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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Herzog Wolfhammer
Sigma Special Tactics Group
2661
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Posted - 2013.04.27 22:54:00 -
[91] - Quote
I remember what scanning was like before scanning was scanning.
So STFU you whippersnappers.
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Nexus Day
Lustrevik Trade and Travel Bureau
534
|
Posted - 2013.04.27 22:56:00 -
[92] - Quote
James Amril-Kesh wrote:Garresh wrote:For Bobs Sake people...the new jettison mechanic doesn't kill solo play. Look can we think in terms of opportunity cost for a second? 1 player gets 6 cans per site. Let's say that comes out to 20 mil a site. 2 players get 12 cans per site. That's 40 mil in stuff...split both ways. Or 20 million isk per person. Now step back and think for a second. Exploration has never been an "optimal" isk source. For that you go to mission running. Or, if multi boxing, mining. Exploration requires going to null or lowsec for money. All this change does is allow you to bring friends IF YOU WANT. Exploration was the only profession that didn't become faster/more profitable with friends, like missions or mining. And you know what? People still do those things solo. I don't see what the fuss is about. Pretty much everyone who's posted in this thread should read this post. Yeah I read it. I am going from a guaranteed income source to "how much money can I grab before they turn the air off in the box."
Just a bad idea. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Garresh
Native Freshfood Minmatar Republic
133
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Posted - 2013.04.27 22:57:00 -
[93] - Quote
Tank Talbot wrote:Some good points and some bad points
I somewhat agree, but you have to consider things from the other perspective as well. ATM to be profitable in lowsec and time-effective requires at LEAST a Cloaky recon. It also requires a decent amount of tank and firepower to clear through the rats and not get pushed out of sites. I used a pilgrim for a while, but I've upgraded to a Loki in the last few months, having finally decided it was worth the risk.
Highsec exploration is kind of worthless due to the sheer number of people doing it, and is also incredibly easy(with the exception of plexes). Lowsec exploration requires a massive investment of resources, in the range of several hundred million and months of training to really become a viable income source. There's a HUGE barrier of entry for those newer explorers to make the jump from high to low. And on top of that, MOST of the barrier here has nothing to do with exploration, or scanning, or even gankers. It's the difficulty in fitting a competent ship that has the damage and tank to deal with the rats in radar and mag sites.
Now understand I'm not saying lowsec exploration is hard. It's actually pretty goddamn easy. But I ran a solo w-space operation for a year and a half before I 'retired' to lowsec. Most of the lowsec explorers are older players. Maybe not vets, but you look at us and you see a pretty old group. We've earned our place as explorers, but how much of that was our own skill, and how much of it is simply waiting for our character skills to climb up?
This new system lowers the barrier of entry for lowsec to be sure, but it ALSO moves the focus of exploration sites away from combat. If I wanted to shoot things I'd be missioning, not exploring. And on top of all this, the removal of rats makes dives to null for us lowsec dwellers not only viable, but potentially very lucrative. In the current system null dives require fitting up a T3 with interdiction nullifiers, warp stabs, covert reconfiguration, and the "usual" subsystems. But the null radar sites put out mission level dps in many cases, which requires a full refit to a mission running setup. It simply doesn't feel like exploration anymore.
As you go "deeper" into null and w-space, exploration sites, ratting, and missions all blur together. You need a heavily capable combat ship either way. In w-space it makes sense, and the nature of sleepers actually makes it rather fun. But null has no excuse. It's boring, and I quickly stopped my null dives to explore in lowsec instead. This new change means that as a solo player I can start looking back to null dives for exploration. It means greater risks and greater rewards.
It also means that when I want to teach my friends to explore, I can do so without seeing my profits fall through the floor. This is the beginning of a new era for explorers, solo or otherwise. You can cower in fear, or you can start looking to the future. This Space Intentionally Left Blank |
J3ssica Alba
Federal Navy Academy Gallente Federation
665
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Posted - 2013.04.27 23:05:00 -
[94] - Quote
You people complain far too much without knowing what kind of loot is going to drop from the little cans escaping.
Before in a high sec radar you could be lucky to get one decryptor out of 4 cans .. usually empty or with those crap parts. (sometimes you could get 5 decryptors but that's rare). Maybe with 10 cans, crates, testtubes, w/e escaping from the decompressed hacked wreck you could get many more decryptors than you get now even if you only manage to grab 3 or 4 ... who knows.
