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Papa Smurf
Papa Smurf

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Posted - 2004.10.12 20:55:00 - [1]

One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is.

While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future.

For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners.

Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted.

The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force.

Papa Smurf
Papa Smurf

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Posted - 2004.10.12 20:55:00 - [2]

One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is.

While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future.

For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners.

Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted.

The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force.

Papa Smurf
Papa Smurf



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Posted - 2004.10.12 20:55:00 - [3]

One of the Shiva features is Dungeons, Complexes, or whatever the buzzword-of-the-week is.

While I can't say I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future.

For those of you who are familiar with scenario missions (a rarity in many regions of space) Dungeon Missions are similar but a few steps beyond. Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario. Dungeons will generally be setup with gameplay similar to dungeons in land-locked games. Rooms, doors, monsters, traps, treasure chests, etc. will be implemented in space-friendly manners.

Dungeons will primarily be seen in agent missions through important missions and level 4 missions. See important/storyline thread, however, too be posted.

The future of dungeons in the agent system has yet to be finally specced out, but probably we will move as much of the mission content into the dungeon system as possible, adding more complex in-space interactions to missions. I'd predict that this will be a post-launch Shiva task to be completed before Kali starts up full force.

Seidr
Seidr

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Posted - 2004.10.12 23:02:00 - [4]

Edited by: Seidr on 12/10/2004 23:07:20
As a golden-oldie mmorpg player, I cant wait to see how dungeons turn out on the scale that Eve online can provide Smile.
Seidr
Seidr

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Posted - 2004.10.12 23:02:00 - [5]

Edited by: Seidr on 12/10/2004 23:07:20
As a golden-oldie mmorpg player, I cant wait to see how dungeons turn out on the scale that Eve online can provide Smile.
Seidr
Seidr
Amarr

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Posted - 2004.10.12 23:02:00 - [6]

Edited by: Seidr on 12/10/2004 23:07:20
As a golden-oldie mmorpg player, I cant wait to see how dungeons turn out on the scale that Eve online can provide Smile.
S'Daria
S'Daria

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Posted - 2004.10.13 00:33:00 - [7]

Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


I think with the new level IV agents many of us will be willing to wait til post-Shiva so you guys can get it right with these Complexes.


Are the intentions of Complexes to be for group or solo play?


S'Daria
S'Daria

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Posted - 2004.10.13 00:33:00 - [8]

Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


I think with the new level IV agents many of us will be willing to wait til post-Shiva so you guys can get it right with these Complexes.


Are the intentions of Complexes to be for group or solo play?


S'Daria
S'Daria

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Posted - 2004.10.13 00:33:00 - [9]

Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


I think with the new level IV agents many of us will be willing to wait til post-Shiva so you guys can get it right with these Complexes.


Are the intentions of Complexes to be for group or solo play?


JP Beauregard
JP Beauregard

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Posted - 2004.10.13 07:14:00 - [10]

Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard

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Posted - 2004.10.13 07:14:00 - [11]

Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?

JP Beauregard


=== The Pilkington Guides to EVE ===
JP Beauregard
JP Beauregard
Gallente
Pilkington Communications

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Posted - 2004.10.13 07:14:00 - [12]

Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?



**** PILCO - We Service Brains of All Sizes ****
Papa Smurf
Papa Smurf

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Posted - 2004.10.13 08:33:00 - [13]

Originally by: JP Beauregard
Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?


The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers Wink. On that note, keep in mind that even though Zrakor and I will undoubtedly refer to them as dungeons, this is not going to be the final name.

Papa Smurf
Papa Smurf

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Posted - 2004.10.13 08:33:00 - [14]

Originally by: JP Beauregard
Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?


The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers Wink. On that note, keep in mind that even though Zrakor and I will undoubtedly refer to them as dungeons, this is not going to be the final name.

Papa Smurf
Papa Smurf



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Posted - 2004.10.13 08:33:00 - [15]

Originally by: JP Beauregard
Originally by: S'Daria
Any new content is good.

But please don't call them Dungeons...

Complexes, complexes, complexes!!!


Actually, and even though "complex" appears to be a countable noun, the plural "complexes" sounds rather offensive to the latent Latin undercurrent of my consciousness. Although it's of course a fun word to say with a Gollum accent.

Can we maybe try the military synonym "installations" given that there is a combat element involved?


The problem with Complexes (other than the implication of mental ailments) is also that alot of items start popping up in them such as 'Complex Wall', 'Complex Bunker', etc. which implies that the meaning is 'Complicated'. Anyhow, the name used for complexes/dungeons inhouse changes twice a week. Haven't got a clue what the final blurb will be. Usually we just refer to them as dungeons internally, and leave the marketspeak to the marketeers Wink. On that note, keep in mind that even though Zrakor and I will undoubtedly refer to them as dungeons, this is not going to be the final name.

S'Daria
S'Daria

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Posted - 2004.10.13 13:18:00 - [16]

I like "Installations" personally. "Dungeon" is too medival IMHO.
S'Daria
S'Daria

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Posted - 2004.10.13 13:18:00 - [17]

I like "Installations" personally. "Dungeon" is too medival IMHO.
S'Daria
S'Daria

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Posted - 2004.10.13 13:18:00 - [18]

I like "Installations" personally. "Dungeon" is too medival IMHO.
Rinji
Rinji

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Posted - 2004.10.13 16:29:00 - [19]

Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy

Anyway, to attempt to get back on topic, Comgeons sounds pretty cool, can't wait to try them out.


Vice Admiral Rinji Morisato
Logistics Division
Commanding Officer of Logistics Division
Rinji
Rinji

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Posted - 2004.10.13 16:29:00 - [20]

Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy

Anyway, to attempt to get back on topic, Comgeons sounds pretty cool, can't wait to try them out.


Vice Admiral Rinji Morisato
Logistics Division
Commanding Officer of Logistics Division
Rinji
Rinji
Caldari
Caldari Provisions

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Posted - 2004.10.13 16:29:00 - [21]

Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy

Anyway, to attempt to get back on topic, Comgeons sounds pretty cool, can't wait to try them out.


Vice Admiral Rinji Morisato
Logistics Division
Commanding Officer of Logistics Division
Ebedar
Ebedar

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Posted - 2004.10.13 17:14:00 - [22]

They should be called Dave.

My life in pictures:
ugh Arrow Crying or Very sad Arrow Twisted Evil Arrow Confused Arrow YARRRR!! Arrow Question
Ebedar
Ebedar

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Posted - 2004.10.13 17:14:00 - [23]

They should be called Dave.

My life in pictures:
ugh Arrow Crying or Very sad Arrow Twisted Evil Arrow Confused Arrow YARRRR!! Arrow Question
Ebedar
Ebedar
Gallente
Primary Intelligence

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Posted - 2004.10.13 17:14:00 - [24]

They should be called Dave.


Drone Calculator
Bhurak
Bhurak

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Posted - 2004.10.13 19:26:00 - [25]

Dave's not here, man.
Random Miner> Did you how steal my ore, lacked prospects or a bright future the thing you wanted me to take the fight airship to hit you

Bhurak
Bhurak

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Posted - 2004.10.13 19:26:00 - [26]

Dave's not here, man.
Random Miner> Did you how steal my ore, lacked prospects or a bright future the thing you wanted me to take the fight airship to hit you

Bhurak
Bhurak
Amarr
Imperial Shipment

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Posted - 2004.10.13 19:26:00 - [27]

Dave's not here, man.
Random Miner> Did you how steal my ore, lacked prospects or a bright future the thing you wanted me to take the fight airship to hit you

Dirtball
Dirtball

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Posted - 2004.10.13 19:59:00 - [28]

Are there dungeons static in location and completely unrelated to agents? cause that would be super
Dirtball
Dirtball

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Posted - 2004.10.13 19:59:00 - [29]

Are there dungeons static in location and completely unrelated to agents? cause that would be super
Dirtball
Dirtball
GoonSwarm

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Posted - 2004.10.13 19:59:00 - [30]

Are there dungeons static in location and completely unrelated to agents? cause that would be super
Papa Smurf
Papa Smurf

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Posted - 2004.10.13 20:04:00 - [31]

Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.

Papa Smurf
Papa Smurf

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Posted - 2004.10.13 20:04:00 - [32]

Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.

Papa Smurf
Papa Smurf



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Posted - 2004.10.13 20:04:00 - [33]

Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.

S'Daria
S'Daria

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Posted - 2004.10.14 01:56:00 - [34]

Originally by: Rinji
Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy
If these cans are the same as currently coded fosams then you can't open the can if there are enemy rats nearby.

Also remember the "Installations" will be instantly spawned for missions - at least that's my understanding.

However there will be other fixed "Installations" that will be in space that anyone can go into. If my memory is correct an "Installation" in a 0.7 would have rats or be as difficult as like a 0.5 or 0.4 space or something like that.

Look forward to them.
S'Daria
S'Daria

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Posted - 2004.10.14 01:56:00 - [35]

Originally by: Rinji
Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy
If these cans are the same as currently coded fosams then you can't open the can if there are enemy rats nearby.

