ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I'm still hoping for a "playback" similar to what Civ4 offered, showing how the empires spread across the map, taking note of when colonies where founded, wonders built, wars declared or ended, maybe even notable battles.
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Frogsquadron wrote: Graphics are the most labor-intensive part of a game by quite a significant margin...
But as an avid ES player I agree with you on principle, I'd love all these things too! But my colleagues doing the planets would probably try to poison my drinks or something.
You're young , you're strong.. you'll recover. So.. doooooo eeeeet!!!!
Frogsquadron wrote: Graphics are the most labor-intensive part of a game by quite a significant margin...
But as an avid ES player I agree with you on principle, I'd love all these things too! But my colleagues doing the planets would probably try to poison my drinks or something.
I think that i believe pyruvat and bilirubin is a probable antidot for styrol but it makes that you get wings, and para ectoplasm makes Pinchers maybe i recommend me heavenly that i shouldn´t defraud to be a doctor. One Zoidberg is enough. :-D
I'm very happy to hear that events and quests will now involve more splitting branches. If I understood the GDD correctly, even the faction main quests will have a few branches.
However, I do agree with the others that rewards should probably be randomized from a themed (and potentially "leveled") pool. I might even considered using a themed pool for the quest tasks. For example, a Sophon quest about science generation could ask you to discover two new techs, to produce more than 500 science for 5 turns, to bring a city to a science output of 300 for 5 turns, or to bring several cities to a science production of 100 for 5 turns. That way, players would learn roughly what to expect of quests, but they wouldn't know the specific tasks, which would improve replayability by preventing a "standard build order" for the quest.
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But yeah, slight variations to the overarching story of the factions would be a nice change, because it began to get a bit draining playing though the "same" missions while playing through the story of EL, Art and such wouldn't need to be changed much, just choosing different methods to complete the mission,
say the mission is saying you factions need to grow, one game it might suggest conquer a new world, another it might say increase food production, another might be to target a particular planet, or to increase the population of a planet to a certain amount.
Creative thinking to get around wording... being the main thing was Grow, creating a selection of mission scenarios that relate to it, so the system can choose from a selection, and it half forces the player to change styles or consider options.
That being said they would stay in the lines of the Factions lore, you wouldn't want the Game forcing the pacifist race to destroy X number of ships of its ailed Faction
What this makes me think of is the anticlimactic way games can end. For me, at least. You may spend hundreds of turns carefully building your empire up, and then when the game finally ends, you get a little congratulatory victory message, and it let's you decide to keep playing or get dumped at the results screen. A nice, brief epilogue with some original artwork or something would be nice, at least. Especially if you lose. Have a few sentences about how your civilization was overrun and devoured by Cravers, or how your people were forced to submit to the sheer economical power of their neighbors, and it wouldn't be quite as disapointing an end.
Might be an odd request, but it doesn't seem too difficult, and it would give a better sense of closure to the grand history of your empire. Or something like that. And while it is more about the journey than the destination etc, it would be a nice payoff for everything you've spent the last several hours doing.
razielreaper wrote: If it isnt too much of a bother
Graphics are the most labor-intensive part of a game by quite a significant margin...
But as an avid ES player I agree with you on principle, I'd love all these things too! But my colleagues doing the planets would probably try to poison my drinks or something.
I'm still hoping for a "playback" similar to what Civ4 offered, showing how the empires spread across the map, taking note of when colonies where founded, wonders built, wars declared or ended, maybe even notable battles.
I'm still hoping for a "playback" similar to what Civ4 offered, showing how the empires spread across the map, taking note of when colonies where founded, wonders built, wars declared or ended, maybe even notable battles.
That would be awesome. I remember Total War would leave monuments on the map at the site of a particularly notable battle. Wasn't sure how it was decided, but it was a cool feature. Would love to see something along the lines you suggest.