This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |
Nevyn Auscent
Broke Sauce
234
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Posted - 2013.04.27 23:08:00 -
[95] - Quote
Actually watch the relevant video before commenting people. It is not 'twitch based gameplay'. When you actually watch it rather than raging over a rumour you see how it works. A bunch of green objects appear. You click one, on the demo, CCP took several seconds to actually click one. The rest turn red, while your ship pulls the clicked one in with a tractor beam (Appears to be a free beam, not a module) When your ship has finished pulling one in, they turn green again.
If they go out of range, they turn white to say out of range, you can still chase them by moving at this point. CCP video'ed for about 30 seconds, and the loot hadn't 'exploded' though most had gone out of range of the stationary ship.
So this is not 'twitch' game play, it's still fairly slow paced, though a little faster than before, and yes, if you are actually physically impared in some way, exploration may not be the right game for you. Of course, for all we know you can click on the objects via the overview, so you don't have to hunt the cross in space. But if you are capable of targetting a ship in space rather than via the overview, you are capable of doing this. |
Nex apparatu5
Friendship is Podding Test Alliance Please Ignore
496
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Posted - 2013.04.27 23:41:00 -
[96] - Quote
It amazes me that you can get a thread that goes 5 pages complaining about a change that is sorely needed. The Test jabber exploded with "holy ****", "I need to try this", "training astrometrics" etc when this was demo'd. |
Selene Nask
Pator Tech School Minmatar Republic
23
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Posted - 2013.04.27 23:49:00 -
[97] - Quote
ooooo |
Selene Nask
Pator Tech School Minmatar Republic
23
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Posted - 2013.04.27 23:50:00 -
[98] - Quote
gah I lost my post somewhere |
Sorcha Lothain
Center for Advanced Studies Gallente Federation
0
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Posted - 2013.04.28 01:06:00 -
[99] - Quote
I just recently started playing Eve and was instantly drawn to the idea of exploration. The current scanning system seems archaic compared to the beautiful visuals throughout the rest of the game. From what I can tell an update was certainly overdue. Though I'm really skeptical of what I've started to term "Loot Barf".
I recently finished playing a couple of games that used the "Loot Barf" mechanic and find it frustrating though I believe I understand the thought behind its presence. I know for a fact that I'm going to be hard pressed to convince some of the people I play with to tag along with me while I explore. Strangely enough removing the NPCs will make it harder to convince them to come along since they will have less things to "make go boom".
It seems too early to make judgement calls on how it will be handled in this game. |
Manssell
OmiHyperMultiNationalDrunksConglomerate
150
|
Posted - 2013.04.28 01:19:00 -
[100] - Quote
Georgina Parmala wrote:Ruskarn Andedare wrote:Am I missing something? I think the idea they are going for is you scan system A, I scan system B. Then we team up and do the sites in both systems together to maximize profit. But from what I see, that generally does not mesh too well with the current play style of explorers.
This is what I'm thinking too. The problem I see is it means one (or more) of the group is going to be sitting around in space doing nothing while someone finishes a scan. I mean if I'm scanning system A, and someone else is doing system B, and I find an exploration site of three signature in A that will need both of us to run, if system B has seven signatures I've got to just sit there and float while the other fellow finishes scanning the seven sites in B. As it is now if I run the sites solo, I'm always doing something, I'm alway active. Even when I'm doing the actual hacking, I'm making sure I don't get caught.
But the new system which is pushing group play seems like it's also bringing in a lot of just sitting around being inactive waiting for someone else to do something if you do go in groups.
Also, I've quit playing games before because the mini game was so annoying (sid meier's pirates comes to mind). So for the love of internet spaceships please don't make an annoying mini game! |
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Garresh
Native Freshfood Minmatar Republic
134
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Posted - 2013.04.28 04:28:00 -
[101] - Quote
Georgina Parmala wrote:Aria Ning wrote:I think you're over exaggerating. What if originally 5 items were to jettison out and you were able to collect all 5 before the 5th one expired into space? So you essentially received 5/5 and I would assume you be happy. But in reality CCP jettisons 10 items but you still can only get 5 before they all expire into space, however, now that you know there were a total of 10 you were unhappy because you couldn't get the other 5 items but you still managed to get 5 out of 10. So you still got the same amount in both situations. But in the 2nd situation since you know that there were 10 items you feel you should be entitled to get the other 5 you missed out. Where as, I honestly just see it as "hey there are more items available, you could bring a friend if you want to get the rest but it's not necessarily needed." The player just used his skill to succeed at a solo activity. He then watches 50% of the resulting loot disappear, giving the impression of a failure. It's not about entitlement to the other half. It makes you feel bad for doing the site when no friends were around. Making a player feel bad for succeeding = bad game design. For that matter, it IS a failure. He should bookmark the site and wait for a friend to become available to come with him.
