• [EVE Online] Crucible Edition
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OP Updated April 29, 2012. [img]http://puu.sh/sbHB[/img] [media]http://www.youtube.com/watch?v=zXNWgeQmiOE[/media] [release][B]Media[/B] [sub] [img_thumb]http://www.d22-zone.com/wp-content/uploads/2011/11/EVE-Crucible-Screenshot.jpg[/img_thumb][img_thumb]http://img3.mmo.mmo4arab.com/news/2011/11/16/eve/eve_crucible3.jpg[/img_thumb][img_thumb]http://www.tentonhammer.com/image/view/204524[/img_thumb][img_thumb]http://fc06.deviantart.net/fs70/i/2011/338/0/b/eve_online__crucible___mining_op_by_katahu-d4i6zy1.jpg[/img_thumb] [img_thumb]http://muslimgamer.com/chest/2011/12/NewRavenTextures2.jpg[/img_thumb][img_thumb]http://content.eveonline.com/www/newssystem/media/2768/3014/Gallente_Ship.jpg[/img_thumb][img_thumb]http://www.evegiga.com/images/tornado%20battlecruiser.jpg[/img_thumb][img_thumb]http://content.eveonline.com/www/newssystem/media/2818/3065/EVE_Nebula_02.jpg [/img_thumb][img_thumb]http://4.bp.blogspot.com/-t_b2aVuLAnw/TuxEjGWYJrI/AAAAAAAAARA/Ho839VwmfmU/s1600/crucible-nebula.jpg[/img_thumb][img_thumb]http://cdn1.eveonline.com/www/newssystem/media/2840/3087/MinmatarGate_550.jpg[/img_thumb] [/sub] [/release] [release][b]Patch Notes[/b] [quote] [sub] [B]Critical[/B] Patch notes for EVE Online: Escalation to Inferno 1.0.2 To be released on Thursday, April 26, 2012. User Interface The font-size in the overview is now scaled properly when using UI-scaling. The 'Travel to' option in the fleet broadcast window will now work as intended. Patch notes for EVE Online Launcher 1.312 To be released on Thursday, April 26, 2012. If the Launcher encounters an error while creating a patch, it will attempt to download a premade patch file instead. This should fix a broad spectrum of errors that occur during the "Creating patch" step in the Launcher. When applying patches, if a patch failed on a single file, the Launcher would error immediately. It now it finishes patching what it can and then errors, leaving a less broken client. If patching fails, the .patch file is deleted so that the bad data that caused the issue isn't used again when the user tries to update again after the failed update. Launcher logs are now written to files with the naming convention launcher.[year].[month].[date].log instead of just launcher.log. Additional, more meaningful logging. A multitude of UI, localization and other minor bugs where fixed. Patch notes for EVE Online: Escalation to Inferno 1.0.1 To be released on Wednesday, April 25, 2012. Fixes Items Characters can once again access unanchored Secure Containers in space. Note: Until the secure container has been anchored and has a password, it is NOT secure - ANYONE can access it! Removing station container restrictions on items from the Lifestock, Frozen and Radioactive groups. You can now sort your Frozen Foods and Janitors into containers as you see fit. Market and Contracts The range filter in the market window has been fixed so now it will retain the previous selection. User Interface Long item names are now shown correctly in the cargo window. The ship HUD is now being displayed correctly after a session change with open planet view. Orca pilots in NPC corps can again open their ships corp hangars when in space. You no longer have to inject commas between search terms in the text based asset search. The keyword option hints will also match based on the beginning of the keyword rather than anywhere. Localization The Japanese translations of race and faction names are properly shown in the Japanese client. The attributes panel of the character sheet is using the translation of the word “points” in localized clients. Number formatting settings are now taken from the user’s regional settings instead of from the system’s regional setting. Various linguistic improvements have been made throughout the client. Patch notes for EVE Online: Escalation to Inferno To be released on Tuesday, April 24, 2012. Features User Interface All electronic warfare effects that you are on the receiving end of are displayed in icon format above your ship UI. These icons display who is ewaring you, what ship they are in and what type of ewar it is. Right clicking these icons also provides you with a useful context menu. There is a new hairstyle available for female characters. Entries in most table like scrolls, such as wallet transaction history, can now be copied with CTRL+C. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied. Pasting into other programs such as spreadsheets will line the entries up into rows and columns properly. 'Clear Content' and 'Reload MOTD' menu options have been added to the chat channels. There is now a right click option on the group/category trace in market details which allows you to find that group in the browse tab. It is now possible to add personal notes to quickbar items. This is done through the right click menu ("Add additional text"). It is now possible to mark your own orders in market details. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have 'modify order' option added to their menu. A new text-fade effect is used in overview entries when fleet broadcast or electronic warfare indicators are visible and overlap the text. Also used in overview column headers when the sort triangle overlaps the text. Changes Crimewatch The first phase of refactoring the Crimewatch system has been completed. This phase is mostly invisible from a gameplay perspective, but paves the way for future work on the criminal flagging and aggression mechanics. See this video for more details. Setting a character to +10 standing will no longer give them automatic permission to legally take from your containers in space. Jettisoned containers and ship wrecks are now tagged with the owner, corp and fleet at the time of creation, rather than testing for loot-rights every time they are accessed. This will mean that if the container’s owner logs off, leaves fleet, jumps or docks, then the other pilots will not lose loot-rights access to his containers. This also means that the white/yellow/blue colouring of container icons more accurately reflects their true status. Characters in capsules will now show up as criminals on the overview just like when