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EVE Online » Jita (General) » Empyrean Age 1.1

 Thread (14 posts)
cosy  8/29/08 1:49:16 PM

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Master

Joined: 9/15/04
Posts: 626

in virtual worlds players should be able to kill children''s, f*ck the nanny and r*pe the granny

4 days left until this update

Agents & Missions

* Over 70 new rookie missions and around 100 new missions for all levels and Empire factions have been added.

well nice to see some love for n00bs but more mission for empire :(

The difficulty of Factional Warfare missions (Levels 1-4) have been reduced.

FW love ?

all notes here (long list)

myeve.eve-online.com/updates/patchnotes.asp


FischerBlack  8/29/08 2:09:54 PM

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I think for the next little while we will see a lot of attention payed to some of the non PvP elements of EVE.

brailey Xfire Miniprofile
Hades_Warpig  8/29/08 2:20:10 PM

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Cool, thanks.

Krayzjoel  8/29/08 2:23:19 PM

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Can't wait for the new content! ;)

Played : WOW, LOTRO, COH/COV, EQ2, SWG, AOC.
Playing EVE Online and WAR.
Wtg for Earthrise and WOD

batolemaeus  8/29/08 3:55:37 PM

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Pod Killer

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This is what you call "bugfixing".

Pretty neat what they managed to fix. A lot of my bugreports are now flagged as "fixed in emp age 1.1"

 
metalhead980  8/29/08 4:58:49 PM

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Originally posted by FischerBlack

I think for the next little while we will see a lot of attention payed to some of the non PvP elements of EVE.

 

That's a good thing, Eve is already a spectacular pvp game.

The pve leaves something to be desired however.

These additions to missions may bring me back to the game full time.

 

 
cosy  8/29/08 6:05:05 PM

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Master

Joined: 9/15/04
Posts: 626

in virtual worlds players should be able to kill children''s, f*ck the nanny and r*pe the granny

even ppl hate mission runners there will be more challenge for them when lvl6.7 mission will be on game
and now whit white wolf making mission story is better and if ccp manage to make a bridge from mission story and chronicles will be even better

Mopar63  8/29/08 7:32:41 PM

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Can someone that has some experience with Faction Warefare tell me, can a new player start right in with Faction Warfare or do you need a bit of seasoning first? I mean is it got a newbie level one agent style play or start a bit harder?

 
cosy  8/29/08 8:10:21 PM

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Master

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in virtual worlds players should be able to kill children''s, f*ck the nanny and r*pe the granny

Originally posted by Mopar63

Can someone that has some experience with Faction Warefare tell me, can a new player start right in with Faction Warfare or do you need a bit of seasoning first? I mean is it got a newbie level one agent style play or start a bit harder?

 

to start in FW u need 0.5 standings to join in a NPC warfare corp or a player corp that have 0.5 standings

for pvp dont need any special level only balls to do it

FischerBlack  8/29/08 11:29:59 PM

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Posts: 540

Originally posted by metalhead980
Originally posted by FischerBlack

I think for the next little while we will see a lot of attention payed to some of the non PvP elements of EVE.

 

That's a good thing, Eve is already a spectacular pvp game.

The pve leaves something to be desired however.

These additions to missions may bring me back to the game full time.

 


 

I agree. Wasn't saying it was a bad thing :)

brailey Xfire Miniprofile
Lonesamurai1  8/30/08 7:53:55 AM

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Posts: 1057

Could someone post the entire set of patch notes?


Fledger  8/30/08 12:22:37 PM

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Novice Member

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Patch notes for Empyrean Age 1.1, released 02 September 2008

Table of Contents

CRITICAL
FEATURES
CHANGES
FIXES
EXPLOIT FIXES
POST PATCH CHANGES

 

CRITICAL

CONCORD and Response Times

* CONCORD have gone through multiple changes in organization and effectiveness. The spawn sizes have been reduced to one battleship and two cruisers, however, these ships have increased damage output and a broad range of electronic warfare to prevent escape. In addition the Energy Neutralizing batteries will completely drain a ships capacitor almost instantly. CONCORD will also proceed to eliminate any discarded player Drones. CONCORD response times for aggressing a neutral player in High Security space have also been significantly reduced.

CONCORD and Criminal Standings

* Multiple changes have been made in standing hits for players who aggress a neutral player in High Security space. In addition to a significantly reduced CONCORD response time, players will receive a standings hit based on the security rating of a system in which the attack takes place. The base value for aggression is now increased by a factor of 3. Base values are Aggression of 1.5%, Ship kill is 6% and a pod kill is 37.5%

FEATURES

Agents & Missions

* Over 70 new rookie missions and around 100 new missions for all levels and Empire factions have been added.

CHANGES

Ships

* Build times for shuttles have been reduced by 33%
* Caracal description now clarifies that the missile velocity bonus only applies to Light, Heavy Assault and Heavy Missiles.

Modules

* The Synthetic Hull Conversion Inertia Stabilizers I has been added to the variation tab of Inertia Stabilizers.
* The Energy Grid Upgrades skill requirement has been lowered to 3 in order to use the module Capacitor Flux Coil I.
* Changed the inconsistent right click menu for modules that cycle i.e. Guns/Missile Launchers, Armor Repairer or Shield Booster. The menu will now give options “Set auto-repeat on”, “Set auto-repeat off”, “Set auto-reload on” or “Set auto-reload off”.
* Faction variants have been added to "Heavy Assault Missile Launcher" variations tab. Now it shows six Faction variants and their correct meta levels.
* Various missile launchers have had their capacities increased to be consistent with their meta level.
* Tech II miners and strip miners now display attributes with correct units.
* The Yan Jung bpc "'Radical' Damage Control I" now requires Yan Jung skills and components.