You're misreading this pretty badly. It becomes painfully obvious for anyone who isn't new that you're not supposed to get all the loot. Stop thinking of it as failure and think of it as degree of success. A player succeeds, but a better player succeeds better. This Space Intentionally Left Blank |
Ager Agemo
Imperial Collective
275
|
Posted - 2013.04.28 04:33:00 -
[102] - Quote
I guess people just wont be happy unless they can manage to get 100% of whatever mechanic is applied doing whatever. |
Josef Djugashvilis
Acme Mining Corporation
1168
|
Posted - 2013.04.28 05:50:00 -
[103] - Quote
I do not think a player should get 100% of any loot they may find whilst exploring solo, any more than they should get 100% credit for a solo kill in pvp, or 100% of the profit from any mission they run solo, or 100% of any ore they mine solo...well you get the idea. This is not a signature. |
Caldari 5
The Element Syndicate
59
|
Posted - 2013.04.28 06:13:00 -
[104] - Quote
Josef Djugashvilis wrote:I do not think a player should get 100% of any loot they may find whilst exploring solo, any more than they should get 100% credit for a solo kill in pvp, or 100% of the profit from any mission they run solo, or 100% of any ore they mine solo...well you get the idea. I think the opposite, a solo player should be able to get 100% of whatever they are interacting with, however it should take longer than a group would.
If the Loot Barf was persistent in the same way that normal cargo cans were(upto 2 hours before they pop) then no one would have an issue, even if they were moving at a fairly fast pace, because a solo player could then go chase down every can and get the loot, but a group would be able to collect them before they got too far and have to chase them less. |
Jenn aSide
STK Scientific Initiative Mercenaries
1666
|
Posted - 2013.04.28 06:15:00 -
[105] - Quote
Manssell wrote:Georgina Parmala wrote:Ruskarn Andedare wrote:Am I missing something? I think the idea they are going for is you scan system A, I scan system B. Then we team up and do the sites in both systems together to maximize profit. But from what I see, that generally does not mesh too well with the current play style of explorers. This is what I'm thinking too. The problem I see is it means one (or more) of the group is going to be sitting around in space doing nothing while someone finishes a scan. I mean if I'm scanning system A, and someone else is doing system B, and I find an exploration site of three signature in A that will need both of us to run, if system B has seven signatures I've got to just sit there and float while the other fellow finishes scanning the seven sites in B. As it is now if I run the sites solo, I'm always doing something, I'm alway active. Even when I'm doing the actual hacking, I'm making sure I don't get caught. But the new system which is pushing group play seems like it's also bringing in a lot of just sitting around being inactive waiting for someone else to do something if you do go in groups. Also, I've quit playing games before because the mini game was so annoying (sid meier's pirates comes to mind). So for the love of internet spaceships please don't make an annoying mini game!
Erm? What exactly is preventing you fromg going next door to help your buddy scan? |
Manssell
OmiHyperMultiNationalDrunksConglomerate
150
|
Posted - 2013.04.28 06:43:00 -
[106] - Quote
Jenn aSide wrote:Manssell wrote:Georgina Parmala wrote:Ruskarn Andedare wrote:Am I missing something? I think the idea they are going for is you scan system A, I scan system B. Then we team up and do the sites in both systems together to maximize profit. But from what I see, that generally does not mesh too well with the current play style of explorers. This is what I'm thinking too. The problem I see is it means one (or more) of the group is going to be sitting around in space doing nothing while someone finishes a scan. I mean if I'm scanning system A, and someone else is doing system B, and I find an exploration site of three signature in A that will need both of us to run, if system B has seven signatures I've got to just sit there and float while the other fellow finishes scanning the seven sites in B. As it is now if I run the sites solo, I'm always doing something, I'm alway active. Even when I'm doing the actual hacking, I'm making sure I don't get caught. But the new system which is pushing group play seems like it's also bringing in a lot of just sitting around being inactive waiting for someone else to do something if you do go in groups. Also, I've quit playing games before because the mini game was so annoying (sid meier's pirates comes to mind). So for the love of internet spaceships please don't make an annoying mini game! Erm? What exactly is preventing you fromg going next door to help your buddy scan?
