f13.net

f13.net General Forums => Eve Online => Topic started by: bhodi on May 20, 2008, 07:07:10 AM



Title: Trinity V2 next patch
Post by: bhodi on May 20, 2008, 07:07:10 AM
Yeah, I think it's V2. Anyway. I'll put more changes up as they are released. For now, look what's on the test server:

(http://www.filedump.net/dumped/180364832d95ea43381211292501.png)


Title: Re: Trinity V2 next patch
Post by: lac on May 20, 2008, 07:13:21 AM
Sweet. More functionality improvements please.


Title: Re: Trinity V2 next patch
Post by: Hakeldaima on May 20, 2008, 07:34:12 AM
Nice.


Title: Re: Trinity V2 next patch
Post by: Predator Irl on May 20, 2008, 07:49:16 AM
I hope they include an "add safespot" option too!


Title: Re: Trinity V2 next patch
Post by: Gets on May 20, 2008, 09:39:45 AM
EZ-mode ftw?

I feel dubious about these sorts of improvements. Surely right-click shouldn't be the answer to everything.


Title: Re: Trinity V2 next patch
Post by: Phildo on May 20, 2008, 09:57:46 AM
We're fine until you can Right-Click -- "GET HIS POD!"


Title: Re: Trinity V2 next patch
Post by: ajax34i on May 20, 2008, 09:59:43 AM
If they don't have an option of "Align Fleet To" for Fleet commanders, they haven't gotten the idea of what we want.  It's not about adding little features here and there, it's about changing their mindset to think about UI features from the user's point of view.


Title: Re: Trinity V2 next patch
Post by: MahrinSkel on May 20, 2008, 10:29:58 AM
I don't think so.  They already have an "Align to" fleet order, and now the right-click to keep people from having to double-click.  Probably the "Align To" right-click will work with the "Align To" fleet order.  If you're going to let the fleet commander take over navigation completely, why not let him take over your targetting and activate your guns, and everyone can just go smoke a cigarrette and wait to see who wins?  I've seen the gang warp cause all kinds of problems, and had my covert yanked off the field by it more times than I can count, more ways for the FC to mess with ship control are probably not a good idea.

--Dave


Title: Re: Trinity V2 next patch
Post by: bhodi on May 20, 2008, 10:33:43 AM
Well, they already have a warp-to and a regroup, so the remote-controlling can of worms is already open. Whether it's good or not, it's there, and it would make sense to include a fleet-align command as well.

I can especially see it being good for sniper fleets, it makes using chain warpins much easier.


Title: Re: Trinity V2 next patch
Post by: ajax34i on May 20, 2008, 10:38:35 AM
So we need a checkbox for "Don't obey fleet commands to enter warp." and "Don't obey fleet commands to align to."   :grin:


Title: Re: Trinity V2 next patch
Post by: eldaec on May 20, 2008, 10:41:02 AM
I agree on the fleet commands=bad meme.

The game is all about the cat herding, fleet members should not become robo-pussies.


However, the game shouldn't be about fighting with the interface in order to get a particular waypoint on screen and double click vaugely around it. So 'Align to' is 110% win.


Title: Re: Trinity V2 next patch
Post by: ajax34i on May 20, 2008, 11:00:40 AM
The game is all about the cat herding, fleet members should not become robo-pussies.

Ok, so we're good at following instructions to align and to keep warping to a MWD'ing interceptor, but think of all the other alliances that aren't so leet!!  I mean, their FC's are going coarse from repeating "Guys, align, please."  "Please align."  "Dammit, why aren't you guys aligned."  "WTF was that!  50 DKP minus!  Odd wings align left, even wings align right.  More drones!  MORE DRONES!"


Title: Re: Trinity V2 next patch
Post by: Calantus on May 20, 2008, 06:43:24 PM
What I'd really like them to do is give us a way to set a fleet destination, a fleet location, and the ability to toggle stargates as open or closed (on display) to the fleet. I've only been in fleet ops for a couple of weeks but the "where are we headed?" and "where are you guys at?" questions people have to ask every time they join are already driving me mad. The stargate toggle would just be a nice little feature to help fleet commanders other than having to say every time we have to hold at a gate or go through. I think that would help far more than the fleet commander being able to warp everyone.


Title: Re: Trinity V2 next patch
Post by: Sparky on May 20, 2008, 08:30:51 PM
If they don't have an option of "Align Fleet To" for Fleet commanders, they haven't gotten the idea of what we want.  It's not about adding little features here and there, it's about changing their mindset to think about UI features from the user's point of view.

