The *Official* Eve Online Thread

I've got to ask the question though..... WHERE WERE THE DRONES?!?!?!

Even heavies against a condor would have it killed before the BS went down.....

/me looks for feeks sig.... :p
 
dymetrie said:
This is where lil old me is gonna say that's the miner's fault rather than the lame pie rat...

No, of course it is not the miners fault that someone does not honour a bounty. It is their fault if they come completely unprepared for the dangers though. Would a miner get much sympathy for getting owned by belt rats...no? So why should they for pvp pirates.
 
An incursus fitted with tech II neutrons, a MAPC and a mag stab II might just be able to break a light BS. Get the 3% small hybrid damage implant, that's like an extra level of surgical strike or weapon specialization! Should be able to get one for half a million or so.

An Enyo is going to be doing 33% more damage due to the extra gun (plus rockets if you fit them over defenders...). A Taranis on the other hand can put out some serious damage if you fit it for gank. :o
 
I tried EVE Online out today based on the screenshots, and my impending WoW Boredom, but I have to admit I wasn't impressed. It seemed very complex and scared me off...
 
ChrisB said:
/me looks for feeks sig.... :p
And for those who have never seen it...

fight2.gif


You'll see, I don't run from fights, and I remember my drones. I got a bit flustered once and lost a thorax which I really shouldn't have lost - All my drones stayed in the drone bay. It's not happened since :)

/edit - spike, I don't know how long you tried it for, but if you've only played a few hours then it can seem incredibly daunting. Simple reason - It is. It's a huge learning curve but spend a few days playing around and you'll be amazed at what it's all actually about. We see quite a different side living in deep 0.0 where alliances are formed and broken in the space of a few days. I've said it before and I'll say it again - Eve is absolutely amazing, you really never know what's going to happen next.

K.
 
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i take it that you are named "Feek" ingame as well, at which point i smile about u being ASCN , 10 months game time, not bad. but i do laugh at your npc wrecking hits


5 f.t.w :)

D
 
Ten months? 02/03/2003 to now is a bit longer than ten months :p

As for the hits, we all like a bit of amusement
Your incredibly powerful medium weapon perfectly strikes Angel Liquidator, wrecking for 691.3 damage.
That'll be a 720mm projectile gun then, nailed on a Domi :)

K.
 
yeh, thats a nice hit considering no bonus from the ship, get around 1000 dmg on a 720 wreck on my muninn.

the laughing wasnt at the dmg, more the fact that you dont have a single one against a player only npc

and as for the length of time, yes i misread, but u did also :P

02/03/04 :)

i missed a year, but u added an extra one :P

anywho, i see you are ex STK, is Temerlyn still playing at all?

D

//edit, i am going to have to start typing full sentences in complete english at this rate, seem to have to edit all the time to swap *****s for alternative wording (not expletives either)

D
 
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My big player hits were against people we're now friendly with, that's why I dragged them out of the bio. Plus they weren't quite so big. Nearly, but not quite. I clear my log from time to time as well so who really knows what's the biggest and I normally switch off combat logging in big fights to help reduce lag anyway.

Doh as to the date. Well, we bracketed both sides of the correct one between us and got there in the end.

Ex STK? Pah. I'm very much STK still, and Tem is still playing, quite a lot as it goes.

Right, must carry on with the ship distribution plan.

K.
 
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I've been playing the game for a smidge under a year now, and i'm going to start mining a lot more so that I can start affording to PvP in the manner I would like. :o
 
ChrisB said:
I've got to ask the question though..... WHERE WERE THE DRONES?!?!?!

Even heavies against a condor would have it killed before the BS went down.....

/me looks for feeks sig.... :p

tbh in 0.0 or anywhere med drones are a must, before the patch I could use 15 small in my Vexor,
that has got me out of a few tight spots I'll tell you now!


oh and feek, can I nick your sig?
 
