Also if anyone can pick this up for 24, or even 25 tbh, they should.
https://forums.eveonline.com/default.aspx?g=posts&t=215277&find=unread
On a related note, if anyone can get hold of tawa on steam tell him I need my isk back to buy that toon.
Forum Index > General Games |
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KwarK
United States41960 Posts
March 15 2013 19:34 GMT
#29541
Also if anyone can pick this up for 24, or even 25 tbh, they should. https://forums.eveonline.com/default.aspx?g=posts&t=215277&find=unread On a related note, if anyone can get hold of tawa on steam tell him I need my isk back to buy that toon. | ||
StutteR
United States1903 Posts
March 15 2013 20:30 GMT
#29542
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KwarK
United States41960 Posts
March 15 2013 20:47 GMT
#29543
On March 16 2013 05:30 StutteR wrote: I just read that post on /r/eve. From a TESTie about to start FW looking for gudfites. Damn you bitches be crazy. This is worth a read too. http://www.teamliquid.net/forum/viewmessage.php?topic_id=88359¤tpage=1477#29524 | ||
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tofucake
Hyrule18968 Posts
March 15 2013 23:49 GMT
#29544
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Pretty Aluminum
United States95 Posts
March 16 2013 00:46 GMT
#29545
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jopirg
United States81 Posts
March 16 2013 02:04 GMT
#29546
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Impervious
Canada4172 Posts
March 16 2013 02:07 GMT
#29547
Eve can be incredibly rewarding, but at the same time, it can also induce more rage than I've ever seen in another game. That's probably because it's so unforgiving, if you make a mistake and lose something, it's gone, as is all the time you spent getting whatever it was. It's very harsh game, so if you plan on getting into it, be prepared for that. The small gang and solo pvp can get to be very intense. As is the pvp in the market. Yes, the market has some very intense pvp going on, except it's not spaceships blowing up in spectacular fashion, it's isk gains or losses calculated through spreadsheets. And it is even more unforgiving than ship pvp imo. | ||
JJoNeEightY
United States509 Posts
March 16 2013 02:53 GMT
#29548
On March 16 2013 11:07 Impervious wrote: Would you continue playing a game for years if you didn't enjoy it at some level? Eve can be incredibly rewarding, but at the same time, it can also induce more rage than I've ever seen in another game. That's probably because it's so unforgiving, if you make a mistake and lose something, it's gone, as is all the time you spent getting whatever it was. It's very harsh game, so if you plan on getting into it, be prepared for that. The small gang and solo pvp can get to be very intense. As is the pvp in the market. Yes, the market has some very intense pvp going on, except it's not spaceships blowing up in spectacular fashion, it's isk gains or losses calculated through spreadsheets. And it is even more unforgiving than ship pvp imo. I don't even. If you are giving a second thought to losing anything that isn't at least a supercarrier you are doing things very, very wrong. | ||
Impervious
Canada4172 Posts
March 16 2013 02:56 GMT
#29549
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JJoNeEightY
United States509 Posts
March 16 2013 02:57 GMT
#29550
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Pretty Aluminum
United States95 Posts
March 16 2013 03:05 GMT
#29551
On March 16 2013 11:04 jopirg wrote: We also have a history of RTS games (Starcraft at least) and everyone here thinks it's good enough to play. What kind of answer were you expecting? You know something that would give me some context on the positives and negatives of the game and not just a generic "Of course its good because we play it!" But thanks for the response anyways. Something closer to this is what I was hoping for. On March 16 2013 11:07 Impervious wrote: Would you continue playing a game for years if you didn't enjoy it at some level? Eve can be incredibly rewarding, but at the same time, it can also induce more rage than I've ever seen in another game. That's probably because it's so unforgiving, if you make a mistake and lose something, it's gone, as is all the time you spent getting whatever it was. It's very harsh game, so if you plan on getting into it, be prepared for that. The small gang and solo pvp can get to be very intense. As is the pvp in the market. Yes, the market has some very intense pvp going on, except it's not spaceships blowing up in spectacular fashion, it's isk gains or losses calculated through spreadsheets. And it is even more unforgiving than ship pvp imo. I appreciate the insight and effort put into your post. Thanks for responding. | ||
Impervious
Canada4172 Posts
March 16 2013 03:13 GMT
#29552
Listen to that and laugh. His ship, his pride and joy, died. When I lost a ship comparable in value to that (roughly 3 billion isk), I was like "whoops, time to get another one". And I did. And proceeded to lose it. And then another one. For a total of 5 of them. I shrugged it off, and still laugh at it. Hatchery imba. | ||
Big Monkey
United Kingdom473 Posts
March 16 2013 07:44 GMT
#29553
On March 16 2013 12:13 Impervious wrote: https://soundcloud.com/gecko-1-1/gecko-fleet-phoon-awox Listen to that and laugh. His ship, his pride and joy, died. When I lost a ship comparable in value to that (roughly 3 billion isk), I was like "whoops, time to get another one". And I did. And proceeded to lose it. And then another one. For a total of 5 of them. I shrugged it off, and still laugh at it. Hatchery imba. This is hilarious though couldnt bring myself to listen to all of it. So you lost a ship and died? Boo hoo. I do it all the time | ||
DefMatrixUltra
Canada1992 Posts
March 16 2013 07:51 GMT
#29554