VieuxChat:some heroes could obtain the trait “nemesis” and share quests/events in order to develop their relationship. We could also go for pre-written stories revealed during specific quests and launch them when the two heroes are unlocked by players.
I don't know what "VieuxChat" is supposed to mean but this reminds me somewhat to the elevator in Dungeon of the Endless. And I would like that.
VieuxChat:some heroes could obtain the trait “nemesis” and share quests/events in order to develop their relationship. We could also go for pre-written stories revealed during specific quests and launch them when the two heroes are unlocked by players.
I don't know what "VieuxChat" is supposed to mean but this reminds me somewhat to the elevator in Dungeon of the Endless. And I would like that.
Pretty sure VieuxChat is just the name of someone in the VIP program and not a gameplay concept
What this makes me think of is the anticlimactic way games can end. For me, at least. You may spend hundreds of turns carefully building your empire up, and then when the game finally ends, you get a little congratulatory victory message, and it let's you decide to keep playing or get dumped at the results screen. A nice, brief epilogue with some original artwork or something would be nice, at least. Especially if you lose. Have a few sentences about how your civilization was overrun and devoured by Cravers, or how your people were forced to submit to the sheer economical power of their neighbors, and it wouldn't be quite as disapointing an end.
Might be an odd request, but it doesn't seem too difficult, and it would give a better sense of closure to the grand history of your empire. Or something like that. And while it is more about the journey than the destination etc, it would be a nice payoff for everything you've spent the last several hours doing.
The-Cat-o-Nine-Tales wrote:
I'm still hoping for a "playback" similar to what Civ4 offered, showing how the empires spread across the map, taking note of when colonies where founded, wonders built, wars declared or ended, maybe even notable battles.
Yeah, more of it ! Amplitude, implement that stuff !!
What this makes me think of is the anticlimactic way games can end. For me, at least. You may spend hundreds of turns carefully building your empire up, and then when the game finally ends, you get a little congratulatory victory message, and it let's you decide to keep playing or get dumped at the results screen. A nice, brief epilogue with some original artwork or something would be nice, at least. Especially if you lose. Have a few sentences about how your civilization was overrun and devoured by Cravers, or how your people were forced to submit to the sheer economical power of their neighbors, and it wouldn't be quite as disapointing an end.
Might be an odd request, but it doesn't seem too difficult, and it would give a better sense of closure to the grand history of your empire. Or something like that. And while it is more about the journey than the destination etc, it would be a nice payoff for everything you've spent the last several hours doing.
A better option than that would be to have the galaxy change dynamically due to the progression along certain quests. To take the example of Alpha Centauri, Planet became much more ecologically active the further you pursued the transcendence storyline, and this was reflected in the increasing urgency of the flavour text and stuff. One of my problems with Endless Legend is how the flavour text for your quests would talk about how the planet's ecology was permanently ruined or how all the other factions were ready to bend their knee to you when that wasn't necessarily the case ingame at all.
This is pretty interesting. I think quests are super time-consuming and a bit complex to create, but I also think they're really, really fun.
A modding tool would be great because then you could get to a point where there were so many quests that you might not see some of the quests for 7-8 playthroughs (or more).
But overall, I really love this aspect of the game.
Very interesting stuff there. I really enjoy the idea of competitive quests and teaming with allies to maybe get less of a reward (if they succeed) compared to a person who did it solo gaining a greater reward.
The idea of Narration will definitely be an additional aspect of the game that I will look forward too, and honesty would like to see a lot of. It will make each game unique each play through!
They are like bits which transcend one specific gameplay. Imagine that in one game the player conquers the galaxy. In the next game, the empire of the previous game vanished and the player starts over. But the player finds hints and derelicts of its previous playthrough. Those could give different endings to an existing quest, whchich would be locked the first time quest is played.
Let me coin the term QUEST KEYS. Achieving a key is unlocking the start condition or progressing a quest to the next step. Transcendental keys remain on their state across multiple playthroughs.
