I am a few weeks into full-time wormhole life. It's becoming quite enjoyable. Aside from the fun of popping around and exploding all sorts of things in all sorts of spaces, so far the biggest appeal of wormhole life has been the sheer variety.
Many ways of playing Eve kind of prod you down a path of specialization. The skill system rewards this. Focusing intensely on one thing is usually the most effective way to structure a play session. Usually splitting your attention between various flavors of Eve dilutes the whole experience. Wormhole space forces variety, though. The random nature of what sites spawn in the hole has a huge impact on what each day will bring. Your statics and your K162s might bring treasures hidden inside tentacled Sleeper shells or PvP just waiting to happen. You never know, and you usually have a few options to choose from. Logging in and launching probes is the first step to finding out what the game is bringing you on any given day.
In the last few days I have mined gas and ore, cleared sites, avoided bubbles, run PI, and started planning some low-intensity industry, all with a friendly group of players that like helping each other out. We have flown in every security level besides null, found some great payouts and some lackluster evenings of just chatting while keeping an eye on a combination of daytrippers and WH corps duking it out and hoping to catch us with our probes down.
All of this is not without effort or without risk. But the balance of activities keeps everything fresh, and the almighty Bob of Anoikis seems to give enough nice payouts to make the whole thing seem worthwhile. I have to commend the design balance in WH space. It really is a great way to see a lot more of Eve than whatever rut you may find yourself in.
Showing posts with label Eve Online. Show all posts
Showing posts with label Eve Online. Show all posts
Wednesday, May 7, 2014
Sunday, May 4, 2014
Fanfest 2014: TwitchTV
So, it has been a busy few weeks. I moved, again. I am refinishing multiple pieces of furniture. And in Eve I am making a lot of transitions that have left me with a bunch of half written articles, but no time to edit them into postable stuff. But I did follow FanFest pretty closely.
There were a lot of things announced: Legion, new ships, the "new" dev cycle, and other stuff I am forgetting. I tried to follow it as close I can, and I bought the HD Stream through Twitch TV.
While the content of FanFest was great, I have been rather disappointed by the stream. I work during normal business hours in the US EST timezone. Because of this I was hoping to use the mobile app on my iPhone to listen while working as I could, and then come home and watch the other panels while unpacking the new place. This did not really work out so well.
The mobile app for Twitch is pretty awful. Laggy, drops connections all the time even with good data signals, and worst of all, it plays advertisements on a stream I paid for access to. That last bit is just plain stupid and greedy. Nothing quite matches the experience of the feed dying, reloading the app, and then having to sit through 30 secs of ad roll just to get back to the presentation. Bush league stuff, Twitch.
Second, and I am not sure if this is on Twitch or CCP, but it is almost a day after the end of FanFest, and of about 54 panels that I can count on the schedule, 16 have been uploaded to watch after the fact. That is 30% of the panels. So paying for the HD stream was not really worth it, from the perspective of being able to see most of what happened.
Edit: Apparently roundtables were not recorded, at all. That sucks, but I just didn't notice it when I bought the stream. I guess caveat emptor. Still waiting on CCP Presents, or anything from Saturday though. Would have been nice had that been uploaded before the work week starts.
I've delayed a few posts, especially regarding Industry stuff, because I wanted to see what came out at FanFest before writing up my takes on everything. We'll see what gets posted in the next few days, but I am not too hopeful at this point.
All that said, I enjoyed being able to see the Keynotes and a few other panels, and overall I am impressed with a lot of the decisions CCP is making going forward in the Eve Universe. I hope to get a few posts up this week with the information we do have, especially regarding the future of Eve, as I think a lot of things can be inferred from the news over the last few weeks!
There were a lot of things announced: Legion, new ships, the "new" dev cycle, and other stuff I am forgetting. I tried to follow it as close I can, and I bought the HD Stream through Twitch TV.
While the content of FanFest was great, I have been rather disappointed by the stream. I work during normal business hours in the US EST timezone. Because of this I was hoping to use the mobile app on my iPhone to listen while working as I could, and then come home and watch the other panels while unpacking the new place. This did not really work out so well.
The mobile app for Twitch is pretty awful. Laggy, drops connections all the time even with good data signals, and worst of all, it plays advertisements on a stream I paid for access to. That last bit is just plain stupid and greedy. Nothing quite matches the experience of the feed dying, reloading the app, and then having to sit through 30 secs of ad roll just to get back to the presentation. Bush league stuff, Twitch.
Second, and I am not sure if this is on Twitch or CCP, but it is almost a day after the end of FanFest, and of about 54 panels that I can count on the schedule, 16 have been uploaded to watch after the fact. That is 30% of the panels. So paying for the HD stream was not really worth it, from the perspective of being able to see most of what happened.
Edit: Apparently roundtables were not recorded, at all. That sucks, but I just didn't notice it when I bought the stream. I guess caveat emptor. Still waiting on CCP Presents, or anything from Saturday though. Would have been nice had that been uploaded before the work week starts.
I've delayed a few posts, especially regarding Industry stuff, because I wanted to see what came out at FanFest before writing up my takes on everything. We'll see what gets posted in the next few days, but I am not too hopeful at this point.
All that said, I enjoyed being able to see the Keynotes and a few other panels, and overall I am impressed with a lot of the decisions CCP is making going forward in the Eve Universe. I hope to get a few posts up this week with the information we do have, especially regarding the future of Eve, as I think a lot of things can be inferred from the news over the last few weeks!
