Wednesday, January 22, 2014

Class coins for Skinny Guys

Empires have games, sometimes called EvE (empire vs empire). In these games, you have some health, let's say 1500. (Actually, the formula is 3 times your max health + 1200, unless you are player Enforcer. Then it's 4 * Health + 1200). Every time you get shot, you lose 100 health. If you shoot someone, you get points and lose health. There are three outcomes that come to mind:
  • You win. you get 120 points, and lose 30-50 health points.
  • You lose. You get 80 points, and lose 60-100 health points. 
  • You shoot a building. You get 110 points, and lose no health points. 
When you fall under 200 health points, you're dead. The other team gets one point. You are only able to hit with 1/2 of the damage that you were able to hit for when you were alive. If your team has a hospital, you can take a health pack and come back to life. You won't have full health, but you'll have 1200 or more, based on your hospital's upgrade level.

At the end of the game, the points from all of your shots added together, divided by 100 is the number of class coins you will receive. If your team wins, you also receive a 25% bonus in class coins. Class coins are used to buy skills upgrades for whatever class (sniper, enforcer, assassin, or heavy) that you use. More is better. Many players make 2500-2800 points at first. Some make 3000-3500. Later you'll make more than 4000. Most games the winning players get 50 class coins. At least until the fall of 2013, they did.

Odd Notes for beginners



A few more notes about UWE. They're just opinions, guidelines. Your mileage may vary.
  • ALLIES. If you put your army code into your profile, people can add you for free. Take a look at other people's profiles, and make yours better.
  • ALLIES. You want to get to 500 allies as fast as you can. I think that you can buy allies for $100 (game dollars) at your level. You can buy like 20 at a time. I'd do that as much as you can afford it. Allies for higher level players cost millions. (But you can add them for free if you know their army codes).
  • ALLIES. Go through the empire and ally with everyone if you're not allied with them already. Your empire mates will give you guns and things.
  • FACTIONS. My advice is to pay respect to Mafia until you get to 100 energy, and then to Cartel until you get to 100 Stamina. Then work your way to 6000 on each of the four in whatever order you prefer. You get great gifts as you do.

BASIC GAME PLAY: Two minutes and done?

Some players visit the game, do their job and fight a boss, pay respect, and bam! They're done! It takes a minute or two and they say, "Where's the attraction to this game?" Fair enough. Here is what I would say to a new player about using energy and stamina to level up.

At level 14, it should take about 180 XP to get to the next level. At this stage, leveling is your goal, because the stat points (SP) that you get are how you grow.

Each time you level up, you get 5 more stat points (SP), which you will want to use on energy. The first thing I tell a beginner to do is to try to get his Energy and Stam to 100. Why? Because the game gives you one energy and one stam every 5 minutes. If your capacity is 100, and you use all of yours up, you can get back in 8 hours and have 96 of each - you'll get the full benefit of the "manna from heaven" for Energy and Stamina. I like to see them both more like 150, so that you can go more like 12 hours without missing out. The game gives you 288 Energy and 288 Stamina in 24 hours.  

Thursday, January 9, 2014

Class Skills for lvl 3 and 4 (the "New Class Skills")

New class skills were rolled out yesterday, and they have the chance to change the way that EvE is played. The skills are listed on the forums, and are described. I haven't seen or used them, but some of them are must haves, for sure.

SNIPERS - Sure Shot - this is for the no-mans-land between Headshot and Killing Spree. If you shoot and it's not a crit, you have a 1% higher chance to get a new crit. Presumably, level 2 and 3 will be 2% and 3%.

ENFORCERS - Stim packs. These are a great new opportunity for enforcers to be kind of like medics.

HEAVIES - Booby traps, Burn, and Explosives. Heavies are going to be able to play a lot more offensive game.

But the big impact, as I'm visualizing the game, is a great need for better coordination. Imagine this scenario: A sniper cuts an opponent down into decap range. An Assassin decaps him. A heavy booby traps him and then demos the building. There are a number of opportunities to waste tokens, or mis-time the activities. I think we'll need some improved processes for this - signals, practice, art.

I can't wait to try them out.

Some forum critics complain about the cost of the new skills. But Class Coin yields are up about 50% and more in EvE. Just be patient, set your roadmap, and work it.

Zombies are our friends

Draft

What is a zombie
How do you use them
Zombie killers

WHAT IS A ZOMBIE?


in this image, Nino is a zombie.

a zombie is an opponent whose health is under 200 and more than 0. these players are shown two ways. if they are defensive players, they have a broken shield. if they are offensive, they have a blood spatter, like Nino above.


HOW DO YOU MAKE A ZOMBIE?

It's not as complicated as it might sound. You just attack an opponent until their health is below 200 and above zero. Typically you just take a couple more shots than you would if you really wanted to execute them. It's best to choose an inactive opponent. It's very frustrating to have your zombie heal, and have to make another. 


HOW DO YOU USE THEM?

When your health goes below 200, your shots only produce half of the damage that they would otherwise. If you pair this with the execution action, you get a case of Zeno's Paradox. Zeno said that if a rabbit was racing a tortoise, it would take him some amount of time to get halfway there. And then some other amount of time to get half of the remaining way there. And so on. So, in Zeno's mind, the rabbit could never pass the tortoise because it would take an infinite amount of half-distancs to overcome.