Roduga said:
I've just started. Feeling a little lost... :D

join the ocuk channel in game :) on the task bar to the left, near the bottom there is a button called channels or something like that, then click join channel and type in the above names :)

we'll give you a hand :)
 
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New patch tomorow so set long skill training!!!

Patch 3796 to 3805 addresses Patch notes for Red Moon Rising bugfix patch.


UI fixes and changes

* Introduction movie text-strip shader has been made smaller.
* The font rendering engine has been changed and minor adjustments made to the font to make it more readable.
* An issue with assigning corporation roles via the role management interface in the corporation window has been fixed.
* An issue with saving of usernames and password if either consisted of numbers only has been fixed.
* Flagged jettison and loot containers will now get a red icon instead the standard white one.
* Buddy list showing wrong online/offline status has been fixed.
* Now cancelling a docking request that requires warping, also cancels the warp.
* Minimized "Show info" windows do not pop up anymore, when the data in them is updated.
* Spelling error in alliance war declaration mails has been fixed.
* Odd clipping of text in the "Edit member" window has been fixed.
* You can now use enter to confirm search in assets.
* Asteroid belt triangle icons are now showing up in space again.
* Market price history graph has been fixed.
* A bug with starting and stopping auto-repeated modules has been fixed.
* Wrong error message when forming a gang then instantly making some one else leader has been fixed.
* Overview state filter settings now also apply to pilots' cargo containers
* The market menu entries have been removed from the drones right-click menu in the drone overview..
* Cargo container names now update in the overview.
* The cursor does no longer blink in the notepad when it doesn't have focus.
* Corporation /Accounts/Deliveries now allows autopilot destination to be set from it.
* Wallet journal page 2 does no longer miss entries.
* "Put station services on top of other windows when clicked" option no longer disappears when "Load station environment" is clicked.
* Role management window no longer stops redrawing.
* A case where an incorrect name appeared in the targeting square has been fixed.
* Ctrl+Tab now works to remove and reshow the UI
* Deleting folders in the notepad is fixed
* Corporation description no longer shows <br> instead of a new line.
* An error that occurred when a gang leader tried to tag a player capturable station has been resolved.
* Emote no longer puts star after the players name. The star has been put in front of the name again.
* Few issues with character portraits have been fixed.
* Unicode changes could cause stuck issues if items were named with unicode characters. Now you can only use cp1252 in item names.
* Channel password window does not stack with other windows anymore.
* Character description in character creation does no longer get stuck on-screen.

Effect system fixes

* Jumpgate sound effect has been fixed
* Disabling and re-enabling effects using CTRL-SHIFT-ALT T and E now disables turret and other effects correctly, but correctly displays effects that are not supposed to be disabled, like cloaking and stargate effects. - This is wrong. See next item
* Effect for stargates when people jump in is back.
* Cloaking sounds and animation are fixed and don't get interrupted during jump.
* Effect bug with mining drones is resolved.

Science and industry

* Access control for manufacturing and research has been fixed. To install a corporation job you now need the factory manager role and at least view access to the blueprint and materials.
* Advanced Laboratory Operation skill now works.
* Number of production runs on a copy job is no longer truncated on display.
* Installing a drone blueprint into a drone assembly is now possible.
* When trying to install a Tech level 1 large ship blueprint into an advanced large ship assembly array you no longer get an error.
* Selecting multiple jobs in progress doesn't show deliver button anymore.
* A few cases where installing manufacturing job failed have been fixed.
* Remote installations over node boundaries now work correctly.
* Motherships moved to their own group and carriers have been added to assembly lines in stations in 0.4 and below.
* You can now see more details for blueprints in the S&I interface.
* It is now possible to see what an assembly line is capable of producing.
* R.A.M. and R.Db blueprints are being seeded.

