Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for the ‘Eve Online’ Category

Trading in War.

Posted by nefchast on August 13, 2009

EVE Online is a harsh place to be; wars rage on across the stars. When one decides to venture out into player owned corporations, even those situated in high sec, fighting is bound to occur.

I’ve been through several war decs, many of which had little to no fighting, and traded through them all. How can one endeavor to play when the wolves are circling their home station? Easy! Just open the Market window.

I prefer trading to make money for one reason: time commitment and its lack of it. Trading is the perfect way to advance your character financially when you have little time to spend or space becomes a bit too dangerous. Simply set up buy and sell orders — then wait. Ok, it’s not quite that simple if you want to buy/sell quickly — you will have to modify your orders from time to time (a lot, depending on the item) to stay competitive.

For those looking to get some action without being blown up, the market is a great tool for you. Everything in EVE is PvP-centric whether the players know it or not, the market is doubly so. When you post orders you are trying to beat everyone else and get your item sold as quickly as possible for as much as possible — this often leads to some trade wars and tactics like baiting. It’s kind of sad, but I’ve been able to get more PvP action out of the market than a run through low sec in a Punisher.

I’ll see about getting a better review of the trade procedure and screenies of it this weekend (while I continue to work on those maps… they are coming, eventually).

For now, check this site out if you haven’t, I can’t believe I didn’t know it existed until recently:  http://www.eve-commander.com/

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Alts?

Posted by nefchast on June 3, 2009

I may have touched on this subject before, hope not.

The creation of alts in MMOs is one of the things I do heavily. In most games this is necessary in order to explore all the content in a game or find the path you most want to take. But EVE Online is a tad different… In EVE there really isn’t a need to create a new alt in order to gain all the skills available or explore all the content possible. So, why do I keep doing it and is it worthwhile?

There are two types of alts in EVE: alt characters and alt accounts. The first assumes other characters in use on the same account. Alt accounts are widely used in the game — an account can only train a single character at a time, this limits the efficiency of alt characters a bit. Having multiple accounts is also quite useful, especially for certain activities. If you plan on doing a lot of PvE’ing like missioning or mining you can benefit from having several accounts. There’s even some limited use in PvP — well, I wouldn’t say limited but it can be hard to manage several different accounts and ships in PvP. Having multiple accounts and characters also allows for characters in numerous corporations or alliances — a must have for espionage or those looking to PvP and PvE without the two interfering. Currently I have two accounts, one that I’ve focused on my PvP character and the other that I’ve focused on mining/missioning — the characters are separated so I can fuel my PvP efforts. The mining/missioning characters are also separated from the character that I have in my long-term primary corporation, which is a trading character. Typically, the trading character’s corporation and alliance gets war dec’d a lot and that’s bad for business; leaving characters in the newb corps allows unlimited missioning and mining in the safety of hi sec.

Okay, having alt characters in alt accounts is useful, but could it be done with alt characters in the same account? Yes, it can. Is it easier? No. Is it cheaper? Yes. So if you’re looking for that character that can PvE for you while your main is busy in 0.0 blowing stuff up and you don’t want to pay extra — you can! To get the most out of this method, however, you will need a plan — a skill plan. Think of what you want this character to be doing and then list out everything you’ll need — doing so in EVEMon is the best way since you can also see what learning skills and such you can pick up along the way to make it a bit easier, without going all out. In either case, alt character or alt account, you’ll have to drudge through the slow process of getting the character up and going — to at least some extent. This is a bit easier now with the new (new?) player experience — you no longer start out with a bunch of skills, just a few and a boost to skill gain. The great thing about missioning is the lack of change that really happens, skill-need-wise-ish, at least. Once you’ve got a battleship that can solo level 4′s well, you can go back to your main and never have to worry about the alt again — skill-wise. Unless something drastic, but highly unlikely, happens and CCP decides to change up missioning.

There is one thing you can expect to never try doing with an alt character on your main account — espionage. Often alliances, the ones with really tasty info, will require such things as the temp API code in order to check out what characters are on your account. So, Spying 101 includes ‘Get an Alt Account’ at the top of their curriculum. It’d also be good if you want to engage in risky business, forum whoring, or other activities and still want your shining example of a main to go untarnished.

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Crafting — EVE Online.

Posted by nefchast on May 8, 2009

No screenshots for this one, I’d have to reactivate the account I used to do it on for that. Here’s hoping my memory is still good because of all the systems this week EVE’s is probably the most complex.