Also remember the "Installations" will be instantly spawned for missions - at least that's my understanding.

However there will be other fixed "Installations" that will be in space that anyone can go into. If my memory is correct an "Installation" in a 0.7 would have rats or be as difficult as like a 0.5 or 0.4 space or something like that.

Look forward to them.
S'Daria
S'Daria

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Posted - 2004.10.14 01:56:00 - [36]

Originally by: Rinji
Scenario missions are a rarity in some areas of space? I guess they need to be spread out a bit, they're all I do down in the Khanid region. I get them so often I have "insta-loot" bm to each and every can. Very Happy
If these cans are the same as currently coded fosams then you can't open the can if there are enemy rats nearby.

Also remember the "Installations" will be instantly spawned for missions - at least that's my understanding.

However there will be other fixed "Installations" that will be in space that anyone can go into. If my memory is correct an "Installation" in a 0.7 would have rats or be as difficult as like a 0.5 or 0.4 space or something like that.

Look forward to them.
Shlub
Shlub

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Posted - 2004.10.14 14:26:00 - [37]

Originally by: Papa Smurf
Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.



Very Happy
----------


"When You have to kill a man it costs nothing to be polite"
Shlub
Shlub

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Posted - 2004.10.14 14:26:00 - [38]

Originally by: Papa Smurf
Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.



Very Happy
----------


"When You have to kill a man it costs nothing to be polite"
Shlub
Shlub
Caldari
Helix Ltd.

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Posted - 2004.10.14 14:26:00 - [39]

Originally by: Papa Smurf
Originally by: Dirtball
Are there dungeons static in location and completely unrelated to agents? cause that would be super


Being authored as we speak.



Very Happy
----------


"When You have to kill a man it costs nothing to be polite"
Crayathan
Crayathan

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Posted - 2004.10.15 09:25:00 - [40]

Strongholds


Even though I walk through the valley of the shadow of death, I fear no evil
Crayathan
Crayathan

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Posted - 2004.10.15 09:25:00 - [41]

Strongholds


Even though I walk through the valley of the shadow of death, I fear no evil
Crayathan
Crayathan
Gallente
Contraband Inc.
Mercenary Coalition

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Posted - 2004.10.15 09:25:00 - [42]

Strongholds




Even though I walk through the valley of the shadow of death, I fear no evil
Damajink
Damajink

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Posted - 2004.10.16 11:07:00 - [43]

Rat holes Smile
Damajink
Damajink

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Posted - 2004.10.16 11:07:00 - [44]

Rat holes Smile
Damajink
Damajink
Caldari Provisions

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Posted - 2004.10.16 11:07:00 - [45]

Rat holes Smile
S'Daria
S'Daria

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Posted - 2004.10.17 12:15:00 - [46]

Still like "Installations"
S'Daria
S'Daria

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Posted - 2004.10.17 12:15:00 - [47]

Still like "Installations"
S'Daria
S'Daria

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Posted - 2004.10.17 12:15:00 - [48]

Still like "Installations"
Papa Smurf
Papa Smurf

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Posted - 2004.10.17 15:17:00 - [49]

Btw. seems like the marketing term for them is "Deadspace Complexes".
Papa Smurf
Papa Smurf

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Posted - 2004.10.17 15:17:00 - [50]

Btw. seems like the marketing term for them is "Deadspace Complexes".
Papa Smurf
Papa Smurf



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Posted - 2004.10.17 15:17:00 - [51]

Btw. seems like the marketing term for them is "Deadspace Complexes".
JP Beauregard
JP Beauregard

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Posted - 2004.10.17 21:41:00 - [52]

Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
JP Beauregard
JP Beauregard

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Posted - 2004.10.17 21:41:00 - [53]

Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
JP Beauregard
JP Beauregard
Gallente
Pilkington Communications

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Posted - 2004.10.17 21:41:00 - [54]

Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
S'Daria
S'Daria

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Posted - 2004.10.18 00:27:00 - [55]

Originally by: JP Beauregard
Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
Hey, even English majors need a job doing something. Rolling Eyes
S'Daria
S'Daria

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Posted - 2004.10.18 00:27:00 - [56]

Originally by: JP Beauregard
Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
Hey, even English majors need a job doing something. Rolling Eyes
S'Daria
S'Daria

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Posted - 2004.10.18 00:27:00 - [57]

Originally by: JP Beauregard
Originally by: Papa Smurf
Btw. seems like the marketing term for them is "Deadspace Complexes".


Then someone in Marketing must be after a comedy prize.
Hey, even English majors need a job doing something. Rolling Eyes
fuze
fuze

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Posted - 2004.10.18 19:05:00 - [58]

For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.
___________________________
Favorite bumpersticker of the month:
My head hurts!
fuze
fuze

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Posted - 2004.10.18 19:05:00 - [59]

For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.
___________________________
Favorite bumpersticker of the month:
My head hurts!
fuze
fuze
Gallente
Defense Advanced Research Projects Agency

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Posted - 2004.10.18 19:05:00 - [60]

For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.

Being a man I still can achieve multiple sarcasms.
S'Daria
S'Daria

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Posted - 2004.10.19 00:34:00 - [61]

Originally by: fuze
For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.
LOL...reminds me of a Buggs Bunny Cartoon. ugh
S'Daria
S'Daria

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Posted - 2004.10.19 00:34:00 - [62]

Originally by: fuze
For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.
LOL...reminds me of a Buggs Bunny Cartoon. ugh
S'Daria
S'Daria

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Posted - 2004.10.19 00:34:00 - [63]

Originally by: fuze
For pirate factions it should be a cave in a meteorite and you need a rub a lamp to get in. With lots of gold in there. Wink

But hideout sounds cool to me.
And call triggers something like cloaked spying sensors.
LOL...reminds me of a Buggs Bunny Cartoon. ugh
Droidster
Droidster

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Posted - 2004.10.19 03:05:00 - [64]

Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.

_____________________________________________
I am motivated by various things, mostly ISK.
Droidster
Droidster

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Posted - 2004.10.19 03:05:00 - [65]

Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.

_____________________________________________
I am motivated by various things, mostly ISK.
Droidster
Droidster

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Posted - 2004.10.19 03:05:00 - [66]

Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.

_____________________________________________
I am motivated by various things, mostly ISK.
Papa Smurf
Papa Smurf

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Posted - 2004.10.19 15:53:00 - [67]

Originally by: Droidster
Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.



There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.


Papa Smurf
Papa Smurf

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Posted - 2004.10.19 15:53:00 - [68]

Originally by: Droidster
Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.



There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.


Papa Smurf
Papa Smurf



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.19 15:53:00 - [69]

Originally by: Droidster
Will there be "monsters" too?

I can see it now: treasure chests guarded by animatronic dragons containing belly button implants that make you invisible.

This is too wierd for words.



There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.


JP Beauregard
JP Beauregard

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Posted - 2004.10.19 17:28:00 - [70]

Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink
JP Beauregard
JP Beauregard

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Posted - 2004.10.19 17:28:00 - [71]

Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink
JP Beauregard
JP Beauregard
Gallente
Pilkington Communications

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Posted - 2004.10.19 17:28:00 - [72]

Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink
Mirelath
Mirelath

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Posted - 2004.10.20 10:30:00 - [73]

Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile
Mirelath
Mirelath

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Posted - 2004.10.20 10:30:00 - [74]

Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile
Mirelath
Mirelath

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.20 10:30:00 - [75]

Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile
Wonko Sane
Wonko Sane

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Posted - 2004.10.20 11:32:00 - [76]

Originally by: JP Beauregard
Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink


I don't know if she's a virgin, but of course we have the stupid damsel that keep getting kidnapped a few times a day Wink.
Wonko Sane
Wonko Sane

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Posted - 2004.10.20 11:32:00 - [77]

Originally by: JP Beauregard
Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink


I don't know if she's a virgin, but of course we have the stupid damsel that keep getting kidnapped a few times a day Wink.
Wonko Sane
Wonko Sane

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Posted - 2004.10.20 11:32:00 - [78]

Originally by: JP Beauregard
Originally by: Papa Smurf


There will indeed be monsters.

Monsters in EVE terms are just NPC ships.

Treasure chests in EVE terms are various spawn containers, flotsam, etc.




How about virgins and maidens? I mean, if there be dragons Wink


I don't know if she's a virgin, but of course we have the stupid damsel that keep getting kidnapped a few times a day Wink.
S'Daria
S'Daria

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Posted - 2004.10.20 12:38:00 - [79]

Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy
S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.20 12:38:00 - [80]

Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy
S'Daria
S'Daria

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.20 12:38:00 - [81]

Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy
Dame Sneakers
Dame Sneakers

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Posted - 2004.10.20 12:41:00 - [82]

From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.
------------------------------------
So many skills, so little time...
Dame Sneakers
Dame Sneakers

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Posted - 2004.10.20 12:41:00 - [83]

From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.
------------------------------------
So many skills, so little time...
Dame Sneakers
Dame Sneakers
Caldari
FinFleet
Lotka Volterra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.20 12:41:00 - [84]

From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.

