I'd been thinking about it, but fears of WoW-creep have lingered. I spent about 5 years in WoW, I'm not going back. There are some features of a character driven MMO that are appealing in a way that Internet Spaceships is not. Incarna was a botched attempt at this, but does show that having an avatar is something many players want. I loved gearing up my Hunter, but got frustrated with the constant "gear resets" that each patch added. So deep in the recesses of my brain, I have been hoping for SW:TOR to swoop in, beloved droids bee-booping and lightsabers flashing and sweep me off my feet.
Then Poetic posted a link to this. Images of dancing in Orgrimmar waiting for Raid/BG/Dungeon/Something to Grind flooded into my brain. And the interface looks... identical?
No thanks.
Friday, December 30, 2011
Escamalations
Back from the holidays, I hope everyone had a good time and survived the familial mine field! I got myself a Christmas present, but I'll talk about that in another post, maybe. Today, I want to muse about Exploration and Escalations.
I like exploration. As PvE goes, it is the most organic experience one can have in Eve. No set locations, no promises, each time I hop in my CovOps, it is a new experience. I've made a little money running sites, nothing great, but I generally stay out of low sec when exploring, so there you go. Yesterday one of my corp mates, who has been talking up low sec escalations for some time, got me out of my mission grinding bliss (deadspace mods don't pay for themselves!) and into low sec for some escamalationing (I just like saying it that way).
We ended up going the full four escalations for the Sansha chain he found, which was awesome. We also flew through quite a bit of low sec in a Drake and two Ishkurs, saw a hot-drop, and got hounded by a Hound. Wel also kept a tense eye on a Nyx that apparently was just passing through as we cleared the final site. That would have been overkill, we thought, but a hilarious killmail to be on the wrong end of. All in all we had a generally good time with some nice tense moments, and I have a new found understanding of what I want out of voice coms on a roam.
Here is the downside: We humped some 30 jumps, spent about 2 hours, and ended up with some rather underwhelming loot (three mods worth maybe 15 mil split three ways). Such is the life of the explorer. I've gotten high sec sites with no combat that dropped better loot. So for the future, I will go on low sec exploration romps when I want some excitement, and as a way to build my chops flying in a gang, but probably not if I am looking for to max my earnings. That said, it was still one of the more interesting ways to spend a few hours on a cold afternoon.
I like exploration. As PvE goes, it is the most organic experience one can have in Eve. No set locations, no promises, each time I hop in my CovOps, it is a new experience. I've made a little money running sites, nothing great, but I generally stay out of low sec when exploring, so there you go. Yesterday one of my corp mates, who has been talking up low sec escalations for some time, got me out of my mission grinding bliss (deadspace mods don't pay for themselves!) and into low sec for some escamalationing (I just like saying it that way).
We ended up going the full four escalations for the Sansha chain he found, which was awesome. We also flew through quite a bit of low sec in a Drake and two Ishkurs, saw a hot-drop, and got hounded by a Hound. Wel also kept a tense eye on a Nyx that apparently was just passing through as we cleared the final site. That would have been overkill, we thought, but a hilarious killmail to be on the wrong end of. All in all we had a generally good time with some nice tense moments, and I have a new found understanding of what I want out of voice coms on a roam.
Here is the downside: We humped some 30 jumps, spent about 2 hours, and ended up with some rather underwhelming loot (three mods worth maybe 15 mil split three ways). Such is the life of the explorer. I've gotten high sec sites with no combat that dropped better loot. So for the future, I will go on low sec exploration romps when I want some excitement, and as a way to build my chops flying in a gang, but probably not if I am looking for to max my earnings. That said, it was still one of the more interesting ways to spend a few hours on a cold afternoon.
Tuesday, December 13, 2011
Hand of the Master
This post is from the Dept. of Metal Headgear.
In no particular order, here are some things that have happened recently:
- In game PLEX prices have gone up.
- PLEX sales may have curbed this, but a new, higher equilibrium seems to be forming.
- PI supply has been constrained, thereby increasing demand, and prices.
- Further, long term costs of PI via POCOs, have increased, further altering the supply and demand curve
- New ships (with higher mineral reqs) have been added, eating into the mineral market.
- Anomalies were adjusted up, slightly.
- Incursions have increased ISK supply.