To start off you need the skills, most of which you’ll find under industry or science. There’s several of them and you can typically tell what you need by reading their descriptions in the market.

Before you can begin manufacturing you’ll need a blueprint to work with — this can be either a blueprint original (BPO) or blueprint copy (BPC). Originals can be found on the market and come un-researched, copies can be gotten through contracts and have the same research values as their originals. What’s research? There’s two types, one effects the mineral cost of manufacturing the blueprint, the other effects the time it takes to complete the manufacturing. Research can be done at any science and industry lab in a station — POS or NPC based — just note that NPC ones are generally always full and the research could easily take months, even with a POS. After you get the blueprint you’ll need the minerals to make the item — show info on the blueprint and you can find the costs.

After gathering the minerals (either through the market, mining or reprocessing) all you have to do is set up the job and wait for it to finish.

That’s the basics of manufacturing in EVE; invention, tech 3, boosters and all are another beast that I won’t even begin to touch on. The process does take far longer than most MMOs and it is a bit more complicated, but with the economy in-game it’s still quite worth the effort.

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CrazyKinux’s EVE Blog Banter #7

Posted by nefchast on May 1, 2009

Here’s the question posed: “What 3 things haven’t you done in EVE and why? Would you be willing to try one day? Why so? Why not?

1. Solo a level 4 mission. I’ve never been a fan of missioning or large ships — the biggest I want to reach is a Command Ship. (which could solo one, sure) Having gone on a few with corpmates, I found them profitable but boring. I’d rather get my pew pew on with real people so I doubt I’ll try it some day.

2. Hi-sec ganking. I honestly don’t know why I have not tried this, it’s likely that I’ve spent far too much time being the ‘good’ guy in games. I do plan on ganking someone or something in hi-sec one day — it seems like it’d be a good time. (for me)

3. Scamming. Never scammed anyone and I doubt I ever could since I’m a poor liar. I might try one day if I can figure out a good scheme that’s not the usual cheesy contract scams or “I’m leaving EVE and have billions of ISK to give away, send me some and I’ll double/triple it…” that you find in every trade hub.

I’m glad CrazyKinux posed such a question, really got me thinking about what I have and have not accomplished or experienced in EVE. There’s literally dozens of things swirling about in my mind now — I may have to make some plans for the future, provided the time.

Posted in Eve Online | Tagged: | 8 Comments »

MMO Competition.

Posted by nefchast on April 3, 2009

Without a doubt the MMO market is competetive. Every year sees the release of new games seeking our monthly subscriptions. MMOGchart.com is an excellent source for information (up to 2008) on MMO’s and their subscriber bases. The information also reveals current trends in the market and its consumers.

Over time the industry has grown, from what was once an MMO launched fairly rarely to several launching each year. The number of consumers of MMO games has also grown considerably — with no shortage of help from Blizzard’s World of Warcraft.  With an increase in MMOs launched and consumer we can begin seeing some trends.

Early in the MMO industry, with few titles around, consumers were far more forgiving. From the past numbers you can see that Ultima Online and EverQuest both had rising/steady subscription bases till 2004 — the year World of Warcraft launched. I would add EverQuest 2 as part of the reason for a drop in EQ1 subscription base, but the subscriber base dropped off fairly quickly on it — having yet to come close to its previous launch base.

Starting with Anarchy Online it’s possible to see a trend that has become more and more standard — large launch base with quick drop in subscribers. There are very few MMOs that have gone against this trend, or come back from it. EVE Online is an example of this. Starting in 2003 EVE had a small launch base and has grown steadily since. World of Warcraft has also seen steady, albeit massive, growth. The questions to ask while looking at these charts and numbers is — why and what? Why are these MMOs different? What makes them successful? and What determines success?

WoW is not very different from other MMOs, modern and old. You quest, kill mobs, raid, PvP. All standard parts of a traditional MMO and all pioneered years before it. There are a few reasons, I think, that WoW took off so wildly. The first is Blizzard. Blizzard has a substantial fan base — even before WoW. They have well known IPs around the world and had plenty of lore to draw from. People knew WoW before they played it, they knew the world and the characters — it was already familiar. While drawing from existing IPs, Blizzard also drew from existing MMOs. Everything in WoW has pretty much been done before. They simply took the existing information and polished the hell out of it. Using existing elements in a better form was a wonderful move — business-wise — as the players would be familiar with the game instantly. Toning down the new player experience to be as minimally challenging or confusing as possible helped bring in new players not familiar to MMOs. WoW was seen as not being ‘hardcore’ and that opened its doors to casual gamers — a huge market that was untapped at the time by MMOs. To further attract casual gamers WoW used low graphics and supplemented them with greater art. Catering to a low performance system opened the market up further — something EQ2 failed to do and paid the price for using higher end graphics. Probably the biggest breakthrough WoW achieved was its success in the eastern markets — no other western MMO has done that. The9 is the company that’s marketing and holds the licence for WoW in China (or, they did as of my last bit of research) and have done some amazing work selling the game. From the charts in 2008 Asia made up over 5 million subs, more than North America and Europe.