Ships, modules and skills

* Drone Navigation Skill now no longer gives bonus to orbit velocity.
* Repackaged volumes of the three new tech II ship groups, elite versions of destroyers, battlecruisers and mining barges has been fixed.
* Fixed penalties on advanced turret ammo. The Hail was actually giving a bonus and small ammo wasn't giving more penalty than large.
* Advanced pulse laser ammo blueprint fixed so it's more in line with other tech 2 ammo.
* Damage control can now stay active and can be activated in warp.
* Small Tractor Beam blueprint set to 15 million ISK(10x more than the material cost of one module)
* The smaller EWar drones should now orbit at more reasonable speeds.
* Tracking on Wasps has been fixed.
* Covert Ops and Recon Ops now have a time reduction bonus to recloaking.
* Mercoxit mining crystal can no longer be fitted on "Modulated Strip Miner II " as the description says.
* Mining upgrades skill now gives correct bonus.
* Magnetic Plating I no longer require Vizian R.Db to research.
* Rapier target painter bonus is now working.
* Gleam S now requires level 2 hydromagnetic physics to manufacture.
* Tech 2 turret ammo wasn't giving more penalty to the smaller turrets than the large ones. Now it is.
* Mackinaw now has the right description on it's bonuses
* Ice Harvesters now give the correct bonus.
* Reactivation delay for few modules is now saved between system jumps so they can not be reactivated until the timer is over. Modules in question are cloaking device, siege module and doomsday device.

Agent missions and deadspace complexes

* Added the 4 mission sequence The Uprising, for pirate level 2 and 3 agents.
* Courier agent missions were giving out untransportable items, this has been fixed.
* The mission sequence "illegal activity" will now only be dished out by the Amarr-Caldari faction block.
* The faction ships for ISK offers aren't as ridiculously expensive anymore. - This was already in build 3796
* Added agent offers which dish out Empire charters needed to build starbases in Empire space.
* Zor now has a very slight chance of dropping Zor's Custom Navigation Hyper-Link. - This was already in build 3796
* Thirteen deadspace training complexes have been added - two in Amsen and one in every other home system.
* Mazed Karadom (an agent of Amarr origin) was added to the Carnival agent site in Barkrik.
* Karhoum Ykta, the Sansha Envoy, has been relocated into his phantasm.
* Zaknar Cente, of The Syndicate, has been relocated into his Tristan.
* The agents Erudin Hanka and Hann Najus have been placed into their appropriate station.
* The sequences "In the midst of deadspace" and "Technological secrets" have had their difficulty decreased.
* Added an extra boss spawn in exchange for a few generic battleship spawns in the 8th and final mission of the Audesder Incident COSMOS/Cold War sequence.
* Spider Drone II's will now web you and possibly warp scramble.
* Some of the new missions which came in RMR have been tuned down in difficulty.
* The Rogue Drone Harrassment mission description has been edited to be intuitive. People were getting stuck here as they didn't notice the acceleration gate leading to the next deadspace room.
* The Enhanced Decoding Device which is part of the King of the Hill COSMOS mission sequence no longer requires Mythos parts to manufacture.
* The NPCs in the COSMOS mission Governor's Aide (3 of 4) will no longer respawn. (Do not confuse respawn with 'additional wave'.)
* The mission Illegal Activity will no longer be dished out by Gallente Federation or Minmatar Republic agents.
* Fixed the mission "intercept the saboteurs" so that it no longer sends Guristas and Sansha's Nation agent runners to kill Blood Raiders.
* Locator agents are fixed.

Miscellaneous

* Autopatcher has been changed to work with our new patch servers and to be compatible with the unicode changes.
* Various load balancing changes have been made in an attempt to decrease lag in peak times.
* A long standing deadlock issue has been addressed. This will hopefully decrease the frequency of stuck issues quite a lot.
* Market history and order lists have been optimizied to transfer less data.
* The ability to anchor/online reactor arrays in a 0.3 system has been fixed.
* Control tower reinforced timer when owner holds sovereignty is fixed. The tower should now consume all the strontium clathrates.
* It is no longer possible to anchor or online starbase structures when the control tower has less then 50% shields.
 
VaderDSL said:
New patch tomorow so set long skill training!!!