Taken as a whole I see this turn of events interesting. Eve has inflation. Others games have dealt with this via simply resetting portions of the economy, or the entire thing, each expansion. For an example, look at WoW's continual rebalancing of rewards and looting mechanics. CCP is rightfully loathe to do this given the more long-term game Eve players engage in. But, the ISK faucets flow, and as players amass ISK, prices increase. The options to combat this are either find massive ISK sinks, or tweak the economy. Let's take a quick look at faucets and sinks:
Faucets
- Missions
- Incursions
- Bounties
- Insurance Payouts
- NPC Buy Orders
Sinks
- BPOs
- Skillbooks
- LP Purchases
- NPC Taxes and Fees
- PI Costs (Building and import.export fees)
At the current rates players can pump the faucet handle, there is almost no functional way for the sinks to eat the money. Add to this the habit of many players to hoard ISK, and you have an ever increasing pool of money. CCP has to know this. They do have an economist on staff. So inflation is inevitable in this scenario, especially if the player base growth does not keep pace with the faucets. Steady, slow inflation is not bad. In fact, it is often seen as a sign of a healthy economy. But what happens when the players are not inflating things fast enough themselves, either through slow market shifts or player count growth?
Umm... Hi?
I doubt CCP wants to lower ISK faucet amounts. It creates a huge uproar every time. Look at the anomalies nerf. I'm not a null sec player and I heard that din. Nerfs make players angry. So the logical idea is to try and pump up the baseline values players consider normal. I would argue minerals are the final indicator of this, but others may disagree. Anyhow, looking at recent developments, I think CCP is trying to cautiously embrace the inflation.
Higher mineral cost ships helps consume minerals as ships are destroyed, hopefully driving up scarcity on minerals. The Goons, oddly enough, are helping create scarcity on both ends with their recent activities in limiting mining. PI scarcity and POCO destruction all consume and constrain resources from POS fuel all the way up the production line to T3 components. You need a POS to do almost any useful research or invention in Eve.
Prices may change at any time.
PLEX is the one outlier - In my opinion, CCP wants PLEX to stay cheap enough in game for players to keep buying it, and driving RMT sales of new PLEX outside the game. So CCP is trying to figure out how to increase relative costs of everything in the game except PLEX! Because the easiest account to close is the one you can no longer rely on getting "free". This explains the seemingly frequent PLEX sales of late. As PLEX continues to increase in game, CCP cannot afford to turn up the ISK faucets, but they want to keep moving PLEX so that the real bottom line stays healthy.
Blog a Day #14: Gifts Response
A response to Poetic Discourse.
This is a tough choice of gift!
I already bought and am researching the BPOs offered, so that is rather pointless. I could care less about the destroyers and faction ammo. But weighing an implant v a remap, that is tough. I need to look up the info on the remap, as I am not sure if it is an instant thing or if it gets added to my character to use at any point. If it the second option, that may be a no-brainer. This could be a nice ace in the hole if I get bored of my Per-Wil Map of Doom (tm).
This is a tough choice of gift!
I already bought and am researching the BPOs offered, so that is rather pointless. I could care less about the destroyers and faction ammo. But weighing an implant v a remap, that is tough. I need to look up the info on the remap, as I am not sure if it is an instant thing or if it gets added to my character to use at any point. If it the second option, that may be a no-brainer. This could be a nice ace in the hole if I get bored of my Per-Wil Map of Doom (tm).
Monday, December 5, 2011
Forum: Industrial Might
I'm starting a new feature: Forum questions, where I ask you to respond to some crazy idea I come up with! Without further ado, here is my question:
What if a new industrial hull was added that had a slight buff to tanking ability and more turret slots with a negative "bonus" to those turrets? Something like:
Honey Badger
After years of plying the space lanes, Caldari industrial interests decided to update the tried-and-sometimes-true Badger to take into account the realities of cargo transport in New Eden. While not intended to pose a true threat, the Honey Badger has a bit more bite than previous versions with the ability to mount a semblance of firepower, while at a reduced cargo capacity.
Caldari Industrial Skill Bonus:
Honey Badger
After years of plying the space lanes, Caldari industrial interests decided to update the tried-and-sometimes-true Badger to take into account the realities of cargo transport in New Eden. While not intended to pose a true threat, the Honey Badger has a bit more bite than previous versions with the ability to mount a semblance of firepower, while at a reduced cargo capacity.
Caldari Industrial Skill Bonus:
- 5% bonus to shield resistance
- 5% bonus to cargo capacity and velocity
Role Bonus:
- -25% turret rate of fire
Give it 4/6/3 layout with 4 turret slots, same general stats as the Badger Mk II.
