Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

potatomcwhiskey

Testers
  • Content Count

    886
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    potatomcwhiskey got a reaction from Mazaroth in The Lantern Watch (Welcome Home)   
    Wheres my popcorn gif, we don't even have a projected year for release date and we've got a touch of mud slinging happening.
     
    I wish you guys the best in your new guild, glad to see likeminded people coming together to build the kind of communities and experiences they want.
  2. Like
    potatomcwhiskey got a reaction from JamesGoblin in Forgemaster Gender-Locked?   
    But how can adorable rat person fight with a two handed axes like scary big-horsemans?
  3. Like
    potatomcwhiskey got a reaction from JamesGoblin in Playtest feedback for Fri, April 7 – Mon, April 10   
    Updated Client - Can't log in past the launcher - Access invalid

     
  4. Like
    potatomcwhiskey got a reaction from JamesGoblin in What type of Player are you ? (Bartle's Taxonomy)   
    Killer-Socializer.
     
    Achievement [Aquisition of in-game advancement or progression] and Exploration [Finding things and learning] are the least interesting thing I could possibly imagine in a game.
     
    I am more interested in player-player interaction whether friendly or confrontational. 
  5. Like
    potatomcwhiskey got a reaction from JamesGoblin in Calling All Murder Deers   
    Forgemaster eat your heart out!
  6. Like
    potatomcwhiskey got a reaction from JamesGoblin in Calling All Murder Deers   
    This guy
  7. Like
    potatomcwhiskey got a reaction from JamesGoblin in Calling All Murder Deers   
    Welcome to the fold, brother.
  8. Like
    potatomcwhiskey got a reaction from JamesGoblin in Calling All Murder Deers   
    Yeah man, I normally play upfront bruisers/tanks/supports. But MURDER DEER ELK was too much to pass up.
  9. Like
    potatomcwhiskey got a reaction from JamesGoblin in Calling All Murder Deers   
    Who else has been set to be an Elkin since the start?
     
