Pages: 1 2 3 4 5 [6] 7 8 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Zeko Rena
ENCOM Industries
539
|
Posted - 2013.04.29 01:52:00 -
[151] - Quote
So far I like what I see, its finally something a bit different, something other then "lock, click a module, wait, open, loot all" I will actually hold my final judgement on the feature until... you know I have actually tried it.
The only thing I don't like is that the cans vanish, I wish they just kept floating off forever, of course that would be a headache for the server |
Rachel Starchaser
Perkone Caldari State
1
|
Posted - 2013.04.29 02:57:00 -
[152] - Quote
Bump |
Minmatar Citizen160812
The LGBT Last Supper
146
|
Posted - 2013.04.29 04:55:00 -
[153] - Quote
Tippia wrote:Fereval Kondur wrote:Now, to people that argue that this system is just flat better than the current so called "boring" one : exploration, as mining, is all about the process which lead you to that ultimate looting moment. What really matter is being effective with the probe pinpointing, choosing sites, fitting accordingly, watch-out for potential threats - whether they be rats (which are in the process of disappearing as far as I understand) or players- . Decision making, you name it... GǪand all of that remains in the new system. On top of that, they've added two more process layers that will matter: being able to open the containers, rather than just wait for a timer to run down, and chasing the loot and trying to pick the best pieces before they float away. Lead-up that matters + looting that matters > only a lead-up that matters. So yeah, flat better pretty much sums it up.
I agree with you. It's such a great new feature I think it should be used to loot everything including rats. No more wrecks or cans just floating garbage you have to chase around.
Loot that's available by salvaging wrecks + Playing 52 pick-up for it = poor use of development time....that pretty much sums up mag sites. |
Ibrahim Vaughn Holtzman
Center for Advanced Studies Gallente Federation
10
|
Posted - 2013.04.29 06:18:00 -
[154] - Quote
Some more thoughts from me.
--The exploration site wrecks are locked and can only be unlocked and opened by playing that minigame. Can I lock up my own ship so when I get ganked the person trying to loot my stuff has to play the same hacking-and-lootsplosion minigame? And if not; why not?
--My ship now has a free tractor beam. How? Why? Can I use it to scoop stuff outside the exploration sites? And if not; why not?
--Will the lootsplosion grab-what-you-can-before-it's-gone mechanic be implemented in all lootable objects? And if not; why not?
All these 'this mechanic only works here and not in similar situations in the rest of the game' is what makes the whole affair feel so much like tacked-on patchwork to me. |
Josilin du Guesclin
University of Caille Gallente Federation
12
|
Posted - 2013.04.29 07:23:00 -
[155] - Quote
Ibrahim Vaughn Holtzman wrote: --My ship now has a free tractor beam. How? Why? Can I use it to scoop stuff outside the exploration sites? And if not; why not?
You already have one. How do you think you can loot cans from over a kilometre away? Scoop drones from a short distance?
|
Xavier Quo
Ashfell Celestial Corporation POD-SQUAD
43
|
Posted - 2013.04.29 07:35:00 -
[156] - Quote
I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzle in different locations in or out of system, like a mini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry. |
James Amril-Kesh
4S Corporation RAZOR Alliance
4802
|
Posted - 2013.04.29 07:39:00 -
[157] - Quote
Xavier Quo wrote:I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzles in different locations in or out of system, like amini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry. "Success isn't 100% guaranteed, therefore this new system is bad." No. |
Xavier Quo
Ashfell Celestial Corporation POD-SQUAD
43
|
Posted - 2013.04.29 07:46:00 -
[158] - Quote
James Amril-Kesh wrote:Xavier Quo wrote:I'm liking this less and less the more I think about it tbh, before if you had poor skills you wouldn't be able to scan the site, bit more skills and it would take you a long time to access cans. But once you were in the sites you knew that it was a successful explore, provided you can kill the rats (not really an issue, I started with a magnate with 3 hob ii's, no probs in hi or lo). Now, once you get into the site you may fail the mini game or miss the few cans that contain the more valuable things. The fact that the cans disappear is really jarring, it would have been much better if you could chase them, making it a lot longer for solo players but without the sense of failure where there should be success. Mini games are out of place in eve. Even a puzzles in different locations in or out of system, like amini-escalation with a bit of lore based note taking or collecting audio logs etc would have been great, but this is really wide of the mark imo, sorry. "Success isn't 100% guaranteed, therefore this new system is bad." No.