Discuss!
Taking My Ball Home!
Edit: For a nice dose of schadenfreude, read through the comments on this one.
There has been a lot of talk lately about high sec players
and how they ruin Eve for everyone else.
I find the volume of chatter unsurprising, given the resent Ivy League
and Goonswarm Shrugged antics. What I do
find surprising is the lengths to which each side goes to delegitimize the
other side, and using the “Eve is a Sandbox!”
argument to make the point.
A sandbox game is in general a game where the world is laid
out for players with rules and mechanics to govern interaction, but without an
endgame provided by the developer. I
would posit another fundamental assumption of sandbox style games is that if
the mechanics allow for something to occur, then it is a valid play style
unless it is explicitly addressed by the developers. In other words, every play-style that a
player can engage in is valid, until restricted.
So it seems very funny and shortsighted to claim pirates are
bad or miners are evil just because you think the mechanics of the game favor
or hinder a play-style. The fact that
you can mine, and the fact that you can gank shows that both play-styles are
valid. So is a market trader that never
levels the station, the missioner that grinds for hours and the Sov warrior who
does whatever it is that sov warriors spend their time doing.
My assumption is that anyone who tries to argue that a play-style
is completely invalid and should be spurned or banned is in fact one a few sort
of people. The first is the person who got
burned by another player. The second is
someone who cannot, likely for ability reasons, compete with other players in a
specific play-style, and so seek to disparage it. The last, and alternatingly most entertaining
or insidious one is the true griefer, who plays games not for the game in front
of them, but the metagame of making someone else angry. I don’t want to get into semantics of
competitors versus griefers, save to say there is a difference.
And these reasons come through in the arguments often seen
against pirates and miners. They have no
basis in actual mechanics, and devolve into ad-hominem attacks on the players
themselves. Miners have no souls and
might as well be the bots they claim to hate.
Pirates are horrible people with no hearts who are probably social miscreants
in real life and shouldn’t be allowed to play.
One of these arguments is meant to inspire angry forum posts, and the
other fails to grasp the inherent meanness built into the human race, but both
miss the point of the sandbox.
What makes Eve interesting is the fact that it encourages
both play-styles, even though they are openly antagonistic to one another. And both styles are generated by the
players. If miners, carebears or pirates
were eliminated, Eve would fail. Each
plays a vital role in the ecosystem, and pays for subs. So if you want to debate fairness of mechanics,
or imbalances that push players in a certain direction please be my guest. The sandbox should be constantly tuned to
increase and balance player options,
thereby generating more play-style options!
But if you just want to use personal attacks, well, I suppose everyone
loves to feed the trolls now and again.
Friday, December 2, 2011
Bounty Hunting
If you have read some of my previous posts, I would understand if you think I view pirates as the scum of Eve and they should all go die in that fire people talk about. But this is not true! I do want them dead, but by the hands of other players! I have spent some time thinking about the mechanics of sec status and piracy, and I have a proposal. Tweak the boundaries of legal pvp in eve. Here is a brief, chart based explanation:
Of course there are caveats.
System Security Status | Legal Target Sec Status* | |
High Sec | 1 | <0.0 |
0.9 | -0.5 | |
0.8 | -1.0 | |
0.7 | -2.0 | |
0.6 | -3.0 | |
0.5 | -4.0 | |
Low Sec | 0.4 to 0.1 | -5.0 |
Null Sec | Null/WH | All |
Of course there are caveats.
- Any pilot with a negative sec status is a legal target according to the chart above.
- Only players who have participated in an illegal action can be given a bounty.
- Legal actions are any hostilities under the auspice of a war dec, taken after another player initiated hostilities in sec of 0.1 or greater, or anything occurring in low sec.
- Non-sanctioned bounties (i.e. pirate bounties ) can be placed as contracts in null sec.
- If a player has a legal bounty, he is a legal target in all sec statuses until podded. Once this occurs, his legal status reverts to the chart above.
- Causing initial aggression (legally or illegally) invalidates insurance if a ship is lost during the ensuing aggression timer.
- If a player has a bounty active, insurance does not pay out on losses.
The whole point of this is to increase the motive for players to actively hunt pirates, and to help make the sec from 1.0 to 0.5 more of a slope. Right now the incentive is mostly pride and possibly loot drops. This system tries to change the rules of engagement a little, and provide more of a career for Bounty Hunters. If you wanted to really push the system, you could add a map option that gave time delayed heat maps of systems with bounty targets. I mean, the gates know who is going where, right?