     
  10. Like
    potatomcwhiskey reacted to thomasblair in Patch Notes: December 02, 2016   
    Welcome to Crowfall Pre-Alpha Milestone 3.6!
    General
    Big World is here!
    Every Archetype now starts with no weapons and has a basic unarmed combat combo set. (We found that players just weren’t making acquiring a weapon a priority because it looked like they had a weapon equipped since the default weapon is built into the model.) Players must have correct weapons equipped to use certain tray powers. Some tray powers may require different items equipped where it make sense. (If the equip requirements are not met, the power is greyed out) Players now sit while waiting for a safe logout. (As long as you are out of combat mode) Physics should no longer send messages to the connection server addressed to players physics doesn't even think are online. Only allowing force exiting combat if you're in the combat state (no need to force exit if you're not in combat) A hand full of physics server optimizations. (they are very confusing to read, but make things waaay better on the server) Tweaked GroundedCheck on server and client with an additional test to handle the special case of narrow ravines. Added a new feature to the character avatar import tool : Automated texture atlasing. Player death should now clear the crafting inventory before creating the corpse. Added some Random chests in the world allow for transfer of items between players. (this should help for now)   Chat:
    When removing an object from the world, should remove them from the group. Should no longer be able to send out more group invites than you have available slots in your group. Changes to notify chat server of campaign state changes.   Harvesting:
    More feedback added to reticle so you know what the name of the current harvesting target is, if it is considered a single player or group node, and what level of plentiful harvest you have relative to that node. (still more feedback is coming to make the experience more intuitive) Harvesting hit fx lightened chunks. Survivalist Campfires should no longer provide sta regen to characters actively harvesting. Altered Harvest Animal cooldown to start On Execute so that it's consistent with the other harvesting types. Added new Harvesting stats for Mother Lode nodes of Ore/Stone. Mother Lode nods now can produce 2x the resources of single player nodes. Added new resource types minerals/gems to Mother Lode nodes of Ore/Stone. (Harvesting skill trees now have skills in them “Exceptional Ore/Stone harvesting” to allow these to be harvested, also there is a new testing potion) Beneficial harvest should now function for all harvesting node types and not just ore.   Crafting:
    Many new crafting icons created. Added failsafe when the output quality can't be determined, the item will be crafted as poor quality.  Added forced output quality option to recipe definition so that it will always make that quality regardless of ingredients used. Fixed buff naming on healing over time potion to Out of Combat Regen Potion. Plank - Using Knotwood now produces a Knotwood plank. (Knotwood planks have no stats, they however meet Plank recipe requirements if you absolutely have to build something with a plank right now.) Potential fix for crafting take bug. (still trying to track this one down) Replacing items in crafting inventory should return the correct item count to your inventory now. Fixed a dupe recipe requirement that was preventing Bluesteel from being craftable. (We no longer only have one look!) Basic Weapons now tuned to 35% of max damage. (advanced go from 35% to 125%) Updated the dual paired weapons to not require factory identical components since factories aren't online yet. Necromancy baseline vessel recipes are coming online, they are in a state of iteration so will not be functional for players yet. Added Alchemy components recipes for use with necromancy. (these should function)   Items:
    Many new inventory icons created. Tooltips - Lore and Descriptions now work properly. (many items now have useful descriptions about what they do now! Enjoy!) Tooltips - Added crafted-by info to tooltips. (so you know who made it!) Tooltips - Added serial number info to tooltips. (So you know why 2 metal bars of the same type won’t stack) Tooltips - Adding base item template info to tooltips. (So someone can’t rename an item and fool you on a trade) Tooltips - Now displays durability value. Tooltips - Different types of items can now have different base field types. (huzzah! Everything no longer has mitigation and stats values) Armor - Removed the -damage bonus stat reduction from advanced armor sets. (it is still on basic armor) Armor - Can now modify the amount of stamina required to perform a Dodge. (Primarily on plate/mail/basic sets) Armor - Can now modify the amount of stamina required to Sprint. (Primarily on plate/mail/basic sets) Item max stack size is now enforced.  (legacy stacked items will still go over cap. Please forum post on which items cap is set too low) Items of same template but different serial numbers will no longer stack.   Skills:
    Many new skill icons created. Fix skill trees not showing up in lobby after creating a new character. (it was being rendered behind other UI) Skill trees can now be treated as prerequisites to other skill trees, because of this many trees can no longer be trained in that you might have been able to train in previously. Skill tree prerequisites can be a Percent trained in a previous skill tree OR reaching a specific skill box in a previous tree. (the tooltip should tell you) Crafting Basics Skill Tree tweaked. Mass Production Skill Tree added as a child of Crafting Basics Skill Tree. Functional Leatherworking, Blacksmithing, Woodworking, Runeworking crafting Skill Trees added. (they require specific skill boxes in the crafting basics tree) Fixed an issue where certain armor skills were giving 300% movement speed increases. (decimals are important!)   Archetypes:
    Knight - Block should now mitigate damage properly when hit with Duelist Retaliate, Go for Broke and Vanish, Legionnaire Charge, Drive, and Myrmidon Dodge, Raging Bull. Myrmidon - Net Pull no longer requires the target be rooted with Cast Net. Duelist - Vanish, moved Force Exit Combat and the Tray swap to their own unique game effects to prevent any cases where one or the other apply or don't apply unexpectedly.   Equipment Power Requirements:
    Champion - Disarming Shout and Ultimate Warrior powers require a Helmet equipped to activate. Champion - Dirty Tricks, Leap, Vicious Stomp powers require a set of Boots equipped to activate. Champion - Spinning Backfist, Throw Hurlbat powers require Gloves equipped to activate. Duelist - Inconceivable and Burrow powers require Gloves equipped to activate. Duelist - Recon power requires a Helmet equipped to activate. Knight - Chain Pull power requires Gloves equipped to activate. Knight -Leap Smash and Pursuit powers require a Shield equipped to activate. Knight - Noble Blood and Oath of Will powers require a Helmet equipped to activate. Legionnaire - Bellow of Triumph power requires a Shield equipped to activate. Legionnaire - Eternal Rage, Battle Cry powers require a Helmet equipped to activate. Myrmidon - Bull Rush, Pulverize and Berserk powers require a Helmet equipped to activate. Myrmidon - Cast Net, Net Pull powers require Gloves equipped to activate. Ranger - Archer's Stake, Explosive Trap (melee/ranged ) require Gloves equipped to activate. Ranger - Forest Step power requires Boots equipped to activate.   Known Issues:
    Icons bigger than 1x1 can only be dragged and tooltipped on the top most 1x1 portion of the icon. Looted items do not auto stack into an existing stack when looting. Crafted items will sometimes fail inventory transfer and never show up when the Take button is pressed. (We are tracking logs to try and figure this one out) Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 15.35 second mark on the server. Charge powers that are client immediate will travel the full length of their animation regardless of player removing input. (Knight Pursuit)
  11. Like
    potatomcwhiskey got a reaction from Zushakon in Armor and movement speed reduction   
    The problem is that movement speed IS mitigation. If you can outrun them you don't take damage.
     