Tuesday, April 22, 2014
Iterating Better Worlds
First, a minor point before I get started. The dev blog “Building Better Worlds” could
have lifted the quote either from the Weiland Yutani Corporation logo from the Alien mythos, or the Operative from Serenity. In that movie the line is
uttered by a character who believes he is helping create better worlds, but
then finds out that his whole ideology was based on a naïve understanding of
what his superiors were actually doing.
I hope that was not what CCP was implying with the title…
Ok, that out of the way, let’s get into it. After thinking and reading about the new
industry changes that are coming I think there are a few sides to the topic
that have not been talked about all that much.
It all boils down to getting new players while holding on to the old
ones. That is, after all, CCP’s business
model.
Access
First, we don’t know exactly what the new cost will be for the new
slot-less industry design. We know the
range (0%-14%) and we know it is based on the price of the finished good
(derived from the rolling average?). But
we do not know the break points, or exactly how it will play out. I am sure smarter players than I can tell you
more about this, but I’m not overly concerned.
The spreadsheet wizards will always find a way to win at Eve, and the
casuals will probably have some rude learning experiences. Nothing new to see here. But one thing the new slot-less system will
do, regardless of pricing, is provide a fast, immediate way in for anyone.
This is really important.
If you cannot remember what being a new player in industry is like, let me
tell you. You learn about Research and
Manufacturing, and maybe get a few BPOs to test things out. You look around High Sec and realize that any
stations worth using are either insanely expensive, full for a month, or
both. You start looking at what it takes
to get out to Low Sec and the open research slots there. If you are really smart, you realize you out
to be using a tech two ship to move your goods to avoid losing your
assets. You then realize that training
for those safer ships, for a new pilot, is not insignificant. The training will take weeks or months. So you have two options. Either wait for weeks to even start your
jobs, or wait for weeks to safely engage in Low Sec. Both of those options are terrible.
If CCP wants people to engage in industry, it needs to be
accessible. There needs to be an
obvious, easy way to at least get started.
The new changes provide this. Any newbie will be able to create an
account, train Research to I, and get down to getting down. Sure, it may be a bit more expensive, and
sure it may not be the long term way towards industry in Eve, but it is a
start. I can also think of no other part
of the game that is as prohibitive from day one as industry right now. You can run missions, mine, explore, haul, or
get into PvP within hours or days of starting an account. Again, you will not be doing well at these
tasks, and you won’t be using the same ships or strategies in a month or a
year, but you can start! This change
lets newbies start exploring industry in the same way as in any other part of
the game.
Think of a bike with training wheels. Yeah, the training wheels suck, but many
people need them to get started. Once
you get a feel for the bike, you throw the training wheels away. In a lot of ways Hish Sec space is the
training wheel of Eve.
Null Sec is Best Sec?
Second, the argument that this new system will push industry
players to null sec decries pushing players into a specific style of Eve. Sure, that seems like a logical conclusion,
but maybe it is not so bad. Currently
the tinfoil prognosticators say that a very small fraction of players actually
live in Null. I’ll go with that. But take a look at who has stuck around in
Eve for the long haul. The list mostly
consists of Null sec players, Low sec pirates, FW players, and Wormhole
residents. There are some high sec
players that have been around a while, but I would wager the age of those
accounts is a bit lower, and a fair number of those accounts are second or
third accounts of people living outside high sec on the main account. Go take a look at the blogs and Twitter. The space famous people who both help create
content and help create the community. They
tend to live in places that are not Empire Space. There may be a good reason to push people out
into the edges of Eve. That is where
they really start to engage with each other.
CCP has to keep players interested in the game. High Sec is not the place to keep
people. It gets boring and dull. About the only exciting way to live in High
Sec is to either do industry or play markets.
Neither of these, by themselves, provides a whole lot of
excitement. Other players provide
that. CCP seems to be tweaking the game
to push more people out of the middle.
FW got a revamp. WH space can
provide lucrative rewards. Null has
better isk if you know what to do, and it has all those big fights, and all
those really big ships. Gently prodding
High Sec players to move out and explore other options helps them learn the
game and build the connections that will keep subs coming in, and keep the
player driven plotlines going.
Seagull Space
Third, there is the future.
Null sec is kind of broken, or at least sov is. If CCP Seagull’s “new space” is any
indication, CCP is more interested in trying something new rather than just
burning the whole world down. Imagine
sitting in CCP’s shoes. You have a core
of hardcore long term players that live in the sov of now. Those players run or play in the player
organizations that tend to keep people playing.
You know that sov is spiraling into irrelevance or stagnation for long
stretches. But if you tear down that
whole system and replace it on a patch day, you may lose a whole bunch of
people who worked really hard to get where they are in the broken system, and who
have been paying good money or buying the PLEX that others paid good money for. Remember, someone paid for every PLEX in the
game. Even if you make enough isk to not
pay real money for Eve, someone else is paying that price.
Instead of tearing apart the sov system these players have
played in for so long, you could start laying the ground for a new system. You start trying to implement the little
things that will make it work. At the
same time you continue trying to herd players into the regions and player
organizations that will adapt to major change and create the community
connections that keep online games going.
You do all these little things, and then when the big day
comes and you open a new space, you have all the little pieces in place. You also have the safe haven for the invested
players. You have new opportunities for
new and old players. And you have a live
test bed for a long term solution to the old space too. Let players do as they will for a few months
or an expansion cycle. Then CCP can come
back and say “See how well this new thing worked? Well, we are going to implement that in the
old world too.” Or CCP can say “See how
this new thing almost worked, but didn’t?
We’re going to fix it and not touch the old world.” The process can continue until you get the
desired result.
