2014-02-12

The Bear Joke

So: this guy.

I'm talking to that tristan pilot, here. Gakz. I'm talking you.


Listen, I get it: you're a farmer. Yes. You're just there to get your LP and get paid. I accept that. I'm still going to try to kill you (because you're a farmer, and because you're Amarr), but I get it. Faction War Loyalty Points are good money. Even if you're on the losing side of the war, stuck at Tier 1, running one (five minute) level 4 mission will earn you ten times the LP (again, in 5 minutes) that a normal high-sec level 4 mission will earn you (in 1 to 2 hours of shooting red crosses), and you can do it in a cheapo bomber instead of a quarter billion isk battleship (or more). Even if the high-sec stuff could be done in five minutes, it's still one-tenth the payout, right? Right.

Hell, even at Tier 1, capturing a novice complex in a terribly equipped frigate (like the one you were flying, for example) will net you roughly 4 to 5 times as much LP as a level 4 high-sec mission, for ten minutes sitting around, one NPC frigate to kill, and the risk of getting shot at and losing a ship you could pay for with the ISK you find under the cushions of your space-couch.

I totally understand the desire to earn some LP.

I (conceptually, at least) understand the desire to avoid combat while earning said LP. Guys like you are everywhere in the war zones.

I do not understand the thing where you stupidly, stupidly go back to the same complex, over and over, convinced that I'll eventually give up trying to catch you. You're clearly a risk-averse individual; why stick around when you can just jump to some other system and do the same thing over there? Why get attached to that one complex?

I mean...

I tried for you in the firetail, and you warped off after I pointed you, just to show me that you had warp stabilizers on.

I flew several systems, reshipped to an astero, came back, and you were still there.

I got decloaked on the beacon, still managed to get a scram... and you warped off.

I find you again, in the same complex, after fitting TWO scrams. You see me (a cloaky class of ship) on d-scan, and suddenly I'm gone... and you just... sit there. And sit there.

Until I'm on top of you, and you die.

Good idea with the neut and finally putting drones on me, but come on. If you're so into running away, leave.

Or at least get your pod out.

Stuff like this happens, I start to wonder.

"You're not here for the hunting, are you, Frank?"

"Look, I trust you, it's just that I... well... no. No I don't."


Weekend. Nothing much going on. I start to click on the Faction Warfare link in the Neocon bar and get the Fleet Finder window by accident.

Lo and behold, there's a fleet up that isn't some random dude in Jita advertising mining. It's a faction warfare "frigs and dessies" roam.

I can do that. More to the point, I want to.

I join up, and they've got voice comms set up from right inside Eve, which is fast and convenient (once we get it set up correctly).

Geade logs in just as I join, and he comes along too.

The guy that's organized the thing is... fine.

No, really, he's fine. A little cautious. A little.

A little "assume every gate is held by a 14-man pirate instalock gate camp" cautious.

Maybe too cautious.

Also? Kind of obsessed with hunting pirates and neutrals instead of war targets, but whatever.

He can't get anything going with the pilots in the system where we're at and, apparently familiar with faction war but not, shall we say, recent events (the last two years) asks for suggestions on where to go.

I know where the action is happening, so I suggest a system, link it, and we start heading that way. Sort of. It takes us 30 minutes to get three jumps.

He asks for a scout. I'm in an armor-plated MWD long-range talwar with no point and I leap at the opportunity, because that's still an improvement.

Four jumps in 2 minutes. Three kills. Another jump. Another kill. Another three jumps, four more kills. Boom, boom boom. Move.

"I lost track of you guys," says the idiot who brought a typhoon and is about to lose it, three jumps behind us.

"Yeah..." I check d-scan and head for a gate that's about to get a few more wrecks around it. "I move fairly fast sometimes, so... umm... keep up, I guess." I lose track of the conversation for a second when a dragoon lands right next to me. "... warp to Ty. Everyone warp to Ty. Kill this idiot."

We have a medal we give out in the corp, for pilots who Warp to Ty and explode as a result. Everyone's earned that medal quite a few times. I don't tell anyone this until after the fight.

No one on our side exploded. There's a medal for that, too, but we don't give that one out as much.

A good night. The FC thanked me for taking over without asking so... op success?

"It's what I was hoping would happen," he said. "I just try to get things started."

Good for him. Wish there we more like him. Wish I was one of em.



Last night, Geade knows some guys who are going to do a roam. Asks me along, which is cool.

"What are you flying?" I ask, and they say Assault Frigates and Dessies.

"You can bring other stuff if you can't fly that, though."

I like how, if someone doesn't know you, they figure you just started playing three days ago. I can fly every sub-capital class in the game, so yes, I think I can manage to bring a destroyer if that's called for.

Actually, you know, I don't know these guys. I start hearing what people are bringing on their "Assault Frig and Destroyer" roam (Hookbill. Atron.) and instead of a destroyer, I'm suddenly thinking Assault Frigate. Let's say LONG range, because I'm really not sure I want to be in the middle of a furball with these strangers.

No.

I mean, "trust but verify" is nice, as long as you're very good at verification, you know? I'm not, so... no. Rail harpy it is.

Then a guy with lots of opinions tells me my Harpy is faster and more agile than the Atron and Condor in the fleet. And is kind of a jackass about it. I let him chatter while he explains about his amazing, superior Jaguar. Cool story.

So we head for a VERY SPECIFIC system where the FC got a good fight the night before and is thus assured (despite no war targets nearby) the exact same thing will happen again. We set up and wait. It's like fishing.

I hate fishing.

I see Milton from the Rifterlings (former militia, turned pirates) jump into Local and we wave at each other in a separate channel we're both in. We get along, though we'll shoot at each other if the opportunity arises.

"Anything going on in this system, Ty?"

"Nah. Just trying to kick the Amarr in their hornet's nest."

"Nice. Hey, is that Jaguar part of your group?"

"Probably."

"Oh."

I think about this, and how if we don't get a fight, I'm going to be bored. "You can attack him if you want, though. I don't like him much."