I'd be against an automated FC align-to command.  Sometimes catching inattentive stragglers is all you can do vs a big blob with a little hit-and-run gang.  If pilot interaction is reduced to clicking jump every couple of minutes those opportunities will be less common.  Warp-to is reasonable as there's really no other way to do large simultaneous warps.  Regroup is useful mainly useful when people are so desynced they don't know where they are.  Perhaps that's why they put it in.


Title: Re: Trinity V2 next patch
Post by: Predator Irl on May 21, 2008, 02:37:01 AM
But is this a fleet commanders option to align to or is it for the individual pilots to align themselves to? If its the latter then its a welcome change because I dont know how many times Ive done a few 360's looking for a stupid gate because the sun was blocking my view.


Title: Re: Trinity V2 next patch
Post by: lac on May 21, 2008, 04:32:03 AM
CCP discusses new ships in this (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=775527&page=2) thread
Quote
Tier one faction cruisers are the only new ships available in the next patch.
Quote
Tier 1 -> Augoror, Exequror, Scythe, Osprey
Tier 2 -> Omen, Vexor, Stabber, Caracal
Quote
And I forgot to mention that the Magnate is also being made available, the Amarr Navies long lost frigate.
Quote
All the tier 1 faction ships are geared towards combat of course, and will be significantly cheaper than the tier 2 faction cruisers.

Anathema hull changed from Crucifier to Magnate, same with Cheetah, its now using the Probe hull. Buzzard remains the same. Helios now uses the Imicus hull.


Title: Re: Trinity V2 next patch
Post by: ajax34i on May 21, 2008, 05:08:37 AM
The Tier2 faction cruisers are already in the game, right?  So they're adding Tier1 cruisers, cool.


Title: Re: Trinity V2 next patch
Post by: Murgos on May 21, 2008, 05:13:45 AM
They mentioned in that thread that everything got a balance pass as well, so I wouldn't expect the faction ships to be exactly the same after the patch.

The real question is where do they see these ships as fitting into the grand scheme?  A bridge between Tech I and Tech II or something else altogether, like specific combat roles?


Title: Re: Trinity V2 next patch
Post by: ajax34i on May 21, 2008, 05:56:01 AM
Something else altogether, like, ISK and LP sinks.


Title: Re: Trinity V2 next patch
Post by: Phildo on May 21, 2008, 07:41:08 AM
Why make them combat?  I want a faction Exequror to be a ridiculous logistics boat, dammit!


Title: Re: Trinity V2 next patch
Post by: Phred on May 25, 2008, 10:05:46 AM
EZ-mode ftw?

I feel dubious about these sorts of improvements. Surely right-click shouldn't be the answer to everything.

Are you trying to imply that double clicking on the map is a test of skill or something? Some users have trouble getting double clicks recognised by Eve, probably from borderline systems. Why shouldn't there be a menu option that does the same damn thing? Are you also in favor of removing every other hotkey in the game? Or is it just the ones you dont like that should go?





Title: Re: Trinity V2 next patch
Post by: Fordel on May 26, 2008, 06:50:17 PM
Hah, why did they give the Helios the Imi hull? I love that silly little frigate (Seriously, a like 100k frigate that has (had?) room for 3 light drones  :drill:) but wasn't the Helios a sensor boat?


What's the deal with the faction ships now? Can you buy like, a Navy Vexor off the market or something? Or do you have to turn in whatever 'battle points' you get from this faction warfare?


Title: Re: Trinity V2 next patch
Post by: lac on May 26, 2008, 10:44:43 PM
You can get them exactly the same way as before but the new ones will be significantly cheaper.


Title: Re: Trinity V2 next patch
Post by: TripleDES on May 28, 2008, 03:08:40 PM
They're changing hulls of the T2 ships? Now, after so long time? What the fuck is this about? If changing hulls at all, how about these fuckers design some more new models instead?


Title: Re: Trinity V2 next patch
Post by: eldaec on May 28, 2008, 03:26:05 PM
Hah, why did they give the Helios the Imi hull? I love that silly little frigate (Seriously, a like 100k frigate that has (had?) room for 3 light drones  :drill:) but wasn't the Helios a sensor boat?

Imicus has bonuses to Astrometrics. Apparently Astrometrics is something people do during the week and a half they fly T1 frigates (frigate club excluded), and it is terribly important that if you upgrade from T1 astro to Covert Ops, the hulls match.


