More actions
Siiftun1857 (talk | contribs) No edit summary |
Salartarium (talk | contribs) m proofreading, conform headings to MoS |
||
| Line 1: | Line 1: | ||
{{Update|November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.}} | {{Update|November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.}} | ||
{{legality}} | {{legality}} | ||
A brief overview | A brief overview of the basics of timers and their impact on capsuleers in empire space. | ||
= Combat and legality timers = | == Combat and legality timers == | ||
The Retribution expansion introduced a new and improved | The Retribution expansion introduced a new and improved timer system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags. | ||
It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with [[EVE_University_Rules#Rules_of_Engagement|rules of engagements]] and [[remote assistance]]. | It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with [[EVE_University_Rules#Rules_of_Engagement|rules of engagements]] and [[remote assistance]]. | ||
| Line 10: | Line 10: | ||
See [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch] for more details on the more intricate mechanics of legal timers. | See [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch] for more details on the more intricate mechanics of legal timers. | ||
== Combat Timers == | === Combat Timers === | ||
The following timers have no direct impact on the legality of actions | The following timers have no direct impact on the legality of actions but serve as a consequence for your actions. Keep in mind that the [[#Capsuleer Log-Off Timer|capsuleer log-off timer]] can indirectly cause legality issues if you are also at war. | ||
You will not get these timers if you are in | You will not get these timers if you are in [[Abyssal Deadspace]], which features its own timer that wipes everything in it when the timer expires. | ||
==== Non-Capsuleer Log-Off Timer ==== | ==== Non-Capsuleer Log-Off Timer ==== | ||
| Line 22: | Line 22: | ||
The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC. | The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC. | ||
This means you will remain in space if you disconnect or close the client | This means you will remain in space if you disconnect or close the client until the timer runs out. The '''NPC''' timer will not be renewed if you are shot while already having disconnected or logged off. | ||
==== Capsuleer Log-Off Timer ==== | ==== Capsuleer Log-Off Timer ==== | ||
| Line 42: | Line 42: | ||
You get a '''weapon timer''' whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a '''bastion''' module on a marauder (but not for other siege-like modules) as well as activation of '''command burst''' modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player. | You get a '''weapon timer''' whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a '''bastion''' module on a marauder (but not for other siege-like modules) as well as activation of '''command burst''' modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player. | ||
This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment | This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates. | ||
While this timer is active you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer. | While this timer is active you cannot jump, dock or eject from, store, refit, or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer. | ||
== Legality Timers == | === Legality Timers === | ||
{{important note box|Remember that your onboard [[safety settings]] allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.}} | {{important note box|Remember that your onboard [[safety settings]] allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.}} | ||
The following timers directly determine whether or not you are a legal target. | The following timers directly determine whether or not you are a legal target. | ||
| Line 86: | Line 86: | ||
Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place. | Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place. | ||
== Remote assistance, combat timers and legality == | === Remote assistance, combat timers and legality === | ||
{{main|Remote assistance}} | {{main|Remote assistance}} | ||
Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to aid a suspect or an outlaw is usually a [[image:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} and assisting criminals is a [[image:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}}. Interfering in a fight between two parties (war or limited engagement) in high security space is a [[image:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}} but only a [[image:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} in low security space. | Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to aid a suspect or an outlaw is usually a [[image:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} and assisting criminals is a [[image:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}}. Interfering in a fight between two parties (war or limited engagement) in high security space is a [[image:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}} but only a [[image:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} in low security space. | ||
| Line 92: | Line 92: | ||