"Oh! Well in THAT case..."

The local channel floods with Rifterlings, and we're all called back to one complex by the FC.

They have more guys, and pretty much all of them brought the same class of ships. At least they're organized.

Our FC doesn't run. He probably should have. The fight is on, lots of stuff explodes (most of it on our side).
As trust building goes, it is not a success.
I pop a few things and the FC is calling for a retreat, so I bail. Geade shows up at the safe right after me.

The Jag pilot is pissed. Lost his ship, and got podded on top of that. Whoops.

Milton keeps apologizing to me. I try to tell him it's okay, but it's hard to type when I'm laughing.

Yes, I would have laughed even if I'd died. I asked for the fight, after all. I'm calling it op success.

It's Eve, though, you know? Trust no one, including me.

2014-02-11

Knocking Rust

The last quarter of 2013, both my personal and corp-level activity in Eve dropped off a little.

Maybe more than a little.
There's not really any problem there - these sorts of things tend to go in cycles, and with the exception of Geade, we were all on a pretty serious down-cycle, with good reasons (job, work, other work, kids, et cetera), mostly using Eve to play Skill Trainer Online.

I really got the itch to return to the game in January. There's truly no good reason for this - if anything, I've got more stuff going on now than I did before - but it's not as though my MMO habits have ever made a ton of sense.

Since I was feeling more than a little kludgy and slow, I decided to ramp things back up by tagging along on some of the public roams run by RvB and (as mentioned previously) Redemption Road. The basic idea was to remind myself where all the buttons were, while in situations that, unlike frigate brawls in FW, don't have a margin of error so slim you can't see it without scientific equipment.

That's pretty much how I worked my way through January, and wrapped up the month by joining in on Stay Frosty's Frigate Free For All. Tremendous fun, though after about the third hour of carnage, even I was feeling a little worn out.


I decided to wrap up the day of the FFA by doing something very low-key and easy - consolidating my stuff a bit with some logistics. The funny thing is that this led to one of my only solo fights and wins of the month, the Claw I already wrote about.

January looked like it would close out fairly quietly, but things never quite work out that way. A fairly large Minmatar Faction Warfare alliance decided to leave the system our corp was staging from (which we'd moved to only a few months ago in the middle of our downswing when our last home system collapsed) - news of the large group's departure spread quickly, and it didn't take long for the Amarr to swarm the now-under-defended system.

The last time we were forced to move, I seriously contemplated relocating to a section of space just outside the contested sections of the warzone, to avoid this sort of tomfoolery. Living in a wormhole for a couple years taught me serious levels of hatred for those 'special' moments in Eve when something happening in the game basically forces you to log in (despite previous plans) to keep from losing your stuff, and I wasn't enjoying the experience any more in known space than I did in Anoikis.

The FW system control mechanics sound cool and challenging on paper,
but are a less fun for small corps in practice.

In the end, we'd settled on staying inside the war zone, and were now paying the price with another last-minute shift of assets via carrier. I was done with that sort of surprise relocation, so moved the corp assets to a quiet system near the war zone and several markets - a situtation I liked so much I even moved my alts into the general area.

There were a few unexpected benefits of the move, most notably the fact that it brought us closer to a couple areas through which I've always enjoyed roaming, and the new locale brought me some interesting fights - some challenging and some less so - notably the hookbill pilot I mentioned last week, who reshipped into the exact same terrible fit the next day.


Part of the reason the nearby systems have been so fruitful is because of the current ridiculous civil war raging within the ranks of the Minmatar militia. I don't want to get into the reasons given by either side - the basic situation is that one large, fairly new-to-the-war group got shirty, and seventeen other groups declared war on them so they could all shoot each other without tanking their standings with the militia itself.

During the chaos, wily little Amarr pilots are sneaking into the 'civil war' area and conducting their complex-capturing activities right under the noses of enemies too busy shooting at each other to notice.

I, ignoring the civil war drama entirely, have enjoyed quite a few fun fights by focusing on the people who thought they were getting away with something. Probably the most enjoyable kill that came out of that was a triple warp-core-stabilized tristan that I managed to sneak up on and double-scram tackle with my cloaky Astero frigate.

Got the pod, too.
Most recently, I've sort of fallen into running fleets a couple of times on small faction warfare roams, both of which were surprisingly successful (not counting the idiot who brought a Typhoon on a destroyer/frigate roam).

I've also inexplicably gotten invites from no less than three pirate groups who want my to bring my corp into their groups, and thus double our number of viable targets.

Yarr?
I won't lie: it's tempting (partly because there are more than a few members of my own militia I'd like to shoot), but when it comes down to it, I'm still a Faction War guy at heart - it may be completely meaningless effort, but I enjoy picking a side and fighting for it, come hell or high water, and I'll keep doing it til it stops being fun

It's nice to be back in the swing of things.

2014-02-10

Marketing Department

I occasionally put together frigates and destroyers and list them on contract to the corp, basically at cost.

My corp mates have dubbed these little nodes of affordable, pre-fit murder wagons "Tys R Us" stores (since all the ships are still named "Ty Delaney's [whatever]" when they get them.*

This in turn has led to lots of poorly-'shopped advertising.


(* All offers void in Amarr space. Some parts and modules gently-used, factory refurbished.)

2014-02-05

Terrible


Inspired by today's comic at softerworld.com.

It's none of my business, but...


I'm certainly not the best pilot in Eve. I have it on good authority that I'm not even among the top ten thousand.

Top twenty thousand, even. Fine.

Still, there are times when I feel I've got some expertise to share.

Over the last couple days, I've had the opportunity to send the following evemail, twice.

Twice.

Subject: It's none of my business, but...
From: Ty Delaney
Sent: 2014.02.05 06:59

If you're going to fly hookbills at extremely close range, you really should consider rockets instead of light missile launchers. Rockets are a shorter range, harder hitting, and a slightly easier-to-fit weapon system for missile frigates.