Title: Re: Trinity V2 next patch
Post by: MahrinSkel on May 28, 2008, 03:31:01 PM
Astrometrics is the base skill for scanning.  In addition to the PvP use of it to run down enemy safespots (not as tactically significant as it used to be) and track pods of logoffskis (also not as common since dictor bubbles), it's integral to the exploitation of the spawnable content, "hidden" complexes and belts (which tend to be better than that of the system in general, -0.4 truesec systems can spawn high-grade ore belts like Crokite and Bistot, which are normally only found in -0.75 and lower).

--Dave


Title: Re: Trinity V2 next patch
Post by: Simond on May 28, 2008, 03:51:23 PM
They're changing hulls of the T2 ships? Now, after so long time? What the fuck is this about?
They're finally giving Amarr their missing frigate, so it's as good a time as any to get the rest of T2 (covops) frigs onto the correct T1 (astronautics) hull, especially since the T2 (EA) frigates were added based on the T1 (ewar) hulls.


Title: Re: Trinity V2 next patch
Post by: apocrypha on May 28, 2008, 10:22:00 PM
If this is gonna be Trinity V2 does this mean they'll be adding the new graphics for all the things that weren't updated with the graphics engine in Trinity V1, like moons, planets, mission structures etc?


Title: Re: Trinity V2 next patch
Post by: lac on May 29, 2008, 03:31:02 AM
Quote
CCP announced today that EVE Online's Empyrean Age expansion will go live on the 10th of June. The expansion will be free for all EVE subscribers. Features added include factional warfare with a ranking system, new agents, a new region of space, details on hidden deadspace complexes, and new system occupancy rules.

EVE's in-game news sources have been filled with reports of one violent diplomatic disaster after another, setting the stage for the all out war to come. In addition to those reports, CCP commissioned writer Tony Gonzales to write a novel (also titled Empyrean Age) that reveals in detail the back-story of the conflict.

Empyrean Age is already live on EVE's test server, Singularity. User reactions have been positive so far, and we suspect this update will offer plenty of satisfactory content to tide users over until the Ambulation update downloads later this year.


Title: Re: Trinity V2 next patch
Post by: Sparky on May 29, 2008, 05:33:46 AM
Quote
we suspect this update will offer plenty of satisfactory content to tide users over until the Ambulation update downloads later this year.

They sound so enthusiastic!


Title: Re: Trinity V2 next patch
Post by: Calantus on May 29, 2008, 05:50:31 AM
What kind of patching history does EVE have? As in, should I expect fire and burning pain or are they relatively smooth?


Title: Re: Trinity V2 next patch
Post by: lac on May 29, 2008, 06:16:03 AM
It's usually not too bad but I always set a long skill just in case, especially with expansions.


Title: Re: Trinity V2 next patch
Post by: dwindlehop on May 29, 2008, 12:09:06 PM
Plan for the worst case of more then 24 hours of downtime, though they've done better than that plenty of times. It usually doesn't hurt to skim the boards before attempting much of anything (I'm remembering the one bug with jump clones and lost implants).

You should expect the weekend after the patch to be fully playable.


Title: Re: Trinity V2 next patch
Post by: Simond on May 29, 2008, 12:41:07 PM
And backup your Windows boot.ini file. :grin:


Title: Re: Trinity V2 next patch
Post by: eldaec on May 29, 2008, 01:31:02 PM
Is this Ambulation thing some extended in-joke or are they serious?

It sounds pointless on a truly heroic scale.


Title: Re: Trinity V2 next patch
Post by: MahrinSkel on May 29, 2008, 01:35:25 PM
They're serious.  No, I don't know why.  Except that they always wanted a soup-to-nuts, do everything sci-fi game, not just internet spaceships.  And I think they're running out of ideas, so they're falling back on "Wouldn't it be cool if you could get out of your ship and walk around the stations?!?!"

--Dave


Title: Re: Trinity V2 next patch
Post by: Simond on May 29, 2008, 01:47:16 PM
And after that, atmospheric flight.


Title: Re: Trinity V2 next patch
Post by: eldaec on May 29, 2008, 03:32:39 PM
I heard they're planning to remove collision detection.


Title: Re: Trinity V2 next patch
Post by: NiX on May 29, 2008, 07:57:49 PM
I hear they're adding in dancers and cantinas. :awesome_for_real:


Title: Re: Trinity V2 next patch
Post by: Morat20 on May 30, 2008, 02:03:00 PM
They're serious.  No, I don't know why.  Except that they always wanted a soup-to-nuts, do everything sci-fi game, not just internet spaceships.  And I think they're running out of ideas, so they're falling back on "Wouldn't it be cool if you could get out of your ship and walk around the stations?!?!"

