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    Wednesday, October 23, 2019

    Eve Online What Capital Proliferation? I only have 100 dreads in this station.

    Eve Online What Capital Proliferation? I only have 100 dreads in this station.


    What Capital Proliferation? I only have 100 dreads in this station.

    Posted: 22 Oct 2019 08:48 PM PDT

    Xtra memed too hard?

    Posted: 23 Oct 2019 12:40 AM PDT

    RMT confirmed

    Posted: 23 Oct 2019 05:43 AM PDT

    Current wallpaper : https://imgur.com/N8SQ6jo

    Posted: 23 Oct 2019 12:48 AM PDT

    An interesting night.

    Posted: 22 Oct 2019 10:14 PM PDT

    Hey look! I'm kinda close to jita, i'ma go over and suicide gank. gets nado #1

    Oh a poorly fit tayra! with 800 mil in it, ill kill that https://evepraisal.com/a/o2ei6 https://zkillboard.com/kill/79505243/

    time for nado #2 Hm, nothing worth it has undocked, oh a suspect scorpion, https://zkillboard.com/kill/79505761/

    Ez, artillery is my new fav weapon system. 2 more random suspect ships undock or warp in and i blap them, https://zkillboard.com/kill/79505911/ https://zkillboard.com/kill/79505988/

    HOLY FUCK THAT CORM HAS 2 BIL IN IT

    https://evepraisal.com/a/o2fkj FUCK IMA GET ME SOME ISK! Combat Your group of 1400mm 'Scout' Artillery I misses Kilroy1962 Killa completely - 1400mm 'Scout' Artillery I

    Okay okay, suicide ganking is not for me, i just failed twice in a row. Let's go and try to PVP, i have a hull tanked brutix and im 4 jumps from Tama. Waiting for a few minutes in the large complex, sees hecate on dscan ooh i could fuck him up. Hecate scrams me, i scram and double web him, drones out, blasters on. He dips down to hull anndd then bam he repped back up. This goes on for a minute or two then I realize, this fucking hecate is perma tanking my brutix. (then some nerd in a domi warps in, scares of the hecate w neuts and finishes me off)

    https://zkillboard.com/kill/79506180/

    Why am i a shitter.

    edit: formatting

    submitted by /u/carter-a
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    Is a nomadic playstyle workable?

    Posted: 23 Oct 2019 06:03 AM PDT

    I have never done it but am considering training up an Orca pilot to live out of. I recall hearing about a number of nomads doing it in WHs; do people still do this?

    Will probably give it a go anyway but was curious if anyone else does this or has tried it.

    submitted by /u/mitsukaikira
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    Player owned base for storage?

    Posted: 23 Oct 2019 02:04 AM PDT

    Probably a silly question as I recently started, but is there a way (and how) to get a small base you can store stuff/ships in and upgrade? I'm the kind of player that's basically a gatherer and builder 😅

    submitted by /u/Citizen9100
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    It's like Adversity can't help itself. Bob help whoever picks them up.

    Posted: 22 Oct 2019 04:02 PM PDT

    New players looking to play. Fall update?

    Posted: 22 Oct 2019 05:30 PM PDT

    So I see the fall update is improving the new player experience. Should me and my friends wait for that patch to hit? Does anyone know what they are changing for new players? Is it worth waiting for?

    submitted by /u/Night-Sky
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    New SKIN offers a hint to an NPC Corp/NPE overhaul

    Posted: 22 Oct 2019 10:19 AM PDT

    I really miss the old Corp ads on billboards in stations

    Posted: 22 Oct 2019 06:46 AM PDT

    I may be a relative newbie, and Eve has much bigger fish to fry but I'm unreasonably disappointed that the old player Corp ads came down from the billboards in stations. I remember my first few days learning the basics, I would watch the ads for far too long and was totally bewildered because they were all so random and utterly weird. I loved it.

    It was such a visreal reminder of how important players were in the game. This wasn't some other mmo where every player followed the same script. Players controlled territory and built things and those ads stemmed from that. In fact, I think it was those ads that inspired me to open the map and try to figure out who owned what out in nullsec.