So many Skills, so little Time.
Mirelath
Mirelath

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Posted - 2004.10.20 13:38:00 - [85]

Quote:

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.
Quote:


I have to admit that I agree with that. Better to have something fully working, fun, and great, than something disappointly incomplete and gradually being fixed sort-of.

Although it looks like they're just being put together (authored) and should be available soon, and the support for them is probably already there/close.
Mirelath
Mirelath

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Posted - 2004.10.20 13:38:00 - [86]

Quote:

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.
Quote:


I have to admit that I agree with that. Better to have something fully working, fun, and great, than something disappointly incomplete and gradually being fixed sort-of.

Although it looks like they're just being put together (authored) and should be available soon, and the support for them is probably already there/close.
Mirelath
Mirelath

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.20 13:38:00 - [87]

Quote:

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.
Quote:


I have to admit that I agree with that. Better to have something fully working, fun, and great, than something disappointly incomplete and gradually being fixed sort-of.

Although it looks like they're just being put together (authored) and should be available soon, and the support for them is probably already there/close.
Papa Smurf
Papa Smurf

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Posted - 2004.10.22 08:29:00 - [88]

Originally by: Mirelath
Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile


It has already been asked, and the answer is yes, there will be dungeons that do not require agents.
Papa Smurf
Papa Smurf

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Posted - 2004.10.22 08:29:00 - [89]

Originally by: Mirelath
Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile


It has already been asked, and the answer is yes, there will be dungeons that do not require agents.
Papa Smurf
Papa Smurf



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.22 08:29:00 - [90]

Originally by: Mirelath
Sorry if this is obvious or has already been asked, but complexes have been the number one thing I've been looking forward to, with their different types, different difficulty levels, their involvement with agent missions and so on.

The thing I've been wondering, and I've seen different opinions/answers on this is whether complexes or "dungeons" will be only available through agents, or whether we can go looking for complexes, say in higher security space for newer players, and have a go at them WITHOUT having to go through an agent (agents seem to hate me)?

Thanks Smile


It has already been asked, and the answer is yes, there will be dungeons that do not require agents.
Papa Smurf
Papa Smurf

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Posted - 2004.10.22 08:50:00 - [91]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


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
Papa Smurf

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Posted - 2004.10.22 08:50:00 - [92]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


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
Papa Smurf



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Posted - 2004.10.22 08:50:00 - [93]

Originally by: S'Daria
Do you know the ETA on "Complexes"...we're getting offly close to the Novemember 3rd release.

If they are not complete I think many people would rather it be posponed and done right instead of ... well you know.

Cheers. Very Happy


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
Papa Smurf

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Posted - 2004.10.22 08:56:00 - [94]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!


Papa Smurf
Papa Smurf

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Posted - 2004.10.22 08:56:00 - [95]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!


Papa Smurf
Papa Smurf



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Posted - 2004.10.22 08:56:00 - [96]

Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!


S'Daria
S'Daria

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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
S'Daria

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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
S'Daria

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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
capt

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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
capt

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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
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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
S'Daria

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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
S'Daria

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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
S'Daria

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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
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:10:00 - [106]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



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 sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
capt
capt

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.26 08:10:00 - [107]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



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 sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
capt
capt

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Posted - 2004.10.26 08:10:00 - [108]

Originally by: S'Daria

There's no point for them to implement something that we don't want.



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 sometimesRazz) and even adding and aswering to your own posts (instead of just editing a previous post which would limit cluttering) that I am wondering if you even get to play the game these days....
JP Beauregard
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Posted - 2004.10.26 08:14:00 - [109]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


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


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JP Beauregard
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Posted - 2004.10.26 08:14:00 - [110]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


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
JP Beauregard
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Pilkington Communications

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Posted - 2004.10.26 08:14:00 - [111]

Originally by: S'Daria
There's no point for them to implement something that we don't want.


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
Papa Smurf

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Posted - 2004.10.28 13:14:00 - [112]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


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.


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.

Originally by: JP Beauregard
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...


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
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Posted - 2004.10.28 13:14:00 - [113]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


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.


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.

Originally by: JP Beauregard
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...


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
Papa Smurf



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Posted - 2004.10.28 13:14:00 - [114]

Originally by: JP Beauregard
Originally by: S'Daria
There's no point for them to implement something that we don't want.


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.


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.

Originally by: JP Beauregard
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...


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
Thaylor

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Posted - 2004.10.28 23:52:00 - [115]

Originally by: Papa Smurf
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.
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.
Originally by: Papa Smurf
...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'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
Thaylor
Thaylor

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Posted - 2004.10.28 23:52:00 - [116]

Originally by: Papa Smurf
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.
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.
Originally by: Papa Smurf
...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'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
Thaylor
Thaylor

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Posted - 2004.10.28 23:52:00 - [117]

Originally by: Papa Smurf
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.
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.
Originally by: Papa Smurf
...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'.
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes
JP Beauregard
JP Beauregard

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Posted - 2004.10.29 07:35:00 - [118]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


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
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Posted - 2004.10.29 07:35:00 - [119]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


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
JP Beauregard
Gallente
Pilkington Communications

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.10.29 07:35:00 - [120]

Edited by: JP Beauregard on 29/10/2004 07:37:55

Originally by: Thaylor
Didn't you said rats cheat?
  1. I mean although rats have finite cap, their modules still work when you use a Nosferatu on them.
  2. They can use their MWD or AB continuously.
  3. They have infinite ammo.
How is this a fair fight? Rolling Eyes


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 ****
Shamis Orzoz
Shamis Orzoz

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Posted - 2004.10.29 21:09:00 - [121]

Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis


Shamis Orzoz
Shamis Orzoz

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Posted - 2004.10.29 21:09:00 - [122]

Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis


Shamis Orzoz
Shamis Orzoz
Sniggerdly
Pandemic Legion

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Posted - 2004.10.29 21:09:00 - [123]

Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis


Papa Smurf
Papa Smurf

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Posted - 2004.10.30 00:46:00 - [124]

Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil
Papa Smurf
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Posted - 2004.10.30 00:46:00 - [125]

Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil
Papa Smurf
Papa Smurf



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Posted - 2004.10.30 00:46:00 - [126]

Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil
S'Daria
S'Daria

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Posted - 2004.10.30 06:25:00 - [127]

In Fixed Complexes, can I park myself in there and pirate people in a 0.5+ Complex?

Basically will CONCORD come inside the warp distruption bubble to get me?


S'Daria
S'Daria

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Posted - 2004.10.30 06:25:00 - [128]

In Fixed Complexes, can I park myself in there and pirate people in a 0.5+ Complex?

Basically will CONCORD come inside the warp distruption bubble to get me?


S'Daria
S'Daria

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Posted - 2004.10.30 06:25:00 - [129]

In Fixed Complexes, can I park myself in there and pirate people in a 0.5+ Complex?

Basically will CONCORD come inside the warp distruption bubble to get me?


The Sloth
The Sloth

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Posted - 2004.10.30 06:44:00 - [130]

Originally by: Papa Smurf
Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.

This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.

Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!


The Sloth.
The Sloth
The Sloth

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Posted - 2004.10.30 06:44:00 - [131]

Originally by: Papa Smurf
Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.

This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.

Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!


The Sloth.
The Sloth
The Sloth

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Posted - 2004.10.30 06:44:00 - [132]

Originally by: Papa Smurf
Originally by: Shamis Orzoz
Edited by: Shamis Orzoz on 29/10/2004 21:25:36
Originally by: Papa Smurf
Dungeons may be spawned dynamically, so agent missions using these will not be subject to griefing problems or require abominable travel times merely to locate a scenario.


Wow, now I'm going to have to look for the quote by the dev that guaranteed us that complexes wouldn't be "instanced" when they first announced the concept. Instancing is a terrible idea for EvE. The only thing that makes EVE truely unique is the forced co-existence of PvP'ers and PvE'ers. Instancing destroys that..you might as well make a carebear server and a PvP server if you are going to do that...(don't take that suggestion seriously because that truely would be the death of eve.)

EDIT: I FOUND IT

Originally by: Hellmar
There is no, and never will be, private instancing in EVE.

- EVE Dev Team, keeping it real...


Please Hellmar, save us from instancing. Granted, dynamically spawned complexes isn't "privately" instanced, but as far as game play is concerned there is no real difference.

Shamis




As the first line of the EULA says "Game Experience May Change During Online Play".

Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


This design is fine by me. The implimentation of dynamically created dungeons and spawn points is not the same as private instancing. Private instancing is, for example, where a dungeon is created and can only be accessed by the player it was generated for. In essence, the mission would take place in a little universe of its own. As Papa Smurf outlined this will not be the case in Exodus. Players will still be co-existing in the same universe, it is just that the mission locations will not be static.

This will limit the amount of people camping locations yet still allow those who wish to dedicate the time and effort to find them enter.