Observers might also notice that this system does make it theoretically harder for Pirates to get to higher sec systems. This would maybe require some tweaking of system sec status, belt deposits and agent distribution, I have no idea. The point would be that along with risk/reward for carebears, pirates would also have a risk reward for coming after high sec targets.
There are definitely some holes in this, but I would love to see anti-piracy become a viable career in Eve. If a valid implementation could be found for the bounty system, it could also lead to new stations, factions, ships and mechanics. Most importantly it would incentivize some high-sec residents to both place bounties and hunt for them (possibly leaving high sec!), creating more player-driven content in Eve.
Thursday, December 1, 2011
Blogger Fail
Apparently I had comments turned off by mistake. You can now tell me how stupid you think I am!
PI Changes – The Carebear Version
I was meaning to write an article about opportunity cost that
was much more eloquent than this will be, but the recent PI changes are great
illustration I want to take advantage of.
Also, robo-poster Jester beat me to some of the economics in this post.
So here is the second half.
The TL;DR: I’m out (of PI)!
Here is why. I have
roughly 24 hours in each day. In those
hours I have to eat, sleep, take care of my loved ones, attend school and
work. Eve usually comes last in that
progression, or is something I do in the background while I focus on one of the
others. This is where opportunity cost
comes in.
I am a high-sec carebear, mainly because it is a nice place
to base out of and accomplish things in Eve while still being able to get up
out of my chair if real life calls. I
generally do not have time to scout low sec routes for gate camps, I generally
do not have the mental desire to play hours of stations games, and I cannot commit
to being available for CTAs or to wake up at 2am for a reinforcement
timer. And here is where the opportunity
costs of the PI changes come in.
I assume that CCP wants to move more players out into
low/null sec. That is the only sensible
reason I can find for changing PI tax rates and POCOs. I suppose the idea is volume would make up
for increased cost. But the cost of
moving operations to low sec is far higher than just the isk. It is the time needed to scout, it is the
cost of interrupted production if a POCO goes up in smoke, it is the cost of
gate camps and pirates, and it is the time cost of training ships that can
compete with the faction/tech II paradise that is low sec. Another factor is the mind-numbing amount of
clicking that it takes to actually do PI.
I don’t feel like setting up another 20 planets… PI (at current prices) in no way justifies
these increases in time and isk spent for the rewards I get, given the recent
changes.
I assume CCP knows that PI production will fall in high
sec. This will drive up POS fuel costs
and thereby drive up much of the cost of all Tech II/III goods in the
game. While this may be a good way to
make low and null sec fights more meaningful, I find it a rather ham-fisted way
to do so. The reason is that the
opportunity costs are being placed on the player base that does not go to low
or null sec, and probably does not want to.
Asking the carebear/casual player base to change to a more time intensive
playstyle in order to continue an established playstle is risky. Many of us stay in high sec because we do not
have the time or energy needed to move further afield.
To those that say this affects everyone, well, I have a feeling the null sec alliances will have low tax POCOs up and running fairly soon. I also doubt we will see many people putting up multi-million isk pinatas in low sec.
To those that say this affects everyone, well, I have a feeling the null sec alliances will have low tax POCOs up and running fairly soon. I also doubt we will see many people putting up multi-million isk pinatas in low sec.
If CCP wants high sec players to move to low sec or null
sec, the key is to provide incentives or modify the game to fit the players,
not restrict existing content and force players to modify themselves to fit the
game. All these PI changes will do for
me is reduce the amount of the game I partake in.
As an aside: I have seen some comments relating to the idea
that this mirrors the costs of production in the real world. These comments do not seem to realize that
the difference between China and the USA is not one of law v. lawlessness, but
sovereign bodies competing. Both have
laws, they are just different. The more
apt comparison would be Germany (high sec) v. Afghanistan (low sec). In one there are laws, and in the other, law
often is who has the bigger gun and is willing to use it. I also apologize in advance if those comparisons are offensive. They are the first that came to mind.
Tuesday, November 29, 2011
Blog-a-day #5: Podcasts Response
A resonse to Poetic Discourse.
What I Listen To:
Voices from the Void - Usually informative, always entertaining, and yeah, Arydanika has a voice that is just plain fun to hear. Seismic Stan is a nice addition/replacement.