    Therefore movement speed is also the counter to movement speed mitigation - meaning everyone wears the lightest armour.
     
    Its pretty simple, tried and tested in every game that tried to implement it.
  12. Like
    potatomcwhiskey got a reaction from Gummiel in Trading between Players   
    This has already been heavily requested however I think currently its not within the scope of this testing environment. Trading will be implemented at some point, however I don't think it will be implemented in the Big World phase of the testing.
  13. Like
    potatomcwhiskey got a reaction from Gummiel in Why does harvesting consume stamina?   
    Because it gives the developers another lever to design and balance the gameplay around.
     
    It really is that simple and its the only justification the mechanic needs.
  14. Like
    potatomcwhiskey got a reaction from Bnol in Armor and movement speed reduction   
    In any game where movementspeed and mobility differ between characters there is a huge over-representation of high movespeed/mobility characters because of the raw power such a statistic gives you in player-player interactions and time saved travelling. In order for there to be movespeed and mobility differences between the archetypes/classes [in this case armour] there needs to be a significant and major advantage to giving up that movementspeed or mobility elsewise the only logical choice will be to go for maximum movement speed in the majority of cases.
     
    Having heavy armour reduce movement speed actively reduces the amount of viable and interesting playstyles and homogenizes players into a strict set of "Good" playstyles. 
     
    Don't inject strawment into the argument. Nobody wants everyone to move at the exact same speed. 
     
    It would far more interesting if your armour choice changed how some of your spells worked rather than changed how fast you ran by some arbitrary amount. 
  15. Like
    potatomcwhiskey got a reaction from JamesGoblin in That sad zerg feeling   
    Zergs are inevitable, however there are things you can do to mitigate the advantages Zergs have. Anyone who has played Rust knows that zergs are powerful, but they also understand the limitations of zergs.
     
    The first one is Friendly Fire. Being unable to hurt your allies means you can spam attacks willy nilly. If you have the potential to damage your allies then you must take the time to differentiate between enemies and allies which gives an advantage to smaller groups because of statistics. 2 guys vs 5 guys randomly hitting each other, the smaller are statistically less likely to hit their allies and therefore the bigger group has to spend more effort in identifying friend or foe. [JUMP-CHECK] This small thing helps close the gap between big and small groups by simple mechanics. It also increases the skill ceiling[and floor] for groups because in order to work together you have to develop a cohesive relationship with your peer and strategies to mitigate friendly fire and it's consequences. 
     
    The second one is friend/foe identification which ties into friendly fire. If I am easily able to identify an enemy from a distance large groups are inherently buffed. Identifying a friend should require getting close and wearing a uniform or some action in-game[E.G saying "Jump check" in voice coms and everyone jumping]. Those uniforms should also be able to be stolen in the midst of a battle which creates even more chaos for the larger group that the smaller group can exploit. I have lost track of the amount of times we would be raiding in Rust and then we all have to rip our uniforms off and go full delta force because a couple enemies stole the uniforms off our dead comrades and were shredding us from within our own group. I have also ifiltrated enemy groups by using their uniforms and psychological gameplay movement even though I wasn't in their voice communication to gain access to their base and perform espionage such as recon, theft and sabotage.
     
    There is also another disadvantage of large groups that as the group grows in size the less cohesive the relationships and familiarity between individual members are. You might be able to perform sabotage just by looking similar and behaving similar to them if they are large enough and don't have the tools to instantly and easily identify who friend and foe is. 
     
    Instancing interactions between groups is absolutely not the way to go about things as the most interesting part of gameplay is unexpected and assymetric combat where the doctrine of your group and the discipline of it should decide who wins or loses.
     
