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Nix Samara
Imperial Academy
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Posted - 2008.04.02 09:08:00 -
[1]
I was reading another thread on this page and a couple people brought up that they thought that there is zero inherent skill involved in flying ships in EVE. That was is the main factor is a character's skill points.
I have seen this topic come up a few times before and every time, the "vets" say there are indeed real skills needed by the player. However, they never seem to mention what they are. They only say something like "go watch the tourney" or some other vague gibberish.
Of course everyone is going to say there is skill because if they didn't, that fact would invalidate their EVE existence. It would mean there really aren't any good pilots in the game. It would lessen player's own imaginary stature.
The fact that so many new players buy characters reinforces this. People strongly feel that high skill points will make you better than a 4 year vet playing on his 6 month old alt.
Personally, I don't consider the ability to use EFT effectively or pushing F1-F8 as being skilled.
The only argument I can agree with is certain ships such as faster Minmater ships or Nanoships which speed tank do take a different approach to the game and pvp and the pilot needs to be aware of certain things such as distance from target, falloff, knowing how to use the MWD correctly ect. Even those however are common sense things.
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Lt Angus
Wicked Crew
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Posted - 2008.04.02 09:12:00 -
[2]
Well there must be something to it else high skill point players with expensive ships would always win,
I guess the skills are in fiting your ship, being in the right place at the right time, keeping a range that favours you and hinders them, dont waste cap running modules just because they are fitted, team work, knowing what to expect from every ship in the game and knowing what they could have.
stuff like that
Shhhh, Im hunting Badgers |
Raem Civrie
Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2008.04.02 09:15:00 -
[3]
Edited by: Raem Civrie on 02/04/2008 09:15:10 The mistake is to assume that the skill required to PvP properly in EVE is analogous to games like Jumpgate. It's not.
It's more akin to Starcraft. All control of ships in EVE is indirect, and as such micromanagement of capacitor, range and damage output, situational awareness and so on is king.
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Rodj Blake
PIE Inc. Praetoria Imperialis Excubitoris
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Posted - 2008.04.02 09:16:00 -
[4]
Experience, discipline, initiative and tactical awareness are all more important than skill points.
Dulce et decorum est pro imperium mori.
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Malcanis
R.E.C.O.N.
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Posted - 2008.04.02 09:16:00 -
[5]
Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
CONCORD provide consequences, not safety; only you can do that. |
Nix Samara
Imperial Academy
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Posted - 2008.04.02 09:18:00 -
[6]
Edited by: Nix Samara on 02/04/2008 09:19:35
Originally by: Malcanis Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
That is nice but I WAS talking about pvp
I guess you didn't pick up on that when I touched upon nano ships which obviously aren't very popular in mission running.
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Jowen Datloran
Science and Trade Institute
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Posted - 2008.04.02 09:20:00 -
[7]
Edited by: Jowen Datloran on 02/04/2008 09:21:06 I don't see much skill in EVE in the FPS kind of way, but I see a lot of skill in the RTS kind of way.
Or any game that involves tactic, strategy and planning for that matter. On the battlefield it is about keeping overview (not the panel). Constantly check your position, your enemy's position, the effectiveness of your attack, your defenses, and lots more.
It seems like you feel that only the twitch type of gaming is involving skills, which I personally strongly disagree with. I am not particular fond of twitch type of games, but loves strategy games which I feel are much more demanding on your brain. I call clever people skilled, not fast people. ---------------- Mr. Science & Trade Institute |
Gamesguy
D00M. Triumvirate.
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Posted - 2008.04.02 09:22:00 -
[8]
Originally by: Nix Samara Edited by: Nix Samara on 02/04/2008 09:19:35
Originally by: Malcanis Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
That is nice but I WAS talking about pvp
I guess you didn't pick up on that when I touched upon nano ships which obviously aren't very popular in mission running.
Eve takes perhaps the most "skill" to play than pretty much all other MMOs, eve is an RPG, and all RPGs have a degree of skill involved, as well as a degree of twitch based gameplay.
