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Press release:
http://www.eveonline.com/pressreleases/ ... leaseID=52

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8.1.2009
EVE Online: Apocrypha Uncovers a New Version of the Universe Itself
Reykjavik, Iceland January 8, 2009- CCP, one of the world’s leading independent game developers, today announced the launch of the tenth free expansion for EVE Online, its popular science-fiction massively multi-player online game (MMOG). EVE Online: Apocrypha is the most ambitious EVE expansion in the game's over five year history and it coincides with the March 10th, 2009 release of EVE Online as a boxed product through a partnership with Atari.

The fabric of space itself will be transformed as vast, unpredictable wormholes open to connect previously unexplored regions of the universe to the stars of New Eden. The seeds of advanced new technology await inside of these cosmic anomalies for those brave enough to explore them. This infusion of technology will enable production of the most dynamic vessels ever – Tech 3 modular ships with an astounding amount of customizability that can fill any role from skirmish muscle to industrial support.

Furthermore, NPC agents in EVE Online: Apocrypha will be authorized to assign Epic Mission Arcs to the pilots of New Eden. These branching, far-reaching mission strings are full of meaningful stories and more intelligent and deadly adversaries.

In addition, we are offering an entirely reworked New Player Experience for those joining (or rejoining) the game – giving them better insight into how to thrive in a truly limitless universe. We’ve already launched EVElopedia—a great repository for information on all things EVE where our players are also building their own living history of the previous five years of Alliance warfare, political intrigue and nostalgic recollection

“Just this past week we broke our concurrent user record with 45,186 people flying unbound in the same game world at the same time—a huge percentage of our quarter of a million current subscribers and a true testament to EVE in our sixth year of operation,” said EVE Online Senior Producer Torfi Frans Olafsson. “Today is an unprecedented time to start playing, as you can get ahead of the curve before Apocrypha releases in stores and our hard work hits the server cluster. It’ll be easier than ever to get ‘lost in the wormhole’ that is EVE with what we have planned for the future of our expanding universe.”

Leading up to the release of EVE Online: Apocrypha and the boxed version of EVE Online in stores, we’ll be revealing more features on www.eveonline.com.

Availability:
EVE Online: Apocrypha will be available at retail stores across the galaxy in March this year and as a free download at www.eveonline.com/download/ for existing subscribers. A new Premium graphics client for Mac will also be included in the retail box.

Visit the EVE website now to sign up for a free 14-day trial account or to reactivate your account to get ahead of the curve.


About EVE Online
Set tens of thousands of years in the future, EVE Online is a breathtaking journey to the stars, to an immersive experience filled with adventure, riches, danger and glory. With nearly a quarter of a million subscribers worldwide inhabiting the same virtual universe, EVE features a vast player-run economy where your greatest asset is the starship, designed to accommodate your specific needs, skills and ambitions. EVE offers professions ranging from commodities trader to mercenary, industrial entrepreneur to pirate, mining engineer to battle fleet commander or any combination of these and much more. From brokering business deals to waging war, you will have access to a diverse array of sophisticated tools and interfaces to forge your own destiny in EVE. Learn more and sign up for a free trial at www.eveonline.com.

Definition of Subscribers
EVE Online subscribers include individuals who have paid a subscription fee or have an active electronic time code (ETC) to play EVE Online, as well as those who have purchased the game and are within their free month of access. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions and expired ETCs.


About CCP
CCP is widely recognized as an industry-leading pioneer of the single-server persistent universe architecture as the developer and publisher of EVE Online, the critically-acclaimed, science fiction-based massively multiplayer online game (MMOG). Utilizing a cross-discipline approach combining cutting-edge technology and artistic excellence, CCP is dedicated to providing vibrant, compelling products that transcend the boundaries of conventional MMOGs and facilitate social networking through virtual worlds. Privately held and founded in Reykjavik, Iceland in 1997, CCP's international reach now spans the globe with offices in Atlanta and Shanghai as well as a base of operations in London. More information about CCP is available at the company's website, www.ccpgames.com.


