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March Expansion Tech 3 Walking in Station

NicoliNicoli Member Posts: 1,312

According to Ovuer the summer expansion will be out in march with a Box released to stores by Atari. Tech 3 will be in it and I believe I heard that WiS will be as well. So EVE will have a Physical box once again

Comments

  • LukeionLukeion Member Posts: 41

    So, we have to pay for the expansions henchforth? bad move, i belive....

  • NicoliNicoli Member Posts: 1,312

    no the expansion is still free just the game will be visable on a store shelf as advertising next to the other MMOs

  • LobotomistLobotomist Member EpicPosts: 5,980

    Good move.

    If Wis expansion also brings (as i suspect it will) - valuable activities for less-PVP oriented players.

    That would make EVE no1 choice for  MMO player interested in real simulated world, and not this themepark mini singleplayer games they are force feeding us lately



  • NicoliNicoli Member Posts: 1,312

    well from other posts on the official forums WiS may not be in the march expansion but should be out in 2009

  • YamotaYamota Member UncommonPosts: 6,593
    Originally posted by Lobotomist


    Good move.
    If Wis expansion also brings (as i suspect it will) - valuable activities for less-PVP oriented players.
    That would make EVE no1 choice for  MMO player interested in real simulated world, and not this themepark mini singleplayer games they are force feeding us lately

     

    Doubt it. Eve got a way too harsch death penalty to cater to those people who are, usually, casual players. They like social activities much more than anything else and having your ship blown up by accidently warping into a lowsec space would not be something they would enjoy.

  • batolemaeusbatolemaeus Member CommonPosts: 2,061

    CCP Fallout:



    Hey guys,

    I've heard that during the Live Dev Blog broadcast some of you may have thought that Hellmar was saying that Walking in Stations will be available with the March 10th retail release of the game. I'd like to clarify this with the following: no, WiS will not be released March 10th. Stay tuned for more information regarding WiS and when it will be available.

    I apologize for any confusion, dashed hopes and the like.


  • NetzokoNetzoko Member Posts: 1,271
    Originally posted by batolemaeus


    CCP Fallout:
     



    Hey guys,
     
    I've heard that during the Live Dev Blog broadcast some of you may have thought that Hellmar was saying that Walking in Stations will be available with the March 10th retail release of the game. I'd like to clarify this with the following: no, WiS will not be released March 10th. Stay tuned for more information regarding WiS and when it will be available.
    I apologize for any confusion, dashed hopes and the like.

     

     

    Way to crush our hopes, Bat!

    -------------------------
    image

  • M1sf1tM1sf1t Member UncommonPosts: 1,583

    So how are Tech 3 items going to be usable ? Will it require more training time to skill for them? I don't see why there is a great desire for tech 3 items outside of maybe using them to substitute for officer modules. How will the production costs of making T3 items offset the price of simply buying faction mods or officer mods?

    Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.

    Game(s) I Am Currently Playing:

    GW2 (+LoL and BF3)

  • BaronJuJuBaronJuJu Member UncommonPosts: 1,832
    Originally posted by M1sf1t


    So how are Tech 3 items going to be usable ? Will it require more training time to skill for them? I don't see why there is a great desire for tech 3 items outside of maybe using them to substitute for officer modules. How will the production costs of making T3 items offset the price of simply buying faction mods or officer mods?



     

    From an article on Massively.com that may answer a few of your questions:

    CCP reveals Tech 3 coming in EVE's March expansion

    CCP Games revealed some details on the as-yet unnamed EVE Online expansion, slated for release in March of 2009. "The unnamed expansion will introduce 'Tech 3' modular ship designs, branching epic mission arcs, further improvements to the new player experience, and exploration of uncharted space through unstable wormholes," writes Oli Welsh, reporting from EVE Fanfest 2008 for Eurogamer.

    Welsh also reports that the exploration system of EVE Online will be revamped dramatically, now allowing for 'true exploration' where EVE's pilots will use "new skills and modules to travel through wormholes into all-new, unconnected space. There they will find unique stellar phenomena and the resources and artifacts that will lead to the third level of technology in the game universe, Tech 3 -- the first such update since Tech 2 was introduced back in 2004," Welsh adds.

    Perhaps the biggest announcement made regarding the March expansion is the impact of Tech 3 on player ships. Welsh writes: "The star feature of Tech 3 will be modular, customisable ships. Instead of providing each faction with one or two new ships each, CCP will provide each with a template that comes in five sections, with five options in each. That's a total of 25 possible basic ships for each faction, with many more thousands of smaller modifications possible (7776 permutations possible, to be exact.)" Check out the whole Fanfest scoop on this huge expansion over at Eurogamer for more details on where EVE is heading.

     

    "If we don't attack them, they will attack us first. So we'd better retaliate before they have a chance to strike"

  • M1sf1tM1sf1t Member UncommonPosts: 1,583


    Originally posted by BaronJuJu
    Originally posted by M1sf1t So how are Tech 3 items going to be usable ? Will it require more training time to skill for them? I don't see why there is a great desire for tech 3 items outside of maybe using them to substitute for officer modules. How will the production costs of making T3 items offset the price of simply buying faction mods or officer mods?

