That takes a total of around 5.5M skill points and I get 75 skill points a minute (same training in real time that EO uses). Right now my character is working on tier 7. Your tier level is set by your total skill point count, and you just cannot pilot a ship or fit a module of a tier higher than you have (though faction modules and ships seem tierless). Progression and monetization aren't bad at all. I've been playing a few weeks and all my PvE activity is in low sec, but I avoid the public areas (asteroid belts/clusters and public anomalies) so I have no pvp losses yet. I play it for the pve content only, so I have avoided it. Null sec is still null sec, but they haven't put in the sovereignty system yet. Now rats will re-target whatever is closest a few times a minute. For example, a lot of people would warp in with a speed fit frigate, aggro everything, and speed tank with that while others cleared up the encounter. They've already made other changes that show they're at least going to attempt to make things balanced over time. There was a big kerfuffle about low sec gate camps, but the devs don't want that to be a thing and have addressed it for the moment by jacking up gate gun damage so high that if someone attempts a camp, they're going to get wiped out as soon as they attack their first target in theory suicide camps are possible. Anything that even begins to resemble meaningful PvE content sends you to low sec. There are no probes in the game, so currently once you get in to a private anomaly (like in a mission), you are totally safe from other players. BPOs don't exist, and instead ship blueprints are reverse engineered from debris from ships of the appropriate tier. There are some pretty big major systems changes (as well as the previously mentioned ship reimbursement system). Shield and Armor extenders have the same function, but I haven't used those as they are more of a pvp thing. There are some other changes like cap batteries not only work as an increased cap, but also have a cooldown ability where they inject extra power that you have a limited time to use up, or it disappears (though your underlying cap is recharging at whatever rate it should at the current real percent power of the cap). Now it is: High slots are weapons, mid slots are ewar (and some of the remote boosters), low slots are your damage mods/tank/thruster upgrades/etc. The paradigm of medium slots are for shield, low slots are for armor was thrown out the window. Drones are the only weapon with any damage type flexibility since there are drones that do 100% damage of each of the 4 damage types that you can mix, match, swap, etc. Turrets do different damage types depending on what type they are (laser, rail gun, etc), but there is no way to swap damage types so lasers are always the set damage split. If you have a high slot, you can fit whatever weapon to it. There are some large combat/fit differences though. The ships are copy/pasted from EO in most ways (including references to and bonuses for modules not in the game yet like command burst modules). You can shield tank or armor tank and certain ships are better at each. Drones act like drones (but rats don't attack them currently, so they are kind of explotable). They say just a hull, but the one time I used it, I got back all the destroyed fits too.Īs far as gameplay, you have the same core Eve gameplay for the most part, but not all features or modules are currently in. Once a week you can get a pve lost hull returned to you (pvp losses are not returned unless exploits or other severe issues occurred). Imagine a slightly simpler Eve without the years and years of baggage, but with pve ship reimbursement. Anyone playing this? It's like Eve, if Eve were run by a company that understands happens and a hard rule of "too bad" isn't a way to treat players (while at the same time is NetEase with issues I won't go in to here.).
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