The game would have certain settings, flip-flop states for certain conditions, which comprise those keys. When a new game is created, the state of all transcendental keys is used to set up the starting conditions of the game and which quests/branches will be out-of-reach.
Once one or more of those keys are unlocked, they are saved to the global game settings. While unlocking these keys won't affect the current game - the starting conditions cannot be changed - they will be in a different state if the player starts a new game, allowing for more options.
Some of those are progress-based and once turned on, they unlock more possibilities for all future games.
E.g.: Achievements. Each achievement equals to acquiring a key.
The faction quest can have one or more locked branches. The first time the player wins via faction quest, it will have a storyline. The second time, it will have additional options, because the game starts with teh achievement already unlocked. This makes for an opportunity to give more value for repeated playthroughs.
Other can flip back and forth between two states on each playthrough - if the player chooses differently each time - or remain at the same condition every time.
One Endless Wonder may be changed between two states during the gameplay. Depending on the state it is evolved to (e.g. militaristic or diplomatic) it will leave a different starting condition in the next game.
An anomaly, event or wonder may have a result of having one hero of any faction to be frozen in stasis and removed from the game (details would be inside the quest). That same hero may be rescued from stasis by a quest with level, skills and all items in a a subsequent game.
Some quests could be specifically designed to be unsolvable in the first playthrough, requiring the player to leave a hint for itself. Only if the player flips the right bits the quest would become fully solvable in a future playthrough.
Everything sounds quite fantastic! I had suggested, among others I am sure, for EL quests to provide choices across the storyline. I am glad to see this will be implemented in ES2.
Though I am torn between random rewards or set ones. On one hand, I understand the replay value it would create to have randomized rewards every time to play the quest and make choices. On the other hand, the rewards should be tied to the spirit behind the choice. It would be odd to receive a military tech for making a pacifist choice. In addition, quest rewards allow for the fleshing out of the faction even more, like they did in EL.
So I suppose quests could have both types of rewards, which would establish enough randomization without compromising the spirit of the quest and the faction.
I also very much like hero-centric quests. I am very glad ES2 is going to take a more fleshed out and detailed route with its heroes, an area which EL was sadly lacking in.
All in all, I am very intrigued!
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Sounds really interesting. I really like hope there's a lot of variety; it'd pity to have a quest structure that's more or less the same. More hero stuff is always nice, and quests sound like a really good thing here. I think there's a lot of potential for dynamic, procedural quests here; like a quest could appear when your colonies were sieged sometimes where you'd be able to for some cost of some kind delay the enemies siege progress or damage their fleets; with different possibilities and outcomes depending on several factors from heroes on both sides to defense and FIDS of the system.
I also gotta say that I'm no big fan of Brazillain Joes idea of having quests affect future quests in future playthroughs. Now first off there's the technical problem with how that would work in Multiplayer, and the lore problem where each game is a new independent one but I also feel like it would turn the game too much into a gotta replay it 5 times to get the good ending type game. I really feel like that's totally not fitting what type of game Endless Space is.
IMO Amplitude did a good thing in ES1 and a better one in EL. I liked and enjoyed a lot how quests were in EL.
This feature is one of Amplitude strong points, and for now they're the best in narrative an quests terms (even Civ BE quest system seems to be a poor imitation of EL), so I'll like to see what they can do with the remaining time and this new, more complex and partially-randomized system (yes I hope most of rewards being theme-related, but randomized from a pool)
Brazilian_Joe wrote: Transcendental Quests, Traits, Items, and Lore:
They are like bits which transcend one specific gameplay. Imagine that in one game the player conquers the galaxy. In the next game, the empire of the previous game vanished and the player starts over. But the player finds hints and derelicts of its previous playthrough. Those could give different endings to an existing quest, whchich would be locked the first time quest is played.
Good idea!
You can consider also leaving items players can get using curiosity from factions which were defeated on previous games, like: "You've found a powerful module from ancient and forgotten people", and just follow this idea, even if it appears only in narrative terms and not having any effect in the game (of course if not enough time, first develop the AI).
