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Reader Comments (20)

Posted: Mar 25th 2012 8:17PM Maseno said

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I really don't know how I feel about the modules. Random chance factors in PvP are usually f******* horrible. Take that neut Curse getting his drain reversed on him by the cap battery.... Go from winning a battle to dead because of some piece of shit random number generator.


Sounds horrible actually.

Posted: Mar 25th 2012 8:24PM Maseno said

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@Maseno

Also if CCP is really doing what you say in your final thoughts it will piss a whole host of people off imo. It basically allows CCP to dictate everything that happens in PvP by limiting the modules that are available. That goes against almost everything that Eve actually is, an open world almost completely run by the players.
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Posted: Mar 25th 2012 9:06PM Xilmar said

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@Maseno

I'm not as bothered by the chance modules. Jammers work on the same principle and it very effective ewar. In theory it is messed up, but with so many modules already in the game and so many good ways to fit most ships, you're going half blind in most encounters.

The new tactical options these mods could open up for solo, small gang and fleet warfare far outweigh the disadvantages. I could be wrong ofc.
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Posted: Mar 25th 2012 10:32PM (Unverified) said

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@Maseno

Adding an element of chance to the battle just makes things more realistic and unpredictable. Having the outcome predetermined by your ships superior stats via a spreadsheet prior to battle is just dull. Giving people a shot to turn around a battle will just add to the excitement of fighting. I'm not sure about these features exactly as they may be a bit gimmicky, but anything that breaks the status quo is good.
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Posted: Mar 25th 2012 8:44PM Jeppz said

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"instantaneously warp 110km in the direction it's facing, ignoring all warp scramblers"

This is untrue, they will not be usable if you are under the affect of a warp scrambler or bubble just like a mwd.

Posted: Mar 25th 2012 10:48PM Brendan Drain said

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@Jeppz Apologies, I thought I caught something about it ignoring scramblers and bubbles but there being a new bubble that stops it. As we weren't at Fanfest we were unable to ask questions about it. Can you confirm that warp scramblers stop it?
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Posted: Mar 26th 2012 5:00AM zgomot said

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@Brendan Drain

There's an interview with CCP Soundwave on mmorpg.com and he specifically says micro-jump drives won't operate when warp disrupted.

If it was otherwise that would be reason enough for me to quit EVE.
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Posted: Mar 26th 2012 5:17AM Brendan Drain said

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@zgomot Good stuff, I'll update the post. To be honest, that makes a lot more sense than what they said in one of the talks about being immune to warp scramblers but there being a special jump disruption bubble. They did say they don't want it to be an escape mechanism.

What I'm confused about is why there's no smaller version that instantly jumps a ship 20km toward a target. It seems like that would be a no-brainer for fixing Gallente, giving blaster ships a way to close the gap instantly instead of having to burn to targets with a microwarpdrive.
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Posted: Mar 25th 2012 9:22PM Xilmar said

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Why can't I hold all these pvp awesomeness

First off, the war is mostly relevant for high sec, and high sec wars have always been kind of lame in my personal opinion. Killing defenceless miners and missioners gets old fast when the only thing slowing you down are station games.

If they want FW to be a stepping stone to null sec pvp, they should really think about giving players that "this is my home" feeling. It's the main non-pvp reason why most people live in null sec, and having stuff like a staging system, or some sort of supply routes, maybe a fw only jump bridge network, etc. could really help bring everyone together.

Other than that, everything sounds awesome. A lot of cool new stuff to train for, fit, destroy and be smug and post about. That's pretty much heaven right there. Also the new ship classification could (no confirmation afaik) come with some tweaks for ships, which in itself means hundreds of hours of new ideas to experiment with.

Posted: Mar 26th 2012 1:37AM The Moonshadow said

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I hope they give us more Crucible goodness. You're right about PvP being largely static but forgot to give a shout out to tier 3 battlecruisers which have led to many successful new doctrines for a lot of alliances and coalitions since they've first appeared in New Eden.

Posted: Mar 26th 2012 5:17AM SWHITE said

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I did heard the Insta-Warp module, "instantaneously warp 110km, WILL allow passage through bubbles.

CCP said they could release a insta-warp nullifier bubble too. I did not hear about warp locks on it.

Sounds like a gate camp breaker depending on how fast to wind up the mod and if point will still work. :) This would mess up locking a system or wspace down at the entrances yes!! and would make for more PvP.. hmmm

Sounds good to me

Posted: Mar 26th 2012 6:00AM Calyptic001 said

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Really good stuff here. FW sounds pretty damn good, loving the not docking in your own Sov. Guessing thats how there trying to mirror 0.0. And if they can link that bit with dust it would be incredible.

Imagine you get a system message saying players in Dust have taken X system and its vulnerable to attack to eve players and you get a horde of players burning there to defend and attack the system. Players who succesfully attack/Defend get LOADS of LP or something. Would be awesome.

I love the idea of the instant 110km warp mod players who burn around on there gate tacs would not feel as safe.

And the rig idea sounds terrific. I wonder if that one ''Extreme'' rig would take up all your slots.

Last thing. They talk about adding new mods but we wanna here what the current ships are being upgraded to. Every old ship needs some sort of functionality. To many cookie cutter ships atm we need to use ALLL TIERS from ALL RACES.

Posted: Mar 26th 2012 6:40AM Moonaura said

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The new adaptive resistance module was stated for ARMOR only. I have grave concerns about this, given that armor is already pretty much the defacto fleet tank choice, it further pushes shields into the background, as a corp just flying Caldari ships in fleets, it's sort of a kick in the nuts frankly. The shield fuel idea, well great for small gangs, but not fleets.

Posted: Mar 26th 2012 7:47AM Moonaura said

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Posted: Mar 26th 2012 2:50PM Xilmar said

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@Moonaura

One option is to look around for another alliance. I know of many decent alliances that either regularly run both shield and armour fleets, or they have shield as their main alliance doctrine.
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Posted: Mar 26th 2012 10:52AM VikingGamer said

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I also get the feeling that all this has a bunch of holes in it. Especially the new wardec stuff. I think the first iteration of this could fall flat. But the upshot is that CCP is finally looking at these things. Even if the whole expansion blows out, just finally getting around to working on this is a big step in the right direction.

Posted: Mar 26th 2012 10:55AM (Unverified) said

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http://www.youtube.com/watch?v=4u0H3WA_UYA

check out this guy cos CCPs vid gnomes are out to lunch as usual

Posted: Mar 26th 2012 11:37AM ScottishViking said

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Salvage drones: Yes. Yes please.

Posted: Mar 26th 2012 12:01PM dajones said

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Actually it's 50 million for an alliance and 20 million for a corp with the 500000 for each player. This would make the cost of wardeccing an organization like goonswarm more than a billion and a half isk just to start a war. if you are a 2 man corp look out..

Posted: Mar 26th 2012 12:58PM The Moonshadow said

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@dajones

2 man corps tend to be holding corps, I doubt anyone gives 2 flying f**ks about them. I have a friend who is in a 23/7 wardec the hisec bears corp, and from what I've gathered they research their marks and always go after well populated and active bear corps.

His single biggest complaint btw, people usually just don't log in or drop corp for the duration.
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