Ender Black's Pod Goo - Nice range of interviews and topics covered. Nice approach to analyzing tactics and strategies.
What Don't I Listen To (And Why):
Fly Reckless - Never seemed to stick for me, I think the in-jokes got too thick when I was trying to listen.
Isk (iTunes) - This is personal: I am trying to be a good former smoker and listening to someone light up on the podcast is infuriating and tempting. Also, sometimes the format is waaay to long.
Ransoms and Roams: Tried to listen, did not hold my attention.
What I Wished Was Still Around:
Lost In Eve
General Thoughts:
I find that podcasts that have a high production level (like a radio show) tend to keep my attention. As I am constantly working, studying, or moving around, being able to stop and start listening, or listening to little segments at each go is very useful to me. VandV does this well.
Consistency (even if it means short episodes) is the second biggest influence on me spending ear time on a show.
The podcaster's voice is also huge. I know that much is this is due to fate and your parents, but a good voice is much nicer to listen to. Proper diction and pacing can help overcome otherwise unappealing voices though, as can engagement in what is being said.
What I Listen To:
Voices from the Void - Usually informative, always entertaining, and yeah, Arydanika has a voice that is just plain fun to hear. Seismic Stan is a nice addition/replacement.
Ender Black's Pod Goo - Nice range of interviews and topics covered. Nice approach to analyzing tactics and strategies.
What Don't I Listen To (And Why):
Fly Reckless - Never seemed to stick for me, I think the in-jokes got too thick when I was trying to listen.
Isk (iTunes) - This is personal: I am trying to be a good former smoker and listening to someone light up on the podcast is infuriating and tempting. Also, sometimes the format is waaay to long.
Ransoms and Roams: Tried to listen, did not hold my attention.
What I Wished Was Still Around:
Lost In Eve
General Thoughts:
I find that podcasts that have a high production level (like a radio show) tend to keep my attention. As I am constantly working, studying, or moving around, being able to stop and start listening, or listening to little segments at each go is very useful to me. VandV does this well.
Consistency (even if it means short episodes) is the second biggest influence on me spending ear time on a show.
The podcaster's voice is also huge. I know that much is this is due to fate and your parents, but a good voice is much nicer to listen to. Proper diction and pacing can help overcome otherwise unappealing voices though, as can engagement in what is being said.
Guide: Making Money 101 – Mission Running
Missioning
Simply put, mission running means going to an NPC agent and
accepting a mission, completing it, and getting paid. Missioning pays well… once you hit the level
4 agents. To get there you need to grind
your status up from (probably) neutral.
You will probably want to do this with a useful corporation. What does useful mean? I define it as an NPC corp that has fringe
benefits besides just making ik. Good
Loyalty Point rewards, geographically convenient Jump Clone access, and better
refining rates can all be gained by choosing wisely.
My recommendation is to ask in your corp what NPC corps
people have or are grinding standing with and work towards those. Often this will be one of the faction
navies. This gives you the advantage of
working towards all of the benefits mentioned above while having people to
grind with.
So how do you make money off missions? There are actually a number of ways:
- Mission pirate bounties
- Mission rewards
- Salvage
- Loyalty Point Farming
The first two take care of themselves. Once you hit level four missions, you can
actually make about 10-20 million per mission if you kill everything and do it
within the time frame for the bonus.
Salvage is awesome (in my opinion) and I am going to cover it a bit
later. LP farming can be trickier. I made a spreadsheet to calculate isk per LP. You may want to do this, or just save LP to
spend on faction gear you want.
Battlecruisers and You
So what should you fly to run missions? I’ll refer to the holy trinity of MMOs: you can flit to some combination of DPS/Tank/Healer
(logisitics in Eve). Eve also has the
bonus that most mission ships will be self-repping, either through shield regen
or armor repair. Also, there are almost
no missions in levels 1 through 4 where a dedicated logistics pilot is
needed. The rule of thumb for level 4 missions
is that your damage (DPS or gank) and armor repair or shield regeneration
(Tank) need to total 1000 points. I would argue DPS really needs to be over 200
to be in anyway effective, and tank only needs to be above 300-400 in small,
specific situations, but your mileage may vary.
