Title: more Kali devblogs Post by: dwindlehop on September 27, 2006, 01:42:45 PM http://myeve.eve-online.com/devblog.asp?a=blog&bid=382
http://myeve.eve-online.com/devblog.asp?a=blog&bid=383 Invention requires research points from research agents. They're thinking 10 deadspace signatures (complexes, gas clouds, random encounters) per system. Scanning is teh new sex. Title: Re: more Kali devblogs Post by: Yoru on September 27, 2006, 03:39:08 PM I hope they refresh deadspace spots more often than twice a week. Otherwise, you can forget getting anything but the lamest encounters anywhere in Empire (that isn't Solitude) once the farmers figure out if and how much money you can make off 'em.
Daily refreshes would be very nice. I'll RTFA when I get home, but do they mention if/how the stake-a-claim system they mentioned back at E3 will work? Title: Re: more Kali devblogs Post by: Viin on September 27, 2006, 03:49:04 PM Looks good - I guess a lot of us are on hiatus until the Kali 1 release. If they release what they are talking about there should be plenty of new toys to try out.
I'll be getting back to my regular work schedule in a couple of weeks, so I'll be playing more at that time. I don't see any mention of when the refreshes will occur .. Title: Re: more Kali devblogs Post by: dwindlehop on September 28, 2006, 01:42:37 PM http://myeve.eve-online.com/devblog.asp?a=blog&bid=384
Specifically the research points are used to purchase Datacores, which are used to fuel Invention on a particular T1 BPC. Presumably the datacores can also be sold just like T2 production components. The Datacores are always destroyed regardless of whether the invention works. You have to have Encryption skills in addition to the Invention skill in order to invent stuff. Also, when you do some Invention on a T1 BPC that has more than one T2 equivalent (Rifter -> Wolf/Jaguar), the T2 BPC you get is selected randomly. That kinda sucks. It really does sound like you can Invent a WCS2. Title: Re: more Kali devblogs Post by: Yoru on September 28, 2006, 02:40:29 PM Try it! WCS2 == Money hats.
Title: Re: more Kali devblogs Post by: WayAbvPar on September 28, 2006, 03:24:05 PM So, will this allow mutliple inventions of the same item? It would be cool if there were some randomization to the final product, with small differences in each invented item.
Title: Re: more Kali devblogs Post by: dwindlehop on September 28, 2006, 04:41:13 PM The randomization is in the BPC: chance of getting a BPC, number of copies it has, material efficiency, etc. The items produced are all regular T2 items. No faction production, though you can use a named or faction item as fuel. Not sure why anyone would do that, unless a single gistii MWD leads to a 100% chance of 100 T2 MWD or something equally ridiculous.
A T1 BPC is consumed each time you try to Invent something. You can go on Inventing as long as you have fuel: BPCs, T1 version of the item in question, and Datacores. Title: Re: more Kali devblogs Post by: WayAbvPar on September 28, 2006, 04:46:04 PM Bah that sucks. It would be really cool if each invention was somehow unique- more or less mins to build it, slightly different effects/power, etc. Even tiny tweaks would make it really interesting, especially if they added using named/faction equipment as the base. If they are going to all the trouble of totally revamping the research area, it would be nice if they really jazzed it up.
Also- does this mean there will be T2 battleships? Spendy way to attempt research, but they would kick major ass! Title: Re: more Kali devblogs Post by: Viin on September 28, 2006, 08:11:08 PM That's what SWG had, random unique-ness per item crafted - but because of it, they had massive DB problems to keep track of them all.
Title: Re: more Kali devblogs Post by: dwindlehop on September 29, 2006, 10:13:49 AM No, you can only Invent stuff that has a T2 equivalent already.
Title: Re: more Kali devblogs Post by: WayAbvPar on September 29, 2006, 10:35:08 AM Double boo.