If you switch in rocket launchers, you shouldn't need so many CPU and Powergrid fittings and rigs (certainly not three), which should make the whole ship work better for you. You might even be able to fit a medium shield extender instead of a small.

Oh, I almost forgot, probably use an afterburner instead of a microwarpdrive if you're going to fight at close range on the complex warp-ins.

Cheers.

I mean... yeah, fine, I'm giving advice to the enemy. Yes. Also, the crap they have to do to make this terrible fitting fit means his ship costs fifty percent more than a properly fit ship with better modules, so that looks nice on the killboard.

But this guy numbers his ships, and the number at the end of his clever little ship name is climbing pretty quickly. Dude's going to stop playing if keeps getting curbstomped all the time, and then who will I fight?

(I did get a sweet little 1v1 later that partially* restored my faith in people's ability to fit a decent hookbill. He still died, but that's another post for another day.)

2014-02-04

The Funny Thing About the Eternal War

I've been participating in Faction Warfare in Eve for awhile now. Certainly not as long as some, but over a year and a half, at least.

And maybe I'm not so swift on the uptake. Maybe I just don't see things that are staring right at me, but lately? Lately, I've noticed some pretty odd things.

When I left our wormhole to join faction warfare, things worked differently in terms of loyalty points and payouts. Everyone earned the same LP payments no matter what side you were on, but what those points were worth changed, moving up and down on a sliding scale. It didn't take long for the players to figure out that the thing to do was collect a big stash of points and then - if you were able - push that slider all the way to the most profitable end of the scale and cash out.

It became a thing. For the Minmatar in particular, "pushing to Tier 5" was a regular, pretty much bi-weekly event, and damn near the only thing anyone talked about on the militia comm channel.

"When's the next t5 push?"

God I got sick of seeing that.

CCP changed things up when it became glaringly obvious that the system was broken and having serious detrimental effects on the economy.

The way things work now, Loyalty Points are always worth the same amount, but you get paid more per militia-related task if your side in the war controls more of the war zone. Thus, was the balance somewhat restored; thus was the need for consistent war zone control reinforced; thus was the pendulum of the eternal war given another not-so-subtle shove.

With me so far? Okay.


A fair amount of time - I'm going to say about six months, but it may have been more like three - went by with the war zones basically acting the way you'd expect. The guys with guns would decide to go on the offensive, and systems would fall (or not) and war zone control would rise (or not). Eventually, boredom and/or inattention would set in for whoever was on top at the moment (or, in one memorable stretch, both sides would hit a mutually beneficial middle ground), and the other guys would swing things their direction for awhile.

Then a funny thing happened.

All of a sudden, without any sort of warning from spies or rumors from blogs, one of the war zones flipped, and flipped hard. And it stayed flipped for a good long time, despite fairly concentrated efforts to get it to flip back. The guys benefiting from the flip crowed a bit, profited a bit more than that, and that was that.

Then it flipped back.

Now this... this was a bit stranger. See, I was on the side of the war that benefited from that "flip back" and... I didn't hear a peep about it happening. 

There was no call to arms. No shouts for assistance or manpower. Nothing. On Monday, things we as bad as they had ever been, and by Friday we were at tier 4. All of which happened during time zones when a lot of active pilots were at work.

Everyone kind of collectively scratched their heads, but hey... time to make some Loyalty Points, right? Why complain?

And, over the last week or so, the war zone has flipped back.

Kind of.

This time, things look more than a little odd. 

The vast majority of Minmatar-held systems are sitting at either vulnerable or 99.9% contested. But... they aren't getting flipped (which requires a fleet of ships fly out to these systems and shoot the infrastructure hub for 20 or 30 minutes).

It's almost as if... bear with me on this... it's almost as if there's some group out there that, having made as much as they can off one faction's LP, wants that faction to 'go fallow' (to use - appropriately - a farming term) and has flipped a switch to do all the stuff necessary to flip the money-printing-machine on for the other faction... 

... but no one told the guys on that side of the war to go out and - you know - use their guns to flip the systems.

I mean, outside of one or two systems, the groups with whom I am familiar - the actual combatants on the Amarr side of the war - don't seem to care that those systems are vulnerable.

It's almost as if they had nothing to do with it, and don't have either the interest or, dare I say, the net manpower to flip all those systems, because they aren't the guys who set them up to fall in the first place. Sort of what happened the last time things flipped in our favor, but more so.

I mean, everyone knows there are farmers that just run the system to earn LP, right?

But everyone assumes that it works like this:

  • One faction gains the advantage.
  • Farmers switch sides.
  • Other faction gains the advantage.
  • Farmers switch sides.
Maybe it used to work that way, and it doesn't anymore.

Maybe the farmers realized it was more efficient to take control of which side of the scale was tipped.

Maybe we work for them now.

Maybe we don't. Maybe they've gotten to the point where they don't need the guys with guns at all.

Hmm.

You know what I don't see out in the war zone?

I don't see the plex-capturing pilots. There aren't more than a handful out there - nowhere near the numbers you'd need to drive so many systems to vulnerable so fast. At least, they aren't out there during US/UK active time zones.

Maybe... some other time zone? Maybe.

Maybe the groups "fighting" the war actually have somewhere close to zero percent influence on the state of the war zones. (At least in some cases because they're too busy shooting at each other.) Maybe the guys who figured out how to utterly game the old system figured out to game the new one, and were smart enough to keep it quiet this time.

Maybe the rest of us are just kids playing cops and robbers along the aisles that run between banks of humming machinery none of us either influence or understand.

Maybe. 

Maybe.

2014-01-26

Credit Where It's Due

EveMail
Subject: Thank you
From: Ty Delaney
Sent: 2014.01.27 03:30
To: Miura Bull

You may not be able to tell, but this kill is all thanks to you.

Kill: Captain Sparro (Claw)

I've learned a lot by studying the ships you fly, how you fit them, and what you take them against. I'm not sure if this firetail is exactly the same as one you flew in the past (I usually change something, because I'm stupid), but the fitting in EFT is saved simply as "Miura" - let's at least assume you inspired it.