you weren't guaranteed before? many a time I've set my dscan to 3AU and bailed when a friendly hurricane appears. It's just now there are an extra 2 things to fail, mini game and loot barf. I like the sense of excitement you get from finding out the name of the site, then getting it to 100%, knowing that something is good in there (as long as you don't get ganked). Now you can spend ages scanning, get the site coordinates, fail the minigame (I mean if the minigame is so easy everyone with a level 3 skill passes it what is the point of it?), or pass the minigame and then miss the loot. A lot of meh all round.
I think mainly as a full time explorer I was hoping for a LOT more depth and scope brought to exploration like I mentioned, as this is odysseys 'thing', as well as fixing things (The old system needed something doing to it, no-one is arguing against that). This really seems like a cop out in a lot of ways. Disappearing cans, magic no module tractor beam, hmmm. |
Guttripper
State War Academy Caldari State
233
|
Posted - 2013.04.29 08:30:00 -
[159] - Quote
In the tradition of Hollywood revamping classic movies to a more modernized appeal...
As Indiana Jones (exploring avatar) cautiously makes his (or her) way through the ancient Aztec temple avoiding pitfalls and traps (scanning down) while the local natives are nowhere to be seen (no npcs), Indy reaches the heart of the temple (loot canister) and ponders the weight balance to swap out for the idol (activates the hacking module). Upon successfully swapping out the idol with the bag of dirt (hacking success), the idol now explodes into numerous pieces and scatter across the temple (CCP's new change). As Indy rapidly attempts to use his bull whip (tractor beam) to obtain as many pieces as possible (exploded loot canister), he ponders why he did not bring Belloq, Marion, and even Short Round (other players) to help maximize the pieces of the idol (phat lewt) as parts fall away into cracks and crevices of the temple and are now lost (vanishing into space).
And there you have it - CCP going Hollywood! |
|
CCP Bayesian
620
|
Posted - 2013.04.29 08:59:00 -
[160] - Quote
Hi everyone, thanks for the reams of feedback. We'll be releasing a devblog/devblogs over the next few days detailing exactly whats coming and how it works so you'll have a lot more information in your hands. I'm going to answer a few specific points that have come up a lot here though:
Colourblind People We're absolutely aware that we need to make the interface work for the colourblind. All the visuals at the moment are WIP. We have software internally that lets us simulate how the interface would look to you and are using that during development.
Soloing We are doing nothing to prevent people from soloing. We obviously cannot predict exactly how players will end up using this feature but there is no intention of making it impossible to solo explore and successfully make money from it. CCP RedDawn is a solo explorer and he'd be most upset if we took away his favourite activity!
Twitch Gameplay We totally understand your concerns about how the scattered can collection will work as it is a departure from how the rest of EVE works. The mechanic itself comes from a mining prototype developed by CCP Veritas and does work well within EVE as far as we can ascertain from our user testing of it. It's not a crazy clickfest as it will take several seconds to pull each can in. We are in a phase of playtesting and refining how long, how fast and how many cans will scatter. The 'twitch' side of it is no more than exists in EVE interacting with the UI now, the main difference is that you are interacting within the space scene itself. EVE Software Engineer Team Prototyping Rocks |
|
|
Brooks Puuntai
Solar Nexus.
1355
|
Posted - 2013.04.29 09:12:00 -
[161] - Quote
CCP Bayesian wrote: exists in EVE interacting with the UI now
This isn't a good selling point, since the interaction with the UI is and has always been pretty bad.
I do appreciate the time taken to clarify and will be waiting to see how this plays out.
[url]https://forums.eveonline.com/default.aspx?g=posts&t=206023&find=unread[/url] |
Guttripper
State War Academy Caldari State
233
|
Posted - 2013.04.29 09:15:00 -
[162] - Quote
CCP Bayesian wrote: (snipped...)