    I personally prefer subtle game mechanics that directly influence player behavior[Friendly Fire, Friend or Foe identification etc.] over what I perceive to be heavy handed misguided game mechanics [Debuffs for groups, instanced combat] that are the "easy way out" solutions.
  16. Like
    potatomcwhiskey got a reaction from JamesGoblin in My issue with the new combat in Big World   
    Yup, and there are only a few  general options because you cannot rely on the "honour" system for people to not do it:
     
    Design the game around their existence, rendering their use unecessary.
     
    Design the game around the assumption everyone will use them, penalizing people who don't.
     
    Implement extremely invasive anti-cheat software.
     
    Its a no win situation imo. 
  17. Like
    potatomcwhiskey got a reaction from BurgundytheRed in That sad zerg feeling   
    Zergs are inevitable, however there are things you can do to mitigate the advantages Zergs have. Anyone who has played Rust knows that zergs are powerful, but they also understand the limitations of zergs.
     
    The first one is Friendly Fire. Being unable to hurt your allies means you can spam attacks willy nilly. If you have the potential to damage your allies then you must take the time to differentiate between enemies and allies which gives an advantage to smaller groups because of statistics. 2 guys vs 5 guys randomly hitting each other, the smaller are statistically less likely to hit their allies and therefore the bigger group has to spend more effort in identifying friend or foe. [JUMP-CHECK] This small thing helps close the gap between big and small groups by simple mechanics. It also increases the skill ceiling[and floor] for groups because in order to work together you have to develop a cohesive relationship with your peer and strategies to mitigate friendly fire and it's consequences. 
     
    The second one is friend/foe identification which ties into friendly fire. If I am easily able to identify an enemy from a distance large groups are inherently buffed. Identifying a friend should require getting close and wearing a uniform or some action in-game[E.G saying "Jump check" in voice coms and everyone jumping]. Those uniforms should also be able to be stolen in the midst of a battle which creates even more chaos for the larger group that the smaller group can exploit. I have lost track of the amount of times we would be raiding in Rust and then we all have to rip our uniforms off and go full delta force because a couple enemies stole the uniforms off our dead comrades and were shredding us from within our own group. I have also ifiltrated enemy groups by using their uniforms and psychological gameplay movement even though I wasn't in their voice communication to gain access to their base and perform espionage such as recon, theft and sabotage.
     
    There is also another disadvantage of large groups that as the group grows in size the less cohesive the relationships and familiarity between individual members are. You might be able to perform sabotage just by looking similar and behaving similar to them if they are large enough and don't have the tools to instantly and easily identify who friend and foe is. 
     
    Instancing interactions between groups is absolutely not the way to go about things as the most interesting part of gameplay is unexpected and assymetric combat where the doctrine of your group and the discipline of it should decide who wins or loses.
     
    I personally prefer subtle game mechanics that directly influence player behavior[Friendly Fire, Friend or Foe identification etc.] over what I perceive to be heavy handed misguided game mechanics [Debuffs for groups, instanced combat] that are the "easy way out" solutions.
  18. Like
    potatomcwhiskey reacted to miraluna in That sad zerg feeling   
    Instanced mini-games would kill the open-world concept of CF.
     
    A better approach is to design world maps, territory objectives, and a scoring system that encourages players to disperse across the map in smaller squads.
  19. Like
    potatomcwhiskey got a reaction from JamesGoblin in The crafting made me quit after an hour or two.   
    Yes, this is going to be common for people who do not mentally prepare themselves for the realities of testing a broken and pre-alpha game.
     
    You did not calibrate your expectations and behavior for the experience despite numerous warnings and evidence placed before you available at a cursory glance and then finally didn't offer any valuable contribution as to why you didn't like the experience and how it would be improved.
     
    In short this is a null value thread.
     
    The crafting is probably the most interesting and best part of the game at the moment conceptually.
  20. Like
    potatomcwhiskey got a reaction from Weskejak in The crafting made me quit after an hour or two.   
    Yes, this is going to be common for people who do not mentally prepare themselves for the realities of testing a broken and pre-alpha game.
     
    You did not calibrate your expectations and behavior for the experience despite numerous warnings and evidence placed before you available at a cursory glance and then finally didn't offer any valuable contribution as to why you didn't like the experience and how it would be improved.
     
    In short this is a null value thread.
     