Anyway, thanks. I don't always have time or the luck for 1v1s these days - this fight pretty much made my day.
I'm sure if Miura ever gets the chance, he'll try to kill me (I'd be profoundly disappointed otherwise), but that doesn't mean I can't say thanks for providing some great inspiration.




2014-01-22

The Unexpected Good

Given my family, busy home life, teaching, learning, recording an audiobook, writing another book (and recording that), writing another book, and... you know... a day job, I don't have a ton of time to play Eve.

I know, I know. Priorities, right?

Since I'm a little tight on time, I try to focus on activities that yield something positive within a fairly well-defined block of time.

Faction Warfare suits me right down to the ground, for example: log in, undock, and a couple jumps to a contested system for either LP payout, PvP, or both. Or, a few bomber missions. Either way, something positive.


Even if I lose a ship, at least something interesting happened.

Scheduled roams can sometimes (not always) work out well. I've had some good experiences with the fairly new Redemption Road roams, and I've mentioned the RvB Ganked roams many, many times. It isn't always a great experience, but most of the time it is, and I like practically everyone I haven't muted on Mumble.

Last weekend was RvB's 100th roam, for which they'd ironically (but earnestly) planned a stationary fight: lots of capital ships and giant "come at me bro" sign. I decided to attend, because as I said, I like the guys and I wanted to celebrate with them.

Unfortunately, it didn't end up being one of those times when a Ganked Roam resulted in a good experience. The two hour (!) fleet muster window ended up stretched to three hours, several ships died just getting through highsec to the target system (one of them the battleship I'd decided to bring - hardly surprising as I always lose ships before ganked fleets even start if I don't bring an interceptor) and, once we got in system, the TiDi was... well, TiDi.

That all this happened at the same time as the HED-GP meltdown at least demonstrated to us (via Twitch.tv) that things could have been worse, but with over 600 "friendly" pilots in system, most of whom were (a) criminally flagged and (b) not in the same fleet, it was a bit of a hot mess, and took a good six hours before I gave up and headed out.

The best fight that whole time?

I was reshipping in a nearby system, and undocked in my trusty Taranis, straight into a Caldari faction war target, flying a Catalyst. After a momentary pause, I thought "I can kill a Catalyst, I bet. Maybe. Possibly... Fuck it!" and broke undock invulnerability to charge his guns. Managed to get in close before he could lock me and took him out with flames trailing behind me. GF, GF.

That said, if the highlight of a 1200-pilot fight is a 1v1 between you and a tech1 destroyer, several jumps away, that probably wasn't time well spent.

Never let it be said, however, that I won't try something twice, just because it was bad the first time!

The next day, GG had a Redemption Roam scheduled, and I put together a few ships to tag along.

Things started out poorly. Flying an interceptor, I was dropped into the scout and skirmish wing and shot out into Curse, but pulled a particularly boneheaded maneuver when I warped to the only station in YKE4-3 from the only gate in YKE4-3, at 100 kilometers. The executioner sitting near the station didn't worry me, as both the character and his ship's name made him look like a cyno alt. He entered warp, and I figured he was leaving...

... nope. He dropped right on top of me at my painfully easy-to-predict location and took out my Ares. I'm so bad at this game.

Meanwhile, the main body of the fleet (armor tanked missile destroyers and interdictors) had completely flubbed an attempt to catch a fleet of bombers and lost about half our ships only four or five jumps into the roam. Whoops.

As I said, things were looking bad. I was about to dock up and log out for the day when someone jumped onto comms and asked if our fleet of ~30 would be interested in a potential carrier kill in wormhole space.

I just want to pause here and reflect on the fact that someone decided to batphone a Redemption Road "RvB Ganked Hangover Fleet", because that was their best option. Wow.

Needless to day, we were interested. I and one other pilot made best speed for Rens (only a few jumps from the wormhole) and cobbled together a pair of Apocalypse battleships to make the carrier a slightly softer, energy-drained target. Once assembled, the SS iNeut set out for glory.

Considering how long mustering took the day before, the fact that everyone either reshipped into bigger stuff or flew 20+ jumps and was ready to attack inside 25 minutes was... refreshing.

We jumped into the wormhole, then over to the next wormhole, which would take us into the target system. Our scout got us a good warp-in, our tackle leap into motion, and a few seconds later I found myself in a lag-free, non-TiDi'd capital and battleship fight - my first time flying a neut/drone ship in anything over a six-pilot gang.

Everything exploded, we scattered back out to known space, I checked the clock, said my goodbyes, and logged.



Some days, what looks like the best event of all time turns out more than sub-optimal, and the best fight you get is a 1v1 with a war target somewhere far away from the main event.

Sometimes, you whelp most of the fleet and lose your scouting ship to a clever trap for stupid pilots... and turn around to get a nearly-flawless carrier kill.

You just never know.

That's why I love this game.

When an Apology Isn't About "I'm Sorry"

Mabrick is, as he likes to say, mumbling about CCP's apology to the participants in the HED-GP fight last weekend. He's disappointed in CCP's decision to apologize, and does a bit of math to illustrate his reasons.

In concept, I agree with Mabrick's point. Despite the size of the fight in HED-GP, it was a relatively small percentage of the total number of people who were logged into the game, and everyone else was pretty much fine (RvB TiDi notwithstanding).

In fact, in the past, I've made similar points - as much as Null likes to brag about how their wars churn the economy, even a casual glance at dotlan shows that just as many ships die in high sec, and on more predictable patterns. Yes, really.

If it were just about appeasing the existing player base, Mabrick's entirely correct in telling that lot to HTFU and organize fights that can actually be played within the technological restrictions of the game in which the fight takes place.


But it's not about player appeasement, of course. Not at all.

It's about marketing.

There's two things Mabrick either doesn't consider or chooses to ignore to make the point he wants to make.