Having a polished and enjoyable game is needed for success. Bugs, lack of content, broken or neglected features and promises all drive consumers away. This can be seen in many previous games. Vanguard, Tabula Rasa, Auto Assault — the list goes on of games that launched with a lack of content, broken content, promised features missing and all of them show a similar trend of having a sharp decline after launch — in the case of Tabula Rasa and Auto Assault, they no longer exist today. Rebounding after a significant loss of subscribers is extremely difficult, nearly impossible it seems. Vanguard is trying and they may be making some head-way.

For me, an MMO’s success is not in the total numbers. They don’t have to gain over 12 million subscribers to be successful. (though it helps) What makes a successful MMO is having player retention and steady gain — as long as the game is growing and improving (community and content-wise) I find it successful.

What are the pitfalls to growth? Lack of updates, lack of fixes, lack of balance, lack of… see a trend? To keep people paying and playing they have to have content to experience. What I find is most MMOs will come out with an expansion every year or two where they can charge more money and increase the content (usually) significantly, while providing ‘free’ content patches every once in awhile to keep the playerbase from dropping like a rock. EVE is a great success, not because of its ease of use or tons of static content, but because of the frequent free expansions that tend to add as much or more than paid expansions. (also, the player generated content in places such as 0.0) I view EVE as the most ‘successful’ MMO currently because it has been able to not only keep players, but grow while adding in tons of content over the years just from subscription costs. EVE is very different from when it launched in 2003, nearly 6 years ago. It is the only MMO that has truly evolved to such a degree.

While EVE is a success, I’d view Warhammer Online as a failure. WAR had many promises early on and many of those were broken. The ‘new’ classes they launched in the past few months were supposed to be in at launch, but they couldn’t get them to ‘feel’ right. That I could see with the dwarf and orc melee classes — as far as I know they completely re-did them. But the Blackguard and Knight that came out last December? Those ‘new’ classes were pretty much the same as their counterparts that already existed. Something else that I felt jipped about. There’s really only half of the classes claimed in the game since each has a ‘twin’ on the other side. While there are minor differences, they’re not much. Apart from the usual lacking the problems were shown literally in the fast drop off of players. If I remember correctly (this isn’t on the charts) WAR launched with roughly 700-750k players, as of early this year that number dropped to roughly 300k. Certainly, 300k is nothing to laugh at — it’s more than my ‘successful’ choice EVE has — but it’s still a drop in over 50% of the subscriber base. Over half of the people that bought WAR stopped playing it. I’m hoping the game will improve itself in the future — and there is plenty of plans for it to do so — but it will take a lot of work to make it ‘successful’. 

MMO competition will continue to grow as more companies seek to overthrow the ‘king’ of the subscriber hill. Innovation may take a backseat to familiarity and what has ‘worked’, but that can only last so long. Players will decide what is worth playing, and if they can get that same experience elsewhere, at a better quality, they will. This is something that developers and producers need to understand if the industry is going to improve. Seek not to compete, but to be ‘successful’.

Posted in Anarchy Online, Blizzard, Eve Online, EverQuest, MMOs, Ultima Online, Warhammer Online, World of Warcraft | Tagged: , , , , , , , | Leave a Comment »

Low Sec PvP

Posted by nefchast on April 2, 2009

EVE Online is a game of player conflicts on multiple levels. One such level is open world PvP in the form of low/null sec. If you’ve never ventured into EVE before, the game is made up of thousands of solar systems. These solar systems have security ratings that give their level of ‘PvP’ protection. High security space is 0.5 to 1.0 and has Concord protection so players that do get ganked can know that their gankers are getting ganked by Concord. 0.4 to 0.1 is low sec — it’s still ‘Empire’ space but there is no Concord protection, save gate guns. Then null sec (0.0) which is largely player owned and no gate guns or NPC protection at all.