Title: Re: more Kali devblogs Post by: ajax34i on September 29, 2006, 02:00:05 PM No, you can only Invent stuff that has a T2 equivalent already. Well, will it be possible to invent stuff that has a T2 equivalent in the database, but not yet released through the lottery? Title: Re: more Kali devblogs Post by: dwindlehop on September 29, 2006, 03:03:40 PM Quote from: Oveur A couple of assumptions here which I'll shed some light on. * Exploration sites move around all the time * Invented BPCs are negative ME/PE and you work your way up, you don't start at 0 * If someone won a Tech 2 BPO, the RPs are emptied, so if you haven't won but someone else has, you have the advantage. If you are a researcher, you now have a choice, get datacores for your own research for RP or keep on trucking while waiting for the lottery * Everybody can participate. This is simpler than it looks and people tend to forget that there is a market in EVE where you are able to buy the materials and tools you are unable to get yourself otherwise. This is actually one of the bigger points here, promote interaction. * Alliances ruling the world and all that. As previously shown, Exploration is roaming and is in all the universe. It still scales, so lower down there is more chance of a higher reward, but there is always a chance, albeit very slim in high sec. A lot of effort was put into 0.4-0.1 especially. Quote from: Hammer To answer the question about what you can and can't invent. If there exists a tech 2 module (meta level 5) and the blueprint to build that module in the database and the chance of reverse engineering is higher than 0.0 then you will be able to invent BPCs for that module. The reciprocal to that is that if either no module or blueprint exist or the chance is 0.0 then you won't be able to invent it. They're being deliberately cagey about which unseeded modules can be Invented, but I'm thinking the answer is "some". Title: Re: more Kali devblogs Post by: dwindlehop on September 29, 2006, 03:06:30 PM Oveur specifically mentioned CPR2 as being a good candidate for invention. They haven't commented on people's requests for info on other modules, except to say they're still thinking through the cloak situation.
Title: Re: more Kali devblogs Post by: dwindlehop on October 10, 2006, 01:43:52 PM Quote Asteroid belts as hidden environments - Exploration Not from the devblogs, but rather from the In Development notes. It sounds good to me. It's on the same page as Rigs, so hopefully this is a Kali1 feature.Moving all static asteroid belts Exploration gameplay, a hidden environment model, where you explore to find the asteroid belts. This would also result in the asteroid belts moving into our Complex or (Dungeon) authoring system meaning more variety and danger can be authored into them. All ships would then have a native system scanner, worth crap (can't find ships or anything like that) and could find the basic veldspar belts almost anywhere, while better belts require better equipment - and of course to be in a region which actually has better ore quaility (This is NOT an Arkanor in Empire feature). Incidentally, this could further mess with macro's too. Title: Re: more Kali devblogs Post by: WayAbvPar on October 10, 2006, 01:59:30 PM Ooh that sounds cool! Especially if it makes the better Empire ores harder to find without training- that would cut down on the hordes of AFK farmers. At least until they get trained (which would take money and time).
Title: Re: more Kali devblogs Post by: Yoru on October 10, 2006, 02:25:38 PM Makes me glad I've got some scanner skills since I'll have covetors in a few days and be able to pilot (although not afford) an exhumer sometime next week. Better pump my scanner skills up after that, I guess.
I do hope this means we could at least find some Jaspet in 0.5 space on occasion though. Title: Re: more Kali devblogs Post by: TripleDES on October 11, 2006, 12:23:23 PM I think that belts aren't yet going to be moved to exploration with Kali 1.
Title: Re: more Kali devblogs Post by: Simond on October 24, 2006, 06:10:41 AM Kali 1 was supposed to go on the test server ten minutes ago, by the way. (I'm at work, so I can't check :))
Title: Re: more Kali devblogs Post by: MahrinSkel on October 24, 2006, 02:45:33 PM None of the new content will be in, you won't be able to get the new ships, or get into the new regions. But I'm not sure if that includes the stuff for Exploration.
--Dave Title: Re: more Kali devblogs Post by: Simond on October 25, 2006, 05:18:18 AM So where'd all this come from, then? :wink:
Tier 2 BC: Descriptions (http://dl.eve-files.com/media/corp/sarmaul/20061024125536vp0.png) Attributes (http://dl.eve-files.com/media/corp/sarmaul/20061024125545zw6.png) Fitting (http://dl.eve-files.com/media/corp/sarmaul/20061024125553vz3.png) Tier 3 BS: Descriptions (http://dl.eve-files.com/media/corp/sarmaul/20061024124542mf7.png) Attributes (http://dl.eve-files.com/media/corp/sarmaul/20061024124917sa8.png) Fitting (http://dl.eve-files.com/media/corp/sarmaul/20061024125008ee0.png) Screenshot thread (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=416075) at EVE-O. Title: Re: more Kali devblogs Post by: MahrinSkel on October 25, 2006, 10:56:58 AM You can get the Info dialogs off the market, but you can't buy the ships or their blueprints. There's a limited tester group that has access, but otherwise, no.
