Eve for dummies

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Jonathan
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Post by Jonathan »


Jonathan
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Post by Jonathan »

I'm trying to think what skills you'll need. Train Small Railgun Specialization (requires Sharpshooter III) and Small Blaster Specialization (requires Motion Prediction III). Get Infomorph Psychology so you can get a jump clone. And get a few levels in all the basic Navigation skills (Navigation, Afterburner, Evasive Maneuvering, Acceleration Control, Warp Drive Operation) with the goal of getting High Speed Maneuvering (requires Nav IV, Afterburner IV) pretty soon.

0.0 is reasonably safe if you can get to a gate and jump through before your enemy kills you. This requires both never getting caught at asteroid belts and having a low signature radius, resists, hitpoints, cloak, speed, or ECM. Speed and some extenders/hardeners should get you back to the gate most of the time.

Jonathan
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Post by Jonathan »

They are going to launch the official Linux & Mac clients soon. In fact, I got in on the betatest of the Cedega/Cider-wrapped Eve client. So if you do get an Intel Mac, CCP will support that client and you don't have to pay Transgaming a dime.

Jonathan
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Post by Jonathan »

https://pandemic-legion.com/forums/forumdisplay.php?f=3

Let me know when you decide to apply and I'll officially refer you or something. No rush.

No one wants to buy my Tuvan's Modified 100MN MicroWarpdrive, bastiges. I sent you 6M to get started with, and when my sell orders clear I'll send some more.

Jonathan
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Post by Jonathan »

http://eve.warcry.com/news/view/75321-W ... ichardsson
WarCry: One of the most interesting changes that comes with this update is a complete re-working of the Tutorial that is the first impression that new players get of EVE. What are some of the differences between the improved version and what players used to go through in earlier versions of EVE?

Nathan Richardsson: We changed "schools". We went from starting in the serene environment of a protected station that got you familiar with everything around you before letting you into space. Now we start you in space and some action, taking you through the basic ship commands first, then taking you into the station for more advanced tutorials, which are now optional. It's also been shortened considerably, taking into account the feedback we'd received on the length of the previous tutorial.

The earliest version of the tutorial was actually in space also, so these recent changes are actually are our third major revision. In the beginning, we showed you how to shoot and mine and that was it. Now we have a team working on improving and extending the new player experience in every release. We also have more tools planned, like an official wiki that will be accessible in-game and out-of-game, matchmaking tools to get "wingmen" or mentors, and ways of putting new pilots in touch with player corporations that teach-like EVE University-since, after all, the best way to learn EVE is with fellow pilots who share the same goals as you.
Emphasis mine. That's sort of neat. I think that is a better plan than making a newbie island which is completely unlike the rest of the game.

Jonathan
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Post by Jonathan »

Finally sold that's Tuvan's MWD, and earned maybe 50M besides over the weekend. Then I blew 36M on the interdictors skillbook.

I think I'm gonna put together a cloaking arty Rupture and squirt around blowing ships and hiding. Fun!

Jonathan
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Post by Jonathan »

Alan, you should join Snigg. We will give you Merlins and make you leeroy into the bubble camp at RIT for our amusement. :P

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Post by quantus »

Dwindlehop wrote:Alan, you should join Snigg. We will give you Merlins and make you leeroy into the bubble camp at RIT for our amusement. :P
Is this the leeroy reference?
Have you clicked today? Check status, then: People, Jobs or Roads

Jonathan
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Post by Jonathan »

Si!

quantus
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Post by quantus »

I don't know if you can *make* someone leeroy since it'd be planned... it seems like the kind of thing someone in your party would just do and screw all your plans over.
Have you clicked today? Check status, then: People, Jobs or Roads

Jonathan
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Post by Jonathan »

http://www.wium.net/nw/evetool/ - character creation toy

Alan, you can podjump to NZG and then we'll build you ships.

Join Snigg.... Join Snigg....

Jonathan
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Post by Jonathan »


Alan
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Post by Alan »

Haha that application form is pretty long. I can't answer half of those questions. You sure I can join?
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Jonathan
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Post by Jonathan »

Yeah. They're trying to weed out idiots and spies.

Yeah, I'll get you in.

Jonathan
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Post by Jonathan »

Shamis Orzoz wrote:Also, for those inquiring...the sniggwaffe program is NOT currently open. this is for general sniggerdly recruiting.