1. The groups involved can generate a huge amount of press about the events in Eve, at will. The Goons in particular are well-documented masters of 'controlling their message', and as the Mittani has demonstrated dozens of times, when you control the vocal output of 10 thousand accounts and probably a couple thousand actual players, you can make a pretty loud noise.

2. Successful, glitch-free monster fights grow the playerbase. A large number of players started playing EVE because of the fight in Asakai - it not-so-indirectly lead to the creation of Brave Newbies, now one of the largest player corps in the game. (Was Asakai really a year ago? Huh.) It's free advertising of the best kind: word of mouth.

So... no. Nothing that CCP is saying publicly with regards to HED-GP is really about player appeasement. The apologies aren't to mollify anyone who plays the game.

It's marketing for the people who aren't playing the game.

2014-01-20

Just a bit on the Problem of Soul-Crushing Lag

Lots of folks have already written about the current problems with very large fleet fights in Eve, prompted by the events in HED-GP over the weekend.

The short version: 3500ish pilots tried to pile into a single system and blow the hell out of each other and the servers simply couldn't handle it, producing an experience similar to the bad old days (tm) of three or more years ago.

CCP put a band-aid on the problem with time-dilation which, by reducing the speed of what's happening in heavily-loaded systems to as low as 10%, effectively made their servers ten times faster. Great, if the fleets never get any bigger.

But they would. Of course they would. Inevitably. With large, heavily-organized null security power blocs fleets will, as Trebor famously said, "expand to fill the lag available."

So what do you do?

Get better hardware? Unfortunately, computers aren't getting better in directions that benefit Eve's code base very much.

Make the code more efficient? They're working on that, but even if the work done is outstanding, it just puts the same kind of timer on the situation as the time-dilation fix: if the servers and/or code can handle more pilots in big fights, so those fights will inevitably grow til they hit the new crash/freeze barrier, and we're right back where we started.

Don't get me wrong: I think optimizing the code is good and valuable work, but it doesn't fix the main problem, which is that bringing more ships is always the best option if you want to win a fight

The trick to creating a truly long-term solution to this isn't to support the current best option - it's to make other options better and/or necessary.

Competing Objectives

Corelin used this phrase, and I like it. The basic idea is to create a new normal for sovereignty battles where, to put it simply, fights and other ship-based activities need to happen in multiple locations at the same time. Corelin gave the example of having the system's the TCU, IHUB, and Station all run on the same timers, rather than in sequence, so they all have to be fought over at the same time.

Personally, I'd take it further, and in directions that let you simulate the real-world factors of terrain and supply and support chains. There have been some good suggestions along these lines, but the best of them basically boil down to making sovereignty contests more like the current Faction Warfare mechanics. Instead of a single timer revolving around a single point in single system, spread those timers out to a number of locations, with the majority of those sites within size-restricted complexes. And I really do mean spread them out: to create the illusion of ‘defending and attacking supply and support lines,' you might even consider scattering those complexes all around the target system’s constellation - attackers ignore them at their peril, a properly defended complex might set the entire offensive back by resetting vulnerability timers or removing vulnerability altogether.

The size restrictions on those complexes are worth talking about as well. Size restrictions mean that some critical parts of the sov fight would be frigate, destroyer, cruiser, 'all sub-caps' fights, set up so those complexes need to be handled at the same time as each other and/or at the same time as the 'main' battle. This means that the meta of the game changes to effectively split up fleets, spread them out, and call for different tactics (and make multiboxing to get more ships on the field far less effective, since multiboxing a frigate, a cruiser, and a carrier in three different fights/fleets/systems isn't going to appeal to many people).

Obviously the whole sov process would have to change, perhaps incrementally, but it feels like the best direction for (a) more manageable per-system, per-fight load and (b) more interesting Sov gameplay.

2014-01-05

Roaming Redemption Road

Had a gap in the residency schedule, so decided not to do the smart thing (take a nap) in favor of the dumb-but-fun thing (go on a Redemption Roam with Mangala as FC).

I don't often go on Ganked or Ganked-related roams, because I generally prefer solo and very small gangs, but that doesn't mean I won't go if it's the most easily accessible fun to be had - they're a good group of guys, and I'm a long ways from home, getting online via my lovely but not-exactly-gaming-grade Macbook Air, so a roam with a few extra pilots around to attract enemy fire appealed to me.

It played out very well. Granted, my lag+slower machine meant I missed out on (quite) a few fights (sixty pilots in frigates means a lot of stuff dies before you can lock it), but I contributed meaningfully to most of the fights I got in on. I was particularly proud of chasing down and getting a critical scram/web combo on a Omen Navy Issue in my little DCU-tanked brawling Taranis. That fight left me trailing flames out the back of my ship for the rest of the roam (hello structure damage), but it was *totally* worth it.

And, for a final laugh, I stumbled back to my seat during a break and fumbled my mic back on to say "Why did I just hear my name?"

It seems Greygal and been randomly awarding some prize ships donated to Redemption Road. My number had come up for the final prize ship of the day.

A Thanatos carrier.


I think I'll call it the SS WTF.


I honestly don't know what I'm going to do with the thing. Both I and my carrier alt can fly it (Ty only technically - he's not really capable) but...

Well, I dunno. We'll see. Maybe I'll blow it up at the RvB Ganked 100th roam celebration.

Seems only fitting.

2013-12-23

Three Year Eval

On January 22nd, 2011 (a few days before my son was born), I tried out Eve for the second time. (I'd first tried it back in 2006, but it didn't really take at the time.)

It's now almost three years, 65 million skill points, and ~4000 logins later, so I thought I'd do a quick retrospective, as I've done in the past, but looking mostly at hard numbers.

Punching the Clock

As I mentioned, I've logged into Eve on my various accounts about about 4000 times since returning to the game, averaging about 75 minutes per login. I've been active for just over 1000 days, so on average I logged in at least two of my accounts every day during that time. (That's not accurate: for much of that time, I had more than two accounts running, and have had several months where I didn't log in at all, due to other stuff going on.