Well done, the design seems to address both the concerns of the lone mission runner and those of the pirates. Keep up the good work!


The Sloth.
Hornymatt
Hornymatt

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Posted - 2004.11.01 11:33:00 - [133]

Originally by: Papa Smurf
Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!




This would seem to preclude those who have concentrated on ranged combat skills as opposed to close quarter fighting skills from dungeon scenarios; can dungeon missions be declined with no loss of standing or should missions be avoided generally until close combat skills have been trained upQuestion
Hornymatt
Hornymatt

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Posted - 2004.11.01 11:33:00 - [134]

Originally by: Papa Smurf
Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!




This would seem to preclude those who have concentrated on ranged combat skills as opposed to close quarter fighting skills from dungeon scenarios; can dungeon missions be declined with no loss of standing or should missions be avoided generally until close combat skills have been trained upQuestion
Hornymatt
Hornymatt

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Posted - 2004.11.01 11:33:00 - [135]

Originally by: Papa Smurf
Originally by: Dame Sneakers
From reading this it seems that "Deadspace Complexes" might be small and require a close range setup. I mean in a Dungeon you don't usually use a lot of long range weapons, those are for outside above ground fighting.

So, will "Deadspace Complexes" require a close range combat setup? If so, that sort of hinders players with ships/skills/setup designed for long range combat.


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 YARRRR!!




This would seem to preclude those who have concentrated on ranged combat skills as opposed to close quarter fighting skills from dungeon scenarios; can dungeon missions be declined with no loss of standing or should missions be avoided generally until close combat skills have been trained upQuestion
Shamis Orzoz
Shamis Orzoz

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Posted - 2004.11.03 19:31:00 - [136]

Originally by: Papa Smurf
As the first line of the EULA says "Game Experience May Change During Online Play".

Translation "Yeah if we want we can make EVE like every other MMORPG in the world...Carebears Rule!" I hate to break it to you guys, but EVE is built on PvP. And the PvE side of EVE is actually quite boring...if you ruin the PvP then you ruin the game.

Originally by: Papa Smurf
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


You repeatedly imply that I intend to kill helpless little n00bs. Why are these helpless noobs running missions in low security space? If they are in .5 or greater the all mighty CONCORD will destroy anybody that tries to harass these players. And if you are at war you SHOULD be able to attack their agent runners...if they don't like it then they can leave the corp.

In .4-.1 systems things would be different. Pirates could camp the complexes and they could disrupt agent runners. But the agent runners can always hire somebody to keep the place clear, or get their 20 friends that are sitting in 1.0 mining scordite in Apoc's to come down and help.

What about n00b pirates? Aren't they allowed to exist? A new player these days has a very hard time pirating since you can't tank sentries in empire in a frigate, and you sure can't survive long on your own in 0.0, in a frigate with less then a million skill points.

Hopefully you will make other aspects of the game exciting/profitable enough to keep the veteran pirates from bothering with noob agent mission runners.

The fact that these "dungeons" are dynamically spawned and not instanced is good, but all that does is hurt the n00b pirates who can't use the scanner. If the dungeons are anywhere within the area of warpable objects then veteran players will be able to find these complexes...n00bs won't.

All that being said, I am happy that you haven't sunken as low as private instancing yet.

Shamis
Shamis Orzoz
Shamis Orzoz

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Posted - 2004.11.03 19:31:00 - [137]

Originally by: Papa Smurf
As the first line of the EULA says "Game Experience May Change During Online Play".

Translation "Yeah if we want we can make EVE like every other MMORPG in the world...Carebears Rule!" I hate to break it to you guys, but EVE is built on PvP. And the PvE side of EVE is actually quite boring...if you ruin the PvP then you ruin the game.

Originally by: Papa Smurf
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


You repeatedly imply that I intend to kill helpless little n00bs. Why are these helpless noobs running missions in low security space? If they are in .5 or greater the all mighty CONCORD will destroy anybody that tries to harass these players. And if you are at war you SHOULD be able to attack their agent runners...if they don't like it then they can leave the corp.

In .4-.1 systems things would be different. Pirates could camp the complexes and they could disrupt agent runners. But the agent runners can always hire somebody to keep the place clear, or get their 20 friends that are sitting in 1.0 mining scordite in Apoc's to come down and help.

What about n00b pirates? Aren't they allowed to exist? A new player these days has a very hard time pirating since you can't tank sentries in empire in a frigate, and you sure can't survive long on your own in 0.0, in a frigate with less then a million skill points.

Hopefully you will make other aspects of the game exciting/profitable enough to keep the veteran pirates from bothering with noob agent mission runners.

The fact that these "dungeons" are dynamically spawned and not instanced is good, but all that does is hurt the n00b pirates who can't use the scanner. If the dungeons are anywhere within the area of warpable objects then veteran players will be able to find these complexes...n00bs won't.

All that being said, I am happy that you haven't sunken as low as private instancing yet.

Shamis
Shamis Orzoz
Shamis Orzoz
Sniggerdly
Pandemic Legion

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Posted - 2004.11.03 19:31:00 - [138]

Originally by: Papa Smurf
As the first line of the EULA says "Game Experience May Change During Online Play".

Translation "Yeah if we want we can make EVE like every other MMORPG in the world...Carebears Rule!" I hate to break it to you guys, but EVE is built on PvP. And the PvE side of EVE is actually quite boring...if you ruin the PvP then you ruin the game.

Originally by: Papa Smurf
Anyway, at second thought, system scanning allows you to locate a dynamically spawned dungeon, warp to it, enter the dungeon and find the poor mission runner and murder his helpless little soul.

But the dungeons are however dynamic and instanced in the sense that you can't simply camp and wait idly for helpless n00bies to wander into your trap. You'll actually have to work for it by scanning and hunting.

Likewise the spawnpoints are dynamic, so you'll have a little more trouble gatecamping the poor n00bs, as they may not all have to travel to a well known spot in the middle of nowhere.

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...

Twisted Evil


You repeatedly imply that I intend to kill helpless little n00bs. Why are these helpless noobs running missions in low security space? If they are in .5 or greater the all mighty CONCORD will destroy anybody that tries to harass these players. And if you are at war you SHOULD be able to attack their agent runners...if they don't like it then they can leave the corp.

In .4-.1 systems things would be different. Pirates could camp the complexes and they could disrupt agent runners. But the agent runners can always hire somebody to keep the place clear, or get their 20 friends that are sitting in 1.0 mining scordite in Apoc's to come down and help.

What about n00b pirates? Aren't they allowed to exist? A new player these days has a very hard time pirating since you can't tank sentries in empire in a frigate, and you sure can't survive long on your own in 0.0, in a frigate with less then a million skill points.

Hopefully you will make other aspects of the game exciting/profitable enough to keep the veteran pirates from bothering with noob agent mission runners.

The fact that these "dungeons" are dynamically spawned and not instanced is good, but all that does is hurt the n00b pirates who can't use the scanner. If the dungeons are anywhere within the area of warpable objects then veteran players will be able to find these complexes...n00bs won't.

All that being said, I am happy that you haven't sunken as low as private instancing yet.

Shamis
Lord Anubis
Lord Anubis

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Posted - 2004.11.04 18:14:00 - [139]

Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
Lord Anubis
Lord Anubis

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Posted - 2004.11.04 18:14:00 - [140]

Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
Lord Anubis
Lord Anubis
Deep Core Mining Inc.

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Posted - 2004.11.04 18:14:00 - [141]

Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
The Sloth
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Posted - 2004.11.06 06:23:00 - [142]

Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.
The Sloth
The Sloth

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Posted - 2004.11.06 06:23:00 - [143]

Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.
The Sloth
The Sloth

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Posted - 2004.11.06 06:23:00 - [144]

Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.
Freya Jones
Freya Jones

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Posted - 2004.11.06 12:34:00 - [145]

I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
Freya Jones
Freya Jones

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Posted - 2004.11.06 12:34:00 - [146]

I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
Freya Jones
Freya Jones
Minmatar
WASTELAND MINERS Inc.

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Posted - 2004.11.06 12:34:00 - [147]

I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
S'Daria
S'Daria

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Posted - 2004.11.06 13:09:00 - [148]

Originally by: Freya Jones
I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
I wouldn't mind giant asteroid worms :-P


S'Daria
S'Daria

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Posted - 2004.11.06 13:09:00 - [149]

Originally by: Freya Jones
I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
I wouldn't mind giant asteroid worms :-P


S'Daria
S'Daria

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Posted - 2004.11.06 13:09:00 - [150]

Originally by: Freya Jones
I want giant space ameobas!!!
Twisted EvilTwisted EvilTwisted Evil
I wouldn't mind giant asteroid worms :-P


Maggot
Maggot

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Posted - 2004.11.06 22:26:00 - [151]

Not forgetting the space whales that everyone has been asking for since Beta ;)

Maggot
Maggot

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Posted - 2004.11.06 22:26:00 - [152]

Not forgetting the space whales that everyone has been asking for since Beta ;)

Maggot
Maggot
Minmatar
Freelance Unincorporated
Ushra'Khan

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Posted - 2004.11.06 22:26:00 - [153]

Not forgetting the space whales that everyone has been asking for since Beta ;)

Papa Smurf
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Posted - 2004.11.11 19:43:00 - [154]

Originally by: The Sloth
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.