I'd say Guild Wars, despite the huge difference between eve and that game, is probably almost as "skill intensive". Your build matters a lot(just like your setup in eve), but also how you use your skills and how fast you can react(the entire system of interrupts in that game is based on twitch play) is also a huge component.
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Raem Civrie
Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2008.04.02 09:24:00 -
[9]
Originally by: Nix Samara Edited by: Nix Samara on 02/04/2008 09:19:35
Originally by: Malcanis Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
That is nice but I WAS talking about pvp
I guess you didn't pick up on that when I touched upon nano ships which obviously aren't very popular in mission running.
Or he did, and was touching on a potential reason for why so many people look at EVE and go "lolskill".
The basic skill to fly a ship in PvP in EVE isn't very demanding. F1-F8 like you said, minimal awareness of optimal ranges and orbit.
But the fact is, I've seen alot of new players PvP, and I've seen alot of vets PvP. And the newbies make mistakes that the vets don't (screw up distances, ignore cap or another vital, variable statistic, forget this and that).
Oh hey, what do we call that? Skill and experience. It matters.
And then you get into the really fancy tricks, much of it largely unknown to the common player (R.I.P Triangulation Scanning).
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Nix Samara
Imperial Academy
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Posted - 2008.04.02 09:24:00 -
[10]
Originally by: Jowen Datloran Edited by: Jowen Datloran on 02/04/2008 09:21:06 I don't see much skill in EVE in the FPS kind of way, but I see a lot of skill in the RTS kind of way.
Or any game that involves tactic, strategy and planning for that matter. On the battlefield it is about keeping overview (not the panel). Constantly check your position, your enemy's position, the effectiveness of your attack, your defenses, and lots more.
It seems like you feel that only the twitch type of gaming is involving skills, which I personally strongly disagree with. I am not particular fond of twitch type of games, but loves strategy games which I feel are much more demanding on your brain. I call clever people skilled, not fast people.
How do you figure that? Did I mention "twitch" even once in my OP?
Twitch type games like CS reward players with quick reflexes. That to me isn't skill anymore than is someone knowing how to fit a Mega or a Hurricane for pvp.
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Gamesguy
D00M. Triumvirate.
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Posted - 2008.04.02 09:29:00 -
[11]
Originally by: Nix Samara
How do you figure that? Did I mention "twitch" even once in my OP?
Twitch type games like CS reward players with quick reflexes. That to me isn't skill anymore than is someone knowing how to fit a Mega or a Hurricane for pvp.
Why do people always use CS as a comparison for twitch based mechanics? Like this is a bad thing.
Almost every single RPG has twitch based mechanics of some sort. WoW, you can dodge spells by jumping behind the caster(a huge part of pvp). Guild wars, the entire system of interrupts and the 50 different skills that interrupt is based entirely on how fast you can identify the spell/action your opponent is taking and decide which interrupt to use.
Twitch based mechanics are a huge part of all MMOs, and if its not, then the MMO is truely a "f1-f8" game.
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Jowen Datloran
Science and Trade Institute
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Posted - 2008.04.02 09:30:00 -
[12]
Originally by: Nix Samara
How do you figure that? Did I mention "twitch" even once in my OP?
Twitch type games like CS reward players with quick reflexes. That to me isn't skill anymore than is someone knowing how to fit a Mega or a Hurricane for pvp.
I figured that out based on your last paragraph about nanoships being the only ships involving some skill. Maybe I'm wrong, doesn't matter.
I would rather like to know if you consider the strategical part of the game to involve a lot of skill, and if not, why so? ---------------- Mr. Science & Trade Institute |
Nix Samara
Imperial Academy
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Posted - 2008.04.02 09:30:00 -
[13]
Originally by: Raem Civrie
Originally by: Nix Samara Edited by: Nix Samara on 02/04/2008 09:19:35
Originally by: Malcanis Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
That is nice but I WAS talking about pvp
I guess you didn't pick up on that when I touched upon nano ships which obviously aren't very popular in mission running.
Or he did, and was touching on a potential reason for why so many people look at EVE and go "lolskill".
The basic skill to fly a ship in PvP in EVE isn't very demanding. F1-F8 like you said, minimal awareness of optimal ranges and orbit.