piloting any other ship. Ships Titans can now lock a maximum of three targets. XL turrets have had their signature resolution set to 2000m. Capital Turrets that are fitted to titans now have a new damage-scaling attribute; targets with a signature radius smaller than this size will take reduced damage from these turrets. This does not apply to dreadnaughts. Siege modules have had their tracking penalty removed. Incursions Vanguard and Assault Sites have been revamped with the following changes: NPCs have been grouped into waves and groups have been randomized; this will prevent blitzing and increase the random element within the sites. Spawn triggers moved from individual NPCs to the group as a whole. Lowered the rewards from Vanguard sites by 10%. For more information see this blog. NPCs All common Rogue Drones will no longer drop alloys and will instead have bounties in line with other NPCs. Meta 0 modules in NPC loot tables have been replaced with Metal Scraps. The brackets of spawn containers (for hacking containers in mini profession sites) are now being grayed out after being viewed to make it easier to know which containers are not hacked yet. NPC's will always aggress you when you warp into their aggression range. Market & Contracts A lot of modules have been added to the market that previously could only be found in Contracts. Mostly these are officer, deadspace, faction and storyline modules. Note that this only means that players can now buy and sell them between themselves. Modules are sorted on the market by decreasing metalevel. So when you scroll down you should see increasingly more awesome modules. Worldshaping The security status of systems in Etherium Reach, Malpais, Oasa, Outer Passage, Perrigen Falls, The Kalvela Expanse and the Spire has been adjusted upwards to bring them more into line with the rest of nullsec. User Interface The Corporation Icon is now part of the Neocoms default layout. For users who are not in a player corporation they will be directed by default to the Recruitment tab. The 'leaf' groups in the market can now be collapsed like all the other groups. The 'Pose' icons within character creation and re-customization now display a clearer representation of the actual pose. A few improvements have been made to the quickbar in the market. Items can now be dropped on the quickbar tab, it is possible to multi-select items in the quickbar, items in the quickbar can be copied over to another folder by CTRL dragging them to the folder, and now asset items can be added to the quickbar. The most common user interface elements used to represent players can now be dragged over to various edit fields to add the character’s name. These fields include the private fields when creating contracts, edit field in the 'auditing' tab, and member edit field in the 'transactions' tab of the corp wallet. The most common user interface elements used to represent item types can now be dragged over to various edit fields to add the types name. These fields include search fields in corp/personal assets, fields corp/personal transaction tabs, and an edit field in the window when creating an item exchange contract. In Crucible 1.5, color coded security info was added to the solarsystems in the 'Route' tab of a show info window of a solarsytem. This security info has now also been added to the 'Related Solarsystems' tab for regions, and the 'Adjacent Solarsytems' tab for solarsystems. 'Select Station' window for remote market orders now has 2 columns, station name and number jumps, and it's possible to sort the list by either one of those columns. Hints that only repeated the original text in the scroll entry have been removed. 'Select/Deselect All' buttons have been added to contract creation. The currently active ship is no longer listed as available for trade during contract creation. A 'Client' sub-menu has been added to the menu of transactions. Modules The Thukker Modified 100MN Microwarpdrive is no longer listed as a 100MN Microwarpdrive variant. Agents & Missions Agents' showinfo windows will now properly explain the minimum standings requirements needed to use them. Graphics Smoothing of shadow transition across geometry LODs. Many small clothing intersections fixed. Occasional graphical issues on NEX store previews fixed. Technical New file format for objects now result in faster loading and more efficient caching. General optimization of the module display in the HUD. Dragging modules around and such will be much snappier. Miscellaneous A few types which were erroneously removed from Tranquility in Crucible 1.5 have been restored, most notably the old mines and their blueprints. People who were previously in possession of these types will have them re-added to their assets over the following few days. Fixes Agents & Missions Driving a Wedge Part 1 messages are now human-comprehensible. Agents in space now correctly identify their location when you try to talk to them remotely. NPCs Wrecks from NPCs killed by things other than players (such as in certain Factional Warfare missions) will correctly show as abandoned upon creation. Player Owned Structures, Outposts and Stations Fixed an issue where starbase fuel notifications weren't properly removed from the calendar when an online tower goes to anchored or is destroyed. Standing and security loss for property damage is now correctly messaged in the character sheet -> security status transaction details. CONCORD and Kill Mails Player security statuses in the UI should now always be rounded to one decimal place, to match how the enforcement code rounds them. This should mean that the UI will always consistently report whether or not you're at or below -5.0. Security status gains from NPC kills should once again be awarded to every player involved. An issue has been fixed that stopped pilots from being able to add items to abandoned Jetcans using these containers as if they were their own. When Illegally looting a container during a legal fight, the offending pilot now receives a warning that the action will also flag them to their opponent's corporation. Graphics Resolved and edge case where the sun lens flare would sometimes disappear after the warp tunnel was initialized. Fixed an issue