So, what does all this mean for PvP? It means there is PvP in all three areas, but that PvP tends to differ. Right now, I’ll got into a bit (emphasis on the bit) on Low Sec PvP.

Low sec is probably the emptiest part of EVE. Currently the rewards simply do not outweigh the risks involved, so targets can be a little scarce — at least easy targets. From my few trips around and OPs and solo play in low sec, I’ve found the majority of people out there are looking for PvP as well. Small gangs tend to roam long distances looking for it. Occaisonal gate camps exist (with larger ships to tank the gate guns) and carebears run and hide — if there are any around in the first place. Most of what I’ve been into in low sec has been frig/cruiser gangs that are built for speed and/or gank. Speed really is everything in this part of space. There are no bubbles so no easy gate camps, if you want to kill something you have to catch it first. If you don’t get caught yourself. Cat and mouse games are what really define low sec, from my experience. Does it make for a fun time? Like most EVE PvP there tends to be a lot of downtime, a lot of boring tasks to get to that burst of fun Pew Pew. But, it does provide smaller gang PvP that’s not gate camping and that can be very fun when the targets are plentiful.

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CCP.

Posted by nefchast on March 26, 2009

I talked a bit about Valve and a good bit about what I believed their greatest innovation was, Steam. Today it’s CCP’s turn. While Valve has put out several very good games, CCP only has one — Eve Online. Now, in all fairness, Eve is an MMO and all of Valve’s games have been single player with multi-player support. (or in the case of Team Fortress 2 multi-player with no single player, and Left 4 Dead with a heavy focus on multi-player and single player addition, same with Counter Strike: Source) Valve does do an excellent job patching in new content and fixes, I’ll give them that. But CCP has kept Eve going for several years now and constantly evolved it. It no longer looks like the game that originally launched back in 2003.

Having a truly evolving MMO world is something I’d consider an innovation. Other MMOs get updates, some even last long enough to see some graphics engine updates. But, none have really gone through what Eve has — most simply gain a sequel instead of evolving.

An evolving world is one small innovation, another is the server cluster. I’m no network guru, no server wizard, so I can’t go into the details that can be found in dev blogs on Eve’s site, but I have not seen another mainstream MMO with a single server that can support the number of players that Eve’s can. Having a single server makes a virtual world a true world. There is no other copy of it (OK, they have a Chinese server, sorry, but for the majority of the world it’s just one) and there are no separations from you and people across the world like so many other games employ. If there is one thing I truly love it’s being able to play with and compete against people from all over the world. Other MMOs tend to say this but few actually have it happen. 

The last part of CCP that I’d like to write on is their community involvement, good and bad. In most MMOs the devs/GMs tend to be aloof, like the gods on Mount Olympus they occasionally descend to deal with the common peoples. CCP tends to always be around the players in some form. They have various teams that recruit players (bug hunters for example) and the council of stellar management (effective or not, it does exist), both involve the players and the devs/GMs. (other games have employed volunteer teams, so it’s not innovative, but the CSM could be) Breaking down the boundaries between players and devs is  good, even if there can be trouble. Anyone that’s kept up with Eve’s player drama for the past few years knows of the T20 scandal where a CCP dev spawned some tech II blueprints for his friends (Band of Brothers). Big drama bomb, and rightfully so. While some would scorn CCP for their involvement with players, and in this case they’d be right, I loved it. I didn’t support the cheating, but I loved reading about the drama and about the whole event. Recently there has been another bit of CCP/BoB drama with the changing of Kenny (BoB) to BoBR (Band of Brothers Reloaded, now nicknamed ‘beaver’ as it seems BoBR means that in Russian) without having to go through the in-game mechanics. (which would cost them sov) While dev favoritism is wrong, the conflict spawned from it is greater than any in-game enemy or event ever created — no raid boss has ever come close to it.

So, to wrap things up. Valve: Steam, really solid FPS titles. CCP: Single server, evolving world, player/dev interaction. Both excellent companies.

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The trade of the traders.

Posted by nefchast on March 18, 2009

My time in Eve Online recently has been largely focused on trading. I’ve been around some wormholes, my alt is gearing up for PvP. But the bulk of my time is spent sitting in Amarr buying and selling things. If there’s anyone out there that’s just getting into the game and wants to know how to play the market like a wizard — look elsewhere! I am but a simple trader that focuses on the number one rule: buy low, sell high.

To get started with some basic trading you’ll need to get some basic skills: Trade, Retail, and Broker Relations.  Once those are up you can get Accounting, then Margin Trading and some of the others as your business grows. Making sure you can lower the costs of trading as much as possible is key to getting the most profit. The other key is knowing the trade hubs.

