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First impressions of a total newbie...

Author
Anu Swaraj
Doomheim
#21 - 2015-04-04 20:24:22 UTC  |  Edited by: Anu Swaraj
Hello again...

Well, first off, thanks for the data and relic sites info. A little solo gallivanting around will do me well.

Secondly, I entitled this thread "First impressions of a total newbie..." for a reason. I would, of course, expect people to take my limited experience into account when examining my comments, and to take those comments with a grain of salt.

Now, as for people's comments on my comments on the Webifier. Well, I'm sorry but I just don't see the point of that particular module for the following reasons...

1. Webifiers have a limited range (10k if I'm not mistaken) which means that faster ships can still maintain range on the slower ones. So, the only purpose of the webifier would be in close quarter combat, where it successfully turns cool looking and fast maneuvering ships into motionless blobs rolling around in some kind of a pudding-like substance. To me it seems that Webifiers are only there to help the bigger ships slow down frigates that are silly enough to close within 10k range so that they're easier to hit with those big and slow tracking guns. Better solution? POINT DEFENSE TURRETS!

2. I don't really see the validity of the BBs (the correct term for battleship instead of BS - lol) having to use a World of Warcraft kind of spell in order to balance themselves out against the speed and maneuverability of smaller craft. In my opinion BBs should balance out against faster craft in some other way (it could even be drones instead of point defense missiles/turrets).

3. I don't see frigates having a module that could nullify the BB's advantage in shields and firepower via some silly "Remover of Shields and Firepower I." module.

And for the record, I have no problems with scramblers because they actually make sense and don't look silly.

Now, as for my opinion on the combat system, perhaps it was a bit bare.

There are many good things about the current system. I like the fact that there are different weapons that deal different types of damage, and that shields/armor works in a similar way. And the wide range of equipment that let's the player choose between say better sensors or boosted shield regeneration certainly has a lot of depth all by itself.

With that said, I really don't like the fact that a cruiser that has just taken 800 railgun hits in the face, and has had most of its internal structure destroyed, still operates on the same level as an undamaged cruiser, meaning it has the same speed and maneuverability, and fully functional guns. There should be some sort of a penalty on the ship's performance when it has suffered such extensive damage.

Also, I dislike the fact that ships can fully repair any amount of damage done to their structure/armor/shields whilst in space.

Right now we have white blocks to signify undamaged structure and red ones to signify damaged ones. I would also like to see black blocks to represent destroyed structure, one that cannot be repaired in space but only in dry dock.

Again, these are only thoughts emanating from one newbie's potentially damaged brain...

Grains of salt people, grains of salt...
Zappity
New Eden Tank Testing Services
#22 - 2015-04-04 20:44:13 UTC
Yeah, combat just boils down to HP. Oh, and speed for range control. Better add agility so you can avoid slingshots which might turn off your MWD when you get scrammed. I forgot about tracking, too, so better add angular velocity considerations which, now that I think about it must include signature radius of your weapons vs the ship. Don't even get me started on explosion velocity of missiles. Not to mention damage type selection which I almost forgot about. All of which must be considered and managed in a frantic, action packed minute of frig vs frig PvP.

You had better install FRAPS, OP. You're going to need to review those fights to figure out how he killed you so easily.

Zappity's Adventures for a taste of lowsec and nullsec.

Sofanaut
Doomheim
#23 - 2015-04-04 20:50:02 UTC
'newbie'

Biomassing in 3...2...1...

Tipa Riot
Federal Navy Academy
Gallente Federation
#24 - 2015-04-04 20:51:11 UTC
All modules and ships are well balanced against each other, so criticizing one particular component is legit but not particular constructive. The goal of the EvE sandbox is to provide an environment where different ships and ship classes and players of different age and preferences can meaningful play together without one doctrine dominating. And regarding point defense, drones and fighters are used for that in EvE. But the balance of an MMO has to ensure that unguarded battleships can be killed by a gang of players. Bigger is not better in EvE.

I'm my own NPC alt.