where warping through a planet would stop the warp tunnel from displaying in certain instances. Resolved a defect where the station hangar scene would be rendered black if you disabled the station environment and alt+tabbed. User Interface An issue with the displayed messages when leaving or joining a chat channel with an edited name has been fixed. Text entered using an IME is no longer concealing previously typed text, while it is being edited in the IME. The in-game log is no longer breaking, when trying to display multi-line messages. The overview is now sorted correctly directly after undocking. A display issue with the Character info window has been fixed. The Jukebox will no longer create a duplicate icon on the Neocom when it has been collapsed. An issue with the right click context menu on empty areas within the chat windows has been fixed. It is no longer possible to paste strings containing letters or other illegal characters into a numeric field to avoid scams (letters or spaces at the end will be stripped off, but a warning sound is played). Overview entries are now being removed or added correctly when filtering by standing or fleet membership and their status is being changed. An issue with dragging and dropping fittings onto and inside folders within the Market quickbar has been fixed. It is now easier to place the cursor on empty lines, for example in the Bio or the Notepad. An issue with the Station Services menu resizing when small station service buttons are used has been fixed. It is now possible again to open show info windows by clicking the (i) button in solar system map hints (and other hints are being hidden while expanding one stack of hints). Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable. An issue with the alphabetical arrangement of entries in the Legality tab has been fixed. Only one confirmation popup window is shown, when trying to close the game several times by clicking the close icon (or Alt+Ctrl+Q) repeatedly. Significantly improved an issue where moving planetary interaction extraction pins would cause a performance loss. Fixed an issue where a text string was missing in the Wallet drop down for the Datacore Fee transaction type. In a localized client, local chat no longer becomes locked when jumping through stargates. 'Show English tooltips' no longer blocks drag/drop functionality from list view of hangar. 'Show English tooltips' no longer blocks access to right click menu. Hovering over incomplete skill requirements in showinfo screens will once more show the required training time. Instead of doing nothing, world map search now returns an error if you try to search with 2 or less character. The transparency of stacked and pinned windows is now persisted correctly after relog. 'Any' search type will now return results for corporation tickers. Brackets of stations are now updating correctly when adding them as waypoint. Several html encoded characters like < and > are now shown correctly in the overview. Market region headers are now correctly aligned. Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable. Fixed an issue where words with an apostrophe in them would break onto two separate lines in mission text The correct message for voting to unlock a blueprint now appears in the Open Votes window in Corporation/Politics. Localization The description of the Naga states the correct bonuses in the German client. An issue with some item names showing the old versions in both the German and Russian clients has been resolved. Exporting market data from a localized client is working again. Various linguistic improvements and formatting changes have been made throughout the client. EVE Voice, Mail & Chat Join channel menu entries for fleet are now correct. Previously clicked links are no longer being added when dragging fits or the solar system icon into chat. The color of text in a MOTD is no longer reverting to its default color after a link. Miscellaneous The 'Micro Shield Transporter' sound effect will now cycle without an abrupt stop. The Support, News, Account Management and Patch Notes buttons have been removed from the log in screen as they are now located in the launcher. [/sub][/quote][/release] Join the "Facepunch Chat" channel in-game to talk to other FPers and get help. [img]http://filesmelt.com/dl/FPEVETITLE2.png[/img] ||||||||||||||||| EVE Online By PajamaSam, Bulaba0 & Forumaster. EVE Online in a game developed by CCP games, released in 2003 for the PC. EVE Online is one of the most unique MMO's available on the market today. It is probably the top game on the market as far as player control of the game world. The universe is all on one server system, spread out across many hundreds of star systems linked together by a weaving network of stargates. The main gameplay concept is that the players create the complex interactions that fuel a top-level game world. Everything within the established world is controlled by the players, from factional control of star systems spanning across large (often player-owned) empires, to resource gathering, processing, and production. As you are dealing with other players, the game is unpredictable, complex on many varying levels and exciting to both observe and participate in. There is no cradling of new players, unlike in other games where there is usually a whole plethora of safeguards and measures to prevent the abuse of younger, less experienced players. You learn in EVE by your experiences, acquaintances, and through your personal actions. [img]http://filesmelt.com/dl/FPEXT.png[/img] ||||||||||||||||| Extended Trial Invites (Only ask one person at a time.) Pajama Forumaster Bulaba0 Sgt-NiallR Haloguy234 Theleader123 PyromanDan demonguard Veers Atlascore scout Dispenser StickyNade [img]url ||||||||||||||||| Click here to view the latest census. Click here to add your information to the census. [img]http://filesmelt.com/dl/FPPRACES.png[/img] ||||||||||||||||| Amarr [img]http://*************/eg6Ll.jpg[/img] The Amarrians rule a vast Empire, the largest and oldest of the four empires. Ruled by a mighty Empress, this vast theocratic society is supported by a broad foundation of Minmatar slave labor. Amarrian citizens tend to be highly educated and fervent