On March 16 2013 12:05 Pretty Aluminum wrote: Show nested quote + On March 16 2013 11:04 jopirg wrote: We also have a history of RTS games (Starcraft at least) and everyone here thinks it's good enough to play. What kind of answer were you expecting? You know something that would give me some context on the positives and negatives of the game and not just a generic "Of course its good because we play it!" But thanks for the response anyways. Something closer to this is what I was hoping for. There's no splitting up the positives and negatives in the game. It's all one big mash. That's part of the draw, actually. Everything is in some way connected to everything else like some ridiculous improbable machine. I could make a list of things that are wrong/negative with the game that is 10x bigger than for any other game. But the good stuff is damned good. The learning curve for this game is ludicrous if you don't have insiders filling you in. The reason for this is the ultraconnectivity of every system in the game. There are concepts in this game that are present in many other games. Space combat, market PVP, (bad) PVE, construction logistics flowcharts, loadout customization etc. The difference is that in EVE, all these things are ultimately inseparable. PVE is a cause and sometimes an effect of PVP. Every tangible item in the game (including ships and the weapons and modules they use) with very few exceptions is handled by, produced by, shipped by, and bought by players. That means everything from mining to ship combat is linked up to the "market" which is more of an abstract concept than it might first appear. There is a visible market where items are placed like commodities for sale at varying prices - driven by supply and demand and viewable through a simple interface. And behind the curtains there is the real market - the motivations behind purchases, the game and metagame events which shape supply and demand, the collusions and betrayals brought about by the wealthy, the important figures capable of exerting control over certain goods. And that's just the market. In gameplay terms, most people are interested solely in the ship combat. The combat system can be rough around the edges in some ways - there are lots of strange, unintuitive guidelines to follow. But the combat in this game can be extremely exhilarating - or extremely boring if you're approaching it the wrong way. If you join up with the TL crew, this will never be a concern, but know that some people (willingly) spend hours shooting stationary structures, for example. The ship combat is theoretically complex enough that it requires a 3rd-party program to have a good grasp on ship loadouts (if you think this is a negative, it isn't - ship combat theory is one of the more interesting aspects of the game). There are a lot of ships and theoretically very many loadouts for each ship, though good pilots are knowledgeable enough to shave many loadouts into a small set of good loadouts. There aren't any arenas for ship combat, though. Combat happens in the greater context of everything else in the game. The nature of combat changes drastically based on a huge number of factors - where you are geographically in the universe (and there's only 1 "server" that every player inhabits), player politics, market intrigues; not to mention what ship(s) you're flying. People come for the space combat and find that the richness of the rest of the game bleeds heavily into it. There's a region of space called Molden Heath ( http://evemaps.dotlan.net/map/Molden_Heath#sec in graph form) where one player (Ueberlisk http://teamliquid.killmail.org/?a=pilot_detail&plt_id=768405 ) has terrorized visitors to the point where he's practically a legend (he also has legendary "luck" winning an out-of-game lottery, Somer Blink http://cogdev.net/blink/ ). See in the top left of that map where there's a gray box that says Magiko / Heimatar? Click it. Magiko is a star system in the region Heimatar. Look at all the gray boxes that lead to new regions. Each of these star systems has its own unique planets, asteroid fields, space stations. The universe, even though it's mapped out, is absolutely huge. Each region has its own character. The NPCs have different lore reasons for being there. The players in different regions have different behaviors. The PVP you can find in Molden Heath is very different from the PVP you can find in Curse or Lonetrek or Tribute etc. Each region has its own market, its own player politics, its different notable (or unnotable) inhabitants. Then there are the wormholes. Wormhole space is a separate universe unto itself but one that can't be mapped out - not permanently. In regular space, each star system is connected by a fixed network of star gates - that's why we can map it out in full. In wormhole space, your only connection to anywhere else is a wormhole which is only open for so long before it closes and another one opens elsewhere. These wormholes connect you semi-randomly (experts who have carefully mapped out their own wormhole systems know better than random travelers) to either other wormhole systems or to star systems in known space. And yet all these different places are effected by the same "global" economic and political factors - though in very different ways - just as the "global" economic and political factors are formed out of the whole of regional differences. You're unlikely to appreciate any of this stuff when you're new because there is so very much to absorb as a new player. But it's there waiting for you. | ||
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KwarK
United States41960 Posts
March 16 2013 08:14 GMT
#29555
![]() Oracle is currently up to 50ish kills, pretty much all solo (sorry Orandos). | ||
m4inbrain
1505 Posts
March 16 2013 09:40 GMT
#29556