The mechanic itself comes from a mining prototype developed by CCP Veritas and does work well within EVE as far as we can ascertain from our user testing of it. Heh - my mining friend will like that his Hulk will be able to pivot and shoot lasers from his strip miners and break down the rocks into smaller and smaller pieces before the pesky alien ship arrives. Then once the last rock is gone, the belt repopulates with even a greater number of cascading and floating asteroids. And instead of a running score, the destroyed rocks will automatically be refined into minerals and instantly sold on the market at the region's current going rate, transfering the ISK to the miner's wallet.
Good job revamping and modernizing the old arcade classic "Asteroids" CCP!
*hopes people's sarcasm meters are on. |
Yaboo Sux
Native Freshfood Minmatar Republic
6
|
Posted - 2013.04.29 09:26:00 -
[163] - Quote
CCP Bayesian wrote:Hi everyone, thanks for the reams of feedback. We'll be releasing a devblog/devblogs over the next few days detailing exactly whats coming and how it works so you'll have a lot more information in your hands. I'm going to answer a few specific points that have come up a lot here though: Quote:Why not when announced to avoid speculation, its not as if you just made it all up at the last moment Colourblind PeopleWe're absolutely aware that we need to make the interface work for the colourblind. All the visuals at the moment are WIP. We have software internally that lets us simulate how the interface would look to you and are using that during development. SoloingWe are doing nothing to prevent people from soloing. We obviously cannot predict exactly how players will end up using this feature but there is no intention of making it impossible to solo explore and successfully make money from it. CCP RedDawn is a solo explorer and he'd be most upset if we took away his favourite activity! Quote:Cannot predict... yeah, so stop pulling out of the ether, but come on CCP Sundwave was all wow over DTFD of the game cos he-¦s too stupid to arrange 5 probes (which is al you really need when you got skills or push a button to get a result, is is an instant gratification addict? Twitch GameplayWe totally understand your concerns about how the scattered can collection will work as it is a departure from how the rest of EVE works. The mechanic itself comes from a mining prototype developed by CCP Veritas and does work well within EVE as far as we can ascertain from our user testing of it. It's not a crazy clickfest as it will take several seconds to pull each can in. We are in a phase of playtesting and refining how long, how fast and how many cans will scatter. The 'twitch' side of it is no more than exists in EVE interacting with the UI now, the main difference is that you are interacting within the space scene itself. Quote:This is just a rip off of stuff from other older games like the X series and tablet based game play, get it on sisi asap and let us evaluate it and give some honest feed back
|
|
CCP Bayesian
621
|
Posted - 2013.04.29 09:36:00 -
[164] - Quote
Brooks Puuntai wrote:CCP Bayesian wrote: exists in EVE interacting with the UI now This isn't a good selling point, since the interaction with the UI is and has always been pretty bad. I do appreciate the time taken to clarify and will be waiting to see how this plays out.
Hah, I mean more from the clicks per second, requirement to move the mouse about wildly side of things rather than the interaction design itself. We're basically not looking to make people do more than they do right now in terms of click spamming or mouse use. The actual interaction is about as simple as it gets, if you're in range you left click on the scattered can and it will take the can. You can use the tractor beam module to pull cans that are out of range closer or fly out to them. EVE Software Engineer Team Prototyping Rocks |
|
|
CCP Bayesian
621
|
Posted - 2013.04.29 09:44:00 -
[165] - Quote
Yaboo Sux, in hindsight we definitely should have had our devblogs ready to go. Letting people speculate isn't terrible and it's nice to be able to target specific concerns that people have on the forums in addressing a wider audience.
This will all be on Sisi as soon as humanly possible along with the rest of the Odyssey stuff as per normal and we're user testing the beejezus out of it internally. EVE Software Engineer Team Prototyping Rocks |
|
Alek Row
Silent Step
31
|
Posted - 2013.04.29 09:49:00 -
[166] - Quote
I'm not into hacking myself, but from other games experiences, this kind of mini games usually get boring VERY fast. For certain activities F1 still have a place despite the obvious lack of interaction.