Will AI be able to actively participate in cooperative and competitive quests?
Like, if there's a global event, that puts global penalty to all factions and associated cooperative quest to negate it for everyone, I won't be happy to be the only empire caring to do so.
We're glad to present to you a brand new Game Design Document about Narration! First of all, we will explain why we want to bring narration into our game and what we want it to bring to the game.
GOAL
The Narration is of course a way to make you discover the Endless universe: major factions and minor ones, resources, galaxy lore, etc. However if you can discover the past, you should be able to change the future, or to choose what it is supposed to become. Narration should also bring moral choices and gameplay choices in order to make your game unique. The same part of the Narration could be shared by several players: sometimes they will need to cooperate, and sometimes they will be in competition. Besides, spending time to accomplish deeds deserves some advantages. Even if the easier objectives will correspond to classic rewards (resources, Dust, etc.), the hardest ones will be rewarded by unique technologies, super effects on systems, and maybe even a private node?
HOW
What shape will the Narration take in ES2? We’ve decided to mix Endless Legend’s quests and Endless Space 1's events.
Event in ES2
Narrative elements, where the player could choose his/her own reaction. There is no specific achievement to do. Nonetheless, we can notice that the event could have some effects on the Galaxy (like winter in Endless Legend).
Example of an Event:
The Effect/reward of an Event could be unknown
Quest in ES2: Narrative element where the player could have to choose between several objectives. The chosen objective then needs to be accomplished by the player. In consequence, the player could have access to a reward corresponding to their choice. Moreover, the next step or chapter of the Quest will be linked to the choice made by the player.
Some quests could have no choice, and a quick objective to meet.
Example of Quest:
In this Example, all players have the same chapter. They then need to choose between a Militarist resolution and an Economic one. For example, assign a Hero as Governor or as Admiral.
Then the player who chose the Economic choice and who has assigned a Hero as Governor sees only the version “Chapter 2 Economic”. Maybe it is a Civil War, contrary to the Chapter 2 Militarist option where a mutiny occurs.
In Chapter 2, the player can choose again between an Economic resolution or a Militarist one. Thanks to this choice all players can have access to Chapter 3 Economic, or Chapter 3 militarist. But this time, players are forced (decisive choice before?) to accomplish one objective corresponding to the Chapter version.
I hope you enjoyed our super-fancy graphs… Now, let’s talk about when these quests and events occur.
WHEN
Narrative Elements (quests and events) have a lot of different ways to trigger.They are forced (major faction quest: each time the player finishes a chapter, the next one is triggered)
They happen randomly (exploration quest: you were exploring a curiosity and suddenly an Endless appears)
In reaction: the player is doing a specific action or something occurs as a consequence of their actions (lose population, discover a major empire, etc.)
The complexity of a quest, its tone, and the number of choices will depend on the trigger. If the quest is forced, the objectives will be longer and harder to accomplish, but the reward (access to the victory quest?) will be higher too.
QUEST TYPES
Alright, we’ve talked about quests, events, explorations, major factions… So let’s talk a little bit about what kind of quests and events we’ll be able to find during the game!
The major faction quest
Specific to the original population played by the player:
It is very specific to the faction selected at the beginning of the game. It is composed of chapters (around 4). All these chapters ask the player to choose between several reactions. If some of them follow clearly the playstyle of the faction, some will allow the player to act very differently (The Sophons’ objectives could be “exterminate X factions”). After this choice, the player should accomplish this objective to have access to the next Chapter. The lore in this chapter will depend on the choice: if two players make different choices, they will not see the same story.
Exploration Quest
The exploration quest should be shorter and lighter than the major faction quests. Even if some exploration quests require choices, or have chapters, they should be the occasion to discover the galaxy’s secrets and receive helpful rewards.