Nothing, other than the time it takes to make the jump, warp to safes, and get probes back out. I'm not saying that it can't or shouldn't be done, but in most cases I bet it will just end up with someone sitting around waitng. Just a hunch really. Yea, not scientific I know. |
Angang Ostus
Brutor Tribe Minmatar Republic
40
|
Posted - 2013.04.28 07:00:00 -
[107] - Quote
The jury's out on the "pinata" system until current explorers can actually compare how much they're getting on average in loot. That's hard to do of course due to how random the sites are already. It might be a nice mechanic that serves to actually reward an individual as much as a group if, say, the amount that is gathered by an individual matches current rewards but with two players the value is increased and then with three it's maxed.
Yes, someone tagging along just to help with the loot grab will get bored during scanning. Probably the best solution is to both be in exploration frigs scanning adjacent systems and when one finds a site both warp to it. Problem with that is that these frigs can only fit one tractor beam if they have salvagers. Be nice if devs just made analyzer good for all relic sites and dropped salvager.
As for the mini game, well I don't know it data and relic minigames will be different but a hacking minigame fits with the idea of penetrating a computer's defenses and all that. Hopefully the relic one will at least use different terms like having to translate the ancient language to blahblah etc.
And I REALLY hope that there will be lots of tasty tidbits of lore in these ancient ships and hacked records etc. Please CCP let us find hidden lore treasures! (And gradiate their rarity because eventually they'll all be on record and folks will know which ones are rare, so it'll be worth ISK or better yet bragging rights to show everyone you've got that Ancient Captain's Log or Archaic Musical Intrument that only pops up one in a million sites or whatever.) This is the kind of stuff explorers crave! Lord knows why CCP hasn't added stuff like this into exploration long ago but I hope they will very soon! |
Angang Ostus
Brutor Tribe Minmatar Republic
40
|
Posted - 2013.04.28 07:08:00 -
[108] - Quote
Garresh wrote:For Bobs Sake people...the new jettison mechanic doesn't kill solo play. Look can we think in terms of opportunity cost for a second? 1 player gets 6 cans per site. Let's say that comes out to 20 mil a site. 2 players get 12 cans per site. That's 40 mil in stuff...split both ways. Or 20 million isk per person. Now step back and think for a second. Exploration has never been an "optimal" isk source. For that you go to mission running. Or, if multi boxing, mining. Exploration requires going to null or lowsec for money. All this change does is allow you to bring friends IF YOU WANT. Exploration was the only profession that didn't become faster/more profitable with friends, like missions or mining. And you know what? People still do those things solo. I don't see what the fuss is about.
This.
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Sante Ixnay
University of Caille Gallente Federation
7
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Posted - 2013.04.28 07:33:00 -
[109] - Quote
We don't know enough yet to say how this will turn out, but I'm hoping Vanishing Loot Pixels will be a lot less irritating to me than Empty Loot Cans are now.
Of course, it'll be pretty hilarious if the loot pixels can be empty too.
J'Ribs wrote:Good thing is: With no NPC's, I can explore in Null in a Frigate and do radars. You could do Mags in a Frig in Null.... especially the Gurista Temples.
And losing the occasional Frig was no big deal.
That's a really good point. That aspect may end up shaking things up a lot more than the things most of us are focusing on in this thread.
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Josef Djugashvilis
Acme Mining Corporation
1168
|
Posted - 2013.04.28 07:40:00 -
[110] - Quote
Caldari 5 wrote:Josef Djugashvilis wrote:I do not think a player should get 100% of any loot they may find whilst exploring solo, any more than they should get 100% credit for a solo kill in pvp, or 100% of the profit from any mission they run solo, or 100% of any ore they mine solo...well you get the idea. I think the opposite, a solo player should be able to get 100% of whatever they are interacting with, however it should take longer than a group would. If the Loot Barf was persistent in the same way that normal cargo cans were(upto 2 hours before they pop) then no one would have an issue, even if they were moving at a fairly fast pace, because a solo player could then go chase down every can and get the loot, but a group would be able to collect them before they got too far and have to chase them less.
Please forgive me, my sarcasm did not come across well in print.
I agree with your idea though, exploration 'cans' should be persistent for the same length of time as mission cans. This is not a signature. |
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Marlona Sky
D00M. Northern Coalition.
