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 have mixed thoughts on how happiness can be a game-ending mechanic now. I misjudged an election as the Cravers and ended up with 100% of my Senate being religious while only about 15% of my population was. All of my systems went into open rebellion over the election results and I bled out all my FIDSI.
I'd like some kind of last-ditch political repression button to make up for situations like that at the cost of a lot of industry or influence.
Haelmatrel, to answer your question about forests,
Building description are unclear: Most likely a copy/paste mistake; however I found the buildings description quite confusing. A simple example is the first industrial building in Era 1, granting +5 industry per forest. What does represent forest, here?
It's one of the possible features on certain planets.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To 3:
There is one actually, okay its only your systems, but well, better then nothing...
Research really needs an overhaul. I knew I wouldn't be happy with research eras after reading the GDDs, but after playing a bit, I abhor them. If I want to focus on just one branch of research like in ES1, why not let me? I loved that tech tree. Needing resources to be unlocked kept you from completely neglecting paths, but still gave you plenty of room to do what you wanted. Eras also let you learn advanced tech in fields you've previously neglected. It makes no sense thematically to skip past early advances.
Additionally, having tech increase in cost since you researched something else makes no sense to me. If anything, it should be the other way around! This is a major problem in an ES game since there are so many techs needed just to colonize different planets. I know it's late as EA is upon us, but this was my first chance to try it myself and see. Please, please, please, make some drastic changes to research (hopefully back in the direction of ES1)!
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
Sending out expeditions and probes also creates science support, but not nearly at a high enough rate compared to Industrialist or Militarist.
That's also probably a feature of the Early Access AI -- if you play the game right now you invariably face opponents who focus on expansion/military above all else and that influences how your people respond.
game feels great so far but I feel like the approval system defiantly needs some rework because it is very difficult in the mid game especially when you play cravers or change your government type to anarchy because if you have a diverse population your guaranteed to lose happiness with every election. also love what your doing with the trade routes just wish there was a way to seem them on the map without the economic screen. I feel like the battle camera needs a bit of work because most of the time its either too close or far from the action and the scroll speed of the manual camera is too slow and doesn't let you see everything. perhaps also adding more ship types and hulls too make the battles feel a bit more fleshed out, I would love to see more than just 4 hull types and I know since es1 amplitude normally hasn't had more than about 4 unit types(although in el you could get more through minor faction assimilation), I also feel like more hull types would add to the variety of possible play styles and make the game look better on top of giving you more research options. Lastly I REALLY don't like this tech tree, I loved the es1 tech tree it was amazing and I never felt limited by it but this one just feels too much like the el one, not that theirs anything wrong with it but I just feel like for the sequel to es1 if your going to bring back a tech tree I think it should be the tech tree from es1 not el
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To 3:
There is one actually, okay its only your systems, but well, better then nothing...
1) After the first two election, militarist and industrialist tend to be the leading parties, no matter how you played. There seems to be a lot more actions that give them support, vs. very little actions that give the other parties support (es. Scientific party only gains it by building science building or research tech leading to science building); I know that having only military and score victory (and a simple IA for enemies) tend to favor militarist, so it's not a critic, just an observation.
2) After every battle, the "Guard" fleet state untoggle itself, leaving other enemies free to move away. That's a little unfair, given that IA doesn't have this problem.
3) There's a dire need of the good old empire overview, where you can see a list of all planets with a small summary. The economy scan is good, but can't replace it.
To be honest, i remember only vague endless space 1 and i did find that repair button you guys talk about by accident. I always used the fleet manager screen because i thought it has no direct repair button. Nothing against the UI so far, but some of the buttons are extremely small and yeah, while a wrench should be self explaining, it is A: Extremely small and B the entire interface was for me primary on the left side with the big buttons. I found the whole UI on the right side for ships after an hour playing ;)
Still happy i found it too but it did, in fact, take time. On the other Hand you got only expert mode and no proper tutorial for UI explanation. I am sure it will change in the future and their will be better tutorials for the entire UI.
If I recall correctly, when you start a game there's a greyed-out option for a full tutorial, so yes, there'll be a more extensive one probably closer to release.
Ok, I've played 2 games so far and so I'm coming with some feedback.
What I've liked :
- Map and UI are beautiful, and very clear.
- New visual (ships and characters) are stunning.
- New trade system is very intresting. Finally a 4X with a really intresting trade system.
- Exploration with probes is very fun.
- Battle plans are way better than what they were in ES1. Tho I hope more battle moves will be coming soon.