    Of course they were wildly out of date but I would 1000% prefer out of date ads over that god damned guy with glasses. I'm so sick of seeing him. Sure maybe it's different in nullsec, maybe there are no billboards in player stations I don't even know, but everyone sits in Jita at some point?

    submitted by /u/HiveMy
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    Eve Online - PVP Pilot Logs #21 Part 1 of 4 (Hecate Vs small gang)

    Posted: 23 Oct 2019 02:20 AM PDT

    New Player Retention - Skills, missions, and standings

    Posted: 22 Oct 2019 10:08 AM PDT

    https://belligerentundesirables.wordpress.com/2019/10/22/new-player-retention-skills-missions-and-standings/

    James315 has been suggesting for some time that CCP is effectively just aimlessly twisting dials to see what works. The short-lived nullsec blackout earlier this year would strongly suggest they are doing just that. So, I'd like to present some of my own dial-twisting suggestions that are the result of conversations on Reddit, alliance comms, and several in-game channels.

    Skills

    Remodel the skill queue. While the current iteration is a vast improvement over its predecessors, there have been several excellent mock-ups suggested over the years that would make things much better. Little things like this make a world of difference in how new players perceive the game. The skill queue is something new players see quite a lot as they tweak their training, and making it easy and appealing should be a priority for UI design.

    Remove attributes. Learning skills disappeared years ago, and no one misses them. Attributes need to go away as well. Especially in the first months of play, Eve is a game of progression. You train into new ships, new modules, and new gameplay options. In the current system, a player interested in optimizing their skill queue can't move back and forth between engineering and gunnery skills without severely penalizing their skill production. A game shouldn't actively penalize a new player so they cannot generate SP at the same rate as veterans because they can't afford to spend months on the same skill group to get the most out of their mapping. As an extension of this change, anything that currently affects attributes should be a percentage boost in SP generation instead.

    Make jump clones accessible. NPC stations should allow you to clone jump inside the station with no timer, for free (the way citadels do now). This idea original came from a conversation on Reddit about learning implants, and how the risk of losing expensive learning implants creates an incentive to stay docked. I said that rather than removing learning implants entirely, it would make more sense to teach people about jump clones early and encourage them to be used often. This also serves to prepare them to use a feature that is a daily necessity for large parts of the Eve community.

    A reasonable nerf to injectors. One of CCP's justifications for injectors was that new players need them to catch up to the veterans, and I won't argue their usefulness. But the reality of day-to-day Eve is that they seem to mostly be used to inject yet another super or rorqual pilot to put even greater distance between newcomers and late-game. Injectors need a reasonable limit to how many can be used; I like the idea of a fatigue system like we see on capitals where using more injectors at once means having to wait longer before the next one can be used.

    I don't know the numbers off hand for how many injectors you need to go from new character to Rorqual or super pilot, but if the fatigue system could reasonably stretch the time on getting there to 4-8 weeks I think the vast majority of players would get behind it. Injectors were meant for new players to catch up and for mid-level players to quickly pick up a new doctrine. I don't see how anyone at CCP interested in player retention and game balance would think it's a good idea to allow players to create day one capital alts.

    Let (newer) players grind skills. I'll start by acknowledging that this will easily be the most controversial and potentially exploitable idea I'm presenting here. I won't try to suggest ways to prevent exploitation: that's for CCP to consider with the knowledge of what their systems can and cannot do and for the player base at large to test. That said, one of the greatest complaints I hear from new players who made it to their second month is this: "It takes so long to feel competitive at anything and I get tired of logging in and doing the same thing every day waiting for skills to train."

    I think we can all agree, that's a problem. When new players look at how long it takes them to build up skills and they talk to seasoned players who have topped 100 million SP, it's a daunting task. Currently their only solution is to grind isk to spend on injectors, which I'm sure CCP envisioned as being a great way to make money. The problem is, retention numbers suggest they are simply leaving and that injectors are largely being consumed by veteran alts who can afford to inject directly to specific skill sets.