3498
|
Posted - 2013.04.28 07:47:00 -
[111] - Quote
Tank Talbot wrote:Understand where I am coming from. I think the designers at CCP are intelligent people who do good work for the game and have worthy goals. ItGÇÖs true, I have personally lamented the fact that design documents always included real at the expense of fun when considering new features to add into EVE when I thought both factors should be included. For example, the new multi-launch probe system with preset formations is both fun enhancing and feels real. It is a great addition to the game in my view.
However, the new system of hacking a hull by way of a mini-game that results in an explosion of goodies you and a pal have to run catch or lose looks to be a SILLY addition to play. ItGÇÖs a feature more worthy of an action game that doesnGÇÖt take itself seriously instead of a a space sim like EVE. I think they should keep the goodies in a can to collect even if said can looks like a space ship to loot now. There are better ways to make exploration less of a solo activity but I am not sure they can kill multi-boxing on PC to get around this anyway as boxer can account for it.
I understand the need to make the game more accessible to new players. I understand making the game look nicer to improve its appeal with gate, docking, and new probe interface animations. ItGÇÖs why I can accept the change in terminology for site names. But none of it should be done at the expense of actual, in-depth, play. Put it all together with the catch and grab mechanic and its like some one is looking to GÇ£dumb downGÇ¥ the game into an action game for PS4, tablets, mobiles, and novelty gadgets like Oculus.
There are enough shallow, pretty looking, little action games on the market right now and EVEGÇÖs intelligence, depth and breadth, is the only thing that keeps people here and playing as long as they do. I know the game has to grow and adapt but not at the cost of its core values with features like that.
Every aspect of the new exploration in Odyssey is a vast improvement on a terrible, absolutely terrible game mechanics we have now. And you have the audacity to claim this new system is going to 'dumb down' the current game play? Are you ******* high?!
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Dalmont Delantee
EXPCS Corp SpaceMonkey's Alliance
126
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Posted - 2013.04.28 08:55:00 -
[112] - Quote
How about this guys:
Try the thing on Sisi then COMPLAIN, at the moment everything is conjecture. HTFU and GAFL (GAFL is a new one I made up: Get a F Life) |
Brooks Puuntai
Solar Nexus.
1312
|
Posted - 2013.04.28 09:48:00 -
[113] - Quote
Dalmont Delantee wrote:How about this guys:
Try the thing on Sisi then COMPLAIN, at the moment everything is conjecture. HTFU and GAFL (GAFL is a new one I made up: Get a F Life)
Yes lets wait until it is so far in development that scrapping it or major design changes probably wouldn't happen if it was that bad. What people are doing are placing their concerns with the concept of the new system, BEFORE they put a **** ton of work into it.
It seems almost most who have concernsl(based on this thread) that the hacking part people are fine with, but the exploding loot not so much. This is what is called feedback.
[url]https://forums.eveonline.com/default.aspx?g=posts&t=206023&find=unread[/url] |
Blue Binary
Polychoron
37
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Posted - 2013.04.28 09:55:00 -
[114] - Quote
In relation to the trained hacking skill as it currently is, I have been under the impression that the skill dictates that if you have the skill to open it, then what percentage chance loot would be claimable by the player upon opening the container.
I'm going to speculate here with a leap of logic and say that with this new hacking mechanic the loot may drop with 100% chance with random types. The player(s) could then cherry pick the loot from the limited time they have to take what they want. The player can then use real world skill to select loot rather than a computed percentage chance, although the type appearing would could still be random.
I assume the hacking skill could function as the amount of "lives" available to you when you encounter the firewalls as shown in the video, though it was stated that the new hacking system is work in progress...
In relation to twitch aspect of the mechanics, it was stated that they are removing NPC's from the sites, therefore there needs to be a challenge to these sites otherwise it would be a canter. It might also present a challenge to the bots in the static sites.
For those looking for the video the Eve Keynote video @ 1:11:55 shows the new exploration mechanics.
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Zen Dad
Solitary Sad Bastard In Space
89
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Posted - 2013.04.28 10:27:00 -
[115] - Quote
Destination SkillQueue wrote:I thought it was pretty obviously two things. Improving the profession sites to make them actual professions and encouraging to play with other people.
The new system is a clear improvement for the simple reason, that the gameplay before was as dumbed down as you could possibly make it. Activate a module on a can, wait, collect loot and find another can to activate a module on. You can't dumb down on the mechanic, since it was so simple to begin with. The new one at least offers some gameplay and as a bonus offers a clear reason to explore with other players, because you can't get all the loot by yourself and no amount of alts is going to help you. The active gameplay is a must or that goal wouldn't be reachable. I'm sure it isn't perfect, but it can't possibly be worse or more dumbed down then the current mechanic.