individuals, and as a culture adheres to the basic tenet that what others call slavery is in fact one step on a spiritual path towards fully embracing their faith. As a result, the Empire remains the most stable and militarily powerful nation-state in New Eden, despite several setbacks in recent history. Caldari [img]http://*************/UDhMb.jpg[/img] Founded on the tenets of patriotism and hard work that carried its ancestors through hardships on an inhospitable homeworld, the Caldari State is today a corporate dictatorship, led by rulers who are determined to see it return to the meritocratic ideals of old. Ruthless and efficient in the boardroom as well as on the battlefield, the Caldari are living emblems of strength, persistence, and dignity. Gallente [img]http://*************/5bbpp.jpg[/img] Champions of liberty and fierce guardians of the human spirit, the Gallente Federation is the only true democracy in New Eden. Some of the most progressive leaders, scientists, and businessmen of the era have emerged from its diverse peoples. Pioneers of artificial intelligence, the Federation once relied almost entirely on drone fleets to defend its beliefs and borders. But the limitations of this technology and the lack of a human element—both in terms of a military strategy, and as a means of spreading influence— eventually reached a critical point. Today, Gallentean starships are manned by some of the bravest men and women of New Eden. Minmatar [img]http://*************/elTaT.jpg[/img] Of the four major races of New Eden, none has endured more turmoil than the Minmatar. Once a thriving tribal civilization, the Minmatar were enslaved by the Amarr Empire for more than 700 years until a massive rebellion freed most, but not all, of those held in servitude. Modeling their recovery after the Federation's success, the Minmatar Republic was born. But despite rising to prominence on the world stage, more than one third of the present-day population remains enslaved. The Minmatar people today are resilient, ingenious, and hard-working. Many of them believe that democracy, though serving them well at first, will never restore what was taken from them so long ago. Instead, they long for a government truly reflective of their tribal culture, and remain deeply attached to their enslaved kindred. They will forever resent the Amarrians, and yearn for the days before their accursed ships ever reached their home skies. ||||||||||||||||| So you picked your race, but that's not the end of the choices you can make, as you go on to choose a bloodline for your character. Important? Not anymore. These were used to determine what skills/attributes that you started with, but now they really just change what you look like. The character customization in EVE is probably the best for all-out different player looks. You can edit the facial features with multiple options for each, edit the angle, the way your character is looking, the background, the lighting, tattoos and decals, hats, hair, etc. The choices are virtually endless. [img]http://filesmelt.com/dl/FPGAMERUl.png[/img] ||||||||||||||||| There are essentially no rules in EVE, you can grief, steal, deceive, scam and swindle your way to victory and/or riches. You don't get banned if you swindle some cash out of some poor unsuspecting fellow's hand, as long as you didn't hack his account or exploit the game to your advantage to do so. Real-money-trading is not allowed, and CCP bans thousands of accounts per year for buying in-game assets with real-world money. Infiltrating corps is also completely fair game. There have been hundreds of billions of ISK lost and hundreds of players betrayed through unsecured corporate holdings subject to theft by members. [img]http://filesmelt.com/dl/FPSKILLS.png[/img] ||||||||||||||||| There are hundreds of different skills within the EVE universe, these are incredibly varied and anyone can train any skill as long as they have the prerequisites needed to train them. Skills come under the following groups, for which I offer an explanation. Corporation Management - Skills at managing corporations, allowing you to eventually run 10000+ member corps. Includes skills required for Anchoring structures. Drones - Skills at drone control, allowing you to control more, faster, and stronger drones in combat (or mining). Electronics - Skills at electronics, allowing use of jammers, targeters and other advanced electronic warfare. Engineering - Skills at shield operation mainly, allowing you to use resistance boosting fields and such. Gunnery - Skills at guns of all kinds, allows you access Tech II guns which do a lot more damage at higher rates. Industry - Skills at industry, allowing you to carebear your way to large sums of money through mining. Leadership - Skills at leading and enhancing fleets, allowing you to eventually command hundred-man fleets. Mechanic - Skills allowing you to utilize advanced armor boosting devices. Missiles - Skills to do with all aspects of missile-assisted-destruction. Navigation - Skills with navigation, allowing your ship to utilize speed boosters and be more agile. Planetary Management - Skills that allow you to better manage your planets and harvest their resources. Science - Skills at science, allows you to learn how to salvage wrecks and use scanners. Social - Skills at social interaction, affecting your missions. Spaceship Command - Skills at flying the ships of EVE, ranging from frigates to the bigger ships such as titans. Subsystems - Skills at subsystems, which control the workings of T3 Ships (Strategic Cruisers). Trade - Skills to do with trading, allowing players to handle transactions better. All skills affect some statistic, so even the basic skills will be giving you very useful boosts (ie 10% shield per level). Skills are trained to a maximum of level 5 and often unlock more advanced skills with their completion. There is so much choice in EVE and best of all it's completely up to you from the very start about what you want to do with your character, though your true niche will not be apparent immediately. [img]http://filesmelt.com/dl/FPEVEMON.png[/img] ||||||||||||||||| An essential tool for planning skills, EVEMon allows you to set a ship you want and it tells