Troche spekulacji (info z EON) na SHC:
http://www.scrapheap-challenge.com/view ... 082#705082

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- 12,500 possible configurations.
- Five ship components needed. Propulsion, three mid sections (offence, defence, power core) and a sensor array (bridge type thing).
- Each section determines separate abilities. Propulsion for speed, probably offence module for weaponry, etc, etc. Not been fully decided at time of writing.
- The combination of the modules decides the overall stats of the ship.
- Each section requires different skills (loltimesink).
- It would appear that the power core decides what other hull modules you can fit, so you can't have a nano-ewar ship with a billion guns. I might be reading that wrong though.
- Alternatively CCP might introduce some kind of "heat" that allows you to overload the structure of your ships to get this kind of power from one, but only for a very limited time (might just be wild imaginings of the writer though).
- They have been thinking up ways to make sure that Tech III is very much an option, not a requirement. Will they succeed?
- You can disassemble an assembled Tech III ship. Probably useful for transporting at least. Example given is needing your ship to be faster so getting your transport guys to bring down faster components, which will be much smaller and easier to carry, instead of a load of new Tech II ships.
- Rigs: Probably only one, and will make it harder to disassemble the ship because obviously the rig will break. No mention of actual Tech III rigs so far though.
- 'winsauce'. Not entirely sure what this is. There is an implication that disassembling a ship might make it lose something. Talk about crew members or a ship being 'sentient' and thus maybe gaining 'experience' or somesuch that is lost when it's broken down. Whatever it is, it's talk of a ship learning and becoming better through some system. Not confirmed and at this point probably going to remain on the drawing board because of balance issues. It could stay there, or it could come in later.
- A little box to the side suggests that as well as what was previously said about trying to not make older ships obsolete, Tech III should hopefully not need a ridiculous amount of time to train, at least initially. Breadth > Depth in the skill department here.
- Apparently not a lot of coding issues so far. An original prototype was thrown together by the CTO while waiting to do his FanFest presentation (cocky bastard).
- Base chassis might get a name but the likelihood is that CCP aren't going to be insane enough to come up with names for all variations. Not really sure how this is going to work though. They might just use the component type names stuck together, creating "Hunter-Squirrel XE-4". Implication here that we get to name what we create.
- Tech I = multi-purpose. Tech II = specialisation. Tech III = Tech I + Tech II; a ship that can fill any role you want, but only one at a time.
- Covert Ops pilots should either cry or rejoice. You're going to need to get good at spotting subsystems and knowing what they do. 'Look At' might become popular, although pretty painful in a large group of Tech III ships.
- You won't be able to tell a ships role/subsystems from scanner results.
- Subsystem targeting is still an idea (as it has always been) but at the moment it seems they haven't decided to put it in because of balance issues etc. Probably not going in then.
- Only cruiser sized Tech III ships. No idea when Tech III modules will come out. Any other ships released in the expansion will be related to "True Exploration".


Szkoda ze nie bedzie na razie innych klas T3 poza cruisers (np. battleships) :( Ale poza tym drobnym szczegolem zapowiada sie smakowicie. Premiera w Marcu.

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Pewnie z pol roku skilowania -;-.
I nie napisaly nic o nowych efektach czasteczkowych. Wogole nic o zmianach w grafice :P. Crap, mam nadzieje, ze nad tym pracuja bo dziwnie wyglada high-res modele shipow w otoczeniu low-res wszystkie innego


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Ta, raczej spodziewalbym sie nowej grafiki razem z Ambulation, chociaz nigdy nie wiadomo, moze beda jakies zmiany w Marcu. :)

A jesli chodzi o skillowanie:
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Tech III should hopefully not need a ridiculous amount of time to train


Zobaczymy.

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Mac napisał(a):
Ta, raczej spodziewalbym sie nowej grafiki razem z Ambulation, chociaz nigdy nie wiadomo, moze beda jakies zmiany w Marcu. :)

A jesli chodzi o skillowanie:
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Tech III should hopefully not need a ridiculous amount of time to train


Zobaczymy.

Ja slyszalem, ze druga tura nowej grafiki ma byc w marcu wlasnie. (w kazdym razie efekty czasteczkowe, nie wiem jak z reszta).

Ok, niech skilowanie trwa miesiac, w tedy bedzie ok :P. Gorzej ze ceny tych modulow przez pierwsze 4 miesiace pewnie beda astronomiczne (!?).


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Dobrze że jesteśmy zabezpieczeni na okazje gdyby DFO okazalo sie failem :)


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Shadhun napisał(a):
Dobrze że jesteśmy zabezpieczeni na okazje gdyby DFO okazalo sie failem :)


Dokladnie heh.

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no wiem, napaliliście sie na DFO, ale coś czuje że znowu bedą kolejki do eve po 10 marca. jakiś straszny wysyp na evke jest teraz, może dfo to zmieni - posucha chyba


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Bo ewka teraz na topie jest. :)
Ja na DFO się nie napalam, po pierwsze mam już dosyć tych klimatów, po drugie ta gra nie wyjdzie.


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Atherius napisał(a):
Bo ewka teraz na topie jest. :)
Ja na DFO się nie napalam, po pierwsze mam już dosyć tych klimatów, po drugie ta gra nie wyjdzie.

Przy tak ostrej reklamie to sie nie ma co dziwic. Nawet na torrentowych sajtach sa banery.


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Topic wyczyszczony, prosze sie trzymac tematu. :/

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EVE Online Apocrypha 1.5 deployment Thursday, 20th August, 2009

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Patch Notes


Build 93706 to 99093 addresses Patch Notes for Apocrypha 1.5




Patch notes for Apocrypha 1.5, released 20, August, 2009.


Table of Contents

FEATURES
CHANGES
FIXES



FEATURES

Ships
Black Ops ships now have a dedicated fuel bay that can be used to store fuel for their covert cynosural generators and jump drives. The bay can only hold ice; if you have fuel in both the fuel bay and the cargo hold it will be consumed from the fuel bay first.
Carriers, Dreadnoughts, Motherships, Titans, Jump Freighters and the Rorqual now have special fuel bays accessible via the context menu of the ship. The fuel bays accept ice products such as isotopes or strontium. Jumping, or modules which use ice products such as siege modules, can be activated with fuel in this hold. Carriers, dreadnoughts, titans, and motherships class ships base cargo capacity is being lowered because of this change. The affected ships are:
Motherships: Nyx, Hel, Wyvern, Aeon
Carriers: Archon, Chimera, Thanatos, Nidhoggur
Dreadnoughts: Revelation, Phoenix, Moros, Naglfar
Titans: Leviathan, Erebus, Ragnarok, Avatar
Capital: Rorqual, Orca
Black Ops: Redeemer, Widow, Sin, Panther
Jump Freighters: Ark, Rhea, Anshar, Nomad
The Orca and Rorqual now have a dedicated bay for storing ore. This bay can only contain unrefined and compressed ore.


Rigs
All rigs and their blueprints now come in three sizes: small, medium and large. There are no changes in the rig bonuses, drawbacks or calibration requirements, only in the quantity of materials required to build them. Full details can be found at My Rifter is equipped with the following rigs…


Agents & Missions
Four new Epic Mission Arcs have been added, one for each of the four main Empire factions. These arcs will be of Level 4 mission difficulty and will be deeply rooted in the lore of New Eden.
Players will not get a standing hit when they decline more than one Factional Warfare mission within a four hour interval, when they fail an accepted FW mission or when they let an accepted Factional Warfare mission expire.