--Dave Title: Re: more Kali devblogs Post by: TheDreamr on October 25, 2006, 12:48:48 PM More screenshots, including some of the new skills & requirements ...
http://www.eve-files.com/media/corp/vortik/ Title: Re: more Kali devblogs Post by: Chenghiz on October 25, 2006, 01:56:32 PM I just subscribed to EVE off one of my trial accounts; how do I get on the test server? The EVE website wasn't terribly clear on the matter.
Title: Re: more Kali devblogs Post by: ajax34i on October 25, 2006, 02:50:55 PM I don't think you can; they copy the user database from the live server to the test server every so often (last was Oct 10 I think), so only accounts that exist on Live can log on to Test.
Otherwise it's a matter of making a copy of the EVE folder, patching the copy with the TEST build version, and picking the test server from the logon menu. Title: Re: more Kali devblogs Post by: Chenghiz on October 25, 2006, 03:02:01 PM Okay, thanks.
Title: Re: more Kali devblogs Post by: Simond on October 26, 2006, 06:40:00 AM Something which I've learnt today (but has probably been mentioned elsewhere already): The "50% armour/shield boost" with Kali 1 is only going to be a 50% increase for tech1 ships. Tech2s are only going to get an approx 25%-30% hp increase.
That, combined with the 'balance changes' of T2 ammo, will make some interesting changes to the game as T2 stuff is being indirectly nerfed...to a certain extent. Title: Re: more Kali devblogs Post by: Viin on October 26, 2006, 08:23:10 AM If they are nerfing T2 stuff I hope they bump up the insurance coverages.
Title: Re: more Kali devblogs Post by: Yegolev on October 27, 2006, 07:23:56 AM They are pretty serious about slowing the pace of combat it seems. Fine with me, being an industrialist and therefore on the receiving end of weaponry more often than not. But then I suppose it will take longer for my drones to down my enemies. Bleh.
Title: Re: more Kali devblogs Post by: dwindlehop on November 01, 2006, 03:13:54 PM Whoa, check out the super sexy 1500s shield recharge rate on the Maelstrom. That's about 25 hp/s with maxed skills and no mods.
Title: Re: more Kali devblogs Post by: Morat20 on November 01, 2006, 03:17:55 PM Whoa, check out the super sexy 1500s shield recharge rate on the Maelstrom. That's about 25 hp/s with maxed skills and no mods. I aspire to one day fitting my pod into a T2 ship. Of any sort. Title: Re: more Kali devblogs Post by: Simond on November 02, 2006, 04:19:46 AM I still want T2 shuttles. :lol:
Title: Re: more Kali devblogs Post by: Raging Turtle on November 03, 2006, 05:46:22 PM Rumor is that Warp to 0 is on test.
Title: Re: more Kali devblogs Post by: dwindlehop on November 04, 2006, 11:24:40 AM Official forums have multiple accounts of warp to 0 on test. Apparently autopilot still warps to 15. And warp to options look like 0, 10, 20, 30... now.
Title: Re: more Kali devblogs Post by: TheDreamr on November 04, 2006, 11:42:21 AM Perfect warp to 0, or warp to 0 +/- variance?
I would look on the eve forums but i really dont feel like subjecting myself to crap I know will be in any warp to 0 thread. Title: Re: more Kali devblogs Post by: MahrinSkel on November 04, 2006, 03:24:39 PM Seems to depend on the inertia of your ship, light ships tend to stop a little short (1500m in my Helios). And there does seem to be a little variance in it, a few hundred meters (but I think there always has been).
--Dave Title: Re: more Kali devblogs Post by: Comstar on November 04, 2006, 06:32:24 PM I think this might get me into game. Lo sec space here I would come.
Title: Re: more Kali devblogs Post by: Simond on November 05, 2006, 04:25:46 AM Perfect warp to 0, or warp to 0 +/- variance? Manual warps to zero, autopilot warps to 15km.I would look on the eve forums but i really dont feel like subjecting myself to crap I know will be in any warp to 0 thread. Title: Re: more Kali devblogs Post by: Yegolev on November 06, 2006, 09:20:08 AM Seems to depend on the inertia of your ship, light ships tend to stop a little short (1500m in my Helios). And there does seem to be a little variance in it, a few hundred meters (but I think there always has been). --Dave So pretty much like a bookmark, then. I already land in different places in different ships, mostly apparent when I compared instas in an Atron to a Retriever, and I had the same results as you. As long as the big ships arrive inside jump distance; if any ship is going to fall outside I reallly hope it's the shuttles and frigates. Title: Re: more Kali devblogs Post by: Morat20 on November 06, 2006, 09:48:19 AM I'll take warp to zero. Saves me the effort of creating Instas to make hauling ore bearable. (Damn those industrials are SLOW). I'd still prefer if they added an autopilot skill, but given the choice between the current game and warp-to-zero -- count me firmly on the warp to zero side.