This is one of your experiments right? Otherwise you had put this kind of mini games in mining (LOL). Let's just start with hacking first?
|
J3ssica Alba
Federal Navy Academy Gallente Federation
689
|
Posted - 2013.04.29 10:20:00 -
[167] - Quote
will radar and mag sites still need the codebreaker and analyser mods? because im not sure I saw them on Soundwave's fit ... 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 |
Steijn
Quay Industries CAStabouts
259
|
Posted - 2013.04.29 10:31:00 -
[168] - Quote
The hacking mini-game is okay, but the exploding/radiating/time sensitive loot is a very poor idea imo.
a) if your reactions are poor, tough you just wasted your time as everything just went poof.
b) if you have a small amount of empty real estate on your screen, tough, you just missed where everything went and now its gone poof.
c) if you normally operate at a zoomed out level, tough, you havent a clue whats green, whats red etc as you cant see them and now theyve all gone poof.
IMO, CCP have tried to involve a mini-game with regards the loot, that isnt needed and looks out of place. The only thing it does is improve anyones chances of getting ganked in low/null.
So CCP, if your trying to improve PVP, great as you will, but dont try saying that this is an improvement for explorers because it isnt. |
Mis'tral
Tactical Corp of Exploration
0
|
Posted - 2013.04.29 10:37:00 -
[169] - Quote
CCP Bayesian wrote:The actual interaction is about as simple as it gets, if you're in range you left click on the scattered can and it will take the can. You can use the tractor beam module to pull cans that are out of range closer or fly out to them.
So if you are doing solo hacking sites, you can eventually get all the items, providing you are in range, you fly to them or TB them to you? From the descriptions provided thus far, the impression is that you can actually miss alot of items from hacked containers (if you don't have a buddy helping you 'collect' them in time).
If the above is true, what's from stopping you hack all containers in a site one after another (not bothering to 'catch' them), then just fly around and collect all the items? |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3312
|
Posted - 2013.04.29 10:43:00 -
[170] - Quote
Steijn wrote:The hacking mini-game is okay, but the exploding/radiating/time sensitive loot is a very poor idea imo.
a) if your reactions are poor, tough you just wasted your time as everything just went poof.
b) if you have a small amount of empty real estate on your screen, tough, you just missed where everything went and now its gone poof.
c) if you normally operate at a zoomed out level, tough, you havent a clue whats green, whats red etc as you cant see them and now theyve all gone poof.
IMO, CCP have tried to involve a mini-game with regards the loot, that isnt needed and looks out of place. The only thing it does is improve anyones chances of getting ganked in low/null.
So CCP, if your trying to improve PVP, great as you will, but dont try saying that this is an improvement for explorers because it isnt.
All the above! Anyone exploring in non-hisec is going to have to balance the loot grab with monitoring local/D-Scan/scanner probe results. My "empty" real estate is a patch of screen above my ship, where I can double click to change heading. The system scanner fills one side, the overview the other, the survey scanner results are over here and then there are two dozen chat windows stacked on top of each other in various combinations.
If we could use CREST, IRC or XMPP for third-party chat applications, I could save a swathe of screen real-estate while moving chat to a second screen/second computer. Here is a comparison between IRC and XMPP linked from Hacker News.
Day 0 advice for new players: Day 0 Advice for New Players |
|
|
CCP Bayesian
625
|
Posted - 2013.04.29 10:55:00 -
[171] - Quote
J3ssica Alba wrote:will radar and mag sites still need the codebreaker and analyser mods? because im not sure I saw them on Soundwave's fit ...
Yes, we were running with devhacks to just simplfy the demo. There are some new dual use modules being introduced as well. EVE Software Engineer Team Prototyping Rocks |
|
Tank Talbot
Imperial Academy Amarr Empire
75
|
Posted - 2013.04.29 11:00:00 -
[172] - Quote
CCP Bayesian wrote: Hi everyone, thanks for the reams of feedback. We'll be releasing a devblog/devblogs over the next few days detailing exactly whats coming and how it works so you'll have a lot more information in your hands. I'm going to answer a few specific points that have come up a lot here though.
Thank you for taking the time to comment. I think everyone is looking forward to the blogs. I mean no disrespect in noting that I fear you have a hard sell coming.