I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ugh

Papa Smurf
Papa Smurf

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Posted - 2004.11.11 19:43:00 - [155]

Originally by: The Sloth
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.


I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ugh

Papa Smurf
Papa Smurf



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Posted - 2004.11.11 19:43:00 - [156]

Originally by: The Sloth
Papa, I just wanted to confirm whether or not Concord would turn up if a player initiated a hostile action against another player inside a complex in a high security system (> 0.5) ?


The Sloth.


I honestly don't know. On the one hand, they shouldn't be able to warp in. On the other hand, that would be unacceptable. Either way, try it out on Singularity and file a bug report if it doesn't turn out to your pleasing ugh

Papa Smurf
Papa Smurf

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Posted - 2004.11.11 19:45:00 - [157]

Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


Papa Smurf
Papa Smurf

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Posted - 2004.11.11 19:45:00 - [158]

Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


Papa Smurf
Papa Smurf



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Posted - 2004.11.11 19:45:00 - [159]

Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


S'Daria
S'Daria

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Posted - 2004.11.11 23:17:00 - [160]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


If you have a chance take a look at the complex discussion forums in the Singularity forum. There they talk about the loot drops of Level IV missions compared to Complexes in 0.0 space.

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.

I know its probably too late, but please let your superiors know.



S'Daria
S'Daria

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Posted - 2004.11.11 23:17:00 - [161]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


If you have a chance take a look at the complex discussion forums in the Singularity forum. There they talk about the loot drops of Level IV missions compared to Complexes in 0.0 space.

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.

I know its probably too late, but please let your superiors know.



S'Daria
S'Daria

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Posted - 2004.11.11 23:17:00 - [162]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.


If you have a chance take a look at the complex discussion forums in the Singularity forum. There they talk about the loot drops of Level IV missions compared to Complexes in 0.0 space.

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.

I know its probably too late, but please let your superiors know.



Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 03:41:00 - [163]

Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 03:41:00 - [164]

Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 03:41:00 - [165]

Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
S'Daria
S'Daria

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Posted - 2004.11.14 04:10:00 - [166]

Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.


S'Daria
S'Daria

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Posted - 2004.11.14 04:10:00 - [167]

Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.


S'Daria
S'Daria

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Posted - 2004.11.14 04:10:00 - [168]

Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.


Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 18:52:00 - [169]

Originally by: S'Daria
Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.




You are not sorry! And did you forget about officers? Meet one in 0.0 and loot about 500m-1000m worth of stuff. How could level4 mission possibly reach that.
Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 18:52:00 - [170]

Originally by: S'Daria
Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.




You are not sorry! And did you forget about officers? Meet one in 0.0 and loot about 500m-1000m worth of stuff. How could level4 mission possibly reach that.
Excavation Svcs
Excavation Svcs

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Posted - 2004.11.14 18:52:00 - [171]

Originally by: S'Daria
Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.




You are not sorry! And did you forget about officers? Meet one in 0.0 and loot about 500m-1000m worth of stuff. How could level4 mission possibly reach that.
Tete
Tete

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Posted - 2004.11.16 17:29:00 - [172]

Originally by: S'Daria
Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.





Gotta keep in mind that most if not all of 0.0 is uber corps territory. So you have to be in one to get to it.
I play the game casually because missions make it possible to be casual.
Uber corps have uber ore, unlimited bank accounts so leave some for the others maybe ?
Tete
Tete

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Posted - 2004.11.16 17:29:00 - [173]

Originally by: S'Daria
Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.





Gotta keep in mind that most if not all of 0.0 is uber corps territory. So you have to be in one to get to it.
I play the game casually because missions make it possible to be casual.
Uber corps have uber ore, unlimited bank accounts so leave some for the others maybe ?
Tete
Tete
Caldari

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Posted - 2004.11.16 17:29:00 - [174]

Originally by: S'Daria
Originally by: Excavation Svcs
Originally by: S'Daria

Please please please make sure that 0.0 space and 0.0 complexes are better than Level IV missions. There should be a reason why people say in 0.0.

If at all possible, have named Tech 2 items drop in 0.0 complexes to make them far superior to all the named items dropped from Level IV mission rats.



No please dont. Reason to go to 0.0 is unlimited riches through rare minerals.
Mining is not fun. Sorry, loot drops in 0.0 should be better than Level IV Empire missions that require you have a better than -2.0 standing.





Gotta keep in mind that most if not all of 0.0 is uber corps territory. So you have to be in one to get to it.
I play the game casually because missions make it possible to be casual.
Uber corps have uber ore, unlimited bank accounts so leave some for the others maybe ?
Lord Anubis
Lord Anubis

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Posted - 2004.11.19 17:22:00 - [175]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.




So if i get what ur saying is level 4 agents still will give out the same amount of bs kills its just there urber modded loot will drop more rarly?



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
Lord Anubis
Lord Anubis

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Posted - 2004.11.19 17:22:00 - [176]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.




So if i get what ur saying is level 4 agents still will give out the same amount of bs kills its just there urber modded loot will drop more rarly?



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
Lord Anubis
Lord Anubis
Deep Core Mining Inc.

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Posted - 2004.11.19 17:22:00 - [177]

Originally by: Papa Smurf
Originally by: Lord Anubis
Papa is it true that level 4 agents in empire space are gonna be nerfed either less bs spawns or crappy loot drops. If so why? i do hope not as 0.0 space at the moe holds to many cards


They will be nerfed somewhat so that there is slightly less rampant loot dropping, as BS pirates are by default configged based on the fact that you rarely meet them, while through agent missions you have pretty much control over how frequently you meet them.

Shouldn't be an awesome difference though.




So if i get what ur saying is level 4 agents still will give out the same amount of bs kills its just there urber modded loot will drop more rarly?



You cant beat Death
But you can make the bastard work hard for it

wtb Jerek Zuomi's Insignia
Mirelath
Mirelath

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Posted - 2004.11.20 13:17:00 - [178]

Sorry if this is obvious, but I thought that you'd have to explore, system scan or get an agent with complex missions to find a complex - but after reading the new news item, it sounds more like complexes will be like they are on exodus at the moment, just locating a beacon, which you can do straight away on entering the system.

Will this be the way it will be?

Thanks
Mirelath
Mirelath

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Posted - 2004.11.20 13:17:00 - [179]

Sorry if this is obvious, but I thought that you'd have to explore, system scan or get an agent with complex missions to find a complex - but after reading the new news item, it sounds more like complexes will be like they are on exodus at the moment, just locating a beacon, which you can do straight away on entering the system.

Will this be the way it will be?

Thanks
Mirelath
Mirelath

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Posted - 2004.11.20 13:17:00 - [180]

Sorry if this is obvious, but I thought that you'd have to explore, system scan or get an agent with complex missions to find a complex - but after reading the new news item, it sounds more like complexes will be like they are on exodus at the moment, just locating a beacon, which you can do straight away on entering the system.

Will this be the way it will be?

Thanks
Juneau Daley
Juneau Daley

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Posted - 2004.11.29 00:45:00 - [181]

While in a level 4 complex. we took out all the cruisers yet found no key to the gate.. we took out the buildings still no key.. its been two hours of killing stuff as it spawns and still no key to access the next level?

is this correct?

where do we find the key?

and can all our ships jump through once we have the key and have opend the gate???
-- --

The last person alive in a war suffers the most for he has seen nothing but the deaths of the ones he loved.
Juneau Daley
Juneau Daley

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Posted - 2004.11.29 00:45:00 - [182]

While in a level 4 complex. we took out all the cruisers yet found no key to the gate.. we took out the buildings still no key.. its been two hours of killing stuff as it spawns and still no key to access the next level?

is this correct?

where do we find the key?

and can all our ships jump through once we have the key and have opend the gate???
-- --

The last person alive in a war suffers the most for he has seen nothing but the deaths of the ones he loved.
Juneau Daley
Juneau Daley
Gallente
Unscoped
Myriad Alliance

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Posted - 2004.11.29 00:45:00 - [183]

While in a level 4 complex. we took out all the cruisers yet found no key to the gate.. we took out the buildings still no key.. its been two hours of killing stuff as it spawns and still no key to access the next level?

is this correct?

where do we find the key?

and can all our ships jump through once we have the key and have opend the gate???
-- --

The last person alive in a war suffers the most for he has seen nothing but the deaths of the ones he loved.
Sieur NewT
Sieur NewT

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Posted - 2004.11.29 09:35:00 - [184]