- New tech map is very cool. It's nice to not feel limited like in a classic tech tree.
- I love the fact that strategic and rare ressources comes in limited supplies.
- Kinda like the whole political stuff.
- I like to have more race in a single faction, as well as being able to assimilate other races.
- Ground battles are cool.
What I didn't like :
- Science cost increases. That's the major drawback for me. Having an Era I technology costing as much as half an Era III technology makes totally no sense to me. I understand that you don't want us to rush half the Era I in one turn but this seriously needs to be balanced. You don't upgrade your science to research faster, you do it to not research slower, and that's very, very frustrating. It's even worth when you consider that most technologies are mandatory. If you could achieve victory by selecting a "path" and sticking to it it would be ok but that's not the case.
- Battle camera isn't showing the battle. It's too close too a single ship and only focus on showing the ship instead of the whole battle. Manual camera isn't much better, as it moves waaaay to slowly.
- Government cycle too fast, but maybe it's because I didn't tried other government types yet.
- It lacks some solutions to manage approval, especially in mid game.
- There's not enough political things you can do between elections. Again, maybe it's related to me sticking to the first government type.
- We need to have a display of our rare ressources stock, like we do with strategic ressources.
- I think we should have a way to repair ships over time without specific modules when they're in our territory. Of course there's insta repair with dust but there should be an other option. Those shipyard that built those ships surely can fix them.
Suggestions :
Just allow us to group systems, so we set a building queue for a whole group, and AI spread it between each system so instead of spending 5 mins clicking ships again and again, we do it once and for all. Also, rallypoints, so fresh ships are automatically placed in transition fleets and automatically regrouped at the rally point. At the moment it's not that important but when we'll be playing on huge galaxies and building 20+ ships / turn, it'll be very handy.
If you don't want to lower tech cost's incrementation, maybe allow us to research more low grade tech at once. Like, if we reached Era II, we can choose to research either one Era II tech, or two Era I techs at once. I really think it should be easier to go trough Era I tech than it is at the moment. Also, maybe you should add filters to the tech tree, like "I want only techs that improve Dust production / unlock buildings that do so to be displayed". Would be a bit easier to find the tech that suits your needs.
It could be cool to have more interaction with minor species. Like, for instance, hiring them as mercs, or getting them to trade with you. Or even hire them to produce some of your ships, or to share their exploration data with you.
Also, it lacks mass destruction weapons. The kind that could raze a planet :P
That's it for now. Of course, there are much things to adress that related to the game being in early access (lack of a lot of techs / ship modules, turn limit, galaxy size limit, only 4 races ...) but this will naturally be resolved as the game go further in developement.
To be honest, i remember only vague endless space 1 and i did find that repair button you guys talk about by accident. I always used the fleet manager screen because i thought it has no direct repair button. Nothing against the UI so far, but some of the buttons are extremely small and yeah, while a wrench should be self explaining, it is A: Extremely small and B the entire interface was for me primary on the left side with the big buttons. I found the whole UI on the right side for ships after an hour playing ;)
Still happy i found it too but it did, in fact, take time. On the other Hand you got only expert mode and no proper tutorial for UI explanation. I am sure it will change in the future and their will be better tutorials for the entire UI.
I was expecting the button to be located on the left (see figure), that shows all available options related to the selected object; here, my damaged fleet.
I don't know what you think about it, but I would expect critical options, such as repairing a damaged fleet, to be more visible on the screen.
The left side are "global" system-wide actions. The right side are "local" fleet-specific actions. So they only affect the fleet currently selected, whilst the other options affect the entire system ( Ark Anchoring, Guarding, etc... they are not actions tied to that specific fleet) - I think it´s perfectly fine.
I was expecting the button to be located on the left (see figure), that shows all available options related to the selected object; here, my damaged fleet.
I don't know what you think about it, but I would expect critical options, such as repairing a damaged fleet, to be more visible on the screen.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Good point Sir-Roger. I should elaborate more on those kind of 'UX' topic, especially by adding screenshots :D
I couldn't find the button you are referring to. I spent something like 10 minutes before giving up and thinking that I might not have unlocked a pre-requisite for doing so (e.g.: technology or building).
To me, repairing a fleet is a basic functionality that you will most likely call a lot of time. I would have assumed that I could have found it in the fleet action panel (map mode), but couldn't find it there.
I would suggest to add this button, or if it is already the case, to make it more visible.