WHAT THE HELL - Exploration is a solo profession as advertised on the home page personality test of EVE website. Thousands of players enjoy the solo side of exploration. Post Odyssey we now have a mini game to play and solo players will be penalized.
What is it about CCP and a lot of Eve players that they cant stand the concept of the 'individual'
Based on the info available ,the new system is a clearly dumbing down, unrealistic and another SOLO nerf from the socialist workers collective of iceland. |
Pisov viet
Sniggerdly Pandemic Legion
115
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Posted - 2013.04.28 10:39:00 -
[116] - Quote
Zen Dad wrote:Destination SkillQueue wrote:I thought it was pretty obviously two things. Improving the profession sites to make them actual professions and encouraging to play with other people.
The new system is a clear improvement for the simple reason, that the gameplay before was as dumbed down as you could possibly make it. Activate a module on a can, wait, collect loot and find another can to activate a module on. You can't dumb down on the mechanic, since it was so simple to begin with. The new one at least offers some gameplay and as a bonus offers a clear reason to explore with other players, because you can't get all the loot by yourself and no amount of alts is going to help you. The active gameplay is a must or that goal wouldn't be reachable. I'm sure it isn't perfect, but it can't possibly be worse or more dumbed down then the current mechanic. WHAT THE HELL - Exploration is a solo profession as advertised on the home page personality test of EVE website. Thousands of players enjoy the solo side of exploration. Post Odyssey we now have a mini game to play and solo players will be penalized. What is it about CCP and a lot of Eve players that they cant stand the concept of the 'individual' Based on the info available ,the new system is a clearly dumbing down, unrealistic and another SOLO nerf from the socialist workers collective of iceland. How would solo players be penalized? If I catch 5 items when I run a site solo, having a friend next to me catching 5 items himself wont mean I get more. If anything, it may mean I get less if we try going after the same things or there is less than 10 items expelled. |
Nico elScorpio
Serene Vendetta Li3 Federation
13
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Posted - 2013.04.28 10:58:00 -
[117] - Quote
What i've seen on twitch about all this looks way too trivial and mobile devicish for eve standards |
Pisov viet
Sniggerdly Pandemic Legion
115
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Posted - 2013.04.28 11:11:00 -
[118] - Quote
Nico elScorpio wrote:What i've seen on twitch about all this looks way too trivial and mobile devicish for eve standards Unlike, you know, locking a can, activating a module on it and waiting half an hour to unlock it? |
Nico elScorpio
Serene Vendetta Li3 Federation
13
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Posted - 2013.04.28 11:22:00 -
[119] - Quote
Pisov viet wrote:Nico elScorpio wrote:What i've seen on twitch about all this looks way too trivial and mobile devicish for eve standards Unlike, you know, locking a can, activating a module on it and waiting half an hour to unlock it?
Well, when one turns zero into crap i'd rather stick to zero, because its way easier to evolve quality out of zero than out of crap. |
Arin Archer
School of Applied Knowledge Caldari State
11
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Posted - 2013.04.28 11:37:00 -
[120] - Quote
For Hacking, the higher your skill level probably equals increased "virus" hit points that give you a better chance to successfully complete the hack.
What will it be for Archeology?
Will we see specializations for Hacking and Archeology?
Hacking Skill Specializations (each rank 10) V
Hacking Bullet Time
-for each level you gain a higher "bullet time" slow down of exploding loot, giving you a better chance at clicking the little dots before they poof. (Think Matrix).
Hacking Butterfly Net (rank 10)
-each level increases the radius of your mouse icon, allowing you to possibly click two dots at once
Hacking Clear Vision (rank 10)
-each level increases the size of the dots you must click on with better loot appearing as smiley faces
Hacking Skill just to make you spend another 30 days training (rank 10)
-each level increases the time before the exploding loot vanishes by .01 seconds, level V gives you a full .5 seconds to get that last dot!
....oh I can't wait. I'm really not a fan of quick vanishing loot. That's not what EVE is all about and certainly not what solo players had hoped for with the new exploration expansion. The whole "bring a buddy" thing is kind of ridiculous as well as you would need to prepare them for the explosion....1 minute warning, please refrain from restroom breaks my virus game is almost over...it's coming...it's coming...get ready...set....START CLICKING! |
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