Edited by: Sieur NewT on 29/11/2004 09:38:18
Same for us, we wait about 3 hours, trying to kill / detroid all , also to wait for a full npc respawn, no key at all in a level 4 complex...
And knowing that next gate there is 1 or 2 BS to kill with one cruiser ... no way to wait 5 hours to be blown out in 10 seconds.
----
Sauvez les castors, mangez la foret!
Sieur NewT
Sieur NewT

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Posted - 2004.11.29 09:35:00 - [185]

Edited by: Sieur NewT on 29/11/2004 09:38:18
Same for us, we wait about 3 hours, trying to kill / detroid all , also to wait for a full npc respawn, no key at all in a level 4 complex...
And knowing that next gate there is 1 or 2 BS to kill with one cruiser ... no way to wait 5 hours to be blown out in 10 seconds.
----
Sauvez les castors, mangez la foret!
Sieur NewT
Sieur NewT
Gallente
Phantom Positronique Industries

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Posted - 2004.11.29 09:35:00 - [186]

Edited by: Sieur NewT on 29/11/2004 09:38:18
Same for us, we wait about 3 hours, trying to kill / detroid all , also to wait for a full npc respawn, no key at all in a level 4 complex...
And knowing that next gate there is 1 or 2 BS to kill with one cruiser ... no way to wait 5 hours to be blown out in 10 seconds.
----
Sauvez les castors, mangez la foret!
Grina Cha
Grina Cha

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Posted - 2004.11.29 20:20:00 - [187]

Hmmmm, agents that give out Deadspace missions are still giving Waypoints to empty space (i.e. no deadspace jump points, no NPCs, no way to finish the mission... it's been 3-4 days since patch...could we maybe fix this?

Thank you,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Grina Cha
Grina Cha

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Posted - 2004.11.29 20:20:00 - [188]

Hmmmm, agents that give out Deadspace missions are still giving Waypoints to empty space (i.e. no deadspace jump points, no NPCs, no way to finish the mission... it's been 3-4 days since patch...could we maybe fix this?

Thank you,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Grina Cha
Grina Cha
Gallente
The Scope

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Posted - 2004.11.29 20:20:00 - [189]

Hmmmm, agents that give out Deadspace missions are still giving Waypoints to empty space (i.e. no deadspace jump points, no NPCs, no way to finish the mission... it's been 3-4 days since patch...could we maybe fix this?

Thank you,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Grina Cha
Grina Cha

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Posted - 2004.11.29 20:40:00 - [190]

Edited by: Grina Cha on 29/11/2004 20:44:53
If you don't beleive me, ask any mission runners in the RENS system. I had to have Customer Service 1) delete the missions. 2) When they didn't delete the missions fast enouph, they had to return the Faction standing I lost.

If you get any mission where the Deadspace jump point is not at the waypoint provided by the agent, Petition it!!! It's not your fault the waypoint is wrong...it's not your fault there is no way to complete your mission. Petition it and get your faction back.

They fixed the lag (some what). They fixed the other bugs (some what). WHY have I NOT sean any message that they have fixed the Kill Mission(deadspace) bug?!?

/sarcastic "The DeadSpace Missions worked on the test server when there was 150+ people online, why don't they work when there are 12000+ people onlineQuestionExclamationQuestion Confused/Sarcatic off (think about it!)

Thank you for your time,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Grina Cha
Grina Cha

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Posted - 2004.11.29 20:40:00 - [191]

Edited by: Grina Cha on 29/11/2004 20:44:53
If you don't beleive me, ask any mission runners in the RENS system. I had to have Customer Service 1) delete the missions. 2) When they didn't delete the missions fast enouph, they had to return the Faction standing I lost.

If you get any mission where the Deadspace jump point is not at the waypoint provided by the agent, Petition it!!! It's not your fault the waypoint is wrong...it's not your fault there is no way to complete your mission. Petition it and get your faction back.

They fixed the lag (some what). They fixed the other bugs (some what). WHY have I NOT sean any message that they have fixed the Kill Mission(deadspace) bug?!?

/sarcastic "The DeadSpace Missions worked on the test server when there was 150+ people online, why don't they work when there are 12000+ people onlineQuestionExclamationQuestion Confused/Sarcatic off (think about it!)

Thank you for your time,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Grina Cha
Grina Cha
Gallente
The Scope

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Posted - 2004.11.29 20:40:00 - [192]

Edited by: Grina Cha on 29/11/2004 20:44:53
If you don't beleive me, ask any mission runners in the RENS system. I had to have Customer Service 1) delete the missions. 2) When they didn't delete the missions fast enouph, they had to return the Faction standing I lost.

If you get any mission where the Deadspace jump point is not at the waypoint provided by the agent, Petition it!!! It's not your fault the waypoint is wrong...it's not your fault there is no way to complete your mission. Petition it and get your faction back.

They fixed the lag (some what). They fixed the other bugs (some what). WHY have I NOT sean any message that they have fixed the Kill Mission(deadspace) bug?!?

/sarcastic "The DeadSpace Missions worked on the test server when there was 150+ people online, why don't they work when there are 12000+ people onlineQuestionExclamationQuestion Confused/Sarcatic off (think about it!)

Thank you for your time,
Grina Cha
Grina

"I believe it's very hard to have fun in Iceland without fish being involved in some way."
~Terry Pratchett (Johnny and the Dead)
Balbriggan
Balbriggan

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Posted - 2004.11.30 13:02:00 - [193]

My Level 4 Amarr navy agent gives me deadspace missions, which I have to refuse. They are impossible unless there are a few of you to do it. Dont mind that so much, but it assumes that people having nothing better to do than help out on an agent mission. I suppose I dont like the fact that you are ALWAYS dragged to 15km of the beacon, which lands you in warp scramble range of 15 interceptors.

So, I no longer do these missions, I have found agents that give good kill missions in normal space, like the 10 stage invasion mission Very Happy, but I would like to be able to do a deadspace mission with a reasonable degree of ease.

These cannot be done solo, which is a shame, cos I am a bit of a loner when it comes to missions. still, will try again when things have settled down.

Balbriggan
Balbriggan

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Posted - 2004.11.30 13:02:00 - [194]

My Level 4 Amarr navy agent gives me deadspace missions, which I have to refuse. They are impossible unless there are a few of you to do it. Dont mind that so much, but it assumes that people having nothing better to do than help out on an agent mission. I suppose I dont like the fact that you are ALWAYS dragged to 15km of the beacon, which lands you in warp scramble range of 15 interceptors.

So, I no longer do these missions, I have found agents that give good kill missions in normal space, like the 10 stage invasion mission Very Happy, but I would like to be able to do a deadspace mission with a reasonable degree of ease.

These cannot be done solo, which is a shame, cos I am a bit of a loner when it comes to missions. still, will try again when things have settled down.

Balbriggan
Balbriggan
Pegasus Mining and Securities
R0ADKILL

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Posted - 2004.11.30 13:02:00 - [195]

My Level 4 Amarr navy agent gives me deadspace missions, which I have to refuse. They are impossible unless there are a few of you to do it. Dont mind that so much, but it assumes that people having nothing better to do than help out on an agent mission. I suppose I dont like the fact that you are ALWAYS dragged to 15km of the beacon, which lands you in warp scramble range of 15 interceptors.

So, I no longer do these missions, I have found agents that give good kill missions in normal space, like the 10 stage invasion mission Very Happy, but I would like to be able to do a deadspace mission with a reasonable degree of ease.

These cannot be done solo, which is a shame, cos I am a bit of a loner when it comes to missions. still, will try again when things have settled down.

Silviu
Silviu

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Posted - 2004.12.02 01:33:00 - [196]

i run lvl 4 agent too. there is no problem with any mision. i have never failed any . yet . but damn, those rewards are just so low, tech2 components so few, only few npc bs give loot can, and only few of those cans actualy have large items. is there something i miss?
Silviu
Silviu

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Posted - 2004.12.02 01:33:00 - [197]

i run lvl 4 agent too. there is no problem with any mision. i have never failed any . yet . but damn, those rewards are just so low, tech2 components so few, only few npc bs give loot can, and only few of those cans actualy have large items. is there something i miss?
Silviu
Silviu

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Posted - 2004.12.02 01:33:00 - [198]

i run lvl 4 agent too. there is no problem with any mision. i have never failed any . yet . but damn, those rewards are just so low, tech2 components so few, only few npc bs give loot can, and only few of those cans actualy have large items. is there something i miss?
Thomdril Merrilin
Thomdril Merrilin

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Posted - 2004.12.06 00:37:00 - [199]

OMG...

Just visited the Aunenen 4/10 serpentis complex.

As I came out of warp I found myself surrounded by what looked to be 50 ships 20 or so being cruisers...

SURROUNDED!!!

By the time my tanked Deimos turned round to warp out my armour was almost gone and there was no way I was going to hang around.

I know these things shouldnt be done solo easily but OMG!!! Exclamation
Thomdril Merrilin
Thomdril Merrilin

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Posted - 2004.12.06 00:37:00 - [200]

OMG...

Just visited the Aunenen 4/10 serpentis complex.

