Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Tuesday, December 27, 2016

Playing in Small Increments

For the past six years, work and family have absorbed most of my time, and relaxation activities fell into the gaps. More often than not, I’d either have to drop them or cut into sleep to enjoy them. Physically, it’s amazing how much getting the proper amount of sleep can change you. I’m a lot more clear-headed, am yawning a lot less, and am generally a lot more pleasant to be around. It’s amazing how easy it is to miss gradual changes.

The past month has been a busy one, preparing for Christmas with two kids, finishing out the year at work, and enjoying some time gaming, albeit much less than before. Whereas previously I’d spend a little time before bed each night playing, for the past month and a half, I’ve only snatched an hour here and there.

That said, I’ve quite rarely been playing Eve. Oh, sure, I’ve been playing the heck out of Skyrim, and after the Steam sale, I’ve been enjoying Total War: Attila and Stellaris. The reasons for that shift really speak to some of the long-term challenges Eve has faced.

Sunday, September 11, 2016

A New Kind of Incentive

In case you're not watching Reddit or the Eve announcements page closely, yesterday CCP announced a series of rewards they’ll be giving to subscribers who remain subscribed between now and the November expansion.

For those who do remain subscribed for this interval (a mere 2-3 months), they’ll receive a Gnosis (hope no one was investing in them…) and a shuttle, and one of the new Society of Conscious Thought destroyers (a guess, based on the available information)

The nature of this giveaway is not random. It’s a deliberate connection to Clone States and what CCP hopes will be an influx of new players through this program.

After all, both the Gnosis and the new destroyer (potentially named the Sunesis, which fits with the naming scheme started by the Gnosis) will be able to be flown by alpha clones.

Monday, September 5, 2016

Getting Meta about Clone States

The launch of an Eve free-to-play mode with Clone States has sent the player base into a fervor, spurred by the dual facets of excitement over having more people to shoot and anxiety over having more people shooting.

However, most of this buzz is focused around the level of the forest floor, not the wider view.

After all, CCP just announced a big change by allowing players to enter the gameworld without paying. This is a big deal. CCP is treating it like a big deal, with video blogs, a massive winback campaign sent to lapsed accounts, and a PR team working overtime to generate buzz about this change. Clearly, CCP wants people to take note. They’re doing everything they can to represent this as a big deal.

And that suggests a number of consequences.

Sunday, August 28, 2016

Colonizing the 30-Minute Session

I’ve been playing a lot of Counter Strike: Global Offensive (CS:GO as the kids call it) in the last month or so. Trading really has freed up the time I used to spend ratting in Eve. Really, you can’t ask for two games that are more different than CS and Eve.

Where Eve is all about making your own path and creating opportunities and goals, CS spoon-feeds you one of four or five possible routes on every map and clear objectives. Save the hostages, or plant the bomb. That’s it. There isn’t anything more complicated than that.

Counter Strike is all about a single skill, twitch reflexes. You need to be able to line up a shot and fire as fast as possible. It’s based on physical reaction time, so it’s a much more difficult skill to acquire. Eve, on the other hand, requires many skills that are much easier to perfect. The challenge comes from applying them when you see that yellow box appear around your target. Success in Eve requires a much more difficult skill to acquire: contextual decision-making. It’s borne from situational awareness, something that most games don’t need.

As a result, it takes a lot longer to become proficient. You’re not teaching your hands to do things, you’re teaching your brain to work a different way. It requires commitment over months or years. And each play session of Eve requires significant time. It can often take half an hour or more just to get to your destination. Form-ups may take half an hour again. And then you need to make your way home. It’s unlikely that an op will go faster than two hours from start to finish. It consumes an evening entirely.

And that’s Eve’s main problem.

Saturday, August 6, 2016

Restocking the Pond

For the past couple years, CCP has done a great job of providing overhauls to pretty much every key PvP mechanic in the game. Stations and POSes are being converted to Citadels, new ships were launched, and null sovereignty was completely redefined. It took a lot of work, and it changed a lot about one of the key selling points of the game: sovereignty by large player groups.

At the same time, we saw a group of bankers take down a coalition of alliances that many considered to be unstoppable. Many people, including myself, argued that the CFC would only fall as a result of internal rot. While that’s certainly true – key corps and players defected as a result of a delayed boredom – the catalyst was one banker stealing from another.

That’s right, a complaint between bankers led to the complete obliteration of an empire that had stood for over five years. What a time to be alive! Granted, the CFC didn’t really fight, as much as it sought to preserve as many of its supercap assets as possible for a future rebuild. There were some good fights, but not nearly as many as you’d expect.

And yet, what was the effect? PvPers absolutely loved it, and a lot of players joined groups like Spectre Fleet to participate in such a historical event, even if they had no reason to particularly hate the CFC. Alliances that had grown fat from years of ratting were ejected, replaced by many more smaller alliances. And, as a result, the CFC – what remains of it – decided to move to Delve, hopefully creating a new PvP hotspot in the process.