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
Did you find the small fleet repair button that is on the main map mode? It has had that spot since its predecessor ES1. It would be interesting to know why you found it hard to find, if you could elaborate a bit on the subject that would be great
Some additional feedbacks from my early game testing:
General:
Building description are unclear: Most likely a copy/paste mistake; however I found the buildings description quite confusing. A simple example is the first industrial building in Era 1, granting +5 industry per forest. What does represent forest, here?
Vodyani:
Anchored Ark being destroyed if failing to defend against a land invasion: It seems the Ark is automatically destroyed if an enemy succeed a land invasion in a system where your Ark is anchored. This is to me, a strange behavior.
Population per system: Need more clarity on how Vodyan' population is calculated per system and per planet. At the moment if an anchored Ark reach a population of 3 in a 4 hospitable planets system (no pop limit considered), it seems that my system population is 12, having thus a strong influence on the buildings bonuses. However the displayed system pop is equal to 3. We would clearly benefit from more clarity here.
User eXperience:
Basic options difficult to find: It took me 10 minutes before figuring out where the Fleet repairing button was located in the interface. I think that such an important functionality should be added to the Fleet UI on the map view.
I think the strategic resource shortage will be alleviated somewhat when the marketplace gets implemented. I do agree that after an early game rush it kind of falls off. Makes preserving/retrofitting your initial fleets more important.
Also I second the science cost complaints. It makes the Sophons even more OP because they can pull ahead of everyone else and their advantage gets progressively stronger the further they pull ahead.
I just want to piggy-back on this excellent post by applecat. I agree with him absolutely that Science throttling is very stiff in the game, which has a variety of knock-on consequences, the worst of which is that it can be difficult to adjust your strategy to new developments. I have only gone on two playthroughs, each to around turn 60 at which point I felt as though I had dug my civ into a bit of a coffin (for different reasons). These are just general balance thoughts.
CRAVERS
What a rush to play! I went what I felt to be the obvious route, building a basic infrastructure then cranking out Slicers and settling/invading rapidly. As often happens once you hit your stride in the early-game with these sorts of "Zerg Rush" factions, I had 4 or 5 systems many of which I took within the space of a few turns of each other. One was from rushing a Colony race against the Lumeris, one was from invading a system with even more Kalgeros (huge mistake), and the others were from my own colonies. The first thing that happened as this played out was my Happiness tanked, as every election was giving me absurd maluses from the minor/major faction pops I ended up. By the time I realized the problem I was out all manner of FIDSI on all worlds and my population levels were sinking at a delirious rate (the Kalgeros I began with were hilariously evacuating my core worlds, which at least felt almost like a self-fixer). Looking back at this, I mostly only have myself to blame, it's necessary to have these sorts of checks against wide aggro strats. However the Happiness problem was relevant from the very first election, where my native Kalgeros pop gave me a 15 or so percent Happiness malus to my civ (as a side effect of Totalitarian gov't). This was a harbinger of the pain to come.
I dug myself out of that problem with hero reassignments (Loyal Flock is a vital faction trait I guess!) and a hasty research grab at Infinite Markets (around turn 30 or so) and was running my quest line finally, having settled down on the new colonies for a good bit. I had chosen the Religious branch of the Craver quest line (I'll be vague to avoid spoilers). A couple of links into that chain I obtained an item which needed to have a custom quest structure built on one of my planets for it. This structure's costs included 50 Titanium and 50 Hyperium! I was alarmed and dismayed, as due to the nature of my early expansion rush I had grabbed both strategic resource weapon/defense techs and gone on an upgrade binge with my ships, which was critical to letting me succeed militarily. I had lucked into some replenishing Titanium resources (around 2 a turn...) but there was no Hyperium on planets anywhere near me, so I was trapped in this quest line. I think this is a symptom of the current nature of the Loot/Resource system, which seems to favor giving players strategic boosts of Loot, but is much stingier about providing systems with a renewable Strategic resource to exploit. I think that's nifty and a nice take on the concept, but I am concerned that tying too many important structures to those same resources is inevitably going to result in problems for any civilization which wants to benefit from strategic-boosted fleets.
It was at this point that Research throttling was starting to really clamp it's jaws down on me. I was stuck on Tech 7 or 8 or so of Era 1 for almost a dozen turns, resulting in a turn 50-ish position of me sitting with most of my systems unable to build anything other than ships due to lack of new technologies, and all of my upgraded military ship designs were impossible to build because I had burned through all of the Strategic resource Loot that was fueling my war engine. At this point I called it a game, having hit a sort of natural end point where the next dozen odd-turns would be me frantically righting the ship (again), this time with Science as the arbiter of my civilization going horribly off-course.