you what to train in what order and if it can be sped up at all using learning skills. (Link to D/L at the bottom) [img]http://filesmelt.com/dl/FPSHIPCON.png[/img] ||||||||||||||||| EVE is not a Flight-Sim. Double click anywhere in space to move there, navigate longer distances by right clicking, selecting where you want to move and hitting 'warp to', control your speed using the bar at the bottom. Ctrl-click something on overview to lock onto it and blast away using the bar at the bottom (or your F1-F10 keys). It's confusing at first and may take a few days to get used to, but it's truly simple after you've given it a real go. [img]http://filesmelt.com/dl/FPMISSIONS.png[/img] ||||||||||||||||| Missions are a significant part of EVE. They allow new players to easily make money and also allow long time players to build faction standings and do harder missions for much larger rewards. Missions consist of asking an agent in a station for a mission and then receiving an objective. Upon Completion, you will receive a set amount of money, and an amount of Loyalty Points (LP) for the specific faction. These LP can be used to buy faction-upgraded items and ships that can be some of the best and most expensive, though relatively cost-effective, modules in the game. Nearly all stations contain mission-giving agents of some kind, but they will not all be available to you from the start. Loved by many, hated by some, missions will always be there. It's entirely possible to play the game without ever touching a single mission at any point, a lot of players do this. There are some sub-factions that are preferred for missions, but most will give you the same rewards and access to the same Loyalty Point stores. The following agents give the following types of missions: Distribution: Courier (moving cargo from one station to another) Mining: Mining (pewpewing rocks) Research: R&D with the occasional courier (R&D used to obtain datacores which are used in Invention) Security: Encounter (killing NPCs) [img]http://filesmelt.com/dl/FPORGO.png[/img] ||||||||||||||||| Corporations are groups of players who form a corp, you get a lot of logo customization as well as member control related to ranks and such. Corporations usually run between 10 and 400 members, though some corporations have historically hovered between 1000-3000 members. Alliances are formed from multiple corporations. They are often very large and powerful, yet somewhat more loosely connected. They often engage in alliance warfare, fighting over territory in low-sec/0.0 space, and will branch out their efforts to cover multiple genres of EVE, to accommodate their more varied playerbase. The current map of which alliance owns what Nullsec space is here. That map automatically updates on a daily basis and it changes significantly. [img]http://filesmelt.com/dl/FPINDI.png[/img] ||||||||||||||||| The industry in EVE is thriving and a potential gold mine for miners and industrialists alike, you can play the entire game this way without engaging in combat or even touching a combat ship or ship module, but it is considered by many to be relatively boring and more of a side-operation to normal mission running and PVE/PVP. ...but I believe this would get somewhat boring rather quickly. Despite my own thoughts on this, there are literally thousands of players who do nothing but shoot at rocks all day and sell whatever comes out.-PajamaSam ...but you can make the same money doing missions, the skills for which will also allow you to do PVP in the future when you get bored/have enough money.-Bulaba0 A very common method however, is for players to train their desired combat skills first, and also train up for a retriever, the medium mining barge. The retriever is a cheap (<5million ISK) and very skill-time-efficient (10-16 days) mining vessel. This proves very useful in corporation and alliance work, when everyone who chips in their time helps the entire alliance gather resources for capital ships, stations, and large-scale manufacturing. A very important note: Industrial Ships and Mining Barges CANNOT be trained on trial accounts. This is done to prevent macro-mining trial accounts run by Real-Money-Traders. [img]http://filesmelt.com/dl/FPEXPLO.png[/img] ||||||||||||||||| Exploration is a wonderful thing in EVE online, and it is typically how many players spend a lot of their time now days. Exploration consists of utilizing probes (alien to a lot of players) to find sites which are completely invisible to people without probes. Scanned sites can be a variety of things, like rare mining deposits, archaeological sites (where special, rare and expensive items can be obtained), areas where rats lurk (more difficult than basic mission rats), and of course wormholes. It's a lot of fun to run such sites and they often become increasingly difficult as you move throughout the stages of them (you can also get special missions known as 'Escalations' which take you to dangerous and hostile places to get rare faction and deadspace loot). It's also very profitable if you loot and salvage everything you kill. Wormhole Space was recently added to EVE, it is basically areas of space separate from the main regions, accessible through wormholes that open and close in random places between each other and standard space regularly. You can easily be lost in space inside a wormhole if you are without probes, which can result in the loss of your ship and pod as you would not be able to locate an exit. Corporations can set up starbases by the moons within wormholes, providing a safe haven from which to mine rare ores available within wormholes, and to kill sleepers, incredibly difficult enemies with great rewards, components used to make the recently-added Tech 3 Strategic Cruisers. [img]http://filesmelt.com/dl/FPMARKET.png[/img] ||||||||||||||||| The market in EVE is consistently changing, based on a real world escrow model. On the market you can place a buy order for a certain good, then when someone drops by and hits the 'sell' button, you'll pay out however much you offered and receive the item. Alternatively you can just grab the lowest priced item on the market from the "Selling" portion of the panel, which will be yours immediately. On