But the fact is, I've seen alot of new players PvP, and I've seen alot of vets PvP. And the newbies make mistakes that the vets don't (screw up distances, ignore cap or another vital, variable statistic, forget this and that).
Oh hey, what do we call that? Skill and experience. It matters.
And then you get into the really fancy tricks, much of it largely unknown to the common player (R.I.P Triangulation Scanning).
That is true and it is a good point. However, if remembering to shut off your MWD or keeping an eye of your Cap, keeping the correct distance is what constitutes a skilled pilot, you can learn those things running missions to be honest.
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Wild Rho
GoonFleet GoonSwarm
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Posted - 2008.04.02 09:30:00 -
[14]
You should be more clear on what you DO define as player skill then as the above posts pretty much answer your initial questions as it is.
Every game requires the application of different types of player skills and Eve is no exception (alot of them have already been mentioned in the above posts).
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Reem Fairchild
Shadow Forces Inc.
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Posted - 2008.04.02 09:33:00 -
[15]
Originally by: Nix Samara I was reading another thread on this page and a couple people brought up that they thought that there is zero inherent skill involved in flying ships in EVE. That was is the main factor is a character's skill points.
There is an immense amount of tactical skill (not motor skills in the way you need for an FPS) and knowledge needed to succeed in Eve combat. If you don't think so (or more like, if you don't know so) then you've simply never particpated in real Eve combat. Not against real opponents that had an inkling of what they were doing, anyway.
Quote: Personally, I don't consider the ability to use EFT effectively or pushing F1-F8 as being skilled.
EFT is completely useless if you don't allready know how combat works and what tactics you need to use with your ship. And pressing buttons is the absolute least of your worries.
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Cosmar
Kingfisher Industries
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Posted - 2008.04.02 09:36:00 -
[16]
This is not a space shooting game.
It's more of a Strategy/RPG hybrid and a complex rock-paper-scissor game of ship fits and counter-fits. The closest thing to skill in this game is good knowledge of game mechanics and first-hand experience.
SP and isk make a big difference too but only up to a point (first year or so).
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RuleoftheBone
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Posted - 2008.04.02 09:37:00 -
[17]
If you are referring to actual flight skill-then no not really as the physics are non-existent and the piloting is "abstracted" beyond some limited point 'n click manual maneuvers.
When somone compared EvE to an RTS they were not off the mark. Consider the EvE FC-has total abstract control of all units and deploys as needed. Sadly the player AI is often rubbish .
It comes down to solid tactical knowledge, game knowledge, and the ingame skillpoints to fit/fly to use the first two to best advantage. This is why new players with purchased hi-skill characters usually die horribly and are the standard KB joke fodder...or are the ones to start complaining about various mechanics when thier ****-fit Raven gets plopped (plopped is the right sound) by <insert random hated cruiser hull here>.
If you want actual "piloting" skill....you'll need to look at simulators. Which EvE is not. Try I-War (space), Starshatter (space...***** physics model), IL-2 (WWII), Silent Hunter III (WWII sub), or Steel Beasts (Contemporary armor) for a more "real" piloting /driving experience.
p.s. Actually...one of the best sims ever made has gone open source and been pretty much madeover for free. EECH Commanche-v-Hokum. Enjoy.
"Lead Me..Follow Me..Or get the **** out of my way" General George Patton USA
Please visit your user settings to re-enable images. |
Solasta Kovacs
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Posted - 2008.04.02 09:40:00 -
[18]
The skill in eve PvP is largely in tactical/ situational awareness, absorbing and understanding information rapidly, and good fast decision making, along with a smattering of micro management.
That is what makes it so darned good. Its not generally about who has the faster or more accurate trigger finger- but who has the more accurate and quicker mind. 90% of deaths outside of big fleet fights are entirely avoidable and down to an error which you could have corrected, if only you'd had more time to think and make a better decision.
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Chillshock
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Posted - 2008.04.02 09:41:00 -
[19]
I do like to play all kinds of games. FPS, RTS, RPG and so on.
In Eve its not the "reflexes skill" and not even so much the "strategic skill". It's all on a larger scale.