At least, that’s what I hope is going on. I suppose we shall see soon enough, as the
dev blogs and Fanfest approach. I do
wish that CCP would be a bit more open about their plans. That might provide a light at the end of the
tunnel for players who see many of the new changes as an attack on their way of
playing Eve. I wonder how many people
would respond favorably to an announcement like this:
“Many parts of New Eden are old. The players, the game, and CCP have outgrown
what currently exists. This is not a
simple problem to fix. There is
entrenched code and there are entrenched interests. We want to build a better world, but to do so
will take time and effort, and there will be growing pains.
Our plan is to release a new cluster, linked to New Eden,
but operating with different rules that govern how players interact with the
universe. In this new cluster we will
pioneer that better world while providing a space for new and old players to
explore, build, fight and destroy. We’ll
take the opportunity to find solutions that work for all of Eve Online. By creating new space, we can preserve what
players have accomplished in the New Eden Cluster, and provide ample time and
space for creating new gameplay mechanics without completely changing the game
you know and love overnight. We invite
you to continue flying with us as we continue to expand and refine both New
Eden and the universe beyond.”
I would welcome something along those lines.
Friday, April 18, 2014
Greedy Little Pig
As is often the case when learning a new part of Eve, I did many things right the last week and half, but the last thing I did, I did about as wrong as you can.
Wormhole life has been teaching me routines. Log, scan, bookmark, jump the holes, scan, keep going until I find the exits I want or decide that I have looked far enough. Check neighbors for towers. Bookmark them. Come home. Use the directional scanner. Always use the D-scan.
Our rolls have been getting more interesting of late, seemingly escalating up the series of W-Space system classes. Tonight we rolled a C4, with some company. The C4 led to a C1. That C1 had some company too. It also gave me the high sec opening I was looking for, to bring in a few more ships to use against anyone who came to visit. So I followed the chain out, fitted up some ships, and started the process of ferrying them in.
I was warping along nicely and jumped into the C1. Then I landed on the C1 to C4 wormhole and saw a Crow. Somehow I hit the target button, which was silly. I immediately jumped, not actually wanting to engage, and landed inside a bubble. The Crow followed, but I quickly got out and continued on my way. Then I just sat for a while, figuring I might as well let any polarization timers wear off before grabbing another ship. For fun I went back to check the bubble, and made some extra warp-ins that would help avoid getting snared.
A bit later everything seemed clear, so I went out, and sure enough the bubble was gone. Home free! I got the second to last ship in, and realized that if you fly out in a ship, you have to leave it to bring another in. So I had the, ahem, brilliant idea to just pod out, because the bubbles were gone, so nothing could go wrong. Right? I made it to the C1 to High Sec wormhole and landed inside two bubbles. There was that damn Crow! You can probably guess how that one ended. All in all, the new implants and clone cost less than the ship I would have flown back in, so I'll consider it a decent outcome for a stupid idea.
Turns out my clone was a few jumps from Dodixie. Time to log off in the trade hub and see what the hole rolls tomorrow. At least I got to see the new death animation for the first time.
Wormhole life has been teaching me routines. Log, scan, bookmark, jump the holes, scan, keep going until I find the exits I want or decide that I have looked far enough. Check neighbors for towers. Bookmark them. Come home. Use the directional scanner. Always use the D-scan.
Our rolls have been getting more interesting of late, seemingly escalating up the series of W-Space system classes. Tonight we rolled a C4, with some company. The C4 led to a C1. That C1 had some company too. It also gave me the high sec opening I was looking for, to bring in a few more ships to use against anyone who came to visit. So I followed the chain out, fitted up some ships, and started the process of ferrying them in.
I was warping along nicely and jumped into the C1. Then I landed on the C1 to C4 wormhole and saw a Crow. Somehow I hit the target button, which was silly. I immediately jumped, not actually wanting to engage, and landed inside a bubble. The Crow followed, but I quickly got out and continued on my way. Then I just sat for a while, figuring I might as well let any polarization timers wear off before grabbing another ship. For fun I went back to check the bubble, and made some extra warp-ins that would help avoid getting snared.
A bit later everything seemed clear, so I went out, and sure enough the bubble was gone. Home free! I got the second to last ship in, and realized that if you fly out in a ship, you have to leave it to bring another in. So I had the, ahem, brilliant idea to just pod out, because the bubbles were gone, so nothing could go wrong. Right? I made it to the C1 to High Sec wormhole and landed inside two bubbles. There was that damn Crow! You can probably guess how that one ended. All in all, the new implants and clone cost less than the ship I would have flown back in, so I'll consider it a decent outcome for a stupid idea.
Turns out my clone was a few jumps from Dodixie. Time to log off in the trade hub and see what the hole rolls tomorrow. At least I got to see the new death animation for the first time.
Wednesday, April 16, 2014
Industry Expansions Will Never Happen...
Well, I was going to write something about wormholes, but that can wait. This happened. That industry expansion everyone assumed would just never come is coming this summer. Or at least round one. I can't wait for the NDA'd minutes to come out and see what level of involvement the CSM had.
There is a lot said in the dev blog linked above, and more to come. I don't have much to say at this point, because it looks like it will take some time to find out how all of the changes are going to fit together.
Off the top of my head the most exciting parts are:
I am excited to learn more. Looks like I might have alts doing a fair amount of research this summer...
There is a lot said in the dev blog linked above, and more to come. I don't have much to say at this point, because it looks like it will take some time to find out how all of the changes are going to fit together.
Off the top of my head the most exciting parts are:
- Removing wait times on all manufacturing and research.
- POSes in HS will no longer require god-awful standings grinds.
- That interface.