As I came out of warp I found myself surrounded by what looked to be 50 ships 20 or so being cruisers...

SURROUNDED!!!

By the time my tanked Deimos turned round to warp out my armour was almost gone and there was no way I was going to hang around.

I know these things shouldnt be done solo easily but OMG!!! Exclamation
Thomdril Merrilin
Thomdril Merrilin
Defile.
Privateer Alliance

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Posted - 2004.12.06 00:37:00 - [201]

OMG...

Just visited the Aunenen 4/10 serpentis complex.

As I came out of warp I found myself surrounded by what looked to be 50 ships 20 or so being cruisers...

SURROUNDED!!!

By the time my tanked Deimos turned round to warp out my armour was almost gone and there was no way I was going to hang around.

I know these things shouldnt be done solo easily but OMG!!! Exclamation


Originally by: Slave 775
PRIVATEERS! READY YOUR BREAKFAST AND EAT HEARTY, FOR TONIGHT WE DINE IN WOW!

Symbiosa
Symbiosa

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Posted - 2004.12.09 10:18:00 - [202]

Same here, had a miss and killed 7 bs one of them dropped a loot can and wow, there was a basic reinforcement in it. I just have to say this can't be the trigger. Well i can live with not every npc dropping loot but if they do it should be appropriate.
Symbiosa
Symbiosa

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Posted - 2004.12.09 10:18:00 - [203]

Same here, had a miss and killed 7 bs one of them dropped a loot can and wow, there was a basic reinforcement in it. I just have to say this can't be the trigger. Well i can live with not every npc dropping loot but if they do it should be appropriate.
Symbiosa
Symbiosa
Caldari

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Posted - 2004.12.09 10:18:00 - [204]

Same here, had a miss and killed 7 bs one of them dropped a loot can and wow, there was a basic reinforcement in it. I just have to say this can't be the trigger. Well i can live with not every npc dropping loot but if they do it should be appropriate.
fuze
fuze

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Posted - 2004.12.09 19:17:00 - [205]

Originally by: Papa Smurf

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...
Twisted Evil


So how is the balancing going?
They are already screaming like madmen and I'm just one of them.
And IMHO the deapspace missions could use more than a little fixing.
You guys just should have tested them more and better IMHO.
___________________________
Favorite bumpersticker of the month:
My head hurts!
fuze
fuze

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Posted - 2004.12.09 19:17:00 - [206]

Originally by: Papa Smurf

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...
Twisted Evil


So how is the balancing going?
They are already screaming like madmen and I'm just one of them.
And IMHO the deapspace missions could use more than a little fixing.
You guys just should have tested them more and better IMHO.
___________________________
Favorite bumpersticker of the month:
My head hurts!
fuze
fuze
Gallente
Defense Advanced Research Projects Agency

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Posted - 2004.12.09 19:17:00 - [207]

Originally by: Papa Smurf

There'll be a balancing act for the first few weeks, no doubt, but it'll be interesting to see how this turns out and which group of players screams the loudest, YARRRR!! or ugh...
Twisted Evil


So how is the balancing going?
They are already screaming like madmen and I'm just one of them.
And IMHO the deapspace missions could use more than a little fixing.
You guys just should have tested them more and better IMHO.

Being a man I still can achieve multiple sarcasms.
dave smith
dave smith

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Posted - 2004.12.10 12:40:00 - [208]

Originally by: Ebedar
They should be called Dave.


I'm called Dave Laughing

Dave
dave smith
dave smith

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Posted - 2004.12.10 12:40:00 - [209]

Originally by: Ebedar
They should be called Dave.


I'm called Dave Laughing

Dave
dave smith
dave smith

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Posted - 2004.12.10 12:40:00 - [210]

Originally by: Ebedar
They should be called Dave.


I'm called Dave Laughing

Dave
Harisdrop
Harisdrop

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Posted - 2004.12.10 14:41:00 - [211]

Quote:
You guys just should have tested them more and better IMHO



"You guys" who are "you guys" ????????????????????


I think that was Your responsibility, DUDE. If you thought you migfht have done level 4 when Exodus came out you should of done some on test server!!!!!!!!!!!!!

OK I am back. The mission work in Exodus is harder!
They made it a challenge. Dont expect what is today to stay the same. If you have ever done missions before you will realize they change missions every down time. What I would do with level 4 is remove them. Hey no more petitions.
--------------------------

Garsh ma it soo cool killing people in there space thingies
Harisdrop
Harisdrop

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Posted - 2004.12.10 14:41:00 - [212]

Quote:
You guys just should have tested them more and better IMHO



"You guys" who are "you guys" ????????????????????


I think that was Your responsibility, DUDE. If you thought you migfht have done level 4 when Exodus came out you should of done some on test server!!!!!!!!!!!!!

OK I am back. The mission work in Exodus is harder!
They made it a challenge. Dont expect what is today to stay the same. If you have ever done missions before you will realize they change missions every down time. What I would do with level 4 is remove them. Hey no more petitions.
--------------------------

Garsh ma it soo cool killing people in there space thingies
Harisdrop
Harisdrop
Gallente
Vindicate and Deliverance

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Posted - 2004.12.10 14:41:00 - [213]

Quote:
You guys just should have tested them more and better IMHO



"You guys" who are "you guys" ????????????????????


I think that was Your responsibility, DUDE. If you thought you migfht have done level 4 when Exodus came out you should of done some on test server!!!!!!!!!!!!!

OK I am back. The mission work in Exodus is harder!
They made it a challenge. Dont expect what is today to stay the same. If you have ever done missions before you will realize they change missions every down time. What I would do with level 4 is remove them. Hey no more petitions.
Icarus Starkiller
Icarus Starkiller

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Posted - 2004.12.23 18:01:00 - [214]

IMO -

I enjoy deadspace installations, both mission spawned and fixed except for the damned 'your ship can't enter' BS. The most dangerous I've found in empire so far is a 4/10 pirate one, which was quite deadly.

I haven't returned since the patch that set them to guarding their stash better, so maybe it's not such a swarm now. Dunno.

Anyway, I just have one comment:

The big-a** structures should drop loot. I mean, yeah they're destructable, but after plugging away at one for a half hour it would be nice to get something out of it for the effort.

The visual results of blasting a structire, tho, is simply amazing.Shocked
Icarus Starkiller
Icarus Starkiller

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Posted - 2004.12.23 18:01:00 - [215]

IMO -

I enjoy deadspace installations, both mission spawned and fixed except for the damned 'your ship can't enter' BS. The most dangerous I've found in empire so far is a 4/10 pirate one, which was quite deadly.

I haven't returned since the patch that set them to guarding their stash better, so maybe it's not such a swarm now. Dunno.

Anyway, I just have one comment:

The big-a** structures should drop loot. I mean, yeah they're destructable, but after plugging away at one for a half hour it would be nice to get something out of it for the effort.

The visual results of blasting a structire, tho, is simply amazing.Shocked
Icarus Starkiller
Icarus Starkiller
Minmatar

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Posted - 2004.12.23 18:01:00 - [216]

IMO -

I enjoy deadspace installations, both mission spawned and fixed except for the damned 'your ship can't enter' BS. The most dangerous I've found in empire so far is a 4/10 pirate one, which was quite deadly.

I haven't returned since the patch that set them to guarding their stash better, so maybe it's not such a swarm now. Dunno.

Anyway, I just have one comment:

The big-a** structures should drop loot. I mean, yeah they're destructable, but after plugging away at one for a half hour it would be nice to get something out of it for the effort.

The visual results of blasting a structire, tho, is simply amazing.Shocked
-



Life is pain...anyone who says differently is selling something.
Cultist
Cultist

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Posted - 2005.01.17 20:23:00 - [217]

I agree with that those big spiffy structures should drop some equally spiffy loot. Although they doesn't NOW, it is still very much fun to watch the resulting fireworks. I always loves it when it is one of those badass giga spacestation batteries.
Cultist
Cultist

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Posted - 2005.01.17 20:23:00 - [218]

I agree with that those big spiffy structures should drop some equally spiffy loot. Although they doesn't NOW, it is still very much fun to watch the resulting fireworks. I always loves it when it is one of those badass giga spacestation batteries.
Tisti
Tisti

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Posted - 2005.01.17 20:34:00 - [219]

did you have to bump this thread..

Tisti
Tisti
Destructive Influence
Band of Brothers

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Posted - 2005.01.17 20:34:00 - [220]

did you have to bump this thread..

Jet Collins
Jet Collins

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Posted - 2005.05.23 15:35:00 - [221]

I have a question about the overseer drops in the complexes. Do they have an role in the game as far as agents requestign them? I.E. I'm wondering if I should hold on to them incase an agent asks for them for a reward or should I just sell to get the isk reward?
Thanks for the responce in advace.
Jet Collins
Jet Collins
Dynamic Endeavors

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Posted - 2005.05.23 15:35:00 - [222]

I have a question about the overseer drops in the complexes. Do they have an role in the game as far as agents requestign them? I.E. I'm wondering if I should hold on to them incase an agent asks for them for a reward or should I just sell to get the isk reward?
Thanks for the responce in advace.


