EVE Online 'Tyrannis' Update Release Dated By Trailer
EVE Online's update named 'Tyrannis' will be released on May 18, a new trailer for CCP's spacefaring MMO reveals, to add new features including planet harvesting. The update's planetary c
The update's planetary content will begin paving the way for the eventual release of DUST 514, CCP Shanghai's Unreal Engine 3-powered Xbox 360 and PlayStation 3 multiplayer shooter actually set on planets in--and affecting--the EVE Online universe.
-
I still play EVE. I can't ever seem to stay away enough to fully cancel, especially since my mining efforts help cover the monthly cost.
-
-
-
-
If that was the only pull the game had going for it.. it probably wouldn't have lasted as long as it has. There is obviously a bit more to it than that. I haven't played it myself but I've watched a friend play a few times and I was kind of blown away how in depth and detailed the game was. The overall feeling I got from it was that if humans had explored the galaxy and spacecraft existed and were available to people weathy enough to buy them... this is kind of what it would feel like. It felt believable and robust.... just looking at the star map kind of blew me away. It's an impressive piece of technology and the size of it is kind of oppressive (in a good way). I don't really have the time to get into a game like that, but if I did, I definitely think I could get into it.
-
The PvE in Eve consists of:
- Doing the same missions over and over against extremely boring and predictable AI. There are only a few types of ships to upgrade to and generally everyone fits them in the same cookie cutter manner so that they can "AFK" farm the missions. There are no environments or new monster types to discover... it's the same space in every system with the same red X's on your screen as enemies.
- Getting a mining barge, going to a belt, selected an asteroid, turning on your mining modules. Sit and wait 5-10 minutes until your holds fill and warp to the station to empty it. Repeat. I'm serious, people actually do this for fun.
If you can tell me that honestly sounds fun then I will eat my hat. Actually I don't own a hat but some piece of clothing will be consumed. Eve has great, great PvP as far as ship vs ship combat and market competition goes but it's PvE content is absolutely the worst of any MMO I have ever seen.-
Translation: Why would anyone be interested in something I'm not interested in?
For a lot of people who play the PvE portion of the game, the PvE is secondary to what interests them about the game. Be it manipulation of the in game market/economy which has more depth than most MMOs, or it fueling their ability to PvP. Or it's the interaction with others who play, the game lends itself to more of a social aspect than even WoW.
The reason I got out of Eve was because I believe their PvP system if fundamentally broken. It's been patched and mended so that it works but it hasn't repaired the underlying issues. Then again that was 3 or 4 expansions ago, so maybe the things that troubled me about their PvP mechanic have been fixed ... I doubt it, but maybe.-
-
I've never liked the way ammo works but that I can write off as personal preference. I think the mechanic should be a little more hard set. Bullet class ammo should always be mostly kinetic damage and can have a smaller amount of another damage type depending on the ammo type. Missiles should always have mostly explosive damage with a smaller amount of another type depending on the ammo. Energy weapons mostly heat, etc. Again, this is could be my personal preference and isn't exactly what I think is 'broken'.
Another thing that may just be personal preference is how Tech 2 ships were given an ungodly amount of resists. I've never liked games where a new level of technology makes the previous one completely obsolete. I've always felt higher tech/levels should give you an edge, not make you nigh unstoppable. Coupled with the ammo types, I don't think the resists should be as malleable as they are. EM should always be best against shields, Explosive on armor, etc.
In PvP, the largest beef was how all combat has to take place around stations of some sort. It's too easy for a ship to jump into and out of stations and through gates while combat goes on around it. I honestly think stations should warn and open fire on combatants if they're anywhere near an installation. There's no real way to intercept another ship in the game short of interdictors of either type. If there were more ways to intercept a ship, there were more jumps necessary in a system from point A to point B and intra-system jump engines had to cool down or charge up before another jump was made (for example) you could vary up the battle ground and make combat more interesting and challenging.
And the entire scrambler/webber mechanic. I can get on board somewhat with scrams, I don't on the other hand agree with webbers. It cancels out an entire class of ship and I believe was added as a stop gap fix.
Let me explain that last assertion. I think (and heard rumors) that the webbers were added to make scramblers effective because small fast ships got away too easily. Obviously scramblers are needed because of the type of jump system Eve uses (I have a beef with that, too, but it's outside the scope of this converstation :D ). Even if webbers just slowed a ship making it 'harder' to get away, I don't think it would be as bad. The high end webbers slow you 70-90%. Even low are 30-50% aren't they? It makes it impossible to use a small, high speed ship mounting cannons. Indeed, unless you're talking Battleship or larger classes, you nearly never see anyone mounting cannons. It's always Arty or the like because of the webbers.
Lastly, I think the system used for armor/shield tanking is poorly designed. A ship, no matter how large, should be able to be taken down eventually by smaller ships. A tank should not be able to last indefinitely.
Those are the things I remember being the most broken (to some degree or another) from when I played. Perhaps some of the mechanics have changed. Perhaps some of it's just me and I'm off base as far as others are concerned. Or maybe there are even technical limitations I'm not aware of. But those are the things I'd give my eye teeth to see changed, because I actually enjoyed Eve. I just couldn't stand the frustration of some of it.
Oh, another personal preference. I never liked that the ships themselves gave damage bonuses. I think it would have been a better idea to do the more standard ammo and have to either get recon on what weapons were being mounted or wait to see what you were up against when combat started.
That's all I can think of at the moment. What did you have in mind that diminished the mechanic for you?
-
Wow that's a lot...
Ammo and resists I guess I don't see as a huge deal. I kind of wish they were more consistent because right now its basically impossible to predict what damage types are going to be incoming or which ammo you have to load in most situations even if you try your hardest.
T2 ships I'm ok with being better because... well... they're MUCH bigger investments. Why shouldn't people spending more money be able to purchase something more powerful? An Ishtar isn't 30x as good as a Vexor but it costs 30x as much and insures for way less... seems pretty skewed against the T2 ships actually.
I totally agree about the stations/gates thing. They need to add some incentive to actually bring combat to other random locations. Missions and plexes and belt ratting are ok but they still don't generate that many encounters compared to simply camping a gate or station where you KNOW people are going to be.
Webs and nano stuff has been modified in general since you last played it sounds like. About a year ago they made it so that webs only web 50-60% at most (unless you are using one of the rare faction ships that boosts web %) and they made it so that scramblers (not disruptors) immediately turn off microwarpdrives. It has definitely added a little more variety and strategy to nano and fitting ships. Has more of a rock-paper-scissors feel than it used to. They also made many changes to "nano" in general so that ships didn't go so fast but I won't get into it in detail because there was a lot.
As far as tanking goes, smaller ships CAN take down bigger ships and I see it all the time. The speed nerf I mentioned above also modified the way that drones and sig radiuses affect big ship vs small ship encounters and it's very easy for smaller ships to survive against bigger ones that dont fit light drones or neuts.
The things about PvP that I dislike in Eve are ones that I'm not really sure can be controlled or prevented. The fact that there are more players than ever with more SP than ever means that blobs are bigger and everyone is flying bigger ships and has at least a few friends with cap ships around most of the time. The most fun engagements in Eve are small scale with small ships but those situations seem to rarely arise anymore. It's all just people baiting for a giant blob to jump or cyno in once you commit to a fight.
-
-
-
-
-
-
-
-
-