CCP Bayesian wrote:Colourblind People We're absolutely aware that we need to make the interface work for the colourblind. All the visuals at the moment are WIP. We have software internally that lets us simulate how the interface would look to you and are using that during development.
Of interest, I hope resolution and screen size limitations for laptops in particular and older machines have been considered when attempting to identify and click upon the loot objects as well?
CCP Bayesian wrote:Soloing We are doing nothing to prevent people from soloing. We obviously cannot predict exactly how players will end up using this feature but there is no intention of making it impossible to solo explore and successfully make money from it. CCP RedDawn is a solo explorer and he'd be most upset if we took away his favourite activity!
Perhaps not literally. However, per the keynote address it will be improbable for one peron to net all of the potential rewards due to an intentional choice in design. By the very nature of the mechanic a lone pilot's satisfaction in accomplishing the task at hand will be dminished as they will feel like they are missing out on something perhaps even better than they managed to ... "nab" from the vaccum.
CCP Bayesian wrote:Twitch Gameplay We totally understand your concerns about how the scattered can collection will work as it is a departure from how the rest of EVE works. The mechanic itself comes from a mining prototype developed by CCP Veritas and does work well within EVE as far as we can ascertain from our user testing of it. It's not a crazy clickfest as it will take several seconds to pull each can in. We are in a phase of playtesting and refining how long, how fast and how many cans will scatter. The 'twitch' side of it is no more than exists in EVE interacting with the UI now, the main difference is that you are interacting within the space scene itself.
The fact that it is such a radical departure from the mechanics in the rest of EVE is at the core of many postersGÇÖ expressed issues with the new system. As such does it have a place in game when exiting mechanics could be adjusted to accomplish similar ends? Rather than as a natural extension of play and piloting your ship it clashes with everything else in game entirely too much.
And I am sorry. I mean no offense. But the fact this evolved from a prototype mining mini-game actually frightens me.
Georgina Parmala wrote: Multiplayer mining:
Asteroids now need to be blown up first, spawning mineable mini-rocks to yield the resources. The resulting rocks despawn too quickly to get them all if you dock up to reship. The EHP of the roid requires a battlecruiser shooting it for as long as a Hulk takes to mine up the resulting rock bits.
Better yet, why don't we make Strip miners suck some crazy cap, so as to require energy transfers from external sources to get all the rocks before they vanish.
Coincidentally, all mining fleets are now made up of equal parts PvP-ready combat ships and Mining Barges with logi support.
But getting a bunch of people who are not mining to tag along and shoot rocks, just to do efficient mining, is not a positive change to mining. Neither is dragging a clickfest looter along with you for exploration.
If you think waiting for a module cycle is boring, how do you feel about sitting idle in the site, waiting for your buddy to come over however many jumps?
.... .... |
|
CCP Bayesian
625
|
Posted - 2013.04.29 11:02:00 -
[173] - Quote
Mis'tral wrote:So if you are doing solo hacking sites, you can eventually get all the items, providing you are in range, you fly to them or TB them to you? From the descriptions provided thus far, the impression is that you can actually miss alot of items from hacked containers (if you don't have a buddy helping you 'collect' them in time).
If the above is true, what's from stopping you hack all containers in a site one after another (not bothering to 'catch' them), then just fly around and collect all the items?
It's something you can do solo but you aren't penalised for wanting to do it in a group. The containers in question aren't designed to last in open space so they degrade reasonably quickly and are destroyed along with their contents. You'll do good as a solo player but better with someone else, Garresh's comments about opportunity cost are dead on.