I am excited to learn more. Looks like I might have alts doing a fair amount of research this summer...
Sunday, April 13, 2014
Down the Rabbit Hole
After wrapping up affairs in Black Rise, selling off a lot of assets,
and moving others, I am ready for my next step in Eve. I am moving
into a wormhole. Or I should say I have already moved into a wormhole.
I moved in earlier in the week. This is pretty exciting, and I hope a
good number of the tricks and skills I learned in FW will come in
useful. At least I know how to use the directional scanner!
About one week in, I am reminded of this quote:
Lots of things have changed. Moving from stations to POS towers, removing local chat, and suddenly having no idea what might be in the next system over, are now my day to day life in Eve. I have never spent so much time accomplishing nothing but learning so much about how Eve works as I have in the last few days. My skill queue has found new and interesting nooks and crannies to fill out. Previously mysterious parts of the interface have become a new home. And paranoia has hit a whole new level.
About one week in, I am reminded of this quote:
You might not like Donald Rumsfeld, but that is not the point of the quote. The point is that you never realize the third category of unknown unknowns until it decloaks one top of you, points you, and blows you up. Or you realize that all of your supplies are suddenly unavailable due to corporate mechanics and a mis-click.Reports that say there's -- that something hasn't happened are always interesting to me, because as we know, there are known knowns; there are things that we know that we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns, the ones we don't know we don't know.—Donald Rumsfeld, United States Secretary of Defense
Lots of things have changed. Moving from stations to POS towers, removing local chat, and suddenly having no idea what might be in the next system over, are now my day to day life in Eve. I have never spent so much time accomplishing nothing but learning so much about how Eve works as I have in the last few days. My skill queue has found new and interesting nooks and crannies to fill out. Previously mysterious parts of the interface have become a new home. And paranoia has hit a whole new level.
Thursday, April 3, 2014
Have a Little Faith
Just a super quick post tonight. There is a lot of serious business in Eve. Lots of serious topics, in game and out. We rage about the game, we rage about what people do in game. We rage about what people do out of game. We take everything so damn seriously.
Despite all the seriousness, two things have happened recently that I think highlight how positive the Eve community is despite all the negative press.
First, when I came back from about six months or so of complete absence from the game, I was a bit worried about what I would find waiting for me on the first log in. Much to my relief, I was still in my old corps on both accounts. When I logged in, instead of bitching about me be gone or having been kicked (a common occurrence of being gone for even a week in some other MMOs I have played), the players simply said hello and welcomed me back. No drama, no bullshit, just a few "Hey, welcome back!" posts.
Second, in the midst of some evemails with people who don't know me from Adam, and who I have been hounding a little bit, I essentially had to say "Hey, I know I've been bugging you for a week solid about some stuff. Thanks for getting back to me. It turns out I am entering wife-birthday week, so I will now disappear after nagging at you." Great people skills on my end.
The response was "Enjoy wife week!"
While there are some terrible things that go down in Eve, on the whole it has the most consistently decent people I have ever anonymously encountered. Considering the stakes of giving out even an iota of trust in Eve are much higher than almost any other game, I think this speaks volumes to the unheard majority of Eve players that just want to have fun, and understand that other people playing the game are people with lives and concerns that go beyond the little corner of a fictional galaxy we choose to spend our free time in.
So thanks, Eve community. You may get a lot of bad press, but you have an odd way of restoring my faith in the fact that most of you are pretty decent people.
Despite all the seriousness, two things have happened recently that I think highlight how positive the Eve community is despite all the negative press.
First, when I came back from about six months or so of complete absence from the game, I was a bit worried about what I would find waiting for me on the first log in. Much to my relief, I was still in my old corps on both accounts. When I logged in, instead of bitching about me be gone or having been kicked (a common occurrence of being gone for even a week in some other MMOs I have played), the players simply said hello and welcomed me back. No drama, no bullshit, just a few "Hey, welcome back!" posts.
Second, in the midst of some evemails with people who don't know me from Adam, and who I have been hounding a little bit, I essentially had to say "Hey, I know I've been bugging you for a week solid about some stuff. Thanks for getting back to me. It turns out I am entering wife-birthday week, so I will now disappear after nagging at you." Great people skills on my end.
The response was "Enjoy wife week!"
While there are some terrible things that go down in Eve, on the whole it has the most consistently decent people I have ever anonymously encountered. Considering the stakes of giving out even an iota of trust in Eve are much higher than almost any other game, I think this speaks volumes to the unheard majority of Eve players that just want to have fun, and understand that other people playing the game are people with lives and concerns that go beyond the little corner of a fictional galaxy we choose to spend our free time in.
So thanks, Eve community. You may get a lot of bad press, but you have an odd way of restoring my faith in the fact that most of you are pretty decent people.
Wednesday, March 26, 2014
Slippery Slopes
Before we start: I feel like half of my posts are just responses to Ripard Teg, but the guy writes so much and on so many topics that I find my self not caring. Just a throwaway thought before I get down to it.
Read this. And then maybe the thread associated, and maybe some of the previous articles. This is the internet, I can wait.
Now we can start. Most of the debaters in the the topic of what kind of players play Eve and how CCP should treat them seem to accept that both the "Bonus Room" scam and player perpetrating are despicable examples of human behavior. If something like this happened in your work or your family life, you would cut ties with the person and tell others to avoid them. That is a relief. It means that, as I have long suspected and occasionally written, most players of Eve who also participate in the out of game community are either decent people, or are decent enough to recognize truly atrocious behavior. What I find disturbing is that many of those same people think banning players who conduct "Bonus Room" style behavior will somehow start a slippery slope where anyone can be banned for anything.