Fitting is a basis not a skill. It's knowledge. Remember that knowledge and skill are two different things, although related.
Situational awareness, aquisition of knowledge (enemy, market, how-when-what), strategic thinking, pre-estimation of events ... those are skills usefull in Eve. All that is highly supported by experience.
Imho: The Ingame-Skills, Experience, Knowledge and Personal-Skills work together in quite an amazing way in Eve. Lack of one of those can be desasterous. Being totally over the top in one sole aspect won't safe you, though. You can, however, compensate.
<3 the eve system.
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Gabriel Karade
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Posted - 2008.04.02 09:44:00 -
[20]
Edited by: Gabriel Karade on 02/04/2008 09:44:41
Knowing how to fight your ship (that is NOT simply a case of F1-F8) and being able to deduce enemy setups to fight on your terms not theirs (aka tactical acumen). Correct target selection/target priority when fighting multiple enemies. Knowing when to engage Knowing when to disengage. Maintaining optimal transversal when fighting a poorer tracking enemy without screwing your own damage output (goes back to extensive knowledge of how to fight your ship and deducing enemy setups) Knowing when to use æoverloadÆ Baiting faster ships into web range Baiting smaller ships in order to æone volley themÆ Control of drones, elimination of enemy drones Use of covert ops for scouting, covert ops for baiting, covert ops for decoying ...the list goes on and on and thatÆs just solo pvp, I havenÆt even started on FCÆing ()... -------------- Please visit your user settings to re-enable images.
Video - 'War-Machine' |
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Nix Samara
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Posted - 2008.04.02 09:52:00 -
[21]
Originally by: Gabriel Karade Edited by: Gabriel Karade on 02/04/2008 09:44:41
Knowing how to fight your ship (that is NOT simply a case of F1-F8) and being able to deduce enemy setups to fight on your terms not theirs (aka tactical acumen). Correct target selection/target priority when fighting multiple enemies. Knowing when to engage Knowing when to disengage. Maintaining optimal transversal when fighting a poorer tracking enemy without screwing your own damage output (goes back to extensive knowledge of how to fight your ship and deducing enemy setups) Knowing when to use æoverloadÆ Baiting faster ships into web range Baiting smaller ships in order to æone volley themÆ Control of drones, elimination of enemy drones Use of covert ops for scouting, covert ops for baiting, covert ops for decoying ...the list goes on and on and thatÆs just solo pvp, I havenÆt even started on FCÆing ()...
Great answer. I was hoping someone would post something a bit more specific like you did there.
For the record, I had a decent concept of what "the skill" involves already but wanted to read what other players think it is. I see this topic come up a lot and no one seems able to answer it.
A lot of good explanations here though. Thanks.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.04.02 10:08:00 -
[22]
Most of the "player skill" involved in EVE PvP makes its appearance before the actual combat starts. Knowing your enemy (intel of all kinds: numbers, ship types, fits, etc) is number one. Knowing wether you can afford to engage (is there any chance to win, and how high) is probably number two. Actually fiting your ship is tied at number three with being in a situation where you can fit your ship (if needed) for better results (if possible). Last but not least, AFTER the actual combat has started, knowing how to react if anything "unexpected" happens (recognizing a trap, getting out of it) and target selection (if you even have that choice).
Like somebody else surely said, but in slightly different words, EVE is much more of a RTS than a FPS, and as such, once the fight has started, there's little you can actually do to change its outcome (but it is possible, and it takes a LOT of experience differential between the two parties involved to make a difference).
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Nomakai Delateriel
Viziam
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Posted - 2008.04.02 10:12:00 -
[23]
Originally by: Gabriel Karade Edited by: Gabriel Karade on 02/04/2008 09:44:41
Knowing how to fight your ship (that is NOT simply a case of F1-F8) and being able to deduce enemy setups to fight on your terms not theirs (aka tactical acumen). Correct target selection/target priority when fighting multiple enemies. Knowing when to engage Knowing when to disengage. Maintaining optimal transversal when fighting a poorer tracking enemy without screwing your own damage output (goes back to extensive knowledge of how to fight your ship and deducing enemy setups) Knowing when to use æoverloadÆ Baiting faster ships into web range Baiting smaller ships in order to æone volley themÆ Control of drones, elimination of enemy drones Use of covert ops for scouting, covert ops for baiting, covert ops for decoying ...the list goes on and on and thatÆs just solo pvp, I havenÆt even started on FCÆing ()...