SKINE DMZ
The Scope
Gallente Federation
#25 - 2015-04-04 20:52:12 UTC
Zappity did you overheat?? And remember to reload nanite paste bro I messed up the other day Cry

I disagree

Anu Swaraj
Doomheim
#26 - 2015-04-04 20:55:11 UTC
Zappity wrote:
Yeah, combat just boils down to HP. Oh, and speed for range control. Better add agility so you can avoid slingshots which might turn off your MWD when you get scrammed. I forgot about tracking, too, so better add angular velocity considerations which, now that I think about it must include signature radius of your weapons vs the ship. Don't even get me started on explosion velocity of missiles. Not to mention damage type selection which I almost forgot about. All of which must be considered and managed in a frantic, action packed minute of frig vs frig PvP.

You had better install FRAPS, OP. You're going to need to review those fights to figure out how he killed you so easily.


Like I said, the modules and their individual purposes are all nice and well. I enjoy them fully. And the different advantages that ships and their equipment gain on each other is nice too.

BUT, it's kind of unsatisfying that you can't, say, land a hit on say your enemy's railgun and disable/destroy it thusly.

And how exactly do you explain that a ship with disabled shields, utterly annihilated armor, and almost fully destroyed internal structures (that would be the ship's reactor, life support etc..) can still fire all of its guns, fly at full speed, and use all of its assistance modules like shield boosters and such.

Also, I don't get the fraps comment. I haven't been killed yet, not that it matters. Nor did I come here for course in e-peen measuring.

And FYI, even with everything you mentioned the actual act of one ship destroying another still boils down to DPS and HP.
Tipa Riot
Federal Navy Academy
Gallente Federation
#27 - 2015-04-04 21:00:33 UTC  |  Edited by: Tipa Riot
SKINE DMZ wrote:
Zappity did you overheat?? And remember to reload nanite paste bro I messed up the other day Cry

And don't forget to disable auto-reload on your SAAR after reshipping (lost 2 ships to this mistake).

I'm my own NPC alt.

Zappity
New Eden Tank Testing Services
#28 - 2015-04-04 21:01:01 UTC
Oh. You are talking about PvE. Please join RvB and play some EVE. You need to start exploding.

Zappity's Adventures for a taste of lowsec and nullsec.

Zappity
New Eden Tank Testing Services
#29 - 2015-04-04 21:02:07 UTC
SKINE DMZ wrote:
Zappity did you overheat?? And remember to reload nanite paste bro I messed up the other day Cry

That damn AAR. It'll be the death of me!

Zappity's Adventures for a taste of lowsec and nullsec.

SKINE DMZ
The Scope
Gallente Federation
#30 - 2015-04-04 21:04:52 UTC  |  Edited by: SKINE DMZ
Anu Swaraj wrote:
Zappity wrote:
Yeah, combat just boils down to HP. Oh, and speed for range control. Better add agility so you can avoid slingshots which might turn off your MWD when you get scrammed. I forgot about tracking, too, so better add angular velocity considerations which, now that I think about it must include signature radius of your weapons vs the ship. Don't even get me started on explosion velocity of missiles. Not to mention damage type selection which I almost forgot about. All of which must be considered and managed in a frantic, action packed minute of frig vs frig PvP.

You had better install FRAPS, OP. You're going to need to review those fights to figure out how he killed you so easily.


Like I said, the modules and their individual purposes are all nice and well. I enjoy them fully. And the different advantages that ships and their equipment gain on each other is nice too.

BUT, it's kind of unsatisfying that you can't, say, land a hit on say your enemy's railgun and disable/destroy it thusly.

And how exactly do you explain that a ship with disabled shields, utterly annihilated armor, and almost fully destroyed internal structures (that would be the ship's reactor, life support etc..) can still fire all of its guns, fly at full speed, and use all of its assistance modules like shield boosters and such.

Also, I don't get the fraps comment. I haven't been killed yet, not that it matters. Nor did I come here for course in e-peen measuring.

And FYI, even with everything you mentioned the actual act of one ship destroying another still boils down to DPS and HP.


Thing is OP, you are not going to fully understand the mechanics behind the combat system before you do get into actual player fights. If things were the way you said/wanted them to be, it would be madness, I'd have no way of even keeping up with what would be going on. Someone else said it better in this thread, it's like a strategy game. Lots of micro management, checking their speed, my speed, their signature, my weapons, which ammo to load.. all while thinking how many friends this guy got coming, getting my friends to come.. etc etc

The PVE combat of EVE is boring as hell, everybody knows that. It's only there to make ISK, so you can buy ships to get exploded by other players.

