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#EVEOnline is an awesome game but way too stressful for me to play; so I really enjoy second-hand accounts of significant events and the preponderance of human factors in how they unfold over pure gameplay/technical factors.

#videogames

🧡 Here we go. A summary of the last big war in EVE Online, World War Bee 2. Disclaimer: this is just my understanding of the war. It spans a whole year, the amount of information is enormous, so I’ll stick to big milestones and events.
@MrPetovan Note that careers in Eve are extremely diverse, and there are multiple careers that are low-stress.
Thank you for the tip, however I got stressed by pirate attacks while mining asteroids in safe space, so my stress threshold is extremely low.
@Ragnarork Thank you for the tip, however I got stressed by pirate attacks while mining asteroids in safe space, so my stress threshold is extremely low.
@MrPetovan Counter-intuitively, hisec is far from being safe space. πŸ˜„

It’s true that there’s always some risk involved when you undock no matter what.
If you don't mind, I'd like to ask you for ideas about how to make a less stressful game, but still perhaps not ... Minecraft in Creative Mode.

I was never really interested in EVE Online ... for whatever reasons, I just really wanted a game where you could walk around inside spacecraft and space stations (and also spacewalk) rather than just flying spacecraft around. But then ... I never actually paid enough attention to notice if they ever made a game like that.
@Isaac Kuo I personally have had mixed experience with roguelike games. On one hand, I really dislike the original Rogue under its various recent implementations. One feature in particular that bugs me is not knowing what the random potions found in dungeons do. Some heal, some do damage, and it drastically changes the way you should use them, but without any hint, it's pure luck and I don't enjoy being at the mercy of a hidden dice roll. It doesn't make a success gratifying because I had absolutely no personal part in it. Conversely, I can't learn anything from a failure because it was just random so it's just punishing for no reasons.

The last roguelike game I have enjoyed is Enter the Gungeon (2016). It's way more motor skill-based than Rogue which is another hurdle for me, but it proved achievable. Each failed run would still help unlocking items for subsequent runs so it still felt like progress. Compare to Dead Cells (2018) which I ended up dropping because the motor skill threshold was too high with failed runs contributing absolutely nothing to the success of future runs.
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