Hero Quest
Hero quests are focused around a hero. Depending on the faction or the class, they are triggered when the player uses often a Hero (level, assignment and so on). It is the occasion to learn more about a hero’s background and give them a specific future. Rewards given by these quests are rare and obviously focus on the hero.
Population
Similar to exploration quests, population quests should be short and light. They are the occasion to learn more about the relationship between factions, their customs, their favourite sports etc. Those quests could be triggered by immigration, cohabitation between enemy populations, low/high approval and such. Reward should be focused on population and economy.
However, you can also encounter multiplayer quests:
Cooperative Quest
Cooperative quests could affect several or all the players. It could have one or two chapters and sometimes choices. This could turn the Cooperative quest into competitive quest with treachery and deceit… The reward system is a little bit specific: even if the reward should be helpful to all empires, only the best players will receive a special reward, depending on their contribution. This “podium” will be visible by all players involved in the Quest.
Competitive Quest
Competitive quests involve all the players or several ones. The goal is to be the best, the first, the most productive to win the final reward – probably huge and helpful - There could be choices – in order to create a competitive quest: allowing teams – with your allies for example? The rewards could be different in function of the choices and objectives too.
EVEN TYPES
Global Events
As for winter in Legend, global events should affect the whole galaxy or a large part of it. It could affect systems, production, Empires, war… It could require a choice, a decision. The result of the event could be only effects (penalties, bonus with a duration, etc.) or a quest.
Solo Events
Contrarily to global events, solo events affect only one empire or a small part of the Galaxy. The player can choose between options to decrease or increase the event’s effects. But sometimes, she/he is forced to suffer the consequences or doing a quest to stop these effects.
VIP FEEDBACK
About Rewards:
Reward type will depend on the chosen branch (if it is a lore quest) or on the quest type (if it is a little quest). If rewards could be randomised to avoid pre-default choices (“I know there is a Super-Module at the end of chapter 3, so I’ll fill all the objectives until this chapter and stop here”.) It would be mainly the case in the exploration/population quest, in order to not disappoint the players (“This super module was super-useful… was”)
About the variability of Quests:
Our purpose is to avoid spawning the same event/quest twice in the same game. We want enough restrictive conditions to launch the quests which could allow a better variability of narrative events from one game to another.
About links between population and Quest:
Branches should follow the population’s desires. However, in order to give more freedom in terms of gameplay and in terms of moral choices, we could make some “original branches” appear (Benevolent Pacifist Cravers anyone?).
About Cooperative and competitive Quest:
Some players could be selected as participants in a quest depending on their location in the galaxy, while the other players will receive a quest later. Always about player’s selection, if some quests required specifically a political ideology, only empires which already possess this political ideology would be selected.
About the Political Ideology and the Quest:
Some quests are associated to a population. If this population prefers a political ideology that the player doesn’t have yet, the player could still fill this quest. The objectives could increase this political ideology and it could be the occasion to make this political ideology appear. (Example: migrating Cravers into the Sophon Empire trigger the quest “destroy X fleet”, which is typically a “military quest”, even if the Sophon Empire doesn’t know the Military Ideology.)
Hero Quest Reward:
The hero quest could provide two types of rewards: exclusive ones (only received by the concerned hero: experience, level, skills, etc.) and the shared one (that all the heroes could use: modules etc.).
About Modding:
For the moment, quests are built in XML files, but we don’t exclude idea to create a tool making modding easier.
VIP SUGGESTIONS
Adventurer_Blitz: Some quests could affect a part of the galaxy, for example some lanes, some systems.
VieuxChat: some heroes could obtain the trait “nemesis” and share quests/events in order to develop their relationship. We could also go for pre-written stories revealed during specific quests and launch them when the two heroes are unlocked by players.
Thank you all for reading! Let us know what you think.
When a new game is created, the state of all transcendental keys is used to set up the starting conditions of the game and which quests/branches will be out-of-reach.