Fairly good summary. Though I'd like to add:
Not just knowing when to disengage. Knowing when to not engage at all! Knowing which tactical decision is the correct on in any given situation ("warp away or break for the gate?" is perhaps one of the most common ones. Correct use of E-war in order get the maximum out of your E-war capabilities (like target priority it comes down to threat assessment and knowing your enemy. Who should you destroy first and who should/can you cripple). Discipline and initiative. The mental cool required to both make your decisions quickly and not let current and past mistakes cripple your mental ability to act. This while still learning from your mistakes and not repeating them the next time a similar situation comes up.
It's hard to get that experience. "Getting it" intuitively is pretty impossible. Training from an old vet who knows all the tricks of the trade, one that can provide advice and insights. That's good, but doesn't take you all the way. So far in EVE I haven't seen any developed Doctrines so I can only assume that EVE is still in a stage where strategic and tactical knowledge is only 1 part "doctrine" and 3 parts instinct. There is no equivalent to the "Art of War", "Achtung Panzer!", "The Influence of Seapower upon history" or "HDV 130/2a Schutzenkompanie". Of course we have some "doctrines" like the basic "Nanofleet" and "Sniperfleet", but those are rudimentary at best.
In the end you need trial and error, a LOT of trial and error. Months or years of trial and error and active fighting. I've been fighting (on and off) since the summer 2006. After trying to kick a bunch of newbies into fighting shape (as well as fighting with and against some less capable pilots) I know that there is a vast difference in effectiveness between me and a newbie (regardless of how many skillpoints he has). I also know that there is also a vast difference between me and the most skilled fighters in EVE. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |
Malcanis
R.E.C.O.N.
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Posted - 2008.04.02 10:15:00 -
[24]
Originally by: Nix Samara Edited by: Nix Samara on 02/04/2008 09:19:35
Originally by: Malcanis Short answer: yes. If nothing else, the FC's skill makes a vast difference.
There is very little player skill involved in warping your Raven into a mission, locking targets and working through them. Once you've mastered juggling your cap and shields, all that's left is advanced stuff like making sure you're aligned to warp out in case you doze off for a few moments and come to when you're already in armour.
PvP is not usually like this.
That is nice but I WAS talking about pvp
I guess you didn't pick up on that when I touched upon nano ships which obviously aren't very popular in mission running.
I was providing a counter-example of what PvP is NOT like. I thought you might have picked up on that when I mentioned FCs, which are even less common in missions than nano-ships.
BTW nano-ships are very far from the uberpwn always-win buttons that some people assume.
CONCORD provide consequences, not safety; only you can do that. |
Erilias Ilthis
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Posted - 2008.04.02 10:22:00 -
[25]
Hmmm, interesting thread/question this.
As was said, it indeed takes a lot of skill to fly some ships. One of the main examples would be the blasterthron. There are often a few things to take into consideration and there are certain tactical and situational elements that surround you.
But ... some ships taking quite some skill to fly well DOES NOT mean you will be put in that context. Eve has become a very sad place for the pvp'er of old. There are simply nearly no situations left in which skill makes the difference. In most situations, you are just jumped by 16 times the amount you have. The only choice there often is is die or lag out.
The further eve advances, the more it is becoming a game of extremes. There's little room for small scale tactics or skill. There's not much besides the average "my gang is bigger then yours" in which you press 12 buttons for guns and tank and then wait untill you wake up in a station/pod without actually having noticed what has happened.
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Solasta Kovacs
Reikoku Band of Brothers
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Posted - 2008.04.02 10:30:00 -
[26]
I really don't agree with that at all.
If you are jumped by a gang 3 times your size- then it is generally your tactical mistake. Your opponent had more skill in engineering that situation, than you had in avoiding it.
There are plenty of small gang and even solo engagements where skill and tactically astute play is very much the deciding factor.