All that works out to about 2.5 years of 40 hour weeks, if this were a job. Obviously, it's not split up that way in reality, because the online time was often doubled (two characters logged in at once), sometimes tripled, and I'm obviously not only logging in during the work week.

At peak activity, I've had four accounts active, but between CCP promotions and a couple years with a media account, I've at most paid outright for two accounts, at any given time. That's how many I keep active now, with the others mothballed and full of industry toons for which I have no current use. Given that I maintain three yearly family accounts for a couple Kingsisle games we almost never play, I don't consider the costs of Eve particularly onerous.

Given the amount I estimate I've spent on the game for subscriptions and collector's edition and the time logged, I'm getting about two minutes of entertainment per penny.  Compare that to our average trip to the movies, where the ratio is approximately 20 seconds of fun per penny (assuming my wife and I split the tickets and concessionn), and I feel just fine about my entertainment choices.

And that ratio of value only counts online time, of course - I do a lot of entertaining and mentally stimulating noodling, writing, and talking about the game when I'm not playing it as well (not to mention the not-insignificant benefit of maintaining a regular writing habit).  All in all, I consider it all money and time well-spent, especially when I can (and have) spent months largely away from the game for other things (barring updating skill training queues). It's a great game for knowing you're getting something accomplished even when you don't have time to play right now.

Shooting Stuff

Especially in the last year and a half, my focus in the game has largely been PvP. On my main combat character, I've gotten 730 PvP skip kills and 251 losses, total. On average, that's worked out to me getting a kill slightly more than every other day (actually, it works out almost exactly to two kills every three days), which isn't terrible, especially when you figure that I probably went at least a year on the account before getting into PvP in any serious way.

All those wrecked ships work out to 65 billion ISK in losses for my opponents (about $2100 USD, if you pay any attention to largely meaningless ISK to USD conversions worked out based on the list price for a PLEX in- and out-of-game) - and 8 billion ISK in losses (which is less than the value of the ships I currently have scattered around in hangars at the moment). On average, ships I killed were worth about 90 million a pop, and the ships I lost averaged a price tag of about 30 mill. All in all, those are ratios I'm quite happy with.

Plans for the Future


Nothing particularly fancy. Shoot stuff. Blow up amusingly. I'm happy in Faction Warfare with Ty, and I've got a training plan set up for him right now that should have him at level 4 ISIS mastery for every class of sub-capitol in the game (he's got much of that done already) and well on the way to solid Dreadnought and (maybe) Carrier skills by the end of the year. I'm in no rush for the Carrier ship skills, as Bre has Ty covered in that department, with nigh-perfect Logistics skills and closing in on level 4 ISIS mastery with every model of carrier - she makes staying mobile easy. Cyno is green.

2013-12-20

Stay Awhile and Listen: Growing the EVE Population with a Good Story

Some of EVE's perpetual zeitgeist is currently swirling around the topic of New Players. Getting them. Keeping them. Breaking into demographics only thinly represented in-game at the current time.
I want to talk about it a bit.

Welcome to the Grinder

I think it's fair to say New Eden isn't the most welcoming place. One of the first developer quotes I became aware of after I started playing went something like this:
"EVE isn't a game set in a grim, dark future. EVE is that grim, dark future."

I read this, grinned, and repeated it to my gaming friends. None were as amused by it as I was. Three years later, it's become clear I'm someone who's wired to enjoy the game that EVE is... and that what it is doesn't immediately appeal to the majority of gamers out there. Many try it - some more than once - but for most it just doesn't stick.

Why?

More to the point, how does CCP fix it?

The Problems

Swing a dead cat around the EVE blogosphere and you'll hit a half-dozen explanations as to why player uptake is so low.


The learning curve joke is funny, marginally true, but I don't think is a (or at least the) real problem - lot's of MMOs are complicated, if we're quite honest. My wife and I have been playing Lord of the Rings for seven years and we still have to call each other over to peer at a new item and try to figure out if it's actually an upgrade for the character in question. I'm a bit of a spec/fitting/stats nerd, and I still avoid some of the derived stats in that game.

[Melee Offense Rating = ((1190/3) * Enemy's Level * %) / (1 - %)]
... and it does what, exactly?
The players, if I'm going to be completely honest, make the game harder to call home, either because many actively drive off new players, are casually dismissive of a newcomer's struggles with the game, or simply don't care and ignore anyone not in their corp/alliance/whatever. I've long since gotten used to it - I self-motivate just fine, thanks - but I freely acknowledge EVE's players don't do the game any favors when it comes time to attract new blood; many take a real pride in being unrepentant bastards, and that can be pretty hard to swallow.


Still, this can be overcome if you manage to find a group to be part of in the game. MMOs are social - even EvE (especially EvE, really - you can't PvP if you can't find someone else to play with). If you can't make some kind of social connection - put down roots in some way - odds are good you'll leave. Now, here's a thing: it's not actually harder to put down roots in Eve than it is in any other MMO.

The thing that almost all MMOs have in common, however, is this: a new player is extremely unlikely to put down roots during a 14-day free trial.

In other words, until the roots actually take, you need to keep the player logging in simply for the enjoyment of playing the game itself.

And that's where EVE falls down.

First Day In the Sandbox?

Now, don't get me wrong: I love the way New Eden works. I love the self-determination. I love the personal projects and goals. I love that it's all up to me, and (although I grumble) I even love that other players can put my stuff at risk and influence when and why I log in. However.

All that stuff - that self-determination, those personal projects, and the effect I want to have on the landscape of New Eden and Anoikis - none of that actually happens until and unless I start giving a damn about the game - until I put down roots.


Very very very few MMO players new to EVE will immediately start formulating plans and goals for themselves when confronted with the blank sheet of paper that is New Eden. I don't know what the percentage is, but I know a really easy way to figure it out:
  • Solve X, where X is all MMO players.
  • Solve Y, where Y is all EVE players, today.
  • Y/X = Rough percentage of MMO playerbase who will start making plans in EVE before they've made any social connections.
In other words: the players who find Eve compelling enough to start sandboxing from day one are already playing the game. Everyone else looks at this star map:


... which is approximately half the total number of systems in EvE, once you count wormhole space...