When they go to clean up the bookmarks, that ought to be interesting -- obviously they still need to allow things like "bookmark your jetcan or secure can". I suspect a big "wipe of all bookmarks within 18k of a permanent structure". Title: Re: more Kali devblogs Post by: Yegolev on November 06, 2006, 10:31:13 AM I was wondering about that, and I don't think they are going to just wipe them. Not right away, and not entirely, I think. Eliminating all BMs would eliminate safespots, which would eliminate some usefulness of the new scanning system if you just had to check the POI. I guess it depends on what exactly they implement in Kali 1; if the belts go into hiding then deleting safespot BMs would have less impact.
One problem with eliminating bookmarks is that I use one to warp to the back-end of an ice belt. Everybody and their brother has a can anchored at the front-end of the Aakari ice belt, but I have a BM on the back-end 200km away from the crowd. Without that BM, I'll be mining ice with the plebes, unless I am able to warp to one of the roids on the back-end. Still a bit bothersome but I guess I will just have to see how it works out in practice. I will take warp-to-zero without complaint as well, since even with it being manual it is a huge improvement. If I'm going to be traveling AFK then I don't really care too much that it's 15km on autopilot, since the assumption is that I'm flying in highsec. Title: Re: more Kali devblogs Post by: ajax34i on November 06, 2006, 10:39:29 AM I think they'll wipe all the bookmarks automatically when they push out whatever the patch is that has the warp to 0 feature. I got the impression that the only reason CCP wanted the bookmarks gone was to eliminate lag; they don't really care about (or don't have a good fix for) the gatecamp vs. instajump game mechanic. So, as soon as the whole warp-to-0 code is ready, they'll push it and also wipe all the lag-causing bookmarks immediately.
Title: Re: more Kali devblogs Post by: Reg on November 06, 2006, 10:59:44 AM Well I hope they put a little more work into the wipe than that. I've got about 15 normal bookmarks of the stations I normally travel to that I'd miss if they were gone.
Title: Re: more Kali devblogs Post by: Jayce on November 06, 2006, 02:03:40 PM If they're smart, after they release the warp to zero code, they will put all bookmarks on a timer, and if you don't use them for one month (or a certain number of logins) then they get wiped. They should communicate that too, and give you some way to manually flag a bookmark you don't want wiped (in case it's halfway across the galaxy).
/armchair dev Title: Re: more Kali devblogs Post by: Raging Turtle on November 06, 2006, 02:22:23 PM Well I hope they put a little more work into the wipe than that. I've got about 15 normal bookmarks of the stations I normally travel to that I'd miss if they were gone. Would you really miss them? You could just warp to 0 at the station and dock instantly. Title: Re: more Kali devblogs Post by: Reg on November 06, 2006, 03:35:49 PM Well sure I'd miss them. When I want to travel from Aunia to Nakugard I just want to open People and Place and set the autopilot from my Nakugard station bookmark. And when I get to Nakugard I don't want to have to scroll all over the overview window looking for my station either. I'm using bookmarks as CCP intended for them to be used and I hope that they don't take that functionality away.
Title: Re: more Kali devblogs Post by: dwindlehop on November 06, 2006, 04:09:08 PM I would assume that any BM wiping would be done to deep space BMs only not BMs of actual objects or stations. But what do I know?
Title: Re: more Kali devblogs Post by: Morat20 on November 06, 2006, 06:36:31 PM I would assume that any BM wiping would be done to deep space BMs only not BMs of actual objects or stations. But what do I know? The vast bulk of bookmarks are instas. Instas are within 16k of a large stationary object (station, belt, stargate). If I wanted to delete those, I'd probably set up something that deleted all objects within 20k of a stationary object UNLESS there was a corportation or personal can anchored within that radius.Bookmarks for agents, etc -- not really a problem. Title: Re: more Kali devblogs Post by: Yegolev on November 07, 2006, 11:54:28 AM Only chumps use the overview. It is somewhat less chumpy to right-click in space and select Station -> station_name -> Dock, which is how I envision the warp-to-zero function to work. Well, like the Warp To... dropdown, that is.
You would want to delete BMs that are within 250km of a station or gate. The thing I probably will miss, unless they duplicate/improve the functionality, is opening a separate folder-window of insta waypoints so I don't have to use menus or worry about the P&P window resetting to the top of the list every time I jump. |