the other end of the scale, you could put an item on for slightly less than the lowest price and make in some cases double what you would have got if you'd just hit the 'sell' button and sold it to the highest buyer. Obviously the drawbacks of listing your item is that someone could rush in to drop their prices and thus beat you at your own game and also that the money/item from listing a buy or sell order might not immediately go through and you may have to wait days. As I said it is entirely real in it's function, players within the industrial market consistently mine ores to produce and supply ammo/modules/ships to the trigger happy non-industry players who are more than willing to pay large sums for it. It is entirely possible to employ real world tactics to make the market work in your favor no matter how devious they may be. IE: Take a small loss to drive the price of an item down 20%, then buy up all the low priced items and resell them +10%. [img]http://filesmelt.com/dl/FPPVP.png[/img] ||||||||||||||||| Player versus Player combat is wonderful in EVE and is orchestrated through the system security rating which EVE uses. Systems go from Nullsec (Outlaw) (-1.0 - 0.0) to low-security (0.1 - 0.4) to high-security (0.5 - 1.0), and each represents how much security is provided in system. You can potentially attack anyone anywhere at any time. However: If the system is 0.5 or above, CONCORD (in-game NPC police) will send a response force consisting of immensely powerful ships to destroy you in seconds. This doesn't however make it impossible to do so, it's been known that small ships like frigates carrying expensive cargo have been destroyed by groups en-route to their destinations in high sec (resulting in the destruction of the attacker's ships), but so that a ship who didn't engage in combat can nip in and attempt to retrieve whatever the ship was carrying. If the system is under 0.5, anyone can attack anyone else at any time and any place. This will not result in CONCORD presence. Engaging targets here will get you shot by the gate and station guns and also degrades your characters security status, which goes down to -10. Entering 0.4 before you know what you are doing is essentially suicide. Doing so when you do know what you are doing is still very dangerous, but you can bypass a lot of the danger through using fast or cloaked ships. The danger lies when pirates sit on gates waiting for hapless players to come through from other systems, and then when you surface, they blow you up. 0.0 (null-sec), is relatively difficult to get to from the high-sec systems (usually a few jumps through low sec), here things are no holds are barred, no security-penalties, and bode home to the large alliances and huge capital ships that are deployed in combat between the large, warring player factions. Wormholes are also 0.0, but are slightly different, there is no local chat so there is an element of surprise when you have to rely on your ship's directional scanner to see who is in there with you. (It doesn't show cloaked pilots sneaking up on you, however >:)) [img]http://filesmelt.com/dl/FPSHIPS.png[/img] ||||||||||||||||| Ships in EVE are incredibly varied and distinct. The smallest are frigate class ships which are fast and agile, slightly larger are cruisers with their many variations. A step up from this is the battlecruiser, opting for slightly slower speed but larger armor and shield amounts. The largest sub-capital ships are battleships, which are slow and 'fat', with high armor and large, powerful weapons. Capital ships are immensely tanked, serve a specialized role and are very expensive, usually reserved for nullsec warfare and for incredibly experienced pilots. Before saying 'what, only 5 ships???' bear in mind that each race has a set of each type of ship and there's many variants on the standard class. For example as well as the standard 'frigate', you've also got deviations such as covert ops, assault ships, logistics, interceptors, destroyers and more. They all bring some unique aspect or other to the playing field with various specialties and abilities. [img]http://filesmelt.com/dl/FPPINT.png[/img] ||||||||||||||||| Planetary Interaction (PI) allows you to produce NPC trade goods from Raw Materials you extract from a planet by building a colony on that planet. These Raw Materials can be processed in the colony into various NPC trade goods. These trade goods were originally only provided by NPC market orders, but the production of these items is now completely in the hands of the players, and prices and availability are now at the mercy of the player market. Among the NPC trade goods are components to manufacture Starbase & Sovereignty Structures, T2 components, non-ice related POS fuel, Nanite Repair Paste and other products. Planetary Interaction marks the first step in connecting EVE to the upcoming game Dust 514. The basics of Planetary Interaction are very simple: Just as when they engage in the manufacturing of modules or ships, players gather Raw Materials which are then made into products. These products are in turn made into more advanced products, and so forth. Every solar system of the Eve Universe contains planets. Players purchase Command Centers from the market to place on these planets. Once a player installs a Command Center on a planet, he or she can construct raw material extractors to harvest different types of Raw Materials. These materials can either be shipped off-planet, either by launching into orbit or shipped to the planetary Customs Office (Cargo Link) at the player's command, or be used in the production of basic and advanced goods on-planet. From this point it may be stockpiled, re-shipped, or sold, as the player requires for his personal goals. Player screenshots (PM OP to have your screen put here!) [img]http://filesmelt.com/dl/FPLINKS.png[/img] [B]Getting These Fixed soon.[/B] EVE Website Evelopedia (Official EVE Wiki) Battleclinic EVE-Kill Killboard EVEMon EFT (EVE Fitting Tool) Pyfa (PYthon Fitting Assistant) Oh, and one last thing: [img]http://filesmelt.com/dl/FPB.gif[/img] Seriously, "FP Corp?" Is considered spam, trolling, and asshat-ery in the thread. Unless you mean to have a legitimate discussion about it.