Dynamic Endeavors is now Recuiting.!!


Contact me in game for deatails about the corp.
Mostly a PvE corp, with Jump clones avaiale in Empire and 0.0.
Zeromancer
Zeromancer

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Posted - 2005.05.23 15:52:00 - [223]

Wow! haven't seen this tread in a while.Shocked
Zeromancer
Zeromancer
Corp Zero

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Posted - 2005.05.23 15:52:00 - [224]

Wow! haven't seen this tread in a while.Shocked
SpeedoMan
SpeedoMan

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Posted - 2005.06.30 19:04:00 - [225]

Originally by: Thomdril Merrilin
OMG...

Just visited the Aunenen 4/10 serpentis complex.
...SURROUNDED!!!...


Yeah that sounds a little too hard. According to a 10pt scale rating system, like they use for complexes, one would expect around 6/10 to hit BS only missions, and 7,8,9 to require groups, with 10/10 requiring a good group & being very hard.

4/10 and 5/10 should be cruiser/HAC/BC missions, but right now some 4/10 are waayyyy too hard for even a HAC or BC, while other 4/10 complexes are quite easy for lone cruisers. 3/10 should be cruiser/destroyer missions, or frig groups

There is too much discongruity in deadspace missions with regard to difficulty, and especially with regard to where you warp in at. We should not warp in and immediately be surrounded by NPC mobs at close range that get the jump on targeting you & pummeling you. Deadspace warp in points need to be farther away and give you at least a few seconds to evaluate, plan, and approach things properly.

It's also imbalanced that there may be a type of 4/10 that's way too hard for a HAC/BC to solo... forcing us to downgrade to a 3/10 that's way too EASY even if we downgrade to a normal cruiser, and not in any way worthwhile to do relative to the financial gain, standing gain, and loot gain we might recieve.

Soban... red all the way through and through
SpeedoMan
SpeedoMan
Caldari

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Posted - 2005.06.30 19:04:00 - [226]

Originally by: Thomdril Merrilin
OMG...

Just visited the Aunenen 4/10 serpentis complex.
...SURROUNDED!!!...


Yeah that sounds a little too hard. According to a 10pt scale rating system, like they use for complexes, one would expect around 6/10 to hit BS only missions, and 7,8,9 to require groups, with 10/10 requiring a good group & being very hard.

4/10 and 5/10 should be cruiser/HAC/BC missions, but right now some 4/10 are waayyyy too hard for even a HAC or BC, while other 4/10 complexes are quite easy for lone cruisers. 3/10 should be cruiser/destroyer missions, or frig groups

There is too much discongruity in deadspace missions with regard to difficulty, and especially with regard to where you warp in at. We should not warp in and immediately be surrounded by NPC mobs at close range that get the jump on targeting you & pummeling you. Deadspace warp in points need to be farther away and give you at least a few seconds to evaluate, plan, and approach things properly.

It's also imbalanced that there may be a type of 4/10 that's way too hard for a HAC/BC to solo... forcing us to downgrade to a 3/10 that's way too EASY even if we downgrade to a normal cruiser, and not in any way worthwhile to do relative to the financial gain, standing gain, and loot gain we might recieve.
--------------------------------------------
Soban... red all the way through and through
Siroc
Siroc

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Posted - 2005.06.30 19:10:00 - [227]

dificalty is ok, i think they made a mistake with the whole X/10 thing because its too limmiting. they have to think about the future, what happens when tech 2 battleships come out? do you think tech 2 is the highest level of technology that will ever be in the game? I hope not.
Siroc
Siroc
Minmatar
Brutor tribe

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Posted - 2005.06.30 19:10:00 - [228]

dificalty is ok, i think they made a mistake with the whole X/10 thing because its too limmiting. they have to think about the future, what happens when tech 2 battleships come out? do you think tech 2 is the highest level of technology that will ever be in the game? I hope not.

aka (Ohotnik)
SengH
SengH

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Posted - 2005.06.30 19:25:00 - [229]

thread resurrection 4tw
SengH
SengH
Black Omega Security
GoonSwarm

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Posted - 2005.06.30 19:25:00 - [230]

thread resurrection 4tw
s73v3n2k
s73v3n2k

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Posted - 2005.06.30 21:09:00 - [231]


Originally by: Papa Smurf
I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future.


Is it me or does that just seem like a complete understatement now Very Happy
s73v3n2k
s73v3n2k
Caldari
UK Corp
Lotka Volterra

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Posted - 2005.06.30 21:09:00 - [232]


Originally by: Papa Smurf
I find it highly likely that they will be of great impact on agent runners for the first few weeks of Shiva, I suspect and hope that they will be the cornerstone of all PVE and especially agent missions in the future.


Is it me or does that just seem like a complete understatement now Very Happy
Aitrus
Aitrus

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Posted - 2005.06.30 21:29:00 - [233]

Originally by: SengH
thread resurrection 4tw


FOrum Necromancy! *wiggles fingers*

Aitrus
Aitrus
Amarr

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Posted - 2005.06.30 21:29:00 - [234]

Originally by: SengH
thread resurrection 4tw


FOrum Necromancy! *wiggles fingers*
Fluffy Paul
Fluffy Paul

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Posted - 2005.06.30 21:34:00 - [235]

Originally by: Balbriggan
My Level 4 Amarr navy agent gives me deadspace missions, which I have to refuse. They are impossible unless there are a few of you to do it. Dont mind that so much, but it assumes that people having nothing better to do than help out on an agent mission. I suppose I dont like the fact that you are ALWAYS dragged to 15km of the beacon, which lands you in warp scramble range of 15 interceptors.

So, I no longer do these missions, I have found agents that give good kill missions in normal space, like the 10 stage invasion mission Very Happy, but I would like to be able to do a deadspace mission with a reasonable degree of ease.

These cannot be done solo, which is a shame, cos I am a bit of a loner when it comes to missions. still, will try again when things have settled down.



I heard level 4 missions are not designed for solo play at all. Obviously if you can do a level 4 mission on your own then you're either really tough or you're very sly when it comes to aggro-ing small, bite-size groups and have a alot of patience. :-)
Fluffy Paul
Fluffy Paul

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Posted - 2005.06.30 21:34:00 - [236]

Originally by: Balbriggan
My Level 4 Amarr navy agent gives me deadspace missions, which I have to refuse. They are impossible unless there are a few of you to do it. Dont mind that so much, but it assumes that people having nothing better to do than help out on an agent mission. I suppose I dont like the fact that you are ALWAYS dragged to 15km of the beacon, which lands you in warp scramble range of 15 interceptors.

So, I no longer do these missions, I have found agents that give good kill missions in normal space, like the 10 stage invasion mission Very Happy, but I would like to be able to do a deadspace mission with a reasonable degree of ease.

These cannot be done solo, which is a shame, cos I am a bit of a loner when it comes to missions. still, will try again when things have settled down.



I heard level 4 missions are not designed for solo play at all. Obviously if you can do a level 4 mission on your own then you're either really tough or you're very sly when it comes to aggro-ing small, bite-size groups and have a alot of patience. :-)
Poca Hontas
Poca Hontas

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Posted - 2005.07.01 13:11:00 - [237]

yay old thread

Originally by: Fluffy Paul

I heard level 4 missions are not designed for solo play at all. Obviously if you can do a level 4 mission on your own then you're either really tough or you're very sly when it comes to aggro-ing small, bite-size groups and have a alot of patience. :-)


what u might have heard is not automatically the truth

Poca Hontas
Poca Hontas

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Posted - 2005.07.01 13:11:00 - [238]

yay old thread

Originally by: Fluffy Paul

I heard level 4 missions are not designed for solo play at all. Obviously if you can do a level 4 mission on your own then you're either really tough or you're very sly when it comes to aggro-ing small, bite-size groups and have a alot of patience. :-)


what u might have heard is not automatically the truth

capt
capt

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Posted - 2005.07.01 13:30:00 - [239]

Please let this thread rest in peace........
capt
capt

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Posted - 2005.07.01 13:30:00 - [240]

Please let this thread rest in peace........
IMinYOURforums
IMinYOURforums
Caldari

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Posted - 2007.05.03 04:32:00 - [241]

IM IN YOUR FORUMS, BUMPING YOUR TWO YEAR OLD THREADS!



0raven0
0raven0
OUTLAWZ IMMORTAL

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Posted - 2007.05.03 04:55:00 - [242]

Necro alert! IBTL
------
Quote:
tuxford: AT LEAST ITS SPEELED CORRECTLY
tuxford: spelled*
Oveur: rofl
syphurous
syphurous
Gallente

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Posted - 2007.05.03 04:55:00 - [243]

Wow, it must take alot of maturity to be so amazingly clever.

Now if only the forum software allowed blocking peoples accounts from posting in the forums.

I guess you wont mind if CCP deletes your account ?
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