I disagree

Tipa Riot
Federal Navy Academy
Gallente Federation
#31 - 2015-04-04 21:08:11 UTC  |  Edited by: Tipa Riot
Anu Swaraj wrote:

I haven't been killed yet, not that it matters. Nor did I come here for course in e-peen measuring.

This could become a problem ...

BTW, FRAPS is a tool to record screen captures allowing you to analyze your fights later.

I'm my own NPC alt.

Malcanis
Vanishing Point.
The Initiative.
#32 - 2015-04-04 21:11:30 UTC
Anu Swaraj wrote:
Well, I may be a newbie in this game but I'm definitely not a newbie at persistent universe space exploration/devastation games...

I've been playing Elite on my 286 back in them good old days. Blink

Anyhou, I've just been playing for a few days but here are some of my mildly coherent thoughts...

Things that I like are as follows:

- Easy to learn controls
- Nice and huge universe, almost reminds me of the real one
- Decent tutorials and missions for new players
- Decent graphics and models, especially for such a small client
- Complex and diverse fitting options for each ship
- Different factions with different traits
- It's easy to make ISK, even for new players
- A multitude of career/game-play options for both PvP and PvE - missions, exploration, mining, trading or just doing random stuff
- Also, RAILS!

And a couple things that I don't like:

- Combat system is way too straight forward and utterly lacking in depth. It basically boils down to a few numbers like DPS and Shield/Armor values. There's simply no "I've just landed a critical hit on the enemy's deflector, therefore, his shields are down. Fire EVERYTHING NAU!" kind of thing. It's kind of silly that a ship left on 10HP functions exactly the same as his undamaged counterpart i.e. individual modules like guns don't get damaged at all... I would also like to see more options in terms of evasive maneuvers and stuff like that.

- I just can't except the fact that in a whole universe there is no option for peaceful exploration. Must every single anomaly, nebula or ancient relic be guarded by whatever ominous presence in form of Pirates-of-whatever-menacing-name...It just makes the whole exploration career look scripted rather than liberating.

- Some in game modules, like the Stasis Webifier for example, are more reminiscent of WoW/LoL spells, than a space game mechanic.

- I don't get why there are no point defense weapons for Battleships/Battle-cruisers (so they don't have to rely on silly WoW spells like the Webifier)

But, all in all, I think the game is great and I'm loving every minute of it.

Also, if someone could post a not-so-overly expensive Moa fit, I would appreciate it.

Gracias.


Fair comments, IMO.

It may help you that EVE's PvE serves a single purpose and this is to provide situations for PvP and to provide a managed flow of space-wealth to enable you to recover PvP losses. Actual intrinsic enjoyment is further down the priority list than a yellow snake's belly.

BS point defence weapons are called smart bombs.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Zappity
New Eden Tank Testing Services
#33 - 2015-04-04 21:14:41 UTC
Seriously, join RvB and get into some fights. It will change your game completely.

Zappity's Adventures for a taste of lowsec and nullsec.

Hengle Teron
Red Sky Morning
The Amarr Militia.
#34 - 2015-04-04 21:16:32 UTC
You can fit "point defense" on your battleship if you want.

They are called small guns.
Jenn aSide
Worthless Carebears
The Initiative.
#35 - 2015-04-04 21:27:04 UTC  |  Edited by: Jenn aSide
Anu Swaraj wrote:
Hello again...

Well, first off, thanks for the data and relic sites info. A little solo gallivanting around will do me well.

Secondly, I entitled this thread "First impressions of a total newbie..." for a reason. I would, of course, expect people to take my limited experience into account when examining my comments, and to take those comments with a grain of salt.


We are.

Quote:

Now, as for people's comments on my comments on the Webifier. Well, I'm sorry but I just don't see the point of that particular module for the following reasons...