is there a FP corp? Looking to get back into eve soon, how different is nullsec pvp from ~halfway through incarna
I've been watching a lot of TNG lately and I have an itch to start up my account again, but I fear I'll get bored if I have nobody to play with, or no general direction to go in when I join. Any recommendations?
[QUOTE=Dr Magnusson;34031391]I've been watching a lot of TNG lately and I have an itch to start up my account again, but I fear I'll get bored if I have nobody to play with, or no general direction to go in when I join. Any recommendations?[/QUOTE] E-UNI, and pick something you're interested in and work towards it.
[QUOTE=Sir M;34031063]is there a FP corp?[/QUOTE] no [QUOTE=Bulaba0;34031902]E-UNI, and pick something you're interested in and work towards it.[/QUOTE] Two of my RL friends just joined and I sent them straight to Eve Uni-- I second this statement. I wish I'd joined right out of the gate myself instead of wasting my first year of sub in asteroid belts.
So has anyone got their hands on the new battlecruisers? If so, how are they?
[url]http://eve-kill.net/?a=kill_detail&kll_id=12043285[/url] Heh. [url]http://eve-kill.net/?a=kill_detail&kll_id=12043920[/url] [url]http://eve-kill.net/?a=kill_detail&kll_id=12043937[/url] HEHE. Props to ferrite for grabbing the pod before concord busted down our door.
[QUOTE=Kommodore;34032514]no Two of my RL friends just joined and I sent them straight to Eve Uni-- I second this statement. I wish I'd joined right out of the gate myself instead of wasting my first year of sub in asteroid belts.[/QUOTE] I remember when I thought doing solely mining would be awesome. My subscription didn't last long that time. I just got back into it, and I'm enjoying it a lot more, although I don't get to sit and read my book as much.
[QUOTE=Atlascore;34033890]So has anyone got their hands on the new battlecruisers? If so, how are they?[/QUOTE] Massive DPS output with reduced tank and more difficulty hitting smaller targets. All make great sniper ships.
Yeah, a band of sniper Oracles has been pushing our shit in recently. Also ahahahahaha [url]http://kb.gonnahate.org/?a=kill_detail&kll_id=7580[/url] He bubbled the station undock with caps on the field, we shoot him a bit to mess around and he just fucking pops like a grape.
Can someone tell me why there's a discrepancy between these two? [quote][img]http://filesmelt.com/dl/5552.png[/img] [img]http://filesmelt.com/dl/Untitled2124.png[/img][/quote] I reckon one of them calculates it wrongly, and to be honest, that it is EVE, seeing as I have more than a 133dps tank.
[QUOTE=Whitefox08;34030634]OP Updated Jan 3, 2011.[/QUOTE] Pretty sure you mean January 3, 2012.
[QUOTE=Dispenser;34037573]Pretty sure you mean January 3, 2012.[/QUOTE] aaaaaa
[QUOTE=Sgt-NiallR;34037528]Can someone tell me why there's a discrepancy between these two? I reckon one of them calculates it wrongly, and to be honest, that it is EVE, seeing as I have more than a 133dps tank.[/QUOTE] I've heard that the ingame EHP/tank goes by your lowest resist. I'm not really sure what the deal is with DPS inconsistencies.
[QUOTE=Sgt-NiallR;34037528]Can someone tell me why there's a discrepancy between these two? I reckon one of them calculates it wrongly, and to be honest, that it is EVE, seeing as I have more than a 133dps tank.[/QUOTE] The EVE dps tanked counter only shows you raw armor hp and how often it reps. It doesn't count in resistances. In addition, if you have active armor hardeners, it will not count them unless they are active (so you must run them in space and then check your fitting).
Why exactly is there no fp corp?
[QUOTE=Treeline;34044811]Why exactly is there no fp corp?[/QUOTE] It always ends in tragedy, plus you want to depend on us? Most here would scam you and then pod you without any remorse.