That’s all wonderful as far as results go. Yet, the average logged-in users declined yet again. More people are “winning” Eve by quitting. And Citadel clearly hasn’t generated the mass influx of new blood it intended.

Why?

Monday, July 18, 2016

BB77: The Network News Effect in Eve

Over at Sand, Cider, and Spaceships, Drackarn asked an interesting question as part of Blog Banter 77:
Is there a malaise affecting Eve currently? Blogs and podcasts are going dark and space just feels that little bit emptier. One suggestion is that there may be a general problem with the vets, especially those pre-Incarna and older, leaving and being replaced by newer players who are not as invested in the game. The colonists versus immigrants? Is this a problem? Are there others? Or is everything just fine and it's just another bout of summer "ZOMG EVE IZ DYING!"
I raised a few points on this topic with Ripard Teg (formerly of Jester Trek) on reddit, and this blog banter gives me an ideal opportunity to expound a little.

Generally speaking, this blog banter includes two sections. The first raises good questions, but the suggested problem in the second half takes us down the wrong path. Generally, I'd say Eve is just fine, and here's why.

Friday, June 17, 2016

BB76 - Are Fleet Commanders Special?

This month's blog banter asked a compelling question, one that touches on the importance of content amplifiers within Eve:
At fanfest CCP Fozzie proposed a potential new ship class. Let’s call it the fleet commander’s flagship for now. This is to try and prevent “FC Headshotting” where the opposing fleet knows who the FC is and alpha’s them off the field leaving the rest of the fleet in confusion and disarray. Fozzie mentioned a ship with a great tank but no offensive abilities. Is this a good idea? Is FC head-shotting a legitimate tactic? If CCP do go down the route of a “flagship” how might this work? Also is a new ship the answer or is there another way of giving an FC the ability not to be assassinated 12 seconds into the fight without letting players exploit it?
Boy, this question only scratches the surface of the deeper issue beneath it. Too often, we as commentators choose to focus purely on raw numbers. How many players live in high-sec vs. null? What's out average PCU? What's your killboard efficiency?

We're taught to think with mathematical efficiency. In school, we're taught to quantify and substantiate with X number of proof points or number of paragraphs. And too often, we try to port this tendency over to rhetorical arguments as well.

Put simply, we make the mistake of believing that the purpose of the argument is to make the more logical argument. This, as anyone knows, is foolish. Logic has little to do with human nature and the current of human passion. And far more aspects of this game are based on emotion, perception, and narrative than any of these writers would like to believe.

Then again, maybe I'm more of an adherent to the German philosophers than they are. Our world is "will and idea" more than it is fact. Facts fail to capture all the really exciting parts of life that make it worth living, and very rarely does the optimal or ideal mathematical, factually predicted result occur.

And that's the foundation of my pretty strong position on this point.

Monday, June 13, 2016

This Is How You Succeed

On my latest post, a reader made a comment about the difficulty in applying the "lose 100 ships" theory to learning PvP:
Most players (most PEOPLE) have a low tolerance for failure. Add in the shame of a killboard and comments, as well as smacktalk in local, or taunting by alliance members, and you'll have people backing off from PVP entirely. You raise that threshhold and not give a crap what people think (including yourself!) then and ONLY then will you see results. Oh, yeah, expect to lose a billion or more before your first solo kill, most likely. Mainly because you wont find a solo player, just gank groups...and THEN you find that single pilot, he has to fight back and not run. THEN you have to WIN. Losing gains you experience but not knowledge; losing ships doesnt teach you what to do. It teaches you other people can beat you a lot.
I hear this argument a lot, and I wanted to decompress it a bit. I provided a quick response, but quickly realized I could put together a whole post in and of itself. There are a few things going on here:

  1. Players have a low tolerance for failure.
  2. Players don't want to be publicly shamed.
  3. Getting meaningful fights is difficult.
  4. Losing doesn't gain you knowledge, only that it's easy for you to lose.
At its heart, these four points speak to a very specific mentality that fulfills itself, one that is quite common these days. At its heart, it speaks to the fact that our society doesn't teach us how to either overcome adversity or how to learn.

Thursday, May 19, 2016

Praise the Skill, Not the Form

A family vacation chained on top of a work trip (one day in between) left little computer time this past week, but I did have the opportunity to read an interesting post by Eve Hermit. In it, he responds to JohnnyPew’s opinion on what real solo PvP is. If you’re interested in the nuances among different definitions of “solo”, both are worth listening to.

What is solo PvP? There are a few definitions people tend to use:
  1. A single pilot flying without any support of any kind.
  2. A single combat pilot doing damage and applying effects.
  3. