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> but are the ships hard for the player themself to fly?

"Hard" isn't the right word. It's more... knowing when and why to do things, and knowing how to work with others. EVE isn't very twitchy (and if I understand the Time Dilation technology, what little twitch is there isn't even present anymore): about 70% of the fight is dictated by your ship's fit, and only 25-30% is in-the-moment skill.

If there was a continuum between chess (10) and Street Fighter (1), I'd call it a 7. This opinion comes with a grain of salt, though, since I'm incompetent at PvP.




Well Time Dilation only matters in fights with hundreds or thousands of people which would have otherwise been so laggy that skill was irrelevant anyhow.

The "in-the-moment" skill that matters in EVE isn't accuracy (FPSes) or mashing the correct 6-step ability rotation every 9 seconds (WoW), but rather tactical skill like teamwork/coordination or laying clever traps or straight up situational awareness. There's also knowing your opponent's build and responding accordingly - you want to try to out-range some shorter-range weapons and you want to try close-range fast orbits against others.




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