Once one or more of those keys are unlocked, they are saved to the global game settings. While unlocking these keys won't affect the current game - the starting conditions cannot be changed - they will be in a different state if the player starts a new game, allowing for more options.[…]
The faction quest can have one or more locked branches. The first time the player wins via faction quest, it will have a storyline. The second time, it will have additional options, because the game starts with the achievement already unlocked. This makes for an opportunity to give more value for repeated playthroughs.
It is quite interesting
It requires a lot of lore, texts and pictures to make it consistent enough but I like this idea, especially if it concerns the lore quest and some solo quests too. If those quest keys affect the quests, it would be nice and rewarding for players. However, if it concerns the starting conditions (I mean advantages for 1 player) it could create edge cases and exploits ^^
Some quests could be specifically designed to be unsolvable in the first playthrough.
It could be very frustrating though, if it can’t be solved/be failed whatever the player does. But, it could be fun to have a glimpse of futures consequences, or having access, through a mysterious event, to a warning or something “bizarre”, and finding the resolution in the next game.
I like this idea. I think it requires some tweaking and design but it is nice overall As Sinnaj63 said, it could generate some technical issues, but if it doesn’t break multiplayer balancing maybe we could do something similar. We will think about that. That kind of idea could be added in the future (maybe in a DLC after the release). Thanks a lot
KnightofPhenix
It would be odd to receive a military tech for making a pacifist choice. In addition, quest rewards allow for the fleshing out of the faction even more, like they did in EL. So I suppose quests could have both types of rewards, which would establish enough randomization without compromising the spirit of the quest and the faction.
Lo-fabre
(yes I hope most of rewards being theme-related, but randomized from a pool)
I completely understand what you mean. Indeed, if we randomize rewards, we can design a “pool” of rewards, which are the same value/nature (military rewards, pacifist rewards etc.) to avoid that kind of situation. If there is a crucial reward for a lore quest, it will be stable from one game to another ^^
Sublustris:
Will AI be able to actively participate in cooperative and competitive quests?
This topic is still in discussion. We don’t know yet if the AI is able to resolve quest properly or not. In both case, cooperative and competitive quests should stay playable in Solo games.
All: thanks a lot for your comments! It is really nice of you and motivating for the team
lo_fabre wrote: IMO Amplitude did a good thing in ES1 and a better one in EL. I liked and enjoyed a lot how quests were in EL.
This feature is one of Amplitude strong points, and for now they're the best in narrative an quests terms (even Civ BE quest system seems to be a poor imitation of EL), so I'll like to see what they can do with the remaining time and this new, more complex and partially-randomized system (yes I hope most of rewards being theme-related, but randomized from a pool)
Good job!
I was thinking along the same lines as you when reading about the rewards. The building quests in Civ BE were a no-brainer by about the second play through, partially because you knew what to expect and also because of how unbalanced they were. If they're partially randomized while being thematically correct it would really help the replayability aspect! Also if the rewards are visible before selecting the path PLEASE try and balance them as best as possible!
Ashbery76 wrote: Yeah the problem with linear quest like in Bert is they stop being interesting pretty quick.It needs random elements.
THIS.
So damned true. The quest system in Endless Legend is fun the first 1 or 3 times you see it, but it does get boring. If not for the unique rewards, I wouldn't bother with them. When I do actually do them, I don't waste time reading the awesome (sorry Jeff) text.
For more interesting quest types, check out Thea: the Awakening or Sorcerer King. They have branching quests of various types. I say that knowing how hard it is to balance quests, especially main quests, but I'm just sharing my thoughts here anyways.
I would also suggest randomization in general is what keeps 4X games interesting. XCom became very predictable once you "learned" the maps and enemies. XCom 2 remains terrifying even late game because you have no frame-of-reference on any map.