1. Webifiers have a limited range (10k if I'm not mistaken) which means that faster ships can still maintain range on the slower ones. So, the only purpose of the webifier would be in close quarter combat, where it successfully turns cool looking and fast maneuvering ships into motionless blobs rolling around in some kind of a pudding-like substance. To me it seems that Webifiers are only there to help the bigger ships slow down frigates that are silly enough to close within 10k range so that they're easier to hit with those big and slow tracking guns. Better solution? POINT DEFENSE TURRETS!


Not all webs have a 10k range. And some ships have bonuses (and you can receive bonuses via other means, such as links) for even longer ranges.

Which is moot. The (main but not only) point of webs is to keep a ship from simply ignoring warp disruption by flying out of warp disruption range. Without Webs, EVE would turn into "zoomy Zoomy mcfastships online" and nothing that could not escape warp disrupt range (or area in the case of interdiction probes aka bubbles) would be viable at all. Webs and other such things are 'necassary evils' that that allow game play.

"Point defense turretns" are likewise a bad idea, because all EVE players would do is blob up , dive into an enemy blob and turn those 'point defense turrets' into "improved smartbombs" aka an offensive weapon.



To put this civilly , you don't know enough yet about EVE (and it's players, and it's pvp, which is at the core of it's blanace) to even form an opinion and yet you have. This is your flaw here, the fix for that is to post less and learn more.


Quote:

2. I don't really see the validity of the BBs (the correct term for battleship instead of BS - lol) having to use a World of Warcraft kind of spell in order to balance themselves out against the speed and maneuverability of smaller craft. In my opinion BBs should balance out against faster craft in some other way (it could even be drones instead of point defense missiles/turrets).


This demonstrates thinking flaw number 2. EVE BSs aren't "BBs". Just because they share a name with something outside the game means nothing (in the same vain, our 'logistics ships' don't do logistics lol). EVE battleships are SUB-Capital ships.

And webs don't exist to balance out battleships with smaller ships. Again they exist as they do because without them EVE combat balance wouldn't exist.

Another mistake is that you are thinking in 'solo' terms, EVE players take things balanced for Solo and turn them into offensive blob weapons.
Quote:

3. I don't see frigates having a module that could nullify the BB's advantage in shields and firepower via some silly "Remover of Shields and Firepower I." module.

And for the record, I have no problems with scramblers because they actually make sense and don't look silly.

Now, as for my opinion on the combat system, perhaps it was a bit bare.

There are many good things about the current system. I like the fact that there are different weapons that deal different types of damage, and that shields/armor works in a similar way. And the wide range of equipment that let's the player choose between say better sensors or boosted shield regeneration certainly has a lot of depth all by itself.

With that said, I really don't like the fact that a cruiser that has just taken 800 railgun hits in the face, and has had most of its internal structure destroyed, still operates on the same level as an undamaged cruiser, meaning it has the same speed and maneuverability, and fully functional guns. There should be some sort of a penalty on the ship's performance when it has suffered such extensive damage.

Also, I dislike the fact that ships can fully repair any amount of damage done to their structure/armor/shields whilst in space.

Right now we have white blocks to signify undamaged structure and red ones to signify damaged ones. I would also like to see black blocks to represent destroyed structure, one that cannot be repaired in space but only in dry dock.

Again, these are only thoughts emanating from one newbie's potentially damaged brain...

Grains of salt people, grains of salt...


We ARE taking what you say with a grain of salt, but we are also identifying why your thinking about this stuff is , tbh, really bad, and some of it has less to do with being new and more to do with not being open minded enough about the "EVE approach to gaming" to understand why it works like it does.

You aren't alone, their are legions of actual veteran EVE players who think the same way (like the "remove gates" types lol, the "Battleships should be solo pwn mobiles" types also). They're problem tends to be that they can't see the forest for the tress and thus don't see how things mesh together in this insanely complex world of New Eden
Jenn aSide
Worthless Carebears
The Initiative.
#36 - 2015-04-04 21:29:00 UTC
Malcanis wrote:
Anu Swaraj wrote:
Well, I may be a newbie in this game but I'm definitely not a newbie at persistent universe space exploration/devastation games...

I've been playing Elite on my 286 back in them good old days. Blink

Anyhou, I've just been playing for a few days but here are some of my mildly coherent thoughts...