    The crafting is probably the most interesting and best part of the game at the moment conceptually.
  21. Like
    potatomcwhiskey got a reaction from Cynwulf in Armor and movement speed reduction   
    In any game where movementspeed and mobility differ between characters there is a huge over-representation of high movespeed/mobility characters because of the raw power such a statistic gives you in player-player interactions and time saved travelling. In order for there to be movespeed and mobility differences between the archetypes/classes [in this case armour] there needs to be a significant and major advantage to giving up that movementspeed or mobility elsewise the only logical choice will be to go for maximum movement speed in the majority of cases.
     
    Having heavy armour reduce movement speed actively reduces the amount of viable and interesting playstyles and homogenizes players into a strict set of "Good" playstyles. 
     
    Don't inject strawment into the argument. Nobody wants everyone to move at the exact same speed. 
     
    It would far more interesting if your armour choice changed how some of your spells worked rather than changed how fast you ran by some arbitrary amount. 
  22. Like
    potatomcwhiskey got a reaction from Cynwulf in Armor and movement speed reduction   
    There are a lot of things worth considering with regards to armour plate, and movement speed restrictions. I've had this discussion literally mutiple times per year for the last 10 years so please excuse me if I just talk over you all without really addressing an individual point or post.
     
    [Warning, a little bit of something resembling game theory and rambling follows]
     
    Realism - Skip this if you think realism doesn't belong in a fantasy game, read it if you do.
     
    Anyone who is making the argument that armour weighing you down is realistic is making an argument with only one quarter of the understanding of how armour works and what it was designed to do and how it was designed to be used.
     
    Generally Speaking armour does not weigh you down and slow you down in a fight. A slow warrior is a dead warrior. Armour is specifically designed to give the maximum amount of defense with as little encumbrance as possible. Now I was to clarify that I'm specifically talking about high quality infantry armour. We have historical evidence of what amounts to people basically hammering sheets of metal into a rough shape to wear in the defense of their city/village/town. This sort of armour tends to be malformed and heavily restricting to the user. The armour we see in museums is usually the highest quality stuff that was worth saving. 
     
    There are countless videos online that you can find of people doing acrobatics, sprinting in full plate armour with very minimal restrictions to their mobility. And there is also much historical evidence of armour not being a hindrance to warriors[Hint, the people with better armour usually won or lived at least until the advent of the firearm]. So at best the realism argument's only dog in the fight [if we care about shoehorning realism into a fantasy game] is the following:
     
    Heavy Armour should reduce Strategic mobilityThat is, Out of Combat movement speed/Long distance travel. Heavy Armour should make the user tire fasterThat is, drain stamina faster, and slow stamina recovery. Heavy Armour's ecumbrance to the user should be based on it's quality. Now if we don't care about shoehorning realism into a fantasy game then we can basically discard all references to realism out of hand which I believe to be objectively the best decision to be made in a game not trying to simulate reality. Instead we can focus on game balance decisions like reasonable people.
     
    Skip to here if you skipped Realism.
     
    Let's talk a little bit about the benefits and disadvantages of having ecumbrance tied to armour in some way by examining some of the potential scenarios in which armour encumbrance may be relevant in some fashion to the outcome of a player interaction, as well as some of the potential strategic decisions[or restrictions] players will be offered through such a system.
     
    Doctrine and player interaction
     
    In the following section Doctrine here refers to the armour composition of a player or group of players. For example, a player wearing plate would be following a Heavy Doctrine, a group in which everyone wore light armour would be a Light Doctrine. A group composed of a variety of armours would be a Mixed Doctrine.
     
    Additionally in the following section we are assuming that each and every player character has the same base movement speed, mobility and crowd control. Obviously this is not true in the actual game but the goal here is to illustrate potential scenarios in an abstract way to explain the pros and cons of the balance direction. We're also assuming heavier armour confers a significant combat advantage and a significant movement speed penalty and that all players are evenly matched in skill.
     
    Let us say Player A is solo and running around in Light armour. Player A encounters another player, B in Light Amour. They are evenly matched and skill determines the outcome of the encounter. 
     
    Player A is solo, Light Doctrine. Player A encounters another player, C in Medium Doctrine. Player C's heavier armour leads to some one potential outcome: Player A runs away because Medium Armour beats Light Armour. This also holds true if Player C were in Heavy Armour.
     