I went Incursus >
Vexor > Myrmidon > Drake. I also
started Gallente and then cross-trained to Caldari. Although it is cliché, a shield tanked Drake can
give you a lot of leeway to learn mission mechanics while not having to worry
much about your ship. Below is a very boring but strong as hell Drake template. A few things to note about this fit: as your
get better at understanding missions, you can probably start sacrificing shield
moduless in exchange for additional BCS units and an afterburner. The point below is to show you a relatively cheap and effective ship, not the be-all end-all of mission fits. The Drone Link Augmentor is meant to give
your light drones more time to intercept pesky frigates. Low missiles skills can cause frigs to be a
real nightmare for the Drake.
[Drake, L4 Tank McBoring]
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Drone Link Augmentor I
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Shield Recharger II
Shield Power Relay II
Shield Power Relay II
Power Diagnostic System II
Ballistic Control System II
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
[Drake, L4 Tank McBoring]
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Advanced 'Limos' Heavy Missile Bay I, Scourge Heavy Missile
Drone Link Augmentor I
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Shield Recharger II
Shield Power Relay II
Shield Power Relay II
Power Diagnostic System II
Ballistic Control System II
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Other ships to consider are the Hurricane (Eve’s jack of all
trades battlecruiser), a Gila (For those that want an exotic missile/shield/drone
boat) or the Myrmidon. These are all
battlecruisers, but I have flown all of them in level four missions, and I
recommend you learn how to do so as well.
I think the Myrmidon is also very versatile. You can fly it with any turret system as it
has no weapon bonuses to lose, can be shield or armor tanked, and can fit two
flights each of medium and light drones, or more creative mixes. I honestly find fitting Amarrian ships
tedious, but have corpmates that swear by the Golden Banana or the Harbinger.
I specifically avoid recommending any Battleship hulls. This is because you don’t need a battleship
to run level fours, and they require a lot more skill training than any
battlecruiser to achieve similar results
I have seen many new corpmates lose their first battleship in a
seemingly innocuous L4 due to warp-scramming frigs or capacitor issues Here is another rule of thumb once you start
thinking about BS and larger hulls: If
you need more than one fitting module to make an entirely Tech II module BS
work, don’t fly it. Do not copy a fit
from Battleclinic or a corpmate without understanding why it works the way it
does.
Mission Strategies
Fly with multiple people. I recommend a group of 3-4
people/pilots. My ideal mission group
consists of two people playing two accounts.
One pilot flies something with a huge tank (see the Drake above) and
jumps into a pocket before everyone else, shoots everything, waits for every
hostile to target and attack his ship, and then the rest of the gang comes in
to mop up. The 2-3 support pilots can
fly just about anything. For a newer
player, this could be a DPS fit Cruiser or BC.
I personally love the Stealth Bomber loaded up with target
painters. Cheap and it makes things go
boom.
The goal of this setup is to pull missions quickly (2 people
flying 4 pilots will make more than 1 person chain pulling) while still keeping
the isk pool large. If you get past 3
distinct players, I find it to be a blast but financially ineffective. Also, the more players you add, the more you
dilute the LP and standing gains. Having
a slew of pilots also makes it easier to be choosey about your missions. Some are worth far more than others, an sometimes
you can get a few missions at the same time in the same system, which reduces
travel time.
The Kicker
Salvage. Most players
hate it. I bought a corpmate a Noctis so
I could stop doing it. But salvage makes
money if you are smart about it. If you
have 3+ pilots in a mission fleet, strongly consider having someone salvage, or
rotate salvage duties. Also agree on
payout beforehand. I use the following
formula: The salvager gets half of what
he sells the salvage for, and everyone else gets a cut equal to the time they
helped for. And for the love of god, do
not just blindly sell to buy orders without looking first. Depending on your luck , salvage is worth
about 75% to 125% of the bounties and payout of a mission, so take advantage of
this. Also, if you find selling and/or
refining salvage interesting, you may be a budding Industrialist ™!
Final Thoughts
If you are in a corp and are working on standing, you can
reach agreements with other players to stay logged in and part of a fleet while
they grind standing in exchange for the same courtesy to them later on. You can also do this with alts.
Kill missions that target other factions will tend to tank
your faction standing real fast. This
may be one of the biggest arguments for having two accounts to run missions
with: You can decline on one character,
and start pulling on the second.
Eve-Survival.org is a great place to read about other player’s
experiences with missions.
Learn damage and resist characteristics of the various
pirate factions and fit accordingly if needed.
I’ll have more to say about other methods of making money in
future articles.
Fly safe!