Things that I like are as follows:

- Easy to learn controls
- Nice and huge universe, almost reminds me of the real one
- Decent tutorials and missions for new players
- Decent graphics and models, especially for such a small client
- Complex and diverse fitting options for each ship
- Different factions with different traits
- It's easy to make ISK, even for new players
- A multitude of career/game-play options for both PvP and PvE - missions, exploration, mining, trading or just doing random stuff
- Also, RAILS!

And a couple things that I don't like:

- Combat system is way too straight forward and utterly lacking in depth. It basically boils down to a few numbers like DPS and Shield/Armor values. There's simply no "I've just landed a critical hit on the enemy's deflector, therefore, his shields are down. Fire EVERYTHING NAU!" kind of thing. It's kind of silly that a ship left on 10HP functions exactly the same as his undamaged counterpart i.e. individual modules like guns don't get damaged at all... I would also like to see more options in terms of evasive maneuvers and stuff like that.

- I just can't except the fact that in a whole universe there is no option for peaceful exploration. Must every single anomaly, nebula or ancient relic be guarded by whatever ominous presence in form of Pirates-of-whatever-menacing-name...It just makes the whole exploration career look scripted rather than liberating.

- Some in game modules, like the Stasis Webifier for example, are more reminiscent of WoW/LoL spells, than a space game mechanic.

- I don't get why there are no point defense weapons for Battleships/Battle-cruisers (so they don't have to rely on silly WoW spells like the Webifier)

But, all in all, I think the game is great and I'm loving every minute of it.

Also, if someone could post a not-so-overly expensive Moa fit, I would appreciate it.

Gracias.


Fair comments, IMO.

It may help you that EVE's PvE serves a single purpose and this is to provide situations for PvP and to provide a managed flow of space-wealth to enable you to recover PvP losses. Actual intrinsic enjoyment is further down the priority list than a yellow snake's belly.

BS point defence weapons are called smart bombs.


And Auto-targeting missiles too.

But you point out another issue. EVE'S PVE is a poor starting point for understanding anything about EVE, and I say that as a hard core PVE-centric player.
Avaelica Kuershin
Paper Cats
#37 - 2015-04-04 21:38:47 UTC
Anu Swaraj wrote:

- Some in game modules, like the Stasis Webifier for example, are more reminiscent of WoW/LoL spells, than a space game mechanic.


Others have responded in more detail but overall:
Gameplay overrides physics in EvE.
The game is very much science Fiction
Baneken
Arctic Light Inc.
Arctic Light
#38 - 2015-04-04 21:46:26 UTC
Anu Swaraj wrote:
[quote=Zappity]
Also, I don't get the fraps comment. I haven't been killed yet, not that it matters.


Really, well we have to fix that one don't we ? Pirate
Commander Spurty
#39 - 2015-04-04 21:47:29 UTC
Hey OP.

Welcome to Super Serious Spaceships!

Yes, you're bang on with the very shallow depths of the actual combat mechanics, however you need to understand that they are built this way as the computation to arrive at the "you [did| took] 999 Damage" is actually wildly different between parties based on a number of variables. I'm going to 'simplify' for you. I'm sure my peers will correct / fill in the missing stuffs

1) Pilots skills (2nd level: support skills)
2) Ships fit (2nd level: Modules meta values, active / passive)
3) Ships orientation / motion (2nd level tracking / speed)
4) Signature of gun vs Signature of target
5) Distances between two parties (range / optimal, falloff)
6) Guns stats (Tracking) and ammo used
7) Bonuses from fleet ship
8) State of Squad commander / Wing commander / FC (If not in a ship, you lose all bonuses at some level)
... other things I'm sure I've forgotten (like wormholes for example) and I won't even start with "pilot nerves".

After computing all of this for 'every individual player' (perhaps 1,000+ times), what exactly do you think there's room to add in the way of 'depth'?

I like what you are saying about the deflector shields etc, however this IS in the game already.

All in all, it's pretty darned deep. You can never take in all variables. Only make good guesses and cover your ass by bringing more people (always works tbh).

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Seven Koskanaiken
Shadow Legions.
SONS of BANE
#40 - 2015-04-04 22:24:05 UTC