And just say to heck with it.

So what do you do?

The trick here is not to tell every new player to join EVE University, Brave Newbies, or Red vs. Blue. That's been done (and is being done) and it's not making much of an impact. The trick is to keep new players messing around with the game long enough to get roots down with the people, and there's a really decent way to do that that EVE isn't using.

Better PvE.

Yeah yeah, I know. PvE is boring, lacks challenge, blah blah blah.

But consider this.

There are a LOT of VERY SUCCESSFUL "theme park" MMOs out there in the world. Some of them (like Wizard 101 and other Kingsisle titles aimed at kids, with very tight social controls) are pretty much only successful based on their game elements, not their social elements.

There are VERY FEW (maybe only one) moderately successful pure sandbox MMOs.

Are those themepark MMOs better than Eve? I don't think so. Different, yes, but not better. So what's the difference? How do they snag those big player populations?

They provide interesting content for (at least) long enough to get the players attached to the game. I believe that's the thing Eve needs to do to grow their playerbase.

I'm not talking about becoming a themepark - I am talking about making use of the rich lore of the setting as something other than wiki-filler.

Market Research

I came to this shocking conclusion after talking to my wife. Once upon a time (probably out of a desire to see more than the back of my head on nights I was playing) she tried out EVE. As with most players who tried it, it didn't stick, and before I started writing this piece, I asked her why. Specifically, I asked her what about the game would have needed to be different to get her to stick around. There were a few answers that weren't especially useful (the genre itself doesn't appeal to her very much), but the main thing was this:

There wasn't anything for her to do.

Yes, EVE vets, go on and have your knowing, dismissive chuckle: of course there's an infinite number of things to do in EVE. You're right, and you're very clever. We got it.

Now shut the fuck up for a second.


Pretend, if you're able, that you're a new player who doesn't know anything about Eve or New Eden. You look at that star map up there, and realize that every one of those little points of light is a system, and in each system is anywhere from 0 to hundreds of players, all doing things; 0 to dozens of stations, all full of agents; 0 to dozens of asteroid belts, all waiting for mining; 0 to thousands of ships, all waiting to to be shot. And you ask "What do I do?"

And someone says "Anything you want."

To use a writing analogy, that is one HELL of a blank page staring at you.

And, in all seriousness: why bother? I mean, why run missions, or mine, or anything?

"To make ISK."

"But... why?"

"To buy new ships."

"But... why?"

See, if you don't have something you care about in the game - some kind of root system digging in - everything that EVE's infrastructure is geared to support is utterly meaningless. It's a machine that only runs if you care about it.

So you have to get a new player far enough along to care.

Sure, the tutorials are fine - they teach you how to play the game (basically) - but they don't teach you how to give a shit about the game.

For that, you need a story.

The Current Missions Are Not Stories

With very few exceptions, there are no real stories within the missions of New Eden. And to be fair, that's not what the current mission system in New Eden is for: it exists to introduce ISK and resources into the economy, not engage players' minds and imagination. There are minor events that begin and end within the mission itself. There are jokes, and sometimes punchlines. But there are few - damned few - stories (only the epic arcs, and only barely even then - even the best aren't very memorable), and stories are the connective tissue that hold a game together long enough for a player to care - to stay.

This is what EVE needs to grow the player base: connected stories. Not to create a generation of carebears, but to get all kinds of players invested in the game.

Think about that star map above. Drill down into it and look at a just a single region.


It's full of stars...

Sinq Laison is important in Empire space, right?

Why? Your answer cannot include any mention of markets or player industry.

What's the region's story? What's going on there that isn't going on anywhere else? What can you as a god-like capsuleer do to affect that?

I very much doubt there is an answer to the first two questions (if there is, maybe only two lore-devs at CCP headquarters know), and I know that the answer to the last questions is "No."

But... shouldn't there be answers to those questions? Shouldn't there be an easy, accessible, new-user-friendly way of finding those answers out - of being told those answers even if the new player didn't know to ask?

Let's break it up more. Here's the same map, with the region broken up by constellation:


Taste the Rainbow

That's something like fourteen constellations, each made up of at least a half-dozen star systems. And of those, only one of them (Algintal) KIND OF has a story going on (if you count COSMOS missions) accessible to the players, if they know which third-party web sites to dig into for advice and walk-throughs.

The rest? The other thirteen constellations? No story. None.

What If...

What if every Empire-held constellation had a story? Nanite Paste production run amok on a previously habitable world. Serpentis drug cartels making in-roads in a largely domestic backwater area with an outmatched police force. A politically well-connected young governor that no one can touch, but who desperately needs to be taken down for the heinous crimes she commits with impunity.

What if the people there were just waiting for a capsuleer who would stay awhile and listen?

What if they sent a message to every capsuleer that came through their constellation (a pop-up option that can be disabled, obviously), asking for help and telling them where to dock up for information, and no one ever took them up on it... until you came along.

Leave all the current missions alone, and put in these constellation-specific storyline agents that have to be got through in a specific order and otherwise follow the rules for those once-in-16-mission missions.

What if players had the opportunity to change things, even small things - even just thank-you eve-mails from people in that constellation the next time you come through... or months later... or years later. Some decorations to mark the story - mementos, whatever.

What if you could change sides? Take a political powderkeg and light a match that leaves the area reeling and you making off with a big payoff and a new set of masters. Turn on the locals and side with the pirates - tank your standings with the Caldari government but double it with Mordu's Legion...

What if you could play for months, just exploring each constellation of each region, seeing what was out there, what's going on... what the story is...

... talking with other players about it. Making up crazy theories connecting the industrial espionage in Everyshore and the underground slavery ring in Fror...

Making friends. Putting down roots.

Sticking around.

What if.

2013-05-06

Life in Eve: Pretty Good Weekend

Like most ten-year-olds, EVE celebrated its birthday on the nearest weekend (just past), rather than the actual date (today), in order to maximize the fun.

I'm pretty glad they did.

My mom-in-law's in town, the kids had a cool brass concert to go to, I'm wrapping up a bunch of MFA projects at the moment, and had a book review go up at the Mittani -- all of which meant that while I was at my computer a lot this weekend, it wasn't as often as it might have been, and I wasn't always logged into the game.

But I tried.

Saturday was the Tuskers third Frigate Free For all, which was extremely conveniently located all of one jump away from one of our lowsec staging systems. I brought over one ship (a super-long-range Atron that lived a lot longer than I expected), and after that I made use of the prefit ships provided by the Tuskers for the event, trying my best to fly ships from every faction, and as many different kinds as I could. Some of the prefit ships were a little kooky (or shamefully short of ammo), but they were all fun in their own way (probably the most fun was a microwarpdrive + blaster fit Incursus), it was SO NICE to just dock up and say "give me something Gallente" and just get it, and I had a ball, as did the other pilots from our corp who joined in.  A couple mis-clicks cost me a few decimal points of security status, but I'll live.

I could only stay for about one-sixth of the event's duration due to aforementioned kid's brass concert, so I left my corp mates to the carnage and headed out.

(You know: CCP really needs to make it easier to get into a new ship after you lose one. For a lot of pilots, it isn't the loss of a ship that's the problem: it's the pain in the ass logistics of getting together the parts and assembling a new one. Even if you pre-fit a bunch of ships to be ready for whatever happens, all you're really doing is time-shifting that preparation effort, and you always end up with ships you never fly.  Some way to click on a saved fitting and say "Give me one of these, purchased from THIS station, and already assembled. Go!" I can't help but think that would make it easier for people to jump into space and take a fight.)

After the concert, I found out the FFA was still going on, having upgraded to destroyers in my absence, so I ran over to our staging station and picked up a sniping catalyst that has been gathering dust in my hangar and flew around sniping at random stuff, which unexpectedly led to a fun 1v1 fight between me and someone from Black Rebel Rifter Club, above a lonely moon on the edge of the system. Good fight, and I called a personal end to the event with that.

Final tally: due to my limited participation, "only" racked up 60 kills and 14 ship losses. Two of my corp mates made the top 25 killers for the event (one in the top ten), and our corporation registered 252 kills (including a Thanatos carrier) and 49 cheap-o losses. So much fun.

Saturday night, I decided to take the advice of someone from the EVE303 google group (Eve players in Denver) and did a long haul across enemy territory to HED-GP, a null-sec system where "things happen." I noticed a lot of pilots from Bombers Bar in the system, and as I'm known to them, I joined their fleet and spent a little time plinking at various TEST pilots and trying to save as many tactical bookmarks as I could. (Meanwhile, back in our normal stomping grounds, Meg and Sthaz took part in massacring a pirate Battlecruiser fleet, so probably I selected the wrong activity for the night. Oh well.) I left the bomber in a station over in that area, in case I feel the need to terrorize TESTies again, and headed home.

Sunday was a big day, with lots of activities planned around New Eden to celebrate the game's ten year anniversary. The big one was the Flight of 1000 Rifters, in which Marlona Sky arranged to sacrifice a super-carrier to whatever pilots showed up to take the ship down.

Red vs. Blue planned to be there, and started up the day with an early roam/ship move once the location of the event was announced -- I joined their fleet simply to have a couple hundred allies in the impending brawl. Having flown in the Free For All the day before, I wanted to make sure I'd have more than enough ships on hand, and risked a cheap hauler to bring twenty executioners into the just-announced system, then hopped into an Ares interceptor to join the RvB gang on a roam to kill time until the 1000 Rifters event.

After a bit of meandering, the fleet managed to intercept a CCP Developer Fleet that was flying around in brand new Gnosis battlecruisers (prize ships given out to pilots for the 10th year anniversary). Many, many ships exploded, and honestly I'm not as happy about the CCP devs I got to shoot as I am about this ship loss.

I'll say this about the Dev fleet (led by, I'm assuming, CCP Fozzie): they had good target discipline. I was locked, targeted, and then single-volleyed off the field at the precise moment one of the Devs managed to pull my into a hard turn that slowed my Ares down juuuust enough to hit. POP goes the interceptor.

Once we got done shooting devs (I logged a shameful number of CCP kills in a rookie frigate I picked up after losing the Ares), it was time to get to the supercarrier killing.

How to sum this up:

  • Pretty cool.

  • 2300 people in system.

  • OMG so much lag.

  • Frigate Free For All: brought 1 ship, used 14. Thousand Rifter event: brought 20 ships, used 1. Oops. (Also: now I need to move ~20 frigates back out to somewhere more useful.)


This is how Eve players light a birthday cake. (The time dilation lag left people lots of time to take screenshots.)


Most of the shooting wasn't really directed at the supercarrier as much as the other pilots (in true Eve style), so many many ships exploded, none of which were mine (surprisingly).

Somewhere in there, Eve set a new record for concurrent connected players, just north of 65 thousand players.

I'm glad I did the 1000 Rifters event, but it was not nearly as fun (thanks to time dilation and unavoidable lag) as the (admittedly smaller, with "only" 300 pilots) Free For All the day before.

Logged out, played with the kids, wrote some more of my final paper, watched Doctor Who, and saw an email from CB that we had some visitors to the wormhole. No one was in comms when I logged in, but I spotted a few unfamiliar ships on scan. After about 15 minutes of stalking, I found a Noctis salvaging ship sucking up wrecks in a Sleeper site, and watched as his four battlecruiser bodyguards warped out and left him all alone.

Welcome to the Wormhole. Watch that first step.


Ooops. I crept up on the Noctis in a stealthy little Tengu strategic cruiser named (of course) Bad Penny, and a half-dozen volleys later I had a dead ship, a hold full of sleeper loot, and a nice little bow with which to wrap up the weekend.

Happy Birthday, Eve Online. Here's to the second decade.