One reason for nerfing resists in Surgical strike was to increase the motivation or necessity of fleeting up for PVE content
That, and the massive imbalance between isk generated and isk destroyed in the universe.
One reason for nerfing resists in Surgical strike was to increase the motivation or necessity of fleeting up for PVE content
That, and the massive imbalance between isk generated and isk destroyed in the universe.
Hmmmmm, kinda disagree here on one key point. The evidence suggest that the resistance nerf was a side effect to capitals nerf, and after CCP thought about it, they then decided, “meh, what the heck, why not…”
EDIT: Just to be clear, I meant the resistance nerf that the devs did not foresee in affecting PvE
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I agree. I think they realized the it was a golden opportunity for improving fleets in PVE (and even strength-in-numbers subcap PVP) after the fact. But damn was it golden
CCP Devs: “DUH…”
Eve Carebears: “Buffing blaster ammo will make us easier to gank.”
CCP Devs: “Really?”
at least you are alpha and not saying you are leaving
se ya next month dude o7
Shouldn’t this belong in My EVE and not General Discussion?
This is just some kid’s blog.
eve online my blog my life
Let’s get a stream going for this next month!
Agreed. This could be very possible the devs saw this opportunity in the side effects. Another opportunity may also lie in increased skilling into T2 ships, since those didn’t get hit as hard by the resistance nerf, which could improve their long term bottom line. And perhaps other devious machinations not yet pondered in these forums…
jOiN bRaVe Or KaRmA aNd Be PaRt Of SoMeThInG.
First of all:
Second, I like it when games don’t gate off content, and let you wander into stuff that is potentially too hard for you. Of course, it’s not the only way to design a game, but I like it. And I think it has it’s advantages:
(1) It can allow you to level faster/gain powerful items early, (2) facilitate speed runs, (3) make the world feel and less “gamey”/contrived, (4) make you feel like you never know what’s going to be right around the corner, (5) allow players to take on challenges when they want, and not when the devs think they should, and (6) help players to feel a sense of progression (i.e. you got your ass kicked the first time you showed up, but now you’re the one kicking ass).
Of course, most games don’t have as harsh of a death mechanic as eve online, but you can compensate for this by employing proper risk management strategies. For example, when Invasions first came out, I didn’t yolo in with two blinged out marauders. I yolo’ed in with two T2 Aurgorers, then designed a tank based upon what I had learned.
Thus, even if he didn’t want to open a web browser, he could have:
You may argue that that shouldn’t be necessary, but I disagree. I think Eve does (and should continue to), reward effort, knowledge, and intelligence, and punish laziness, ignorance, and bone-headed decisions. I like the challenge, and I like the fact that using a little brain power gives me an advantage over those who chose not to use theirs. And when I’m not in the mood for a challenge, and just want to turn my brain off, I’ll either do easier content, or go play something else. What I wont do, is go fling a ship into something I’ve never done before and know nothing about.
And on a side note, I have forgotten 90% of Super Mario RPG (including the final boss), but I most certainly remember Culex. I accidentally found him on my own, got my ass kicked, and came back and beat him later.
Similar thing happened in BGII when I walked through the wrong door with a rogue stone in my pack. Of course, I remember a lot more of that game because I’ve done multiple play throughs.
Either you are completely missing the point I made or just replying to me to add more info, I cannot tell. I am absolutely not talking about gating any content and I cannot understand how that could have been inferred from my post. I also specifically stated to not give players all of the info needed, but at least give some.
The warning you posted is exactly the problem. It is relative to other content, content that a player may not have experienced. “Less threatening than the Minor Conduits observed in invasion systems.” I’ve never been in a Minor Conduit, how am I supposed to know how difficult that is let alone how difficult the Emerging Conduits are.
Single player games, especially ones where you can reload a previous save, are nothing like Eve and can have vastly different game and learning mechanics.
but the part about super Mario RPG was cool as hell
Googled fit but didnt google conduit?
Yeah smells like lies
My first wormhole was a class 5 and I went in with a rifter.
Got one-shotted from 150KM out.
That was 2009.
Didn’t quit.
Profit?
Ah, my fault. Allow me to rephrase.
“I like it when games don’t hand hold and allow you to wander into stuff that is potentially too hard for you (and I especially dislike it when games straight up gate off content).”
Yes, I mentioned that eve had a harsher death mechanic. That’s why I said players should compensate by employing proper risk management strategies. Also, “nothing like Eve”?
yeah, the warning message does give some info. It tells you that this is the easiest invasion content that you can find. What more do you want? Do you want it to provide a frame of reference by comparing the difficulty to Ded sites or missions? Seems kind of hand-holdy to me. I mean, that’s fine for other games, but I was under the impression that Eve was a brutal, PvP-centric sandbox with a a harsh death mechanic. Am I in the wrong place?
Anyway, I’m not here to tell anyone that they can’t play Eve casually, but I don’t think that the Eve should become more handholdy in order to cater to them. If he wants to yolo into new content that he knows nothing about, he should be prepared to lose his ship. He will pay the tritanium price for knowledge. And if he doesn’t want to pay the tritanium price, then he should probably do some research. And if he doesn’t want to even do that, he should probably go play something more his speed -and it sounds like he’s doing just that, he just wanted to blame the game first. He didn’t have a bad time because he was being reckless in a game with a full loot death mechanic; he had a bad time because the game was wrong.
Doesn’t everyone own a smartphone?
There is always things to do. Just take your time to try things out, I guess your adventure didn’t work out. Maybe take the ship into nullsec and solo pwn NC.'s fortizars? Or just start with missions and slowly work your way up? There are so many ways and you should discovery it, I don’t like to tell people what to do what to, what to think or what to feel. Freedom doesn’t come for free.
The DED ratings have existed well over a decade, maybe even since game inception. Why can we not continue to use that system? It is fairly clear in establishing a baseline of information needed. All it does is say, you will probably need XXX type of ship to do this content. Nothing more than that is presented. Is that really TOO hand holdy? If people feel like that is too much information to give for an activity then I don’t know what to say.
DED Rating | Recommended Ship Class |
---|---|
1/10 | Frigate class |
2/10 | Destroyer class |
3/10 | Cruiser class |
4/10 | Battlecruiser class |
5-10/10 | Battleship class |
It’s that simple. You give players a way to gauge the content they want to attempt. They still have to do tons of research on what ships to actually use, what tanks, what ammo, what speeds, other objectives, and so on.
You have to remember this is a game and people do have to find it entertaining in order to keep playing. I am sure some people have the time and resources to throw at a problem until it is solved but not everyone does. Giving people just the slightest bit of help in their endeavors can go a long way to allowing them to enjoy the game they are trying to play.
@Shipwreck_Jones besides playing eve my other hobby is collecting old games , i have the cartridge of Mario rpg and Zelda 1 and I’m loving you analogies , gj
Sundog was a great game.