    To that end, I propose a that NPC missions should reward players with directly-applied skill points. (This probably should be an omega-only feature, both to encourage upgrading as well as to remove one avenue of potential abuse.) By "directly-applied" I mean that skill points shouldn't be added to the unassigned pool, but rather directly to skills relevant to the mission type and empire. So a player could run Caldari military missions to improve missile and Caldari spaceship command skills. Skilled only on shield ships and need to get armor ship skills in place as quickly as possible? Head over to Amarr space and grind missions there to get a boost.

    Obviously there are a lot of mechanics to consider here. How many SP should be rewarded? Should there be a cap on these rewards? (I would emphatically say yes, 3-5 missions should be the maximum grind for extra SP.) What skills would be eligible? What skills should be excluded? I'm picturing a system where specific T1 level 4 skills are attainable in highsec and level 5 skills would require faction warfare or missions in lowsec. T2 skills would not be eligible for gains from these missions. The result would be that a new player could use mission mechanics to obtain level 4 ship command and weapon system skills in a much more reasonable time, opening up much more of the game to them early. Industrial skills could be similarly improved to an extent They can choose then to venture into lowsec to continue grinding for their level 5 skills to achieve T2 faster, or simply wait out that training while doing other things.

    The Grind - PVE Improvements

    Obviously the bulk of my thoughts on skill improvements went towards giving new players a way to put in time actively engaging in Eve in order to speed up their skill production. Those thoughts naturally led to ideas of ways to improve the mission system overall. Conversations with corpmates on TeamSpeak further clarified some ideas that would make Eve less frustrating and less likely to induce rage quits with bad mechanics.

    Remove negative empire standings. This just doesn't serve any purpose except to occasionally cause a newer player to wander into the wrong empire and die to faction police with no obvious warnings they were taking that risk. The current system simply punishes people who don't cherry pick missions and makes portions of highsec inaccessible to new players for using the very content the NPE taught them to use. This system has no practical value in the game and since CCP has all but abandoned lore as anything more than a way to introduce new mechanics, let's drop the pretense and throw this out. Empire standings should only ever go up. (edit: thanks to u/bunchofsugar for pointing out that faction warfare would be impacted by this. So I will amend this to simply say that normal military missions should not result in the loss of empire standings.)

    Remove NPC corporation standings. Like empire standings, these have no practical purpose in modern Eve. Ever since mission quality ratings were removed and all level 4 missions were the same, the only metric that determined which agent a player uses is the value of the LP. So let's just throw out the notion of having to grind standings with multiple corporations in the same empire. It serves no purpose.

    Add a mission reputation meter. Let's start with an example here: A new player spends months running missions in Amarr space. The corporation they've been active in falls apart. They find a new group that sounds great, except they're in Caldari space. They've been running level 4 missions for a while now, and relocating means dropping back to level 1s and grinding their way back up. Sounds like a great way to make Eve tedious for a little while: their income drops, they have to move and refit ships that can enter low level mission gates, and their participation with their new corp is less than desired because they need to work up that income stream to afford whatever other things are being done. The solution here is to add a reputation meter for each mission type. Get your score high enough, you can jump straight to your desired mission level without the empire standing (but don't have access to other agent services like locators).

    Putting It All Together

    A new player joins and finds the skill queue easier to explore and use. Optimization of training is limited to boosters and implants speeding up training, and new players are taught early that they can protect high-value implants through the use of easily-accessible jump clones.

    As the new player ventures into normal highsec, the missions they run contribute directly to relevant skills. Alpha players would be notified that if they had an Omega subscription, they would have been rewarded with additional skill points.

    Mission agents are easier to find and there are no nasty surprises as a result of running missions for an extended period of time. In fact, players are actively encouraged to work on standings with all empires as they will need to run missions for all of them to get all the skill bonuses. Players with a few years of experience can still find it advantageous to return and run some missions to fill in holes in their skill set, resulting in local having a greater mix of players. This influx of experienced players spending a few days grinding specific skills means new players get better advice when seeking help in local and their chances of befriending someone who can draw them into a larger social circle go up.

