, science doesn't.

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    These gifts will remain in the redeeming system for 90 days, so be sure to claim them before they expire!
    Damnit, so I need to reinstall EVE just to claim those?

    Or is there a way to redeem them from the Account site on EVE's web site ... I vaguely seem to remember something the like.

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