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ZDub 303
TeamPlayers Dirt Nap Squad.
2861
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Posted - 2014.05.12 15:50:00 -
[1] - Quote
Iron Wolf Saber wrote:Leeroy Gannarsein wrote:So if I'm reading this right, CCP Z's solution to the (arguably) over complicated skill tree is to 'simplify' it.
How will that affect endgame content i.e. Protogear?
Without the 1-5 system, how will I access Complex Armour Repairers? Will they exist, or will it just be a single variant? Are passive skills going to exist? Will there be a way to actually differentiate myself from a new player in a greater degree than simply gear? I appreciate that my having 25% EHP passively over a new player and more than 2x after mods is a bad thing, but I don't see how removing customisation is a logical solution to that.
I don't know if someone has addressed this specific issue already, but I didn't see anything specifically regarding module levels or passive skills in CCP Z's (why Z, out of curiosity?) presentation. Protogear no longer exists.
What is the difference between rare gear and prototype gear though? Just skill requirement?
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ZDub 303
TeamPlayers Dirt Nap Squad.
2871
|
Posted - 2014.05.13 14:39:00 -
[2] - Quote
Maken Tosch wrote: The meta level.
Meta level in Eve often refers to little things that are not immediately apparent. Things like lower fitting requirements, more efficient use of the capacitor, etc.
For example: An Oneiros fitted with Sansha modules in the mid slots are able to handle themselves better in an Incursion fleet looking for effective Armor Logistic ships compared to an Oneiros fitted only with Tech II modules. Faction, Officer, and Deadspace modules and weapons in Eve are much more effective than their T2 counterparts due to these subtle advantages but they are exceedingly expensive. But regardless, they are often used even in null-sec fleets.
Whats the difference between standard and prototype gear then if not meta level?
Prototype is higher meta level than standard. Rare is higher meta level than common.
So.... whats the difference between the two systems? (standard vs proto now and common vs rare in proposed legion system) |
ZDub 303
TeamPlayers Dirt Nap Squad.
2871
|
Posted - 2014.05.13 15:56:00 -
[3] - Quote
Leeroy Gannarsein wrote:ZDub 303 wrote:Maken Tosch wrote: The meta level.
Meta level in Eve often refers to little things that are not immediately apparent. Things like lower fitting requirements, more efficient use of the capacitor, etc.
For example: An Oneiros fitted with Sansha modules in the mid slots are able to handle themselves better in an Incursion fleet looking for effective Armor Logistic ships compared to an Oneiros fitted only with Tech II modules. Faction, Officer, and Deadspace modules and weapons in Eve are much more effective than their T2 counterparts due to these subtle advantages but they are exceedingly expensive. But regardless, they are often used even in null-sec fleets.
Whats the difference between standard and prototype gear then if not meta level? Prototype is higher meta level than standard. Rare is higher meta level than common. So.... whats the difference between the two systems? (standard vs proto now and common vs rare in proposed legion system) I'm assuming that proto in this context is comparable to tech 2 items, in that they're easily accessible but expensive, whereas rare might refer to officer gear and similar; gear that is actually rare and hard to find. Dropping into an ambush tells me protogear is bit at all rare.
So, in reality, prototype gear does still exist, it just has a new name, its harder to get and therefore more expensive. and 'possibly' doesn't require additional SP to unlock. |
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