[QUOTE=Sgt-NiallR;34037528] [img]http://filesmelt.com/dl/Untitled2124.png[/img] [/QUOTE] good lord, why would you do this
[QUOTE=Sgt-NiallR;34037528]Can someone tell me why there's a discrepancy between these two? I reckon one of them calculates it wrongly, and to be honest, that it is EVE, seeing as I have more than a 133dps tank.[/QUOTE] My drake does everything better than that fit. [b]Everything.[/b]
[QUOTE=Sgt-NiallR;34037528]I reckon one of them calculates it wrongly, and to be honest, that it is EVE, seeing as I have more than a 133dps tank.[/QUOTE] So I'm just gonna come out and say what everyone is thinking: you're better off getting the skills to fly a properly fit cruiser than you are flying this. You're just going to die and lose this thing.
[QUOTE=Nabobalis;34044848]It always ends in tragedy, plus you want to depend on us? Most here would scam you and then pod you without any remorse.[/QUOTE] Besides, if we were all on the same side in the same place the thread would get boring. This way we get all sorts of perspectives and shit.
[QUOTE=Dr Magnusson;34031391]I've been watching a lot of TNG lately and I have an itch to start up my account again, but I fear I'll get bored if I have nobody to play with, or no general direction to go in when I join. Any recommendations?[/QUOTE] I stopped playing because solo play was so fucking lonely. I managed to get a friend to play for a bit in which case it was awesome doing missions together.
[QUOTE=Treeline;34044811]Why exactly is there no fp corp?[/QUOTE] Because people are already entrenched in real corps.
[QUOTE=Treeline;34044811]Why exactly is there no fp corp?[/QUOTE] I'll sum it up briefly: -We all have different interests. One (small) corp cannot fulfill everyone's needs and wants for their career. You can't have highsec miners and 0.0 PVPers in the same corp effectively, one part will make decisions the other cannot work with. -We are too small. FP is great and relatively large for a general-ish forum, but it still doesn't have the sustained interest to warrant a real corporation or alliance. EVE is also a game that is harsh on newer players, so doing a mass recruitment drive would be difficult, and hard to sustain because many people would drop out after a few days/weeks. -We have no leadership. There's really no way, other than seniority, to determine who would lead the corporation/alliance. Democratic systems are always fun, but in EVE they create nothing but senseless drama in 95% of cases, especially when it comes down to sov and politics. -We're a bunch of sperging faggotrolls. Everyone finds their own style of corp/alliance in eve, from the Super-Serious to the chill mining bros. Unlike Reddit (Bunch of scrubbie-pubbies), we don't have a uniform attitude towards the game, this means a ton of drama.
[QUOTE=PsiSoldier;34046338]good lord, why would you do this[/QUOTE] [QUOTE=scout1;34046727]My drake does everything better than that fit. [B]Everything.[/B][/QUOTE] I like flying big, flashy ships; I'm well aware that the fitting could be improved, but I'm only doing missions, and even then, only level 3s. I have a better fitting that I plan on using when I actually get to the point of needing a good fit. Until then, this is good enough to persuade the idiots in my corp/alliance that I know what I'm doing.
[QUOTE=Sgt-NiallR;34052591]I like flying big, flashy ships; I'm well aware that the fitting could be improved, but I'm only doing missions, and even then, only level 3s. I have a better fitting that I plan on using when I actually get to the point of needing a good fit. Until then, this is good enough to persuade the idiots in my corp/alliance that I know what I'm doing.[/QUOTE] The problem is that you are demonstrating that you do not.
I would like to know what the issue is. Low resists? Low DPS? I'm really not too bothered about efficiency so long as it does the job (and it does).
[QUOTE=Sgt-NiallR;34054405]I would like to know what the issue is. Low resists? Low DPS? I'm really not too bothered about efficiency so long as it does the job (and it does).[/QUOTE] For the skills required, ship's cost, and damage flexibility, the drake outperforms in every regard.
[QUOTE=Sgt-NiallR;34054405]I would like to know what the issue is. Low resists? Low DPS? I'm really not too bothered about efficiency so long as it does the job (and it does).[/QUOTE] 1. BSs are overkill for L3s anyway. Get a battlecruiser that can actually hit the targets. 2. Your pitiful DPS is a testament to the fact that you do not have the skills to fly a BS properly. I don't think I bought one until I had 6 or 7 million SP. Buy a smaller hull until you have the skills to fly bigger. 3. You are using only one omniresist mod and 2 reppers. The usual is 3-4 mission specific hardeners and one repper. You'll tank each mission better and use less cap and fitting. 4. You have a total of 9 slots dedicated to capacitor. This is due to your poor skills, dual LAR setup, and the fact that the Abaddon eats cap like crazy. 5. The Apocalypse is superior to the Abaddon for mission running, so if you insist on using a BS without the skills to do so, sell the Abaddon, but the Apoc, and bank ~45 million. Try this fit: 8x guns (best you can fit) 4x cap recharger II 4x mission specific hardeners 1x LAR 2x heat sink II 3x CCC You can obviously play with it to suit your fitting skills. But as said before, you are way better off with a BC for level 3s. A Drake or a Myrmidon would be your best bets, although a Harbinger would work if you don't have missile/drone skills, or you just like Amarr.
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