    However encounters are seldom only between solo players. Were Player A to encounter a group of players, his defacto stance is to run away regardless of their amour composition because a solo cannot beat a group.
     
    Lets examine Player A in Medium Armour. Player A can now only effectively run away from any group of Medium Doctrine or heavier. A Mixed Doctrine group that includes a Light Armour player, and any Light Doctrine group will be able to chase him down and kill Player A.
     
    The same conclusions can be drawn for a Player in Heavy Armour. Any group consisting of Medium armour or light will be able to chase down a Heavy Armour player and kill them.
     
    To read the following, A positive outcome is defined as where a player got an interesting interaction with another player[A fair fight in this case] a neutral outcome is where an interaction was avoided and a negative outcome is where a player died as a result of his armour decision.
     

     
    Thus we can conclude the following.
     
    If there is to be a movement speed penalty and combat advantage to wearing heavy armourSolo players must the lightest class of armour as it is the only armour that has no inherent negative outcomes will having the same number of positive outcomes. [However there are similar problems to do with group interactions of mixed doctrines vs mixed doctrines. I wont go into too much detail on them, other than to say that if you do enough analysis you will come to the conclusion that groups will tend towards lighter armour as their size decreases while larger groups of players will simply try to match how many light armour players they have to the biggest group they have to fight and bring the heaviest armour as the rest of their force resulting in everyone wearing light armour after enough permutations of the analysis.]
     
    Is this a good or bad thing?
     
    Certainly, it is both and neither. There are considerably wonderful arguments to be made for both interpretations of the player behaviour emerging from the system. Its null in my opinion due to my personal stance. I would firmly sit on the side that this is not a good thing for a variety of reasons. However the most compelling follows below.
     
    My personal stance
     
    My personal position is that slapping an encumbrance penalty on heavy armour is lazy and uninteresting. It personally smacks me as a game design pilot error where it wasn't thought about extensively enough to create an interesting system out of it. There is literally infinite ways to create trade-offs between heavy/light armour and mobility restrictions and penalties just seem unimaginative. For example, perhaps heavy armour could make your character louder, or make your character's draw distance longer[seen from further away] or even make your character drain hunger faster. These are just a couple of quick ideas I have pulled out of thin air on the spot and I guarantee you that the developers behind this game could come up with a much better and more interesting and fun way to implement meaningful gameplay differences between the armour sets that isn't [in my opinon] a nightmare to balance and get right - provided they had the time and resources to dedicate to it.
     
    TL:DR;
     
    Realism doesn't belong in a fantasy game Movement speed penalties and combat advantages for wearing different armours in an assymetric game lead to a single optimal choice in a simple analysis[Emphasis on simple analysis]This can be good or bad depending on the arguments you make There are more interesting ways to balance the choice between light and heavy armours than movementspeed in my opinion.
  23. Like
    potatomcwhiskey reacted to Feur in Lets Talk CC   
    I think a yuge pass needs to be done on everything CC related. Who has it, what skills have it, How long it lasts, the cooldown of the skill, ect. I think some classes are a little rediculous at the moment in that department. Looking at you myrmidon. But it's not just the myrmidon I think needs some nerfs in the CC department.
     
    Don't get me wrong, I love CC. It's extreemly satisfying to stun, root, knock-down, ect. an enemy and prevent them from running away, or fighting. But in terms of overall fun, it's not very fun for all parties involved. With how the new mobile combat is shaping up, I'd really like for CC's that prevent movement to be toned down a bit.
     
     
  24. Like
    potatomcwhiskey reacted to canvox in Only way to level skills is over time?   
    Giving an advantage to someone who's worse at the game just because they showed up is literally a participation trophy.
     
    Like, you want a benefit for... participating.
  25. Like
    potatomcwhiskey reacted to Nohmad in Only way to level skills is over time?   
    Actually, it seems to me that you're the one asking for participation trophies.
     
    Player skill should decide victory or defeat in a PvP game, and a player that plays less will generally be less skilled than one that plays more.  You seem to be asking for a system where a less skilled player can overcome a greater skilled player simply by showing up and sitting at a mob camp for hours.  That's the participation trophy -- someone that can't win based on skill, but secures a competitive advantage through a PvE activity.
     
    Edit:  Just saw Canvox's post.  He said it first, and he said it better.  lol.
×
×
  • Create New...