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Author | Thread Statistics | Show CCP posts - 12 post(s) |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[91]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[92]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.22 08:50:00 -
[93]
I'd expect that most of the dungeon-ization of agent missions will actually occur in the first few weeks after launch. At launch, probably most "storyline"/"important" missions should use dungeons where appropriate. It's not planned that way, but I'm more of a "the money ain't in the bank until it's in the bank" type of guy. Until I see a fair number of dungeons with my own eyes, I'm not banking on them. To counter this risk, I had originally asked Zrakor to implement level 4 missions and storyline missions such that they are first completely implemented using standard encounters, but plan on replacing the standard encounters with dungeons when they are ready. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[94]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[95]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.22 08:56:00 -
[96]
The "Deadspace" in Deadspace Complexes does indeed refer to this property. Deadspace is very hostile to warp fields. Crossing the "room boundaries" will also generally put you in relatively close quarters to NPCs. Thus it can be safely assumed that if you aren't rigged for close combat, you're probably going to be in trouble in dungeons that are balanced for larger and more powerful ships. This will be highly dungeon-dependant, but the general rule of thumb is that dungeons are intended to be balanced environments where no single tactic should do the trick. Kiters beware ![]() |
![]() S'Daria ![]() ![]() ![]() |
Posted - 2004.10.23 00:33:00 -
[97] I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed. 1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex? 2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats). 3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about? Thanks alot for this heads-up information - we REALLY appreciate it. |
![]() S'Daria ![]() ![]() ![]() |
Posted - 2004.10.23 00:33:00 -
[98] I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed. 1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex? 2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats). 3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about? Thanks alot for this heads-up information - we REALLY appreciate it. |
S'Daria ![]() ![]() ![]() |
Posted - 2004.10.23 00:33:00 -
[99] I looked at the description of "Deadspace Complexes" in the Shiva feature section and I have to say I'm impressed. 1. To continue the conversation, when you warp to the next "room" or "area" in the complex how close will you expect to be to the rats there? 15km? 25km? Or closer or different depending on the complex? 2. Obviously there is no warping within the complex area, but are their "walls" like "grid boundaries" or can you move outside the "room" you just warped to using the local complex "door"? (i.e. I jump into the next "room" and then turn around and MWD + AB away from the rats to get distance between me and the rats). 3. Will we expect to instantly be webbed when going though each "door" of the complex? Or will that occur only with certain types of higher level complexes that we'll be warned about? Thanks alot for this heads-up information - we REALLY appreciate it. |
![]() capt ![]() ![]() ![]() |
Posted - 2004.10.25 09:24:00 -
[100] Leave a bit for people to find out. If everything is known it will be dull and predictable. And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like...... |
![]() capt ![]() ![]() ![]() |
Posted - 2004.10.25 09:24:00 -
[101] Leave a bit for people to find out. If everything is known it will be dull and predictable. And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like...... |
capt ![]() ![]() ![]() |
Posted - 2004.10.25 09:24:00 -
[102] Leave a bit for people to find out. If everything is known it will be dull and predictable. And I'm sure after the first dungeons are in the game everything will be posted to the smallest detail on this very forum anyway so let players find out what it will be like...... |
![]() S'Daria ![]() ![]() ![]() |
Posted - 2004.10.25 13:09:00 -
[103] The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us. There's no point for them to implement something that we don't want. |
![]() S'Daria ![]() ![]() ![]() |
Posted - 2004.10.25 13:09:00 -
[104] The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us. There's no point for them to implement something that we don't want. |
S'Daria ![]() ![]() ![]() |
Posted - 2004.10.25 13:09:00 -
[105] The idea is that we help flesh out as many of the bugs as possible and give feedback to Papa Smurf on issues that are important to us. There's no point for them to implement something that we don't want. |
![]() capt ![]() ![]() ![]() |
Posted - 2004.10.26 08:10:00 -
[106]
I think it's up to the devs to implement things and to decide if they are viable or not. If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it. I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005. If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want. Just adapt and learn how to use different setups. Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimes ![]() |
![]() capt ![]() ![]() ![]() |
Posted - 2004.10.26 08:10:00 -
[107]