Patch 3796 to 3805 addresses Patch notes for Red Moon Rising bugfix patch.


UI fixes and changes

* Introduction movie text-strip shader has been made smaller.
* The font rendering engine has been changed and minor adjustments made to the font to make it more readable.
* An issue with assigning corporation roles via the role management interface in the corporation window has been fixed.
* An issue with saving of usernames and password if either consisted of numbers only has been fixed.
* Flagged jettison and loot containers will now get a red icon instead the standard white one.
* Buddy list showing wrong online/offline status has been fixed.
* Now cancelling a docking request that requires warping, also cancels the warp.
* Minimized "Show info" windows do not pop up anymore, when the data in them is updated.
* Spelling error in alliance war declaration mails has been fixed.
* Odd clipping of text in the "Edit member" window has been fixed.
* You can now use enter to confirm search in assets.
* Asteroid belt triangle icons are now showing up in space again.
* Market price history graph has been fixed.
* A bug with starting and stopping auto-repeated modules has been fixed.
* Wrong error message when forming a gang then instantly making some one else leader has been fixed.
* Overview state filter settings now also apply to pilots' cargo containers
* The market menu entries have been removed from the drones right-click menu in the drone overview..
* Cargo container names now update in the overview.
* The cursor does no longer blink in the notepad when it doesn't have focus.
* Corporation /Accounts/Deliveries now allows autopilot destination to be set from it.
* Wallet journal page 2 does no longer miss entries.
* "Put station services on top of other windows when clicked" option no longer disappears when "Load station environment" is clicked.
* Role management window no longer stops redrawing.
* A case where an incorrect name appeared in the targeting square has been fixed.
* Ctrl+Tab now works to remove and reshow the UI
* Deleting folders in the notepad is fixed
* Corporation description no longer shows <br> instead of a new line.
* An error that occurred when a gang leader tried to tag a player capturable station has been resolved.
* Emote no longer puts star after the players name. The star has been put in front of the name again.
* Few issues with character portraits have been fixed.
* Unicode changes could cause stuck issues if items were named with unicode characters. Now you can only use cp1252 in item names.
* Channel password window does not stack with other windows anymore.
* Character description in character creation does no longer get stuck on-screen.

Effect system fixes

* Jumpgate sound effect has been fixed
* Disabling and re-enabling effects using CTRL-SHIFT-ALT T and E now disables turret and other effects correctly, but correctly displays effects that are not supposed to be disabled, like cloaking and stargate effects. - This is wrong. See next item
* Effect for stargates when people jump in is back.
* Cloaking sounds and animation are fixed and don't get interrupted during jump.
* Effect bug with mining drones is resolved.

Science and industry

* Access control for manufacturing and research has been fixed. To install a corporation job you now need the factory manager role and at least view access to the blueprint and materials.
* Advanced Laboratory Operation skill now works.
* Number of production runs on a copy job is no longer truncated on display.
* Installing a drone blueprint into a drone assembly is now possible.
* When trying to install a Tech level 1 large ship blueprint into an advanced large ship assembly array you no longer get an error.
* Selecting multiple jobs in progress doesn't show deliver button anymore.
* A few cases where installing manufacturing job failed have been fixed.
* Remote installations over node boundaries now work correctly.
* Motherships moved to their own group and carriers have been added to assembly lines in stations in 0.4 and below.
* You can now see more details for blueprints in the S&I interface.
* It is now possible to see what an assembly line is capable of producing.
* R.A.M. and R.Db blueprints are being seeded.