Jita, Amarr, Dodixie, Rens… there’s several trade hubs in Eve and all are worth sitting in buying and selling. To make the most out of your profits, however, will require some movement. Buying in the lowest buy order system and selling in the highest sell order system. These will vary with time and with goods so it is important to keep track of what is going on. This can be done with trial alts. (alternativley you can use eve-central)

You’ll need to set your market window up to view the information you need most. Typically this will have your buy orders sorted by the lowest prices to highest and your sell orders sorted by the highest price to lowest.

So, you’ve got a couple mill from mining/missioning and are looking at starting a trade business, what do you buy? Starting out might not be very easy, especially without some capital to get rolling. In the beginning I’d say go for modules, T2 if possible. Check out the various trade hubs and find some items that have a decent profit margin — the difference between your buying price and the selling price. (remember to calculate any extra fees or taxes into it) Once you’ve found something, place a buy order that’s just above the highest for the station. If the items you are buying can easily be transported around, and you have the skills to do so, you may want to increase the buy order range out a system or two — this will help speed things a long. (also, be sure to check that there are no low/null sec systems in the range — unless you don’t care) Once the items are bought and sitting in your hangar, it’s time to sell. You have some options here. You can sell them back in the same station or look at some other trade hubs and sell them there. Often this could include a long 15-20 jump trip but the profits may be worth it. Once sold, profit gained, it’s time to begin the process anew. 

For more market fun check out Eve’s Market Discussion sub-forum: Market Discussion.

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Apocrypha Launches!

Posted by nefchast on March 11, 2009

It hit servers yesterday and I’ve gotten to spend some time with it now, in it’s (mostly) finished state. I have an iMac at home so I was able to finally get a premium client running on Tranquility — the graphics are quite beautiful. The first thing I really wanted to try out was the new exploration, I’ve tried it on the test server and couldn’t get it to work for various reasons and now I wanted to find a wormhole. Grabbing a cheap Probe, probe launcher and probes — I headed out into Amarr high sec.

The first thing I did whenever I entered a system was to warp to the first planet and scan 32 AU to see if anything was in the system. With the new changes, scanning no longer takes forever — ten seconds is the base time — this makes finding out if anything is around quick and easy. The first few systems I had nothing, then the next few each had one cosmic signature. The next step I take when I find something is in the system is to drop the range on the probe till I just lose it. Afterwards I pop out two more probes and start setting them up in a rough circle and go about moving them around the first probe till I find the signature again. Once found, I check which probe has found it, shrink the scan range again and move the other two around it till it’s found. This is generally repeated till I can bring up some visual display of the signature’s location — either the red/yellow dots or the red circle. Once a visual is obtained I pop out the fourth probe and set it on top of the other three, getting them all in as close as possible and lowering the scan ranges further till I get an accurate result that I can warp to.

It took a few hours — three and a half to four — to find a wormhole, but I only have the most basic of exploration skills and a cheap T1 exploration frigate. It is completely possible for newbies to find these places, but finding them is the easy part. I had nothing to lose on this character — no implants, a cheap T1 friagte with just a launcher and some probes, so I decided to head into the unknown and see how it was. In one word? Awesome. I took several screenshots of my wormhole adventure — even though it was pretty short lived. The new wormhole systems are 0.0 space, with nothing discovered — no local, no stations, nothing. This particular system did not seem to have any belts in it — the typical place to find rats in known space — instead a quick 32 AU probe throws up all the sleeper spots in system, and there were several spots floating around. A quick note, since there is no local — EDIT: There is a local, but it is delayed, no clue on how long but I was there for a bit and none of the others in the system showed up — you do need to use your directional scanner to pick up any nearby probes or enemies that might be coming after you — it is 0.0 space and you’re not safe, from sleepers or players. Speaking of the sleepers — I warped in on a checkpoint of theirs. (I saw checkpoints and hangars on the map, warp to em directly, no gates or jumps) It took about two hits to destroy my untanked probe ship, they didn’t go after the pod. I wasn’t bothered — I had the wormhole I entered bookmarked — you must do this! — and I just wanted screenshots. At this particular checkpoint there were about 3 frigates, 3-4 cruisers and a few towers — given their strength I’d say a few pilots in cruisers or battlecruisers would probably be needed to take them out. These arn’t your pappy’s NPCs. The checkpoint also had some debris that might’ve been some asteroids, or just giant floating rocks, and a sort of small station like you see in missions — surrounded by some bright cosmic energy or something.

