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re: I started Eve Online last night.

Posted on 5/15/18 at 8:44 pm to
Posted by jefforize
Member since Feb 2008
44108 posts
Posted on 5/15/18 at 8:44 pm to
is eve the longest running MMO?

it was out wayyyy before WoW
Posted by BulldogXero
Member since Oct 2011
9768 posts
Posted on 5/15/18 at 9:03 pm to
quote:

is eve the longest running MMO? 

it was out wayyyy before WoW


Lol no
Posted by jefforize
Member since Feb 2008
44108 posts
Posted on 5/15/18 at 9:05 pm to
forgot about runescape
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/15/18 at 9:40 pm to
It’s prob the longest running “popular” MMO.


It never doesn’t have at least 20k players on.

And it’s not like it shows it either.

Original shot, Osprey center:



Eve now:








All images from in game.


No expansion packs either, they unload a feature batch every 6-12 months as part of the subscription.

Oh, and you can pay for the subscription with in game currency.

Posted by jefforize
Member since Feb 2008
44108 posts
Posted on 5/15/18 at 9:46 pm to
pretty impressive. i rememeber reading about eve when i was a DAOC fiend circa 2001 2002. 16 years later and here we are
Posted by hogfly
Fayetteville, AR
Member since May 2014
4648 posts
Posted on 5/16/18 at 2:04 pm to
quote:

is eve the longest running MMO?

it was out wayyyy before WoW



Tons of text based MU*s that have been running since the mid 90s or earlier.


Posted by HailToTheChiz
Back in Auburn
Member since Aug 2010
48964 posts
Posted on 5/16/18 at 2:08 pm to
i finally started looking around on the galaxy map

overwhelming to say the least

and i am simply terrified to leave my sector

how do you know if you are strong enough to venture out?
Posted by Joshjrn
Baton Rouge
Member since Dec 2008
27071 posts
Posted on 5/16/18 at 6:27 pm to
quote:

forgot about runescape


Still no, but at this point, we would be dickering over what exactly constitutes an MMO still being alive, etc.

Cool list of old MMOs, though: LINK /
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 7:03 pm to
Where you are at, what you are doing, I wouldn’t worry.

As long as you stay in 0.5 security space or above, while nothing prevents someone from attacking you, it comes with a cost.

If they attack you, they die. Period.

Now, if you are careless and you are hauling valuable and improperly loaded cargo, you might be deemed worthy of a “suicide-gank,” where an individual (or a team) all get together with disposable ships with the purpose of killing an individual before the NPC police show up and kill them in turn.

Then another individual, who did not attack, picks up the loot for a net profit.

While there are some who would kill you regardless, there is little motive. There is no pride or profit in killing a newb in a frigate. And that’ll stand for as long as you are in “high-sec”. Below that (and the game WILL warn you before you enter low sec space), the risk goes far higher because it costs them literally nothing but ammo to kill you.

As you get more experience, you’ll lear little tricks to protect yourself, and how to do displays of power to avoid fights simply by indicating you aren’t a easy target.

Example:

A hunting pack warps into an astroroid field, intent to kill.

Which do you go for?

The lone orca mining passively, indicating inattentiveness as he uses drones

Or an orca and a second miner, buzzing with activity. You have the two in close proximity, leaving the possibility for the substitution to a warship for the miner. Both have activity on the shield, indicating a defensive minded posture and the ship skills and fitting to indefinitely run active shield modules. Buzzing around are skill intensive tech 2 combat drones alongside with cleverly selected electronic warfare drones thst will probably render most of your weapons useless if you are subjected to their jamming.




You’ve won a fight without doing anything.

Hell, even without easier prey at hand, most would back down from the threat of that kind of posture.
Posted by HailToTheChiz
Back in Auburn
Member since Aug 2010
48964 posts
Posted on 5/16/18 at 7:19 pm to
I hate I'm just now discovering this game

Man, I don't even know about half that stuff.

How do you know what gear/ships/fitting do you know are "best"? Is it all on a case by case basis depending on what you are doing?

Or is it merely that more expensive gear/ships etc are the best to have?
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 8:19 pm to
quote:


How do you know what gear/ships/fitting do you know are "best"? Is it all on a case by case basis depending on what you are doing?



What you are doing, what skills you have, what race’s ships can you fly, expected tactical situation, etc

There are methods to change out your fittings in the field to meet it.

Now there tend to be “ideal” singularities which can have very expensive costs. Particularly if it is a crucial bit that has JUST a little less CPU need to fit, or requires JUST a little less capacitor charge to operate that allows you to leave it on indefinitely.

It’s definitely a big inprovement that the game allows you save fittings AND apply them as a set, and even make a buy order for the custom set if you are missing it.
Posted by McCaigBro69
TigerDroppings Premium Member
Member since Oct 2014
45086 posts
Posted on 5/16/18 at 9:13 pm to
I could read about this game for hours.
Posted by jefforize
Member since Feb 2008
44108 posts
Posted on 5/16/18 at 9:57 pm to
man that list takes me back. nice find.

meridian 59 launched in 1995
Posted by jefforize
Member since Feb 2008
44108 posts
Posted on 5/16/18 at 10:00 pm to
man no kidding. really interesting stuff
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 10:50 pm to
I could sit back and talk about shipfittimg for days as a novice who isn’t an expert at it.

IMO there doesn’t exist a more balanced system in gaming when you consider there are millions of possibilities and each has its own angles.