    One More Thing - Freelance Missions

    One of my corpmates is a game developer. In talking through a lot of these ideas on comms, he said that Eve has a serious problem: it doesn't incentivize late-game players to undock and do things. He pointed at mobile apps that require players to invest at least a few minutes every day to get the most out of their games. They limit the number of times a player CAN engage in this type of PVE, but also strongly penalize those who don't do it. He could explain the mechanic and the rationale behind it far better than I can, so I'll just say this: I think it would be good for Eve. We need more ships in space.

    His proposal was to completely replace the mission system. I can't see that being anything that would work in the near future, so I'll modify it and say we should add a freelance mission system to the Agency. It would work something like this: from whatever system you're in, the Agency offers you several missions, possibly within a small radius. You can accept up to <insert number here> of them. Running those missions would be tied to...something that would give us a good reason to get online and do it for 15-30 minutes at least 2-3 times a week.

    This is a new idea, and largely not of my own making. It obviously would need a lot more thought put into it to clarify the vision. My corpmate was clear about a few things, particularly that this should be available in every system, even while undocked. The idea isn't to force every player in Eve to go do a particular piece of content. But...What would be the motivator to undock? What kind of missions should be offered? How can this work for wormholes?

    submitted by /u/FloppieTheBanjoClown
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    A friend made a few EVE inspired tracks

    Posted: 22 Oct 2019 05:22 PM PDT

    He is just starting out and opened a channel on yt, Gaming Tracks. Half of his creations are directly inspired by eve soundtracks. He likes it so much he even put the soundtrack on repeat when we go camping. Road trip=eve soundtrack, starting campfire=eve soundtrack, grilling the meat=eve soundtrack, stars observation=eve soundtrack, time to sleep? of course, it's eve soundtrack! Even I as much as i like that music sometimes id rather just hear nothing but anyways...
    He has place for improvement but id like him to continue his work and get better so i thought maybe the community can help him get confident in his work with a few thumbs up and constructive comments in his channel.
    Here is the link to one of his creation. Check out his other beats if you like it. Enjoy or destroy him! lol

    submitted by /u/BakonNigiri
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    Error Chat Server?

    Posted: 23 Oct 2019 05:07 AM PDT

    We need another Crucible/Inferno

    Posted: 22 Oct 2019 12:21 PM PDT

    These two expansions were probably the best expansions this game has had that were a significant amount of balance changes, they came after the summer of rage at the one sad Captains Quarters(which is no longer in the game lol), paired with the Greed is Good internal memo that layed out CCP's ahead of its time macro transactions.

    For reference here are the patch notes for those expansions

    https://www.eveonline.com/article/patch-notes-for-crucible-1

    https://www.eveonline.com/article/patch-notes-for-inferno

    submitted by /u/Lakshata
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    20 min Solo PvP Video. ENJOY

    Posted: 23 Oct 2019 12:23 AM PDT

    A yearly reminder that this was promised but...ugh, yeah. CCP kinda forgot?

    Posted: 22 Oct 2019 09:46 AM PDT

    Korea localization on SISI

    Posted: 22 Oct 2019 05:33 AM PDT

    NPE: Dear CCP, if i get frustrated by those Damavik's in HS, what would complete Newbeens get?

    Posted: 22 Oct 2019 02:51 PM PDT

    title. as a casual 2 year player i can kinda deal with it, but noobs? not so shure.

    submitted by /u/rocky_x86
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    Using frigates for fighting trigs, is that possible ? Has anyone ever tried it ?

    Posted: 23 Oct 2019 02:29 AM PDT

    Maximizing speed and evasion and high tracking perhaps, maybe even throw in a couple drones and an extra auxiliary ship for stasis or whatever ?

    I'm no veteran in any way but just for the lolz is it even doable under any given scenario ?

    submitted by /u/ahtemsah
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    The Halloween Event Loot Fairy

    Posted: 22 Oct 2019 09:46 AM PDT

    Hoboleaks.space shows these two new interesting strings.

    553064 - "100% Loot drop - Loot fairy says Yes! "

    553241 - "100% module and cargo drops from any player-owned ship"

    Gankers Rejoice!

    submitted by /u/Neugenico
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