The wormhole system was different from the known space, it seems they have upgraded art for the back drops as well as some cool new effects — I saw what looked like another star in the distance, and it seems the environment had a harmful effect to shields — mine wouldn’t go above a certain, think it was around 75?, percent.

So, that was last night’s adventure — I’ll see about getting some corp group going to really give the sleepers a test sometime soon.

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Apocrypha.

Posted by nefchast on February 26, 2009

EVE Online’s next expansion, Apocrypha, has been on Singularity (SiSi, their testing server) for a couple weeks and, for the most part, has been pretty unplayable. I sunk some time in yesterday downloading the new patches for it and getting started on putting my T3 Amarr ship (Legion) together, ending the evening with an attempt at the new scanning system.

The first thing I noticed was the skill queue was working now, and wonderfully. They gave the SiSi characters an injection of the subsystem skills needed to pilot the T3 strategic cruiser, so all I had to do was queue up the Amarr one and wait (roughly 43 minutes) for them to finish. There has been some complaints over the limited time span of the skill queue — you can only queue within a 24 hour period, but I’ve found it a very welcome and useful feature. The addition of the queue has also seen the addition of a couple extra options when using skill books — you can inject them (add them to your character sheet, but not begin training), train them to the first level, or add them to the end of your current queue.

In addition to the new skill queue UI window, the fitting window also got an upgrade, and some changes since its earlier incarnation. Before on SiSi the fitting screen was a large circle, clear in the center to show your ship in dock, with two collapsable windows on the sides that displayed modules in station on the left (along with drones, and a few other module/item related drop down menus) and ship stats on the right. (including effective HP, cap recharge, passive shield HP gain, etc — good stuff) The same features are still retained, but it’s more of a fusion of the old and new fitting windows. Gone is the hole in the circle (the circle is still there, it has your highs, mids and lows, rigs and subsystems) replaced with a seperate graphic depicting your ship in space — fully rotatable. The current fitting window is smaller than the previous new one, and can be minimized or closed like the old. I rather like the current desingn, I like the previous new one the best though.

Tech III (T3) ships are one of the major additions this expansion, and something I’ve been eagerly awaiting. My PvP alt character is spec’d specifically for cruiser class ships and customizing my own is just awesome. The one I set up first had 5 high slots, 2 medium and 8 lows, fitted with the heaviest tank I could for giggles and I got a buffer over 50k effective — not bad for just messing around with a little cruiser. (no, I couldn’t do much else with it after that, but it’d make a good bait ship!) The second and final setup for the night saw 5 highs, 3 meds and 7 lows — not a massive change from the previous, and the tank was still good (couldn’t tell the effective with armor hardners on, but it should’ve been roughly 35-40k effective) and I grabbed one of the new core launchers and some probes and headed out scanning.

My scanning skills on this character suck, in fact I have none — I had to train astrometrics to 1 before I could start my scanning adventure. I’m not sure on all the rules of the new scanning system, but I’m quite sure I didn’t have the skills to do any of it apart from practice. It seems to actually get a warpable location you have to pick up the objects signature with 4 different probes, from my weak skills I could only really use one on the map. Which brings up another new feature to scanning — at least I think it’s new, I don’t remember it in the bit of exploration I did long ago — the probes can warp by themselves and you can control them from the solar system map. Each probe shows on the map and has a X Y Z box and arrows to move it around the map to where you want it to go. You can also change the scan radius (between about 0.5 AU to 32 AU) to help track down locations further. It seems the initial search to see if there’s anything in a system will be fast — launch one probe and scan 32 AU, move on or explore further, with the actual probing taking a little bit longer — having probes moveable anywhere in the system is cool, adding a bit of depth to exploration. Also with the moveable probes comes recalling them. A simple button on the scanning interface causes all active probes to warp back to you so you can collect them — awesome feature. (though I havn’t gotten the pick up to work yet, either I’m doing it wrong or it’s still not in/bugged) I nearly tracked one cosmic anamoly down, but the map kept bugging, which then bugged the rest of the game, forcing me to either leave the system or restart the game. So, I havn’t been able to get the scanning to fully work yet.

If I can get  the scanning to work, or get a corpmate to handle it, I’ll try checking out wormholes this weekend. (if they’re even up and working) I want to test out the T3 ships and the sleeper NPCs.

Posted in Eve Online, MMOs | Tagged: , | Leave a Comment »

 
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