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Nomakai Delateriel
Viziam
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Posted - 2008.04.02 10:41:00 -
[27]
Originally by: Solasta Kovacs I really don't agree with that at all.
If you are jumped by a gang 3 times your size- then it is generally your tactical mistake. Your opponent had more skill in engineering that situation, than you had in avoiding it.
There are plenty of small gang and even solo engagements where skill and tactically astute play is very much the deciding factor.
Agreed. If your opponent is three times your size you have three choices:
1. Retreat and disband your gang. 2. Withdraw, but keep the hostile gang under observation. Strike at them when they're disbanding. 3. Hit them from a tactically favorable situation, and withdraw before they can turn the situation into their favor. Repeat as necessary.
Of course what you really should have done was to use guerilla forces to strike at them as they were assembling and prevent the situation from ever occuring. Difficult to achieve, but if you know your enemy and if you know the time of the battle it's possible. If you're actually unexpectedly hit by a gang 3 times your size your FC is made from fail. Using highly mobile forward scouts and a rearguard is the Alpha and Omega of "not getting completely crushed by a competent FC". ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |
PaddyPaddy Nihildarnik
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Posted - 2008.04.02 10:59:00 -
[28]
Originally by: RuleoftheBone
When somone compared EvE to an RTS they were not off the mark. Consider the EvE FC-has total abstract control of all units and deploys as needed. Sadly the player AI is often rubbish .
QFMFT
Im sure most FCs would agree to this post. Made me smile anyway.
Peace WithinSo if the theory of relativity is true, shouldn't i arrive at my destination before i warped in the first place? Neon GhostYou do, but this is compensated for by lag |
Rod Blaine
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Posted - 2008.04.02 11:02:00 -
[29]
Combat skill in Eve Online (player skill as opposed to character skill) breaks down into two types.
First there's tactical skill on the individual level. That's about (as someone put it earlier in the thread) engineering the combat situation to your advantage. It's mostly stuff like being in the right place at the right time doing the right thing. Eve combat typically (the larger the scale the more this applies) invovles alot of 'foreplay'. Those skilled at the foreplay end up having the best sex, so to say. The power of foreplay is well illustrated by my own alliance, that is generally seen as being very good at that particular part of large scale warfare. A very important thing to understand in this regard is that foreplay also doesn't end when the real action starts.
The second skill in Eve Combat is that which is mostly a question of experience (remaining calm, knwoing what you can do and what you can't) and situational awareness within a fight. Being good at that stuff allows you to close the gap between your theoretical abilities in a fight and the practical outcome. It's piloting your ship in such a way to minimise damage incurred yet maximise effectiveness. Tantristic piloting so to say :p
So yes, there is certainly skill involved. Skillpoints largely decide what roles you can choose form, and influence outcome directly in very small fights. The larger the fight, the less the outcome is directly affected by skillpoints. In large fights, skillpoints can matter far less then FC and pilot skill. The smaller the FC and pilot skill disparity between enemy gangs, the larger the impact of skillpoints ends up being, theoretically.
Eve combat typically sees very large gaps in FC and piloting skills between individuals and gangs.
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Shadowsword
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Posted - 2008.04.02 11:13:00 -
[30]
There are skills involved, just not reflexes skills like in a FPS.
To be a good pvper, you need:
- To gauge the situation instantly (also called tactical awareness). Not only in the begining of the fight, but constantly.
- To get over your panic fast (stress is a cause for mistakes).
- To know exactly what are the strengths and weaknesses of each ship, general fits, etc. (not a skill, experience. But then, aren't the terms experience and skill designating the same qualities?)
- Good, precise and fast communication with your team, even while under stress of a fight.
- To use short-cuts.
- Discipline, and in some cases, a relative sense of sacrifice, like letting your ship die if it allow one of your teammates to live.
- Balls. some british admiral (Sinclair?) said: "He who will not risk, can not win". It's the same with Eve. However you measure success in Eve, be it uber-rich trader, 0.0 powerhouse, or most famous pvpers, each of them has risked a lot, often, to get there. ------------------------------------------ Please visit your user settings to re-enable images.
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