Factional Warfare
Killing player ships belonging to enemy militia now grants loyalty points for your own Factional Warfare militia. Please note: this only works for killing your militia direct opponent; a pilot in the Federal Defence Union will only receive loyalty points for destroying State Protectorate ships, not 24th Imperial Crusade assets. Please refer to this Dev Blog for more details.
In an effort to increase Factional Warfare rewards, all four Militias LP stores now have discounts on navy ship offers while proposing unique faction items to their pilots. Please refer to this Dev Blog for more details.


CHANGES

Need for Speed
When multiple players attacked another set of players in Empire space a notification about the aggression would be sent to everyone in the vicinity for each aggression. This contributed to what has been dubbed ‘Factional Warfare lag’. This has been fixed and should have a significant impact on reducing lag within Factional Warfare fleet fights.
If ships were involved in deep collisions, where they intersected each other by a great amount sometimes desync between the server and client state would result. This has been reduced significantly. We will continue to work in this area in future patches.
The efficiency when making any call to the Science & Industry system has been increased substantially, resulting in a much smoother performance and increased performance on the cluster.
There is now less data in the offices and headquarters tabs in stations. Only the logo and the corporation name are displayed. Previously, the logo, corp name, URL, CEO and description were displayed. This has been done primarily for cluster performance reasons.
The Directional Scanner can now only be activated once every 2 seconds. This has been done due to performance concerns and exploits.
The market UI has now been streamlined in order to reduce calls to the server when looking up the average price of an item.
Several other enhancements have been made to the cluster which will further increase performance.

Tech III
The drop rate and quantity of the Neurovisual Input Matrix has been increased in Sleeper wrecks.

Scanning & Probes
Updated probe range sphere graphics using a cleaner, more translucent pattern which remains visible at small scale. Moved away from green tint to blue.
Added controlled delays to UI updates when state changes occurred in relation to probe scanning and/or probe control interaction. This allows refresh requests to be grouped, preventing multiple state changes in a very short time span which was spamming the client UI, causing multiple refreshes to graphics and severe performance hits.
Removed helper axis-aligned grid lines that appeared when grabbing the scanner probe controls. This has notable performance benefits.
Added thin blue circles that highlight where probe ranges intersect, giving a clear dynamic visual indication of overlap. Intersection lines fade out partially when probes are not moving.
Added logarithmically-scaled range indicators inside a moving scanner probe control range sphere with a simple axis-aligned crosshair. The range indicators are only visible when grabbing the cube sides of the probe control which are aligned the same way. The range of the rings is always half the last ring starting from the probe range.
Scanning with multiple probes would give just a single result dot when all probes got a hit rather than multiple dots. This has been fixed.
Warpable results can now be bookmarked from the context menu.
Warpable results can now be ignored from the context menu.

Graphics
New graphics have been added for the capsule, warp tunnel effect, mining and ice mining graphic as well as energy vampire and warp scrambler effects.

Miscellaneous
The shield and armor hit points for control bunkers in Factional Warfare have been increased by 50%.

FIXES

Ships
The correct scan resolution will now be displayed on all Black Ops Battleships.
Ammunition bonuses will now display correctly when ejecting and re-boarding a ship in space. Previously, bonuses would display incorrectly until the turret or missile bays were unloaded and reloaded. This was a display issue only.

Modules
The Civilian Damage Control module will now correctly display a 30% resistance to thermal damage on a ship’s hull.
A bug was introduced in Apocrypha 1.3 where the passive bonus of active hardeners was applied when the module was active. This has been fixed, and the passive bonus will no longer apply when armor or shield hardeners are active.

Tech III
Malfunctioning Thruster sections will now correctly produce 10 run propulsion subsystem BPC's.
The spawn container “Broken Sleeper Database” will no longer provide Minmatar Starship Engineering datacores and will now provide the correct propulsion subsystem datacore. No one wanted rusty datacores anyway.
An issue regarding skill loss when a Tech III ship is destroyed has been fixed.