--Dave
I figured they were using it to test-bed their WoD stuff. Plus, if they're clever about it, they can instance that shit off. If they add market functionality there, a bunch of the "Lives in Jita" folks will move off Jita's actual server and into instances. Won't change DB load, but will certainly change some of the server load for busy market systems.

Probably a decent idea for retention purposes as well. Add some card games and stuff, and you've given the Barlet socializers a nice play to hang out when they don't want to play internet spaceships.


Title: Re: Trinity V2 next patch
Post by: Sparky on May 30, 2008, 02:18:21 PM
Is this Ambulation thing some extended in-joke or are they serious?

It sounds pointless on a truly heroic scale.

If we get a space-casino out of the deal where you can bet away your iskies on space-blackjack, space-slots and space-poker then it'll have been worth it


Title: Re: Trinity V2 next patch
Post by: TripleDES on May 30, 2008, 03:07:20 PM
I doubt that it'll be non-combat forever. Probably at latest when WoD gets somewhere, we'll see combat in Ambulation. What I'm more interested in is if they'll do the monumental task of creating a proper ground game. Most EVE cities according to lore appear to be huge scifi city landscapes.

Also, Ambulation is the only thing that'll make me check EVE out again in near future. If the videos aren't prerendered with outside tools, then it'll have amazing visuals.

Probably a decent idea for retention purposes as well. Add some card games and stuff, and you've given the Barlet socializers a nice play to hang out when they don't want to play internet spaceships.
From what I remember, it'll be huge on socializing. Bars, restaurants, clothing and shit like that.


Title: Re: Trinity V2 next patch
Post by: sanctuary on May 30, 2008, 08:13:04 PM
If we get a space-casino out of the deal where you can bet away your iskies on space-blackjack, space-slots and space-poker then it'll have been worth it

This. Imagine one of Slayer's Texas Holdem games in a dingy cantina, with dancers. Fuck Yea!!


Title: Re: Trinity V2 next patch
Post by: Gets on June 12, 2008, 03:46:43 PM
New PvE content promised. Several devs working on it. Hoax will enjoy this bit.

Quote from: CCP Molock
I thought I should write a blog to let everyone know that we at CCP have some big plans for PvE and for mission-runners in particular. To give you a sense of how much effort we’re putting into it I can reveal that we currently have eight developers working full-time on mission and deadspace creation. We also have a number of freelancers assisting with mission text creation. [...]

Empyrean Age also brought us a number of new tools and toys for our deadspace complex and mission designers to create flashier and more interactive missions for both Factional Warfare and the regular agent varieties. A lot of players run missions for money and we want everyone to be able to run them for fun as well. Keep an eye out for new exploding ship and structure events, for NPCs that aggress, or not, based on your standing. Look for mission story arcs that allow players to choose various paths and for some cool new static effects in deadspace locations, not to mention new object artwork and shipwreck models and much, much more.

http://myeve.eve-online.com/devblog.asp?a=blog&bid=564



Title: Re: Trinity V2 next patch
Post by: apocrypha on June 13, 2008, 12:02:48 AM
I'd love a much more dynamic mission-type structure in an MMO tbh. Not necessarily EVE, I don't think that's where it's strengths lie, but I'll use it as an example:

How cool would it be to have a mission mob track you down for revenge? I've killed Mychen Ryzuna thirty times, why does he never hook up with a locator agent, track me down and be waiting outside a high-sec station for me in a suicide-gank fitted Brutix? Why when I start shooting that group of rats on the left do they never really surprise me and actually get those other 3 groups of rats within visual distance to join in too?!

I know it's about balancing fun with challenge etc (I remember one WoW dev saying in an interview something to the effect that they could kill the players any time they liked in an instance but making the encounter fun and challenging was the tricky bit) but there's just so little variation in MMO PvE encounters.

</rambling>


Title: Re: Trinity V2 next patch
Post by: Kitsune on June 13, 2008, 12:14:56 PM
City of Heroes will do that, from time to time.  You walk outside and OMG NINJAS, come to kick your ass for blowing up their base.  It's a nice touch, but can occasionally go a bit awry, leaving high-level bad guys loitering around in a low-level area.


Title: Re: Trinity V2 next patch
Post by: tmp on June 13, 2008, 12:52:56 PM
How cool would it be to have a mission mob track you down for revenge? I've killed Mychen Ryzuna thirty times, why does he never hook up with a locator agent, track me down and be waiting outside a high-sec station for me in a suicide-gank fitted Brutix?
Harsh reality is, with the hundred other people who's also killed him 30+ times by now poor guy is too busy working 24/7 just to cover his clone bills...