SOPHONS
Unlike the previous game I found no nearby Major or Minor civs for a long while, so ended up focusing my early Research on Colonization boosts. In no time I had plenty of planets to choose from, including another Veldt system for that sweet Science and a Jungle/Tundra combo planet system. It seemed too good not to go for them! This began yet another wide strat playthrough for me, which resulted in some very similar problems to my first. Interestingly, I discovered very quickly that my home system (with Drone Network) couldn't sustain population well at all, in fact after getting a mere one extra population it reversed course dangerously close to population regression. I used my first Hero as a governor and gave him both levels in the 'Neutral hero' line of Food/Manufacturing pop bonuses to keep my home system's population stabilized until I could research and build some agriculture improvements. This was a big speed bump to getting my science improvements up, and by the time they were up I was a colony or two into the game and already finding Era 1 Technologies to be abnormally burdensome for the supposed 'science race', I assume due to the expansion penalty. From this point on I had to struggle to get back 'on the curve' of the Science costs.
Again, political factions became another minor disaster as an early-game Science Law I scraped up the influence to pass was abruptly struck down by the first big election. Pacifists had taken nearly 60 percent of my senate, so I ended up running a split Pacifist/Scientist government at this point for the rest of the game, which was rather fun once I'd adjusted, especially once I started cranking out SPIN planetary improvements to generate a lot of influence so that I could work better with the whims of my political system With the Pacifist mandatory law I was able to peacefully annex some Mavros which seemed like it would be a fun reunion for all involved. Still, it felt very abrupt to lose any hope of the stronger Scientific laws (requiring Broad or greater support). Maybe something could be more clear in terms of how you can manage to stay the course with your starting faction?
So, some quick final thoughts:
Tier 1 Support Ships feels pretty sad : I didn't actually touch on this above but it very much feels this way based on both Sophon and Craver fleets where I tried to make this ship do work for me. The support modules at the start of the game simply don't do enough. Including one of these Support vessels in your early-game military fleet (instead of an Attacker) is a massive compromise in that fleet's damage output, so the support modules need to be a lot stronger and feature more choice in powerful fleet-wide bonuses to be at all worth investing in IMO. The extra defense modules it gets are nice but don't make up for this... maybe a cheap no-research-needed module that makes the Support ship more likely to get targeted by enemy attacks? One other idea I had to introduce a bit of relevance to this ship class was, in Tier 2 technologies, swap around the "tier 1 ship upgrades" so that researching your Tier 2 "Hunter" hull gives you also an upgrade to your Support, while your Tier 2 Support vessel would give you the bonus slots to your Tier 1 Attacker. This would seem to introduce a bit of diversity to fleet compositions between civs and playthroughs, and make that Era 2 tech choice more intriguing.
Minor Faction pops on your home planet at start is weird and I don't think I like it : This feels at odds with the nature of the rest of the game's design, where a fancy non-standard 4x game element is eased in on you over the course of the early stages of the game. For both of my playthroughs above, it felt like I was already in damage control on my Political parties from the very first election. I love the population and faction mechanics though! They're great. But with a minor faction pop that is just waiting to throw your first election into chaos, it feels thrown into your face as a punishment at game start without any obvious recourse aside from 'gaming' that mechanic in very deliberate rehearsed ways. I would be all for your native faction pops manifesting the first 'alternative' political faction outside their norm fairly quickly at game start so long as it's at least telegraphed, even that would probably go a long way to reducing that frustration.
Maybe look at the Strategic Resource allocations a bit more closely? : Due to Research gating your ability to settle new systems and based on how the balance between Loot vs. Exploitable Resources appears, it seems to me like it can randomly be pretty hard for a player to obtain Titanium or Hyperium based solely on the galaxy generation at start of game.
Research throttling appears busted for real though: This was a strong contributing factor to lethargic 'slow-downs' in both games I've run through thus far. Even for the Sophons, I felt a lot of difficulty adjusting my strategies based on new information about opposing civs/the galaxy due to how 'heavy' the steering is here. Every technology I chose to research after the first half dozen was a heavy decision, which could I guess be good in some ways but felt crippling. With the way that major features of the game like Trade Companies, Luxury Improvements, Diplomacy, etc. are gated by Science (and well into Era 2 at that) it is very slow to actually get to use more than 1 or 2 of those features. In fairness I need to try a Tall strat next to compare and contrast though.
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