This is not a valid concern.
Bad behavior comes in many forms. Often bad behavior is an isolated incident, where someone gets carried away. You say something nasty while drunk or in a group, and later realize your mistake. Sometimes bad behavior comes from healthy testing of boundaries. Children get in fights or disobeying parents. These sorts of infractions can be dealt with simply and quickly. A little feedback goes a long way, and that sort of feedback is what helps people define acceptable behavior in any society. But some bad behavior is premeditated, cruel and repetitive. Simple and measured feedback doesn't work, because the perpetrator has no regard for the rules.
In some situations companies have, or choose to assume, a moral or legal obligation to protect their customers. CCP has already shown they are willing to accept a moral right to protect. In that case a player made comment about killing himself after falling for a scam in Jita. While his conversation was in jest, CCP contacted local authorities who then checked in on the player at his home. While the player's initial post was fairly shocked, his first response to CCP in the comments was to thank them. He realized that if he was not joking, CCP may have saved his life. Also reference CCP's handling of The Mittani. I assume anyone reading this is familiar with that event, and will not repeat the story here.
In most cases companies also have a right to refuse service to customers. This is the opposite side of the coin illustrated above. CCP is completely within rights, in extreme cases, to refuse service without referring to the EULA or complex rules-arguing. They can decide that people perpetrating a certain level of malicious, planned, and orchestrated bad behavior simply do not get to play with the toys CCP has made. They can do this on a case by case basis. If they want, they can put in place stringent internal rules to limit this scenario. But they can do it, and they should.
It is ok for a company to admit that things may have gotten out of hand or beyond the comfort zone. Especially if the reaction is obviously and, if necessary, publicly done to provide clear feedback to behavior that is well past any reasonable boundary. A few strong examples may do far more good than incrementally adjusting the rules to define the perfect balance for the bad behavior boundary line. There is no slippery slope here. There is truly bad behavior and the opportunity to strongly denounce it.
And finally, Eve Online is a game. It is for amusement and relaxation, an escape or an adventure. It is not a sacrosanct nation that needs to allow or tacitly support real abuse or psychological manipulation in order to protect the liberties and rights of fictional characters.
Read this. And then maybe the thread associated, and maybe some of the previous articles. This is the internet, I can wait.
Now we can start. Most of the debaters in the the topic of what kind of players play Eve and how CCP should treat them seem to accept that both the "Bonus Room" scam and player perpetrating are despicable examples of human behavior. If something like this happened in your work or your family life, you would cut ties with the person and tell others to avoid them. That is a relief. It means that, as I have long suspected and occasionally written, most players of Eve who also participate in the out of game community are either decent people, or are decent enough to recognize truly atrocious behavior. What I find disturbing is that many of those same people think banning players who conduct "Bonus Room" style behavior will somehow start a slippery slope where anyone can be banned for anything.
This is not a valid concern.
Bad behavior comes in many forms. Often bad behavior is an isolated incident, where someone gets carried away. You say something nasty while drunk or in a group, and later realize your mistake. Sometimes bad behavior comes from healthy testing of boundaries. Children get in fights or disobeying parents. These sorts of infractions can be dealt with simply and quickly. A little feedback goes a long way, and that sort of feedback is what helps people define acceptable behavior in any society. But some bad behavior is premeditated, cruel and repetitive. Simple and measured feedback doesn't work, because the perpetrator has no regard for the rules.
In some situations companies have, or choose to assume, a moral or legal obligation to protect their customers. CCP has already shown they are willing to accept a moral right to protect. In that case a player made comment about killing himself after falling for a scam in Jita. While his conversation was in jest, CCP contacted local authorities who then checked in on the player at his home. While the player's initial post was fairly shocked, his first response to CCP in the comments was to thank them. He realized that if he was not joking, CCP may have saved his life. Also reference CCP's handling of The Mittani. I assume anyone reading this is familiar with that event, and will not repeat the story here.
In most cases companies also have a right to refuse service to customers. This is the opposite side of the coin illustrated above. CCP is completely within rights, in extreme cases, to refuse service without referring to the EULA or complex rules-arguing. They can decide that people perpetrating a certain level of malicious, planned, and orchestrated bad behavior simply do not get to play with the toys CCP has made. They can do this on a case by case basis. If they want, they can put in place stringent internal rules to limit this scenario. But they can do it, and they should.
It is ok for a company to admit that things may have gotten out of hand or beyond the comfort zone. Especially if the reaction is obviously and, if necessary, publicly done to provide clear feedback to behavior that is well past any reasonable boundary. A few strong examples may do far more good than incrementally adjusting the rules to define the perfect balance for the bad behavior boundary line. There is no slippery slope here. There is truly bad behavior and the opportunity to strongly denounce it.
And finally, Eve Online is a game. It is for amusement and relaxation, an escape or an adventure. It is not a sacrosanct nation that needs to allow or tacitly support real abuse or psychological manipulation in order to protect the liberties and rights of fictional characters.
Monday, March 24, 2014
The Championship Tournament of Winners
Reading through Jester’s posts about the recent New Eden Open got me thinking about competitive tournament play in Eve and in other games. I can think of a few broad types of ranked play in gaming. The DOTA/LoL approach, with lots of characters and a set map with set objectives. The FPS approach with identical classes and rankings based on K/D rates and what have you. The RTS approach of winning matches against other players. The WoT approach where you have either informal rankings based on metrics or Clan tournaments. The ad-hoc Eve tournaments with weird buy-ins, metagamey team composition mechanics and various win conditions that have varied. The WoW arena approach. All of these have strengths and drawbacks that are far too numerous to go into at any length. The point is there are a lot of ways to skin this cat.