Weapons & Ammunition

* The cost of Arch Angel Fusion L ammo has been reduced and brought into line with the other faction variants within the Angel Cartel Loyalty Point stores.
* The Phased Plasma M BPO now no longer requires Zydrine in order to manufacture, however, more Pyerite, Mexallon and Isogen are required to balance the cost.

Player Owned Structures, Stations and Outposts

* The “Claim Sovereignty” tab option has been removed from all Player Owned Structures in High Security and Low Security space.
* Player Owned Structures name now has a 32 character limit.
* Adjusted the message that the attacker receives when a targeted starbase goes into reinforced.
* No Green Box appears when anchoring a Control Tower. It automatically moves now to the center of grid to get anchored.
* Reactions can now be dragged and dropped to reactor arrays from cargohold and vice versa.
* The General Storage structure has had its description modified.
* The proper error message is displayed and ship is not launched out of a Ship Maintenance Array in space if appropriate skills are not trained to fly that ship.

Character Creation & New Player Experience

* A number of buttons in the New Player Experience have been changed from "OK" to "Next".

Agents and Missions

* The difficulty of Factional Warfare missions (Levels 1-4) have been reduced.

NPC’s

* Players who attack and kill a member of any Non Player Corporation e.g. Brutor Tribe, State Protectorate will no longer receive a standing hit to that Corporation
* Control Bunkers in conquerable systems in factional warfare have been significantly increased in strength.
* You can now armor repair or shield repair a Customs Officer without issue and without generating a warning message.

Science & Industry

* The Science & Industry Accept Quote window has been improved and will now detail the amount of a material missing from a job for it to be installed along with cosmetic layout improvements.
* The Invention time for the Passive Targeter I Blueprint has been reduced to bring it in line with similar blueprints.
* Construction Component Blueprints have had their productivity modifiers changed to bring them in line with other blueprints.

Market & Contracts

* The market window can now be set to not automatically refresh after buying or selling items as a new option in the Market > settings tab.
* The following COSMOS items have been added to the Contracts search bar: “Kindred” Stabilization Actuator I Blueprint, Synthetic Hull Conversion Inertia Stabilizers I, Synthetic Hull Conversion Inertia Stabilizers I Blueprint, Small “Integrative” Hull Repair Unit Blueprint, Medium “Integrative” Hull Repair Unit Blueprint, “Delineative'” Warp Scrambler Blueprint, “Inception” Target Painter I Blueprint, Gravimetric Firewall, 425mm Medium “Jolt” Autocannon I Blueprint, Gurista Shuttle.
* The Market item price history table has been changed so that it will display only the time period selected rather than a list for the full year.

Corporation & Alliance

* If applying for multiple corporations, the applications can be processed by other corporations even after character is accepted into one of his/her “applied to” Corporations.

Graphics General

* Hull fire effects on the Prophecy have been made a little less dramatic.

User Interface

* Changes have been made to the Tabbed Overview and Bracket settings that allow for easy loading of pre-saved settings.
* Initiating warp will now cancel self destruct of a ship or pod. There has also been an update message added every 10 seconds once self destruct becomes imminent.
* Changes have been made to the Compare tool on the Variations tab to allow for up and down arrows as well as highlighting the sorting columns.

EVE Voice, Mail & Chat

* The channel list no longer refreshes on player join/leave events. This change now makes scrolling to a channel much easier.

Miscellaneous

* Players can now access Factional Warfare statistics from the Battlefield intelligence information for your faction in space rather than having to dock to see this information.
* 8 Militia stations now have working Science and Industry tabs. The stations can be found at:
o Iesa IV - 24th Imperial Crusade Testing Facilities 13
o Asakai II - State Protectorate Testing Facilities 13
o Ostingele IV - Federal Defence Union Testing Facilities
o Ebolfer V - Tribal Liberation Force Testing Facilities
o Halmah IV - 24th Imperial Crusade Assembly Plant
o Enaluri V - State Protectorate Assembly Plant
o Eugales V - Federal Defence Union Assembly Plant
o Eszur III - Tribal Liberation Force Assembly Plant
* Changes have been made on the EVE website regarding exactly what information is available through the EVE API key.
* A warning is now displayed when creating a clone at a station that lacks a medical facility.

FIXES

Ships

* Launching fighters from a Carrier or Mothership and then pressing F10 for the map page will no longer cause a client crash.
* A bug that wouldn’t allow Rorqual pilots to select their cargo hold as the input/output location on installing a job when right-clicking on the blueprint has been fixed.
* It will no longer be possible to place a clone in the Rorqual when the clone vat bay is offline due to the ship being docked in a station. Players will now receive a message stating "You cannot install a clone in your ship as the required systems are not online and active".
* A grammatical error in the description field of the Harbinger has been fixed.
* It is no longer possible to undock a Capital ship with negative structure hit points.
* The number of Jump clones available for Clone Vat Bay is now displayed.
* Fixed many inconsistencies regarding the free cargo space required for salvaging different classes of player generated wrecks.
* Elite Freighters will now provide salvage materials when successfuly