However, if you have internal references, then we will be willing to train you as if you were a swiggle, but people who do not have any sponsors or internal references will have to meet the 10 mil sp minimum.

shamis
So there.

Jonathan
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Post by Jonathan »

Amber's helping out with a focus group tonight so I'm going to head over to Esoteria/Feythabolis and shoot people.

Edit: in my brand new Sabre!

Jonathan
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Post by Jonathan »

Found this DAOC thread because I am compiling for way too long. Especially like the ending to the thread. :)

Off the top of my head:
dot - no real Eve equivalent.
debuff - so many separate kinds!
debuff enemy %hit - tracking disruptor
debuff enemy range - remote sensor dampener
debuff enemy ability to heal - energy neutralizer
debuff enemy defense - target painter (only for guys you have sig radius or tracking issues, though. pure resists have no counter except more dps)
stun - ECM
pet - drones
snare - webifier, also warp scrambler
stealth - cloak (can go on any ship)
stealth class - recon ships/covert ops/stealth bombers get special cloaks with special bonuses. devs have been talking about a recon BS.
crit strikes - artillery or tachyons for the alpha strike. high damage ammo for the big hit. very stationary target for best hit quality. railguns don't have very high alpha. neutron blasters have a OK alpha, nothing to write home about.
evade - moar speed!
plate, chain - active hardeners, passive hardeners, also armor plates or shield extenders

Jonathan
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Post by Jonathan »

Pure sex expansion in November!
Today was a big day for us. The last major designs were finalized Friday, we went over the list of deliverables and risks of our upcoming (and, of course, free) expansion today. Now I can shed some light on what's coming in Revelations 3, because now we know.

We changed our strategy some time ago and decided to release 2 expansions per year with a number of maintenance patches between. It looks good so far, we really liked Revelations 2.2, we hope you did too.

A later addition to that strategy was the Need for Speed initiative, an effort to bring it to the top of the mind of all developers, EVE's performance is paramount to world domination. How can one conquer the universe at 1 frame per hour?

The Need for Speed philosophy dictates a ratio of 6 improvements for 1 feature, thus keeping our focus on improving what's in there instead of bells and whistles (and perpetuating older issues). The drawback there is of course less shiny new buttons to press and that can be a hard sell, but we hope you approve. There is a lot already inside EVE, it's depth probably one of it's strongest selling point.

This time around, the biggest feature is also an improvement. And an optimization. And very shiny. All this and more in one awesome package called Trinity 2, our new graphics engine. This is a case of where the beautiful becomes jaw-dropping gorgeous.

This leads us to everything else in our next expansion, focusing on improvements more than ever.

Drones Revisited


"About time" is probably the first thing that comes to mind. Not only are we improving the interface, we're working on the logic behind them. This should hopefully lead to them being more consistent in control and abolish their free will. Assist and Guard are new commands coming in, we're getting lots of new named drones and we're adding a new constraint on drones, bandwidth. With this, bandwidth determines the number of drones you can control, allowing the dronebay to be considerably increased on drone ships, accommodating more waves or variety. Ubar? Ja!

The home-away-from-home-tech-2-battleship

The long-range and high-versatility Battleship nicknamed the "Violators". Their versatility will work for many play styles but we also wanted something which would work for PvE play styles. This doesn't mean they will work well for only mission runners, so there is no need to brand them with the misnomer of the "mission ship".

The this-is-not-the-tech-2-battleship-you-are-looking-for Battleship.

Infiltration and covert operation. It has a small jump portal for other covert ships. They are called the Black Ops. They are black. 'Nuff said. (Well, not really, but that's a different blog).

The should-I-stay-or-should-I-go Cruiser.

You might hate or love the Interdictors. Whatever your feelings are, here is a heavy one. They will bring to mind a whole new meaning to "Say hello to my little friend!".

The most-annoying-frigate-ever Frigate.

No, we're not talking about hundreds of noob frigates with civilian Gatling Guns, we're talking about electronic warfare on a new scale. A very small scale. It's the Recon class, now in bite-sized chunks that bite back if you're not careful.

Yes, indeed. Srsly. 4 new Tech 2 classes.