Coming from a rather uninvolved standpoint, I want to come up with a new way to do tourneys in Eve!
In my experience the biggest problem to most competitive gaming formats is either a lack of depth, or so much depth that the mental barrier to entry is too high for most people to get into a game. Based on comments, the latter seems to be a big “problem” in Eve. Add to that the cost of participation and you have a rather gnarly set of hurdles to overcome. So here is a half-baked idea:
Take the arena system of WoW, in broad strokes. You have XvX teams enter an arena, fight for a certain amount of time, and at the end the one with the most people left standing wins. This is a pretty simple system. Get rid of the stupid arena mechanics. Instead the arena is a grid, Eve-style, say 300km in diameter. That is plenty of room to move around. Both teams start at 200km from the center. No podding. If you go boom, your pod gets put in a station in system, and you go into spectator mode. Go.
Next we need to consider ships. The simplest way is to tier it. Tiers could be based on tech level and hull size. The Tier 1 Cruiser bracket, for example, would allow each team their choice of one Tier 1 cruiser or smaller hull for each player. Fittings would be capped at Tech 2, the impact of implants should probably be negated. Just hulls and mods and rigs. This would create 5 hull tiers, and two tiers for each hull size except cruisers. If we discount tech 3 hulls, there are 10 tiers. Maybe have an anything-goes tier for people who want faction fits, implant sets and all that silly stuff.
To make sure you can fit before fights, put an option in the fitting interface where you can set your tier and that wipes the affect of implants. Now everyone has a pretty even playing field, and most players would have options that are not too expensive. A T2-fit cruiser or frigate is a pretty cheap investment, generally speaking. Those would want to go all spendy could fly in the Tech 2 tiers.
There may need to be some special rules in the fight system. Perhaps a concord-like entity that really bites down on non-sanctioned combat, to allow safe travel in the fight system. Perhaps there need to be a few of these systems set up in order to ease strain. Maybe not.
Then you get to the bracketing. Enter seasons. Let’s go with 3 month seasons, as a number out of a hat. Each week you get X matches (5? 10?) that are ranked. Each team gets a ranking as the season progresses, and then at the end you have playoffs at each tier that leads to the finals. If you have 10 matches per week with a 12 week seasons, that is 120 matches. Not a small number for determining ranks. The post season lasts for a month or two. You get two full seasons a year.
For added fun, let’s make all this happen on the live server. During playoffs, the playoff system gates get locked down so only the competitors can come and go. Once you lose, you have to leave. Put the feed on in Captain’s Quarters. Or at least a link to the Twitch page or something. I’d say let players bet isk on the matches, but that might be difficult, legally and logistically.
Outside the sanctioned matches, put exhibition arenas around the cluster. Little pockets of space where player can queue up to fight each other using the same rules, but without rankings.
This whole thing is mostly a thought experiment. Eve’s competitive PvP, as it stands now, is for a select few, and will hold back Eve’s esports presence because there is not much a normal player can do to join in.
The whole point of this idea is to create a space for competitive small gang pvp with real leader boards and rankings. The current tournament system in Eve features a crazy buy-in process, expensive ships, and convoluted rules. I want to see people flying normal ships with normal modules where tactics, team composition and flying are the main factors that influence the fights. Not weird metagaming, practicing in wormholes, and PLEX buy-ins for auction spots.
The reason there are only a handful of Formula One teams isn’t because people don’t want to drive fast cars. There are only a handful of F1 teams because the barrier for entry is so high. But there are race tracks and racing leagues all over the world where for a small outlay you can throw a car around the trtack and compete against others. If CCP wants players to really get into eSports in Eve, they need players to be able to participate.
A more accessible system could provide this entry point, giving new or space-poor players a simple entry point while allowing a venue for those who wish to field more expensive and skill-intensive ships and fits. Instead of dumping a low-SP alt in RvB, players could dump a new character into the ranked system, and realize that this season they can learn to fly frigates, but next season they will be able to fly cruisers. And then they can move into tech two hulls. If you went with one race’s ships, hitting all 10 tiers would probably take you a good two years to fully fit competitive ships. That would also help keep players in the game, and help CCP’s bottom line. When everyone gets to fight in space, everyone in the real world wins.
Coming from a rather uninvolved standpoint, I want to come up with a new way to do tourneys in Eve!
In my experience the biggest problem to most competitive gaming formats is either a lack of depth, or so much depth that the mental barrier to entry is too high for most people to get into a game. Based on comments, the latter seems to be a big “problem” in Eve. Add to that the cost of participation and you have a rather gnarly set of hurdles to overcome. So here is a half-baked idea:
Take the arena system of WoW, in broad strokes. You have XvX teams enter an arena, fight for a certain amount of time, and at the end the one with the most people left standing wins. This is a pretty simple system. Get rid of the stupid arena mechanics. Instead the arena is a grid, Eve-style, say 300km in diameter. That is plenty of room to move around. Both teams start at 200km from the center. No podding. If you go boom, your pod gets put in a station in system, and you go into spectator mode. Go.
Next we need to consider ships. The simplest way is to tier it. Tiers could be based on tech level and hull size. The Tier 1 Cruiser bracket, for example, would allow each team their choice of one Tier 1 cruiser or smaller hull for each player. Fittings would be capped at Tech 2, the impact of implants should probably be negated. Just hulls and mods and rigs. This would create 5 hull tiers, and two tiers for each hull size except cruisers. If we discount tech 3 hulls, there are 10 tiers. Maybe have an anything-goes tier for people who want faction fits, implant sets and all that silly stuff.