Ships, modules and skills

* Drone Navigation Skill now no longer gives bonus to orbit velocity.
* Repackaged volumes of the three new tech II ship groups, elite versions of destroyers, battlecruisers and mining barges has been fixed.
* Fixed penalties on advanced turret ammo. The Hail was actually giving a bonus and small ammo wasn't giving more penalty than large.
* Advanced pulse laser ammo blueprint fixed so it's more in line with other tech 2 ammo.
* Damage control can now stay active and can be activated in warp.
* Small Tractor Beam blueprint set to 15 million ISK(10x more than the material cost of one module)
* The smaller EWar drones should now orbit at more reasonable speeds.
* Tracking on Wasps has been fixed.
* Covert Ops and Recon Ops now have a time reduction bonus to recloaking.
* Mercoxit mining crystal can no longer be fitted on "Modulated Strip Miner II " as the description says.
* Mining upgrades skill now gives correct bonus.
* Magnetic Plating I no longer require Vizian R.Db to research.
* Rapier target painter bonus is now working.
* Gleam S now requires level 2 hydromagnetic physics to manufacture.
* Tech 2 turret ammo wasn't giving more penalty to the smaller turrets than the large ones. Now it is.
* Mackinaw now has the right description on it's bonuses
* Ice Harvesters now give the correct bonus.
* Reactivation delay for few modules is now saved between system jumps so they can not be reactivated until the timer is over. Modules in question are cloaking device, siege module and doomsday device.

Agent missions and deadspace complexes

* Added the 4 mission sequence The Uprising, for pirate level 2 and 3 agents.
* Courier agent missions were giving out untransportable items, this has been fixed.
* The mission sequence "illegal activity" will now only be dished out by the Amarr-Caldari faction block.
* The faction ships for ISK offers aren't as ridiculously expensive anymore. - This was already in build 3796
* Added agent offers which dish out Empire charters needed to build starbases in Empire space.
* Zor now has a very slight chance of dropping Zor's Custom Navigation Hyper-Link. - This was already in build 3796
* Thirteen deadspace training complexes have been added - two in Amsen and one in every other home system.
* Mazed Karadom (an agent of Amarr origin) was added to the Carnival agent site in Barkrik.
* Karhoum Ykta, the Sansha Envoy, has been relocated into his phantasm.
* Zaknar Cente, of The Syndicate, has been relocated into his Tristan.
* The agents Erudin Hanka and Hann Najus have been placed into their appropriate station.
* The sequences "In the midst of deadspace" and "Technological secrets" have had their difficulty decreased.
* Added an extra boss spawn in exchange for a few generic battleship spawns in the 8th and final mission of the Audesder Incident COSMOS/Cold War sequence.
* Spider Drone II's will now web you and possibly warp scramble.
* Some of the new missions which came in RMR have been tuned down in difficulty.
* The Rogue Drone Harrassment mission description has been edited to be intuitive. People were getting stuck here as they didn't notice the acceleration gate leading to the next deadspace room.
* The Enhanced Decoding Device which is part of the King of the Hill COSMOS mission sequence no longer requires Mythos parts to manufacture.
* The NPCs in the COSMOS mission Governor's Aide (3 of 4) will no longer respawn. (Do not confuse respawn with 'additional wave'.)
* The mission Illegal Activity will no longer be dished out by Gallente Federation or Minmatar Republic agents.
* Fixed the mission "intercept the saboteurs" so that it no longer sends Guristas and Sansha's Nation agent runners to kill Blood Raiders.
* Locator agents are fixed.

Miscellaneous

* Autopatcher has been changed to work with our new patch servers and to be compatible with the unicode changes.
* Various load balancing changes have been made in an attempt to decrease lag in peak times.
* A long standing deadlock issue has been addressed. This will hopefully decrease the frequency of stuck issues quite a lot.
* Market history and order lists have been optimizied to transfer less data.
* The ability to anchor/online reactor arrays in a 0.3 system has been fixed.
* Control tower reinforced timer when owner holds sovereignty is fixed. The tower should now consume all the strontium clathrates.
* It is no longer possible to anchor or online starbase structures when the control tower has less then 50% shields.

wheres the "fix the stupid amount of lag whenever anyone goes into combat" note? i cant seeee ittttt...

perhaps they should add

"yeh so anyway, tranq might be able to handle a bazillion simultanious connections but no more than 17k can ever play online at the same time else the cluster grinds to miltonkeynes and back"

Ribbo
 
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