Even [[Command Bursts]] are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements. | Even [[Command Bursts]] are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements. | ||
= Other timers= | == Other timers == | ||
There are several other timers in the game, most {{co|lightgreen|visible}} but some are {{co|crimson|hidden}} and will only show you an error message when you attempt something that cannot be done. | There are several other timers in the game, most {{co|lightgreen|visible}} but some are {{co|crimson|hidden}} and will only show you an error message when you attempt something that cannot be done. | ||
== Session Change Timer (SCT) == | === Session Change Timer (SCT) === | ||
{{anchor|Session timer}} | {{anchor|Session timer}} | ||
[[Image:Sct.jpg|thumb|300px|right|The '''Session Change Timer''' is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | [[Image:Sct.jpg|thumb|300px|right|The '''Session Change Timer''' is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | ||
| Line 111: | Line 111: | ||
As long as the '''SCT''' is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over. | As long as the '''SCT''' is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over. | ||
Here's an example of when a session change due to changing positions in a fleet ruins your day: | Here's an example of when a session change, due to changing positions in a fleet, ruins your day: | ||
{{example|You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a '''Session Change Timer''' which will prevent you from jumping through the gate you just arrived | {{example|You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a '''Session Change Timer''' which will prevent you from jumping through the gate you just arrived at. Unfortunately, there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed. So be sure to move when you have time to wait out the timer and make sure you ask people if they can take a session change before moving them yourself.}} | ||
Here's another example of a session change due to having your ship destroyed leads to further losses: | Here's another example of a session change due to having your ship destroyed leads to further losses: | ||
{{example|You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a '''Session Change Timer''' from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.}} | {{example|You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a '''Session Change Timer''' from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes, etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.}} | ||
== Location Change Timer == | === Location Change Timer === | ||
[[File:Location Change Timer.png|thumb|300px|The '''Location Change Timer''' was once hidden, but since circa-2018 is now shown in the top-left corner like Crimewatch, jump, and gate cloak timers.]] | [[File:Location Change Timer.png|thumb|300px|The '''Location Change Timer''' was once hidden, but since circa-2018 is now shown in the top-left corner like Crimewatch, jump, and gate cloak timers.]] | ||
| Line 123: | Line 123: | ||
While most actions break this ''"invulnerability"'' you can still press {{button|Ctrl}} + {{button|Space}} to stop your ship (or use the {{button|–}} button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the '''Session Change Timer''' and dock back up before the ''"invulnerability"'' wears off. | While most actions break this ''"invulnerability"'' you can still press {{button|Ctrl}} + {{button|Space}} to stop your ship (or use the {{button|–}} button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the '''Session Change Timer''' and dock back up before the ''"invulnerability"'' wears off. | ||
Be aware that there are stations, so called ''"kick-out"'' stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations you'd be forced to turn around and move back towards the docking ring, which will give enemies or gankers ample time to lock and attack you. | Be aware that there are stations, so called ''"kick-out"'' stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations, you'd be forced to turn around and move back towards the docking ring, which will give enemies or gankers ample time to lock and attack you. | ||
== Jump Cloak Timer == | === Jump Cloak Timer === | ||
[[image:jump_cloak_timer.png|thumb|300px|The '''Jump Cloak Timer''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | [[image:jump_cloak_timer.png|thumb|300px|The '''Jump Cloak Timer''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | ||
The '''Jump Cloak Timer''' is a {{co|lightgreen|visible}} 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned '''Session Change Timer''' for 10 seconds. | The '''Jump Cloak Timer''' is a {{co|lightgreen|visible}} 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned '''Session Change Timer''' for 10 seconds. | ||
During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs and ECM Bursts. During the effect of this timer it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space. | During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs, and ECM Bursts. During the effect of this timer, it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space. | ||
While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system. | While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system. | ||