To make sure you can fit before fights, put an option in the fitting interface where you can set your tier and that wipes the affect of implants. Now everyone has a pretty even playing field, and most players would have options that are not too expensive. A T2-fit cruiser or frigate is a pretty cheap investment, generally speaking. Those would want to go all spendy could fly in the Tech 2 tiers.
There may need to be some special rules in the fight system. Perhaps a concord-like entity that really bites down on non-sanctioned combat, to allow safe travel in the fight system. Perhaps there need to be a few of these systems set up in order to ease strain. Maybe not.
Then you get to the bracketing. Enter seasons. Let’s go with 3 month seasons, as a number out of a hat. Each week you get X matches (5? 10?) that are ranked. Each team gets a ranking as the season progresses, and then at the end you have playoffs at each tier that leads to the finals. If you have 10 matches per week with a 12 week seasons, that is 120 matches. Not a small number for determining ranks. The post season lasts for a month or two. You get two full seasons a year.
For added fun, let’s make all this happen on the live server. During playoffs, the playoff system gates get locked down so only the competitors can come and go. Once you lose, you have to leave. Put the feed on in Captain’s Quarters. Or at least a link to the Twitch page or something. I’d say let players bet isk on the matches, but that might be difficult, legally and logistically.
Outside the sanctioned matches, put exhibition arenas around the cluster. Little pockets of space where player can queue up to fight each other using the same rules, but without rankings.
This whole thing is mostly a thought experiment. Eve’s competitive PvP, as it stands now, is for a select few, and will hold back Eve’s esports presence because there is not much a normal player can do to join in.
The whole point of this idea is to create a space for competitive small gang pvp with real leader boards and rankings. The current tournament system in Eve features a crazy buy-in process, expensive ships, and convoluted rules. I want to see people flying normal ships with normal modules where tactics, team composition and flying are the main factors that influence the fights. Not weird metagaming, practicing in wormholes, and PLEX buy-ins for auction spots.
The reason there are only a handful of Formula One teams isn’t because people don’t want to drive fast cars. There are only a handful of F1 teams because the barrier for entry is so high. But there are race tracks and racing leagues all over the world where for a small outlay you can throw a car around the trtack and compete against others. If CCP wants players to really get into eSports in Eve, they need players to be able to participate.
A more accessible system could provide this entry point, giving new or space-poor players a simple entry point while allowing a venue for those who wish to field more expensive and skill-intensive ships and fits. Instead of dumping a low-SP alt in RvB, players could dump a new character into the ranked system, and realize that this season they can learn to fly frigates, but next season they will be able to fly cruisers. And then they can move into tech two hulls. If you went with one race’s ships, hitting all 10 tiers would probably take you a good two years to fully fit competitive ships. That would also help keep players in the game, and help CCP’s bottom line. When everyone gets to fight in space, everyone in the real world wins.
Monday, March 17, 2014
BB54 - Grey Suits Me Better...
Welcome to the continuing monthly EVE Blog Banters and our 54th edition! For more details about what the blog banters are visit the Blog Banter page.
Today's topic comes Diaries of a Space Noob blog and other sources:
"Quick post. I was listening to a song and a question occurred to me. Where are the EVE heroes? Against a dark background surely all we have are anti-heroes? A lot of mockery is aimed at any who attempt to be white knights. EVE is a dark place and yet pretty much all other MMO's try to place the player in the role of some form of hero, boosting the ego and taking the player out of the humdrum 1 in 7 billion that is RL. Why have I fitted into EVE? Did I never want to be that? So I guess my question is:
"Do classic heroes exist in EVE? Is such heroism even possible in EVE? How would you go about being one without opening yourself wide open to scams? Is the nature of the game so dark that heroes can't exist? How do you deal with that irony? What effect does this have on us and the psyche of new players coming in from other MMOs? Is it something special that we don't have classic heroes, or should we? Are our non classic heroes more genuine?"
And I would add to this, who have we elevated to the level of larger than life heroes ourselves in the game, and do they actually deserve it?
Get Writing!
Today's topic comes Diaries of a Space Noob blog and other sources:
"Quick post. I was listening to a song and a question occurred to me. Where are the EVE heroes? Against a dark background surely all we have are anti-heroes? A lot of mockery is aimed at any who attempt to be white knights. EVE is a dark place and yet pretty much all other MMO's try to place the player in the role of some form of hero, boosting the ego and taking the player out of the humdrum 1 in 7 billion that is RL. Why have I fitted into EVE? Did I never want to be that? So I guess my question is:
"Do classic heroes exist in EVE? Is such heroism even possible in EVE? How would you go about being one without opening yourself wide open to scams? Is the nature of the game so dark that heroes can't exist? How do you deal with that irony? What effect does this have on us and the psyche of new players coming in from other MMOs? Is it something special that we don't have classic heroes, or should we? Are our non classic heroes more genuine?"
And I would add to this, who have we elevated to the level of larger than life heroes ourselves in the game, and do they actually deserve it?
Get Writing!
One man’s hero is another man’s villain.
This statement defines Eve.
But let us take a step back. Most
games put the player in the shoes of a protagonist that if not heroic, is at
least anti-heroic. MMOs tend to do this
by making each character an empty slate for whatever hero’s journey the writers
crafted. This journey may take the form
of a singular bildungsroman, especially in single player games, or paint the
player as part a team of heroes, as is often the case in MMOs where some
concession is made to the fact that you want or need other heroic and powerful
players to help.