I think it's up to the devs to implement things and to decide if they are viable or not. If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it. I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005. If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want. Just adapt and learn how to use different setups. Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimes ![]() |
capt ![]() ![]() ![]() |
Posted - 2004.10.26 08:10:00 -
[108]
I think it's up to the devs to implement things and to decide if they are viable or not. If we allready go spewing whines that we don't want this or that implemented......... We can't always get what we want and you can't give all players everthing the way they want it. I for example want them to fix projectiles but it has been said it will only be adressed Soon(tm) after Shiva. So I am expecting this round Christmass 2005. If for example we warp into a dungeon and find ourselves at 2 km distance of a mega cruiser or BS spawn....well then we better have a short range setup. I am sure a lot of players would WANT a longe range possibility, but again we can't always have what we want. Just adapt and learn how to use different setups. Completely unrelated remark: you talk about testing and weeding out the bugs which is admirable. I myself am on Shiva server too, doing my best to help out. But frankly you are posting soo much (almost every 5 minutes sometimes ![]() |
![]() JP Beauregard ![]() ![]() ![]() |
Posted - 2004.10.26 08:14:00 -
[109]
There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience. And there is no point to detailing every aspect of a game system, especially on the content side. I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible. There is a reason why you won't see walkthroughs for MMOGs... JP Beauregard === The Pilkington Guides to EVE === |
![]() JP Beauregard ![]() ![]() ![]() |
Posted - 2004.10.26 08:14:00 -
[110]
There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience. And there is no point to detailing every aspect of a game system, especially on the content side. I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible. There is a reason why you won't see walkthroughs for MMOGs... JP Beauregard === The Pilkington Guides to EVE === |
JP Beauregard Gallente Pilkington Communications ![]() ![]() ![]() |
Posted - 2004.10.26 08:14:00 -
[111]
There is no point to asking what "we" want because "we" are a small (though in part annoyingly noisy and meddlesome) minority that is in no way representative of the game's audience. And there is no point to detailing every aspect of a game system, especially on the content side. I'm all for explaining the framework of a game system and the functionality of individual elements. But that's a long way from pre-digesting and regurgitating every minute detail to the point of making discovery impossible. There is a reason why you won't see walkthroughs for MMOGs... **** PILCO - We Service Brains of All Sizes **** |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[112]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
![]() Papa Smurf ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[113]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
Papa Smurf ![]() ![]() ![]() ![]() |
Posted - 2004.10.28 13:14:00 -
[114]
Keep in mind though that while our milage varies in this area, we consider it of utmost importance to take into consideration what you all want.
Too true... and this is indeed mostly a content issue. The "rules" will be entirely complex specific, and we will generally try to make them well balanced. System-wise, you can expect a deadspace complex to behave pretty much the same as last time you went there, thus you can learn that this particular complex is well suited for long range while that complex requires alot of short range combat. We're aiming for 'fair fights'. |
![]() Thaylor ![]() ![]() ![]() |
Posted - 2004.10.28 23:52:00 -
[115]I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want. Didn't you said rats cheat?
![]() |
![]() Thaylor ![]() ![]() ![]() |
Posted - 2004.10.28 23:52:00 -
[116]I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want. Didn't you said rats cheat?
![]() |
Thaylor ![]() ![]() ![]() |
Posted - 2004.10.28 23:52:00 -
[117]I'm happy to hear that you guys take us seriously. I think we all want a better game and our comments may help you guys develop something that we all want. Didn't you said rats cheat?
![]() |
![]() JP Beauregard ![]() ![]() ![]() |
Posted - 2004.10.29 07:35:00 -
[118] Edited by: JP Beauregard on 29/10/2004 07:37:55
Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid". How again is your advantage not unfair? Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking... JP Beauregard === The Pilkington Guides to EVE === |
![]() JP Beauregard ![]() ![]() ![]() |
Posted - 2004.10.29 07:35:00 -
[119] Edited by: JP Beauregard on 29/10/2004 07:37:55
Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid". How again is your advantage not unfair? Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking... JP Beauregard === The Pilkington Guides to EVE === |
JP Beauregard Gallente Pilkington Communications ![]() ![]() ![]() |
Posted - 2004.10.29 07:35:00 -
[120] Edited by: JP Beauregard on 29/10/2004 07:37:55
Let's see. You get the tactical advantage of knowing their position and have the first move. You can adapt while the AI is set and permanently locked to "stupid". How again is your advantage not unfair? Really, I want these mission rats to have a surrender option. As soon as they know I'll be coming after them, they should have an envoy contact the station and offer to self-destruct and spare me the trouble of undocking... **** PILCO - We Service Brains of All Sizes **** |
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