I like the idea a lot. Hopefully, it would be interesting if a "main" storyline, like the EL chapters, would actually use the proposed changes system. It would be really cool to see visible changes related to gameplay/the world. Also, races should affect the conquered worlds further as they progress. If it isnt too much of a bother, I'd love a more detailed view of a race's planet, or at least capital, in the planet viewer/ artwork. Would honestly love to see a Sophon or Craver world as it develops. May be a bother for development, but as the player develops, one could see visible planetary expansion. Just sayin
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"Blame is not for failure. It's for failing to help or ask for help." -Jorgen Vig Knudstorp
monkeynaut
Door
29 500g2g ptsReport comment
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UnblockCancelRidiculi
Aurigan Heretic
Ridiculi
Aurigan Heretic
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UnblockCancelVIPGroo
Enthusiast Survivor
May the force of Auriga be with you, young Padawan !
VIPGroo
Enthusiast Survivor
51 400g2g ptsReport comment
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UnblockCancelVIPSinnaj63
Wannabe Clone
I have transcended my feeble form as Sinnaj63 and become Sinnatio, the closest to Horatio a mere being such as myself can strive to be.
VIPSinnaj63
Wannabe Clone
67 000g2g ptsReport comment
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UnblockCancelatejas
United
atejas
United
23 600g2g ptsReport comment
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UnblockCancellilyophelia
Shadow Lord
"For every complex problem there is an answer that is clear, simple, and wrong." -H. L. Mencken
lilyophelia
Shadow Lord
14 000g2g ptsReport comment
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UnblockCancelo0ber
Guardian
o0ber
Guardian
28 500g2g ptsReport comment
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UnblockCancelBrazilian_Joe
Refreezerator
Bah humbug!
Brazilian_Joe
Refreezerator
18 600g2g ptsReport comment
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UnblockCancelVIPKnightofPhoenix
Empire VIP
"One can only match, move by move, the machinations of Fate...and thus defy the tyrannous stars." - Kain
VIPKnightofPhoenix
Empire VIP
26 000g2g ptsReport comment
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UnblockCancelVIPSinnaj63
Wannabe Clone
I have transcended my feeble form as Sinnaj63 and become Sinnatio, the closest to Horatio a mere being such as myself can strive to be.
VIPSinnaj63
Wannabe Clone
67 000g2g ptsReport comment
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UnblockCancelVIPlo_fabre
Cosmonaut
This: https://www.youtube.com/watch?v=pGLYu94U3IU remembers us that "impossible" is only a word.
VIPlo_fabre
Cosmonaut
50 100g2g ptsReport comment
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Cosmonaut
This: https://www.youtube.com/watch?v=pGLYu94U3IU remembers us that "impossible" is only a word.
VIPlo_fabre
Cosmonaut
50 100g2g ptsReport comment
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UnblockCancelSublustris
Lore Guardian
Line your necks up, monsters. I just sharpened my sword.
Sublustris
Lore Guardian
48 400g2g ptsReport comment
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UnblockCancelRomeo
Literary Transformer
Never shift in to reverse without a backup plan.
Romeo
Literary Transformer
38 900g2g ptsReport comment
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UnblockCancelDEVSteph'nie
in Disguise
Blah blah blah.
DEVSteph'nie
in Disguise
43 600g2g ptsReport comment
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UnblockCancelDEVquaedam
Dev
DEVquaedam
Dev
31 900g2g ptsReport comment
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UnblockCanceljlc2
Mirror
jlc2
Mirror
12 100g2g ptsReport comment
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UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
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UnblockCancelAshbery76
United
Ashbery76
United
36 100g2g ptsReport comment
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UnblockCancelVIPNasarog
Analyzer Officer
I know nothing. To learn more, come visit us @ eXplorminate.net
VIPNasarog
Analyzer Officer
36 700g2g ptsReport comment
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UnblockCancelRomeo
Literary Transformer
Never shift in to reverse without a backup plan.
Romeo
Literary Transformer
38 900g2g ptsReport comment
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UnblockCancelrazielreaper
Forgotten Lord
razielreaper
Forgotten Lord
18 700g2g ptsReport comment
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