     
    From an article on Massively.com that may answer a few of your questions:
    CCP reveals Tech 3 coming in EVE's March expansion

    CCP Games revealed some details on the as-yet unnamed EVE Online expansion, slated for release in March of 2009. "The unnamed expansion will introduce 'Tech 3' modular ship designs, branching epic mission arcs, further improvements to the new player experience, and exploration of uncharted space through unstable wormholes," writes Oli Welsh, reporting from EVE Fanfest 2008 for Eurogamer.
    Welsh also reports that the exploration system of EVE Online will be revamped dramatically, now allowing for 'true exploration' where EVE's pilots will use "new skills and modules to travel through wormholes into all-new, unconnected space. There they will find unique stellar phenomena and the resources and artifacts that will lead to the third level of technology in the game universe, Tech 3 -- the first such update since Tech 2 was introduced back in 2004," Welsh adds.
    Perhaps the biggest announcement made regarding the March expansion is the impact of Tech 3 on player ships. Welsh writes: "The star feature of Tech 3 will be modular, customisable ships. Instead of providing each faction with one or two new ships each, CCP will provide each with a template that comes in five sections, with five options in each. That's a total of 25 possible basic ships for each faction, with many more thousands of smaller modifications possible (7776 permutations possible, to be exact.)" Check out the whole Fanfest scoop on this huge expansion over at Eurogamer for more details on where EVE is heading.
     


    That only describes the exploration portion which seems will need players to skill up new skills for wormhole travel. I am talking about actually being able to fly and equip these new ships.

    Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.

    Game(s) I Am Currently Playing:

    GW2 (+LoL and BF3)

  • x_rast_xx_rast_x Member Posts: 745

    No real info so far.

    My only real concern is that T3 will totally obsolete T2 like much of T2 does to T1.

    As an example, under the current system there's basically four types of T2...

    • Passive Modules, which are ALWAYS and unquestionably better than T1, but usually have higher fitting requirements, and, of course, higher skill requirements.  Usually the skill reqs are pretty light though.  Things like expanded cargoholds and nanofibers.
    • Active modules, which generally have much higher skill reqs than passive modules, work much better, but generally have a much higher cap drain and much higher fitting reqs, which, in some cases, make T1 still worth considering (such as armor reps), but most times T2 is still the way to go, even though it takes a month or more to skill for some things, like T2 guns.
    • Ammo, which always has serious drawbacks and with only a couple of exceptions is generally inferior to faction T1 ammo unless being used for a specific purpose
    • Ships, which  have more slots, higher resistances, better stats, and are specialized toward a specific purpose.  Always superior to T1 ships when used for that purpose, but they're not insurable for the most part cost buckets of ISK, which lets T1 remain viable as a budget alternative.

    Under T3, I'd like to see T3 not be an out-and-out replacement for T2 since that would just be really off-putting to new players for no real reason.  I'd like to see T3 modules be comparable to T2, with some weird avenue of specailization where they would be better (perhaps T2-stats, but when overheated lasts longer or  works better or both, or for passive modules something highly specailized but near useless outside of that specialization), and for ships this new modular approach I'm hoping doesn't lead to directly more powerful ships, merely more versatile ones that players can specialize themselves.

    As for ammo, T2 ammo is already in pretty sorry shape, would like to see it rebalanced before they try and add a whole new tech level of ammunition.

     

  • M1sf1tM1sf1t Member UncommonPosts: 1,583


    Originally posted by x_rast_x
    No real info so far.
    My only real concern is that T3 will totally obsolete T2 like much of T2 does to T1.
    As an example, under the current system there's basically four types of T2...
    Passive Modules, which are ALWAYS and unquestionably better than T1, but usually have higher fitting requirements, and, of course, higher skill requirements.  Usually the skill reqs are pretty light though.  Things like expanded cargoholds and nanofibers. Active modules, which generally have much higher skill reqs than passive modules, work much better, but generally have a much higher cap drain and much higher fitting reqs, which, in some cases, make T1 still worth considering (such as armor reps), but most times T2 is still the way to go, even though it takes a month or more to skill for some things, like T2 guns. Ammo, which always has serious drawbacks and with only a couple of exceptions is generally inferior to faction T1 ammo unless being used for a specific purpose Ships, which  have more slots, higher resistances, better stats, and are specialized toward a specific purpose.  Always superior to T1 ships when used for that purpose, but they're not insurable for the most part cost buckets of ISK, which lets T1 remain viable as a budget alternative.
    Under T3, I'd like to see T3 not be an out-and-out replacement for T2 since that would just be really off-putting to new players for no real reason.  I'd like to see T3 modules be comparable to T2, with some weird avenue of specailization where they would be better (perhaps T2-stats, but when overheated lasts longer or  works better or both, or for passive modules something highly specailized but near useless outside of that specialization), and for ships this new modular approach I'm hoping doesn't lead to directly more powerful ships, merely more versatile ones that players can specialize themselves.
    As for ammo, T2 ammo is already in pretty sorry shape, would like to see it rebalanced before they try and add a whole new tech level of ammunition.
     

    I totally agree here. I don't want to see T2 ships made obsolete period. I like the design of T3 ships and their ability to be customizable though. I hope that these ships aren't "ZOMGPWN MOBLIES" because that would seriously destroy the equilibrium in the game.

    Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.

    Game(s) I Am Currently Playing:

    GW2 (+LoL and BF3)

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