Thursday, November 17, 2011
Sandboxing
Eve, as we are often told, is a sandbox experience. The point of the game is what you make of
it. It is equally valid to be a
carebear, pirate, null-sec warrior or market trader. Most players are adamant that their way of
playing is the right way, and so is the other guy’s. But is this true? Given the current game mechanics, I would
argue that there are right and wrong ways to play Eve, because some styles of
play are inherently more robust.
If you thought I was talking about piracy, you win one
internet!
Big Disclaimer:
Although what I am about to propose is easy to take as anti-pirate, I am
not saying that current pirates are bad or wrong, just that the system heavily
favors those who define fun as blowing up non-combat ships.
Let’s illustrate this point with a topical example, courtesy
of everyone’s favorite group, the GSF.
For those unaware, the current Ice Interdiction is based on at least two
pilots flying in tandem in a given system,
a ganker and what we’ll call a tanker.
The tanker flies an Orca with pre-fit Brutixes (Bruti?) ready and
waiting. This pilot has to have above
-5.0 sec status, and preferably is not hostile with the local Empire Faction
either. The other pilot, usually a goon,
can have any sec status he wants, and just has to fly around not getting
CONCORDOKKENED if that applies.
The setup for the actual gank consists of getting both
pilots into a system, and usually moving the Orca to a safespot or series of
safespots, off-grid from anything else in system. This will be important! Once in place, they find a ship to kill, the
ganker hops in a Brutix and warps to the ship, pops it, then CONCORD shows up
and there are two big explosions and two pods racing away as fast as possible. The Orca pilot follows and loots the wrecks.
This pirate play-style is much more favored by the current
system that the victim’s, and I think I can prove why. This is especially true in 1v1 and small
scale situations.
Mining is a very visible, very slow, and (in order to
increase the reward in regards to time) a very optimized activity. Fitting is limited, and offense is not really
an option. Evasion is limited to docking
up once a potential hostile enters the system, if you are aware of this (not
all gankers have a sec status that appears on the local list). Most mining sites are warpable without any
effort required to locate the destination (exploration sites are an exception).
In an actual encounter, there is almost no way most
industrial or mining ships can align and warp or target and jam faster that a
BC can lock and fire, or target and scram
I say almost no way, because any
situation in which one would actually want to use an industrial/mining ship
precludes a fitting that would have a chance at escaping a PvP fit BC. I am ignoring Tech II industrials.
Further, the system is stacked to help the pirate. If he is using safes, he will be almost
impossible to find, especially if he is below -5, in which case he will be warping
around the system every 6 - 10 seconds AND drawing CONCORD out of places where
anyone lawful might actually be. In a
pod or shuttle to maximize align times.
Good luck scanning that down and catching it. I know this is technically possible, but in
practice, have your friend go out in his pod and warp around a system and try
to scram him.
Finally, the pirate loses far less, even if caught, than the
industrialist. If the pirate is already
below -5.0, then any sec status loss is purely academic. Currently the value of his loss is very
little, probably in the neighborhood of 1m ISK.
This will change soon, but the value of a lost BC is in the tens of
millions. The loss of a mining or
industrial ship is likely in the hundreds of millions.
Systematically, piracy of the Interdiction nature is favored
by the mechanics of the game over industrial pursuits. I won’t say that this is right or wrong, but
if all play styles are supposed to be equally valid, it seems odd to give such
an advantage to one style over another.
If I were a miner, I would maybe look at more secure methods of
generating income, or other fictional places to spend my spare time.
If you have thoughts about this, please let me know if the
comments!
Wednesday, November 9, 2011
Guide: Frigates and You
So you just graduated from flight school, and plugged your pod into the spaceship the academy gave you, civilian equipment and all. Maybe you accepted a mission to take out some pirates, and found out that your ship seems a little… underwhelming. The good news is, there are a lot of frigates that you can very quickly upgrade to. The bad news is there are a lot of frigates to choose from. Six per race, to be precise. So how to choose? Luckily, frigates fall into a few categories, defined by the bonuses on any given hull.
Bonuses
Every single ship in Eve has at least 2 ship bonuses. Some have more, but are generally more advanced Tech II or Tech III hulls that are a bit beyond the scope of this article. The bonuses on each ship will tell you how it is intended to be used.
These bonuses can be grouped, to some extent, and the following list is by no means complete:
- Offensive: Bonuses relating to weapon damage, rate of fire (ROF), range (optimal or falloff), missile velocity or flight time, and for some Amarr ships, turret capacitor modifications.