Taking this further, the term “avatar”, generally used to
refer to player characters, derives from the Sanskrit term for a deity
descending into human form, often to accomplish some task. So our very term for player characters derives
from heroic vedas of the Hindu faith.
After all, if you are going to play a character, why not play one of the
really important ones?
Eve gives you this illusion then rips it away. We all play as capsuleers, semi-immortal
pilots that have been gifted the boon of free access to clones and pods that,
upon receiving the signal that our life is imminently to end, snaps a photo of
our brain, jacks some poison into the system, and wakes us up in a fresh new
body. Our price for death is minimal,
requiring only some accounting work to ensure that all those skills and
implants are safeguarded or replaced. There are no stakes that matter for our
characters. We do not have skin in the
game, pun intended.
While we are told by marketing material that we are a
powerful force, in reality it is our ships that provide the power. Our characters have no innate abilities or
powers. Unlike most MMOs, we do not
fight for or against one of the great fictional entities in the lore. The closest we can get is joining a militia
to fight other players, or run missions for the agents on behalf of the four
empires. Even those empires are
complicated. There is no clear good or bad empire faction.
The Gallente and Caldari both represent shades of western
values that many players will find easy to identify, but both are bogged down
in the murky realities of politics where each has committed atrocities and
moral slights against the other, for good and evil reasons.
The Amarr and Minmatar seem easier to identify, with the
Amarr as religious slavers bent on domination and the Minmatar as slaves
throwing off the yoke of the oppressors.
But the Amarr are in large part responsible for the stargates across
much of New Eden, and the Minmatar are ruthless and secretive. Again, both have shown acts of courage and
caring and acts of brutality and betrayal.
All four empires are woven together in a patchwork of
intrigue and backstabbing underlined by the shifting of balance sheets and
political power. What if we look beyond
empire space? There are no Reapers or
Reavers, no Borg or Cylons. Some of the
pirate factions have complicated back-stories that belie a simple black and
white reading of who is the good guy.
Perhaps we can all agree the Serpentis are just… awful at everything?
There is no big bad to strive against. There are only opportunities and
liabilities. Enter the players. If we take a very simple view of Eve, there
are four main playing fields. First,
High sec, where nothing players do really matters more than increasing balance
sheets. Second, Low sec, where players
can nominally fight for one of four factions to gain nerd points, or fight
anything that moves for the joy of blood (Perhaps these players are the
reavers?). Third, Null sec, where
players fight each other, with no pretense in-game as to why this would matter
at all. Fourth, Wormholes, home of Sleepers who we do not truly understand, and
who only attack when we encrouch on their space. Well, we understand that those nano-ribbons
and hulls sell for a pretty penny, so we’ll blow up the ships that stand in our
way.
Against this backdrop, there is no place for heroes. If anything, we are often playing the
villains or shock troops, committing violence in the name of Empire, Militia or
Alliance. There is no moralizing about
our actions. There is no obvious right
or wrong to guide us. There is only
space for personalities that can channel the missiles, beams, and plots of
others. And this is where Eve shines,
and why despite admittedly middling mechanics and systems, the game rolls
forward and ships explode.
Freed of a moral imperative to do the correct thing, we can
choose to do anything. Absent is the
impending doom or oppressive threat of most other games. We are simply given a universe, step into it
as jobbers, and make our way. The
connections we form, when they happen, are with other players and groups, not a
fictional band of brothers intent on defeating a lich king or the power of
chaos. Our victories in these self-made
conflicts, while not permanent, are at least meaningful because we set the
goal, we make the rules and conditions for victory, and we succeed or fail.
This very absence of a shared nemesis and self-driven goal
setting are qualities that make Eve unique.
These attributes keep players coming back for more, long after skills
are trained, ships are bought, or defeat is suffered. There is no end-game to conquer, no best in
slot gear setup that can be used as a proxy for winning. When a player accomplishes one goal, a new
goal is often already in place. I know
in my time in Eve I have never had one overarching goal, be it for my skill
queue, my wallet, or the area of the game I want to engage in. I have had multiple goals, each of which
strives for my attention. Some are
completed, some are abandoned, but the game offers so many venues for
participation that I am never lacking a reason to log in.
Can someone be a hero in Eve? To some players you could be a hero. You could hunt gankers. You could lead a coalition. You could be a great blogger. But all of these are relative, and you will
never be a hero to everyone. But you do
not need to be a hero for everyone. Look
at The Mittani. I am sure many consider
him a hero. But many more consider him
the villain of Eve. In a game where
social status is relative speaking of heroes and villains misses the point.
What effect does this have on new players? INew players that have a future in Eve grasp
the relative nature of social standings in the game rather quickly. Many players come to the game from other
communities, so the narrative is already written for them. Most players who stick with the game probably
decide what they want to accomplish and follow other players as long as it is
useful or convenient to do so.
The concept of genuine “heroes” is a wonderful idea in
Eve. If we agree that a hero is a
relative thing in Eve, I propose a different question. Are the personalities in Eve more genuine? In that light, I think the answer is a
wholehearted yes. When relationships are
relative, personalities and shared history are all we have to judge each
other. Even the most sordid betrayals
weave an indelible thread into the cloth of Eve’s shared story.
When you think of what defines Eve, do you think of the
lore, or do you think of the Great War?
Do you think of the great corporations of the Caldari, or of the Guiding
Hand Social Club? Do you think of Outer
Ring Excavations, or of Hulkageddon? All
of those events were created by the personalities in Eve. Those events, the people who brought them about,
and the fact that we are freed of playing heroes are far more memorable than
any raid you have conquered in another game.
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