We're of course experimenting with values for all of these things internally and will be watching and adjusting things on an on-going basis as this hits Sisi and TQ. EVE Software Engineer Team Prototyping Rocks |
|
Sephira Galamore
Inner Beard Society
107
|
Posted - 2013.04.29 11:08:00 -
[174] - Quote
Tank Talbot wrote:CCP Bayesian wrote:Soloing We are doing nothing to prevent people from soloing. We obviously cannot predict exactly how players will end up using this feature but there is no intention of making it impossible to solo explore and successfully make money from it. CCP RedDawn is a solo explorer and he'd be most upset if we took away his favourite activity! Perhaps not literally. However, per the keynote address it will be improbable for one peron to net all of the potential rewards due to an intentional choice in design. By the very nature of the mechanic a lone pilot's satisfaction in accomplishing the task at hand will be dminished as they will feel like they are missing out on something perhaps even better than they managed to ... "nab" from the vaccum. Which may be a good thing. Maybe the explorer thinks "hmm, maybe it's more fun if I bring someone along!" instead of "if I bring someone along, I will have only half the profit :S" |
James Amril-Kesh
4S Corporation RAZOR Alliance
4804
|
Posted - 2013.04.29 11:09:00 -
[175] - Quote
Alek Row wrote:I'm not into hacking myself, but from other games experiences, this kind of mini games usually get boring VERY fast. For certain activities F1 still have a place despite the obvious lack of interaction.
This is one of your experiments right? Otherwise you had put this kind of mini games in mining (LOL). Let's just start with hacking first?
It can't possibly be as boring as what we have now. |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3313
|
Posted - 2013.04.29 11:10:00 -
[176] - Quote
CCP Bayesian wrote:The containers in question aren't designed to last in open space so they degrade reasonably quickly and are destroyed along with their contents. You'll do good as a solo player but better with someone else, Garresh's comments about opportunity cost are dead on.
Will the containers in question be visible on the overview?
Day 0 advice for new players: Day 0 Advice for New Players |
Tzar Sinak
Mythic Heights
0
|
Posted - 2013.04.29 11:15:00 -
[177] - Quote
I like to think I am an enterprising capsuler so when I see this new system I think to myself "how do I make it better?" For example I scan down a wreck.
First, I recon the area to ensure no one is around. I then attached my wire rope net capable of holding up to 25 m3 (or more after all I am in space right?) to encompass the door to be hacked. Let's call this net the wicket keeper or catcher's glove.
Second, I want to be within 5000m to initiate the code break but I want to be cloaked so no one that stumbles upon me and lock on.
Third, and after the foolishness of figuring out how to open the door, the hatch opens and all the goodies fly out into the net. But wait! The force of the decompression has detached the net from the ship! No problem, it is still all bundled together. I'll just tractor it in.
BTW, why exactly is all the loot piled up in the hallway with the airlock?
How do we translate that into an EVE mechanic. There are new modules to come soooo, one of these new mods could be a net. A skill will have to be associated with it of course. Let's say without the mod you might obtain 15-20% of the loot because it is flying all over the place. With the mod and lvl1 skill you slow down the expansion and increase the time to capture the loot. Say 20-30% increase in loot recovery. Lvl 2 could be 30-40%, lvl3-40-50%, lvl4 50-60% lvl5 60-75% (I am just making this up ok!?!)
The point is, if we are playing catch the firefly then lets us train to increase the chances of obtaining most if not all the loot. I know a lot of EVE requires one to suspend disbelief but explosive decompression with all the loot right next to the airlock? And what if the vessel has already decompressed? Hmmm?
|
blink alt
Science and Trade Institute Caldari State
2
|
Posted - 2013.04.29 11:16:00 -
[178] - Quote
I really hope with all the upcoming exploration changes that we will also see some changes in respect to loot variance. I would have to say the most fruhstrating aspect of the current professional sites is that they can range from zero isk to one hundered million. While I do apprecaite some variance I really do hope the gap becomes less.
Also, can I pray that perhaps high sec mags might have some better value? |
La'Krul
Havoc Violence and Chaos The Retirement Club
44
|
Posted - 2013.04.29 11:20:00 -
[179] - Quote
Sorry to pre-judge but it looks like garbage. There really wasn't much wrong with exploration anyway, so they'll probably ruin it now instead of fixing null or something useful. As someone who has all probe skills at V and salvager, analyzer, codebreaker at V, I really won't be too happy if a whole load of new probing and module skills are released on the back of this junk.
A mini-game, I mean seriously, WTF! |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3314
|
Posted - 2013.04.29 11:21:00 -
[180] - Quote
I am particularly unimpressed by the stated intention of making mining work the same way. This is gimmick gameplay, not good gameplay.
Day 0 advice for new players: Day 0 Advice for New Players |
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
First page | Previous page | Next page | Last page |