There are over a hundred of ships, each with their own sets of skill bonuses (attributes altered by your relevant skills, example levels in mining barge might boost mining yield, shield resistances, and shield capacity) or role bonuses (emphasizes certain effects such as enhanced performance of certain modules or makes it exclusive to that role like cloaking ability)

Each ship has:

Varying High, mid, and low power slots, in which you are free to place any module your ships engineering can handle. These would be massive for me to enumerate here. Shield extenders, boosters, gardeners, amplifiers, rechargers, conduit fluxes, armor plating, Armor repair systems, armor hardener, ditto for the hull.

Utility modules like tractor beams, cloak devices, shield transfer, capacitor batteries, capacitor rechargers, command link modules, mining lasers, strip miners, targeting computers, sensor packages, electronic counter measures, electronic counter COUNTER measures, etc etc

Varying numbers of weapons hardpoints (turrets and missile tubes that can limit the types of each weapon capacity you can add. Oh, and keep in mind this is a massive list. Guns come in railguns and artillery that fires at scale ranges of 200+ kilometers to blasters which are ideal at 1000 meter engagement.

These have their whole level of complexity where the turret tracking speed is modeled. This is one element where the balance of the game comes into play. Hard hitting battleship sized guns aren’t going to hit that frigate unless they are kind enough to sit still for your aiming. Your odds can increase however as a long range “snipe” fit due to that track speed (measured in arc radians/sec, a real world and appropriate value in spite of how sci-fi it sounds)

Being too fast to hit is a legit thing and the speciality of certain classes of vessels.

Missiles have their own complexity with burn time and speed modeled, which determines range. The speed of the explosive is labeled and modeled, which again means that a fast craft can actually outrun the majority of the effects. And again, you have torpedoes, Cruise missiles, rockets, heavy assault rockets, fire and forget rockets etc etc all the way to defender missiles, which can be used to shoot down hostile missiles.

All of these are limited by the ship’s electrical abilities, and the ability of the ship’s computers to operate them. Which can also be boosted by modules of their own.

“Perfect” fits are often difficult to get into because they jam so much capability that they strain the hull to the limits, containing not only expensive modules but also requires sufficient skills to boost your base values for the ship’s power core and computer, and lower the modules requirements for these attributes.

You can also semi permanently customize the hull to suit your needs, with its own balances and limitations.

And everything I have just said comes in various sizes to accommodate the range in scale from the 100 meter long frigate and the 17 kilometer long Titan supercapital ships.

I haven’t even begun to discuss clone implants and their effects, cargo bay size, drones and ship capabilities to control them, etc etc.


This is just to give an idea of the scope.


I could literally spend a day giving each the attention it deserves, because almost every function meationed above has some kind of penalty attached. A pro/con to it.

Want a larger storage hold? Sure, at the expense of armor.

Want your big arse battlecruiser able to zoom all over the place at over a kilometer per second? Sure, but not without putting so much power to your engines that your ship’s signature radius goes through the roof making your ship easier to target and hit.

On and on.

It’s an autistic’s kids fricking dream.

They have created a game whose rules are so complex, free, and practically driven that it is possibly the most “real” experience ever modeled.

You don’t worry about getting shot in most places outside, not because someone realistically couldn’t, but because it is unlikely people would be willing to suffer the consequences of it.

This is the case here.

Other MMOs have “safe spaces” in the form of zones or even servers. Eve doesn’t do that. They just have places where the consequences must be considered.


It’s insane reading some of the “history” of 0.0 politics. It’s almost like a RL history book, and the breaking points in every war wasn’t ever “Oh, that dude had so much 1337 DPS1!1!1111!!”

It’s talk about controlling crucial nodes of rare resources, controlling supply lines, and overcoming blockades. When battles of these wars can go in the thousands of active players, it’s the converted group and overall strategy and tactics that win the day.

Not individual PEW PEW. And just in real life, battle theater victors are determined by those with a deeper and richer logistics rather than the best guns.
This post was edited on 5/17/18 at 2:58 am
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 10:55 pm to
If there is that much interest, I can start going through some topics, typing stuff up and pulling excerpts from the fan knowledge base.

But till then, here is something interesting to poke through:

A LOT of eve is public and their databases have a API hook. This is a third party site that tracks combat and losses.

LINK
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 10:59 pm to
LINK /

This is an example of an idiot.

This is the biggest kill loss in the past week.

It was a frigate in 0.0 space, carrying well over a 100 billion in original blueprints for capital ship sub assemblies , one of the most vital resources in the game.

Because of the connection of the Eve economy and the real world, it allows for tangible value to be attached.


That fricker cost someone a 1000 bucks being an idiot.
This post was edited on 5/16/18 at 11:21 pm
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 11:01 pm to
This is an example of a battle.

LINK /

Note that the victor had less than a third of the defenders ships, indicating the skill involved and that you can’t just mass blob your way to victory.
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 11:08 pm to
LINK /

A fall of a titan.

I remember when these were a mark of power. They took a massive concerted effort detailing months to build and were the pride and joy of alliance battlefleets and the cornerstone of strategic thinking and placement. Now they are getting common ish.

This is a questionably fit one caught all alone, which should never happen to a Titan.

And it still took17 players to pound it hard enough to die, in spite of most of them being in dreadnought class vessels, massive supercapital ships in their own right.
This post was edited on 5/16/18 at 11:11 pm
Posted by Volvagia
Fort Worth
Member since Mar 2006
51908 posts
Posted on 5/16/18 at 11:16 pm to
LINK

And an older chart detailing relative sizes between the ships.
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