Here's an example of how you can use this timer to your advantage: | Here's an example of how you can use this timer to your advantage: | ||
{{example|You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your [[directional scanner]], appraise the composition of the gate camp and consider your options for the full minute of the '''Jump Cloak Timer'''. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.}} | {{example|You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your [[directional scanner]], appraise the composition of the gate camp, and consider your options for the full minute of the '''Jump Cloak Timer'''. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.}} | ||
== Warp-Field Collapse Warning == | === Warp-Field Collapse Warning === | ||
:''Main article: [[Abyssal Deadspace]] and [[Abyssal Proving Grounds]]'' | :''Main article: [[Abyssal Deadspace]] and [[Abyssal Proving Grounds]]'' | ||
[[image:Warp_field_collapse_warning.png|thumb|300px|The '''Warp-Field Collapse Warning''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | [[image:Warp_field_collapse_warning.png|thumb|300px|The '''Warp-Field Collapse Warning''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]] | ||
The '''Warp-Field Collapse Warning''' is a {{co|lightgreen|visible}} 15 minutes or 20 minutes timer that | The '''Warp-Field Collapse Warning''' is a {{co|lightgreen|visible}} 15 minutes or 20 minutes timer that warns you about the time limit of Abyssal Deadspace. Entering an Abyssal Deadspace via Abyssal filaments gives you a 20 minute timer while Proving grounds filaments give you 15 minutes. | ||
Once the timer | Once the timer expires, your ship and capsule are immediately destroyed due to "[https://zkillboard.com/ship/47465/ Unstable Abyssal Depths]". There is no way to avoid this destruction when you are still in Abyssal Deadspace (Gate Jump and Jump Cloak all won't work). This forces you to exit the Abyssal Deadspace before this timer expires. | ||
== Warp Invulnerability Timer == | === Warp Invulnerability Timer === | ||
The '''Warp Invulnerability Timer''' is a {{co|red|hidden}} 10 second timer that keeps your ship invulnerable and untargetable immediately after exiting [[Warp]]. Performing any action such as moving or starting to lock a (non-invulnerable) target will break this timer, allowing you to be targeted. This timer can be exploited in small fleets, by having one fleet member deliberately take an action before the others, thus making them vulnerable first and the target of hostile aggression. However, this timer is also why [[Guardian]] and [[Basilisk]] pilots must start moving as soon as possible after exiting warp | The '''Warp Invulnerability Timer''' is a {{co|red|hidden}} 10 second timer that keeps your ship invulnerable and untargetable immediately after exiting [[Warp]]. Performing any action such as moving or starting to lock a (non-invulnerable) target will break this timer, allowing you to be targeted. This timer can be exploited in small fleets, by having one fleet member deliberately take an action before the others, thus making them vulnerable first and the target of hostile aggression. However, this timer is also why [[Guardian]] and [[Basilisk]] pilots must start moving as soon as possible after exiting warp so that their fellow logistics pilots can lock them as targets and establish their cap chain. (see [[Logistics#Cap-Chain Logistics|Guide to Logistics]].) Note that this timer does not start until ''after exiting'' warp, meaning your ship is still vulnerable to weapons such as [[Smartbombs]] during the final seconds of your warp deceleration. | ||
This timer cannot be observed, however it is possible to see if it is active, either on someone else by attempting to lock | This timer cannot be observed, however, it is possible to see if it is active, either on someone else by attempting to lock a target and having it immediately fail because it is still protected by the timer; or on yourself by trying to activate an [[Abyssal Deadspace|Abyssal Filament]] and noticing an error that "your ship is invulnerable." | ||
== Jump Fatigue and Jump Activation Cooldown == | === Jump Fatigue and Jump Activation Cooldown === | ||
{{main|Jump Drives and Cynosural Fields}} | {{main|Jump Drives and Cynosural Fields}} | ||
| Line 155: | Line 155: | ||
Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships). They dictate how long ships must wait between jump drive activations, while also factoring in how often the ship has jumped recently. | Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships). They dictate how long ships must wait between jump drive activations, while also factoring in how often the ship has jumped recently. | ||
== Logout timer == | === Logout timer === | ||
Whenever a character logs out while in space, there's a {{co|crimson|hidden}} 1 minute timer to | Whenever a character logs out while in space, there's a {{co|crimson|hidden}} 1 minute timer to remove that character and their ship from the game. The same applies to simply killing the client or crashing (although see the bug mention below). In combination with this timer, the ship will try to do an ''"emergency warp"'' to a random location (1 million km away) where it will remain until the logout is triggered. The emergency warp will only be attempted once and is subject to normal [[warp disruption]], so if the ship is warp disrupted at the time of the disconnect, the ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the [[image:icon_timer_non-capsuleer.png|16px|link=]] [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] and [[image:icon_timer_capsuleer.png|16px|link=]] [[Timers#Capsuleer_Log-Off_Timer|Capsuleer Log-Off Timer]] mentioned above will prolong this timer, keeping you in space for longer (even indefinitely in the case the capsuleer timer). | ||
Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it). | Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it). | ||
{{bug|Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.}} | {{bug|Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.}} | ||
==== Log Off Safely ==== | ==== Log Off Safely ==== | ||
There is a '''Log Off Safely'''-feature with a {{co|lightgreen|visible}} 30 second timer that allows you to monitor your ship as well as | There is a '''Log Off Safely'''-feature with a {{co|lightgreen|visible}} 30 second timer that allows you to monitor your ship as well as use the directional scanner in space while preparing to safely log out of the game. In order to use this feature you'll need to meet the following requirements: | ||
* Turning on or | * Turning on or having any active modules running. | ||
* Ejecting from the ship. | * Ejecting from the ship. | ||
* Aggressed by players or NPCs, ie having a [[image:icon_timer_non-capsuleer.png|16px|link=]] [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] or a [[image:icon_timer_capsuleer.png|16px|link=]] [[Timers#Capsuleer_Log-Off_Timer|Capsuleer Log-Off Timer]]. | * Aggressed by players or NPCs, ie having a [[image:icon_timer_non-capsuleer.png|16px|link=]] [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] or a [[image:icon_timer_capsuleer.png|16px|link=]] [[Timers#Capsuleer_Log-Off_Timer|Capsuleer Log-Off Timer]]. | ||
| Line 170: | Line 170: | ||
* Being fleeted or joining a fleet. | * Being fleeted or joining a fleet. | ||
* Deploying or having drones deployed or being in the process of reconnecting to them. | * Deploying or having drones deployed or being in the process of reconnecting to them. | ||
* Locking, being locked or having a lock on something. | * Locking, being locked, or having a lock on something. | ||
* Issuing a warp command or being in warp. | * Issuing a warp command or being in warp. | ||
* Being cloaked, including the [[#Jump Cloak Timer|Jump Cloak Timer]] from taking stargates or wormholes. | * Being cloaked, including the [[#Jump Cloak Timer|Jump Cloak Timer]] from taking stargates or wormholes. | ||
| Line 180: | Line 180: | ||
|} | |} | ||
== Wormhole polarization timer == | === Wormhole polarization timer === | ||
You can make a maximum of 2 jumps through a specific [[Wormholes|wormhole]] in 5 minutes. If you try to jump a third time through the same wormhole | You can make a maximum of 2 jumps through a specific [[Wormholes|wormhole]] in 5 minutes. If you try to jump a third time through the same wormhole within those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again. This timer doesn't apply to jumping through different wormholes.<br> | ||
== Active Boosters timer == | === Active Boosters timer === | ||
{{see also|Medical boosters}} | {{see also|Medical boosters}} | ||
[[File:Active_Boosters_hoverover.png|thumb|200px|The icon will also have a number next to it, showing the number of active boosters.]] | [[File:Active_Boosters_hoverover.png|thumb|200px|The icon will also have a number next to it, showing the number of active boosters.]] | ||
Active boosters and cerebral accelerators will have their remaining duration shown under an [[File:Icon_timer_booster.png|link=|16px]] active booster timer. The icon can be hovered over to see all active boosters, the time remaining for each, and any bonuses or side effects they impart. | Active boosters and cerebral accelerators will have their remaining duration shown under an [[File:Icon_timer_booster.png|link=|16px]] active booster timer. The icon can be hovered over to see all active boosters, the time remaining for each, and any bonuses or side effects they impart. | ||
== Trade modification timer == | === Trade modification timer === | ||
When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed. | When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed. | ||
== Corporation roles & titles timer == | === Corporation roles & titles timer === | ||
While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and confirm quit corporation. | While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and the clicking confirm quit corporation. | ||
== Character termination timer == | === Character termination timer === | ||
If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character. | If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character. | ||
= Links = | == Links == | ||
*Log off mechanic threads [https://forums.eveonline.com/default.aspx?g=posts&t=32182 here] and [https://forums.eveonline.com/default.aspx?g=posts&t=25340 here] on the official Eve Online forum. | *Log off mechanic threads [https://forums.eveonline.com/default.aspx?g=posts&t=32182 here] and [https://forums.eveonline.com/default.aspx?g=posts&t=25340 here] on the official Eve Online forum. | ||