Rigs
The description of the Core Defence Capacitor Safeguard II has been fixed and will now correctly state that it affects "... modules which require the Shield Operations skill."

Starbases, Outposts & Stations
The “Equipment Assembly Array” model will now display correctly when anchored.

Boosters & Implants
Crash Boosters will now have an effect on all types of missiles, both guided and unguided, resulting in a decreased factor of signature radius for all missile types.

Agents & Missions
The mission “Royal Jelly” has had the proximity range to the habitation module fixed so that the mission can be completed successfully.
The objective for the Epic Mission Arc “Data Retrieval” no longer requires you to destroy the Angel Forward Scout. You can simply collect the objective and return to your agent.
The mission “The Navy Armada” will now display the Spaceshuttle wreck correctly.
The name of the Level 2 mission “Seek and Destroy” now displays properly
The Agent dialogue for “Cash Flow for Capsuleers (9 of 10)” has now been corrected and will no longer mention the perpetual motion device or any reference to the Guristas.
The final mission on the Amarr branch of “Right to Rule” will now have the dungeon area location spread out to cover multiple systems. This prevents massive lag build up when multiple mission arcs are being done in one location
The mission objective for the Epic Missions “Wildfire” and “Intaki Chase” will now appear correctly in the agent conversation and mission details window.
The mission objective for “The Voting Trail (3 of 3)” will now show as complete when the Vengeful Officer has been destroyed.
The mission “Their loss, our profit” will now have cargo containers spawn in the area in which an object was destroyed. Previously, the loot can would spawn beside the player’s ship, causing confusion.
Mission descriptions for the Epic Mission Arc will now display correctly in the right-hand pane of the mission window as intended.
A typographical error has been corrected in the mission briefing of “Seek and Destroy.”

Exploration & Deadspace
The Guristas Troop Revigoration Camp will now display the link to the Guristas information rather than the Gallente Federation.
All Angel cartel ships have been removed from the exploration site “Regional Blood Raider Data Mining Site.” All NPC's spawned will be Blood Raider vessels only.
The Exploration site “Serpentis Annex’ now requires a Serpentis Gold Tag to activate the gate to the second stage.

Graphics
Fixed minor graphic glitches on Level Of Detail of wrecks.
The Gallente, Amarr and Serpentis control towers have had a graphical makeover and will now display the correct model, shade and textures. In addition, warping in and out to the tower when modules are being anchored will now display the model correctly.

Sound & Audio
The sound issues experienced when the map was open have now been fixed and no further audio glitches will be heard.

Sounds from the scanner, docking and in station ambient noise, warping and jumping through stargates have all been fixed and will now be heard correctly.
F.O.F. Missiles will no longer persist in creating a sound effect when the target has been destroyed or when the missile bay has deactivated. Previously the launcher was just so happy to be firing that it would keep making noise until there was a session change.

User Interface
Sorting items in the hangar will now display items of the same type (i.e. containers) correctly. Previously, the display would change order after sorting by name, then sorting by type, and sorting by name again.

Localized Clients
A grammatical error has been corrected in the Science & Industry window for “Accept Quote” in the Russian client.
The descriptions of the Snake, Crystal and Slave implant sets have been corrected in the Russian client.
A grammatical error has been corrected in the market buy window in the Russian client.
The market quickbar will now display all tabs correctly in the Russian client
The assets list window has now been translated correctly in the Russian client.
Multiple skill group names have been translated correctly in the Russian client.
Several ship attribute have been translated correctly in the Russian client. The changes include “Drone Capacity,” “Capacitor,” “Max targeting Range” and “Warp Speed.”
The skill queue option “Train after current queue” has been translated correctly in the German client.

Miscellaneous
Player transfers to the Jovian system RU-97T will no longer cause players to become stuck. This will be welcome news for pilots participating in Alliance Tournament VII.
Fixed problems with the Optional Client Update system


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