Missions a-plenty

We're adding tons of new missions to agent levels 1 through 4, these missions will utilize "escalating paths" for bonus rooms, exploration and other nifty tools that have been added lately. We're also adding new courier missions, even for level 5. Speaking of missions, the LP store is getting more content for the secondary factions like Mordu, Thukker etc.

Heat Improvements

Following up on Heat, we're adding more strategic options. Taking a module offline will make it a heat dispersion module, giving you long-term overload at a more serious cost. Tech Levels are also getting different heat sustenance levels, some can take the heat better, such as the run of the mill Tech 1 modules that don't suffer from the delicate construction of specialized modules. Heat attenuation is being added, so heat damage spreads "sideways" from the overloaded module, not randomly in the rack. You can thereby create buffers by slapping your favorite named/faction module between two Tech 1s if you like. The heat is on, as the classic song said.

New low-sec boosters!

We're adding gas clouds to 8 low-sec regions as well as some more legal and milder versions of boosters. Overall, boosters in general are getting their stats revised and their industry numbers tweaked.

More exploratory material to explore, exploratorily of course

We're following exploration up with more encounters and also changing multifrequency probes. The Multifrequency probes take the selected scan group into account when deciding what results to return. With the Encounters being moved to Cosmic Anomalies and being given a Deadspace Anomaly beacon, you should be able to scan for either or both groups.

Mo' better blues.

Or whichever genre of music you like to play for your fleets. EVE Voice gets more improvements and the ability to directly address a specific part of your fleet. Want your tacklers to hear you sing "It's Britney Bitch!" but keep your damage dealers oblivious because they might express their displeasure with guns? Done.

Better kill-mail system


The aim of the review is to overhaul the killmail system, shifting it to a kill log available in the character sheet as a standard table, thus allowing a rich format view while keeping the current classic text format. The main benefit being the kill records are always persisted and won't fill your evemail inbox. All participants will be recorded and shown (no longer truncated at 20), NPC final blows (where NPC fired the death shot) will be shown and the kill log will update the highest damaging player as the recipient of the log update. Rigs and dropped items will be included alongside destroyed items. We hope this delivers.

Big-bada-boom Improvements.

We have a lot of combat related improvements, like allowing bombers to launch their payload without placing themselves in the blast radius, as long as the bomb is launched on a forward trajectory. They will also be made cheaper. We will introduce more filtering of damage messages so that you can see more clearly what is happening to your ship, and what ships are doing to others. Not only are module scripts allowing dual-purpose modules where you can switch between functionality on the features list, but more balancing and improvements to a range of topics, like Starbase Warfare.

Evelopedia and Corporate Registry

At the same time, we should have an Evelopedia in place, an official wiki for everything EVE in addition to a new Corporation Registry, allowing corps to list them as recruiting and for players to search for corps to join.

New client distribution, patcher and log-in

To be able to deploy our fixes in a more timely and less intrusive manner, we're creating a new mechanism for client distribution and patching. This feature will also include a new log-in complete with better news delivery, MOTD and other information. The reason is simple, we're patching more frequently and our current process makes deploying smaller fixes more difficult than it should be. With this feature, our (yet-again-increased) team of dedicated programmers focused on fixes-only can get them out faster. Till then, our goal is to fix more than half of the listed defects by the time of Revelations 3. Yup, you read that right, that's about 600 fixes. By November.

Beautiful becomes gorgeous

The focus in this expansion is obviously on Trinity 2, the new graphics, but there are quite a few other things in there and this blog is by no means a complete list. We often find time to get more in and we have more in the pipes already that we want to address. However, this is the list we are comfortably sure about getting done in November. By all means, if you feel there is something we should be addressing, chime in on the ideas forum. Chances are that we're working on it already.
All highlighted stuff is pure awesome. Anyway, Alan, that really opens up the frigate-class options for you. Interceptors, covert ops, stealth bombers, and ewar frigs seem to be all viable PvP ships.

Jonathan
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Post by Jonathan »

If he's your buddy Beastoria, I don't see why he wouldn't be allowed in Snigg. We aren't SP elitists afaik.
Actually, screw the forum app thing. I'll just have a talk with a director and get your membership green flagged, Alan.

Alan
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Post by Alan »

Alright, I think I'll actually be playing this weekend for a change. Hah.
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