- Defensive: Just about anything with the words ‘shield’ or ‘armor’ in the bonuses is designed to increase defensive capabilities.
- Industrial: Mining turret and cargo capacity bonuses.
- Electronic Warfare (EWAR): These bonuses are intended to take away capabilities of other ships, are include bonuses impacting stasis webifiers, warp jammers, ECM, sensor dampeners, turret disruptors, and many other things that are generally painful in pvp settings.
- Specialty Bonuses: Most Tech I (beginner) frigates do not have specialized bonuses. These are often related to a Tech II hull designed for a specific role.
Usually you will want to add modules to your frigate (often called ‘fitting’) that will benefit from the bonuses on the hull. By fitting to your bonuses, you maximize your ship for the intended use. So don’t use a Navitas (with cargo and mining bonuses) as a combat ship, use an Incursus or Tristan.
A final note on bonuses: They are multiplied by your racial ship class skill. This means if you have Gallente Frigate trained to level 4, your Incursus will receive a 40% bonus to small hybrid turret falloff range (4 x 10%) and a 20% bonus to small hybrid turret damage (4 x 5%). Read the bonuses and races closely to make sure you are fitting properly!
Frigate Types
By now you probably want me to get on with it and just tell you what to fly, right? Well, I won’t. I will however give you a pretty table that may help you.
Tech I Frigate Roles
| |||||
Amarr
|
Caldari
|
Gallente
|
Minmatar
|
Tech II Role
| |
Fast
|
Executioner
|
Condor
|
Atron
|
Slasher
|
Interceptor
|
Scout
|
Magnate
|
Herron
|
Imicus
|
Probe
|
Covops
|
Industrial
|
Tormentor
|
Bantam
|
Navitas
|
Burst
|
N/A
|
EWAR
|
Crucifier
|
Griffin
|
Maulus
|
Vigil
|
Electronic Attack Ships
|
Combat
|
Inquisitor, Punisher
|
Kestrel, Merlin
|
Incursus, Tristan
|
Breacher, Rifter
|
Assault Frigates
|
As you can see, there are 4 main classes of frigates, and I have split them based on hull bonuses and general characteristics. But many ships can blur the lines. All four “Fast” frigates can be effectively flown as combat frigates, and there are cases where you would rather use the fast frigate to transport goods, or use a combat frigate to fulfill an EWAR function.
I also mapped out the Tech II roles that each ship class leads to, although that is a separate topic to cover properly.
Final Thoughts
Frigates are among the most varied and interesting class of ships in Eve. Creative fitting can make a player who has existed for a few hours a force multiplier in PvP. Frigates are fast and can get a player through situations that would be fatal to larger, slower ships. Frigates are also a brilliant place to learn how to fit ships, and to learn one of the fundamental concepts of Eve: Choose and fit your ship to a specific purpose.
New Eden is more often than not a hostile environment, and although you may feel underpowered and overwhelmed in your first few frigates, stick with these ships. Learning to fly and fit frigates is a stepping stone to choosing specialities, learn how to fir larger ships with more options, and when to follow and break fitting rules.
Fly safe!
>HELLO WORLD
Good morning, evening or whatever time it where you are at!
Who am I?
Someone who likes to play Eve Online and obsess over various minutiae of games design and gameplay. I've been dabbling in high sec and low sec for the last year across a variety of characters, and have messed about in missions, trade, industry, wormholes and some (usually unsuccessful) pvp.
Why should you read what I write?
I have no idea why any of us read about fictional, digital worlds that we spend time interacting, so you tell me.
How often am I going to update this thing?
Hopefully once a week or more. My goal is to write in two main areas: Commentary and Education. I like talking about internet spaceships, and I hope to make learning how to play internet spaceships a little easier for others.
Well I think that covers relevant introductory things. Fly safe, or barring that, fly fun!
Who am I?
Someone who likes to play Eve Online and obsess over various minutiae of games design and gameplay. I've been dabbling in high sec and low sec for the last year across a variety of characters, and have messed about in missions, trade, industry, wormholes and some (usually unsuccessful) pvp.
Why should you read what I write?
I have no idea why any of us read about fictional, digital worlds that we spend time interacting, so you tell me.
How often am I going to update this thing?
Hopefully once a week or more. My goal is to write in two main areas: Commentary and Education. I like talking about internet spaceships, and I hope to make learning how to play internet spaceships a little easier for others.
Well I think that covers relevant introductory things. Fly safe, or barring that, fly fun!
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