On March 16 2013 16:51 DefMatrixUltra wrote: Show nested quote + On March 16 2013 12:05 Pretty Aluminum wrote: On March 16 2013 11:04 jopirg wrote: We also have a history of RTS games (Starcraft at least) and everyone here thinks it's good enough to play. What kind of answer were you expecting? You know something that would give me some context on the positives and negatives of the game and not just a generic "Of course its good because we play it!" But thanks for the response anyways. Something closer to this is what I was hoping for. There's no splitting up the positives and negatives in the game. It's all one big mash. That's part of the draw, actually. Everything is in some way connected to everything else like some ridiculous improbable machine. I could make a list of things that are wrong/negative with the game that is 10x bigger than for any other game. But the good stuff is damned good. The learning curve for this game is ludicrous if you don't have insiders filling you in. The reason for this is the ultraconnectivity of every system in the game. There are concepts in this game that are present in many other games. Space combat, market PVP, (bad) PVE, construction logistics flowcharts, loadout customization etc. The difference is that in EVE, all these things are ultimately inseparable. PVE is a cause and sometimes an effect of PVP. Every tangible item in the game (including ships and the weapons and modules they use) with very few exceptions is handled by, produced by, shipped by, and bought by players. That means everything from mining to ship combat is linked up to the "market" which is more of an abstract concept than it might first appear. There is a visible market where items are placed like commodities for sale at varying prices - driven by supply and demand and viewable through a simple interface. And behind the curtains there is the real market - the motivations behind purchases, the game and metagame events which shape supply and demand, the collusions and betrayals brought about by the wealthy, the important figures capable of exerting control over certain goods. And that's just the market. In gameplay terms, most people are interested solely in the ship combat. The combat system can be rough around the edges in some ways - there are lots of strange, unintuitive guidelines to follow. But the combat in this game can be extremely exhilarating - or extremely boring if you're approaching it the wrong way. If you join up with the TL crew, this will never be a concern, but know that some people (willingly) spend hours shooting stationary structures, for example. The ship combat is theoretically complex enough that it requires a 3rd-party program to have a good grasp on ship loadouts (if you think this is a negative, it isn't - ship combat theory is one of the more interesting aspects of the game). There are a lot of ships and theoretically very many loadouts for each ship, though good pilots are knowledgeable enough to shave many loadouts into a small set of good loadouts. There aren't any arenas for ship combat, though. Combat happens in the greater context of everything else in the game. The nature of combat changes drastically based on a huge number of factors - where you are geographically in the universe (and there's only 1 "server" that every player inhabits), player politics, market intrigues; not to mention what ship(s) you're flying. People come for the space combat and find that the richness of the rest of the game bleeds heavily into it. There's a region of space called Molden Heath ( http://evemaps.dotlan.net/map/Molden_Heath#sec in graph form) where one player (Ueberlisk http://teamliquid.killmail.org/?a=pilot_detail&plt_id=768405 ) has terrorized visitors to the point where he's practically a legend (he also has legendary "luck" winning an out-of-game lottery, Somer Blink http://cogdev.net/blink/ ). See in the top left of that map where there's a gray box that says Magiko / Heimatar? Click it. Magiko is a star system in the region Heimatar. Look at all the gray boxes that lead to new regions. Each of these star systems has its own unique planets, asteroid fields, space stations. The universe, even though it's mapped out, is absolutely huge. Each region has its own character. The NPCs have different lore reasons for being there. The players in different regions have different behaviors. The PVP you can find in Molden Heath is very different from the PVP you can find in Curse or Lonetrek or Tribute etc. Each region has its own market, its own player politics, its different notable (or unnotable) inhabitants. Then there are the wormholes. Wormhole space is a separate universe unto itself but one that can't be mapped out - not permanently. In regular space, each star system is connected by a fixed network of star gates - that's why we can map it out in full. In wormhole space, your only connection to anywhere else is a wormhole which is only open for so long before it closes and another one opens elsewhere. These wormholes connect you semi-randomly (experts who have carefully mapped out their own wormhole systems know better than random travelers) to either other wormhole systems or to star systems in known space. And yet all these different places are effected by the same "global" economic and political factors - though in very different ways - just as the "global" economic and political factors are formed out of the whole of regional differences. You're unlikely to appreciate any of this stuff when you're new because there is so very much to absorb as a new player. But it's there waiting for you. That wasn't in response to me, but thank you anyway. I started playing 4 days ago, have a perma-headache from all the info the game squeezes into my head - but i thoroughly enjoy it. Sadly, Shield Battery isn't for me, because i enjoy the occasional PvE Stuff as well (mining, mission running, and at some point maybe incursions, need to read up on that). I have to say though, as a newbie, there is ALOT to learn. Way more than in other games, measured in tenfolds. Especially if you're a solo pilot like me at the moment. | ||
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Firebolt145
Lalalaland34483 Posts
March 16 2013 09:53 GMT
#29557
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m4inbrain
1505 Posts
March 16 2013 09:59 GMT
#29558
Since you're here, what do you think about incursions? | ||
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Firebolt145
Lalalaland34483 Posts
March 16 2013 10:10 GMT
#29559
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eX Killy
Taiwan906 Posts
March 16 2013 10:15 GMT
#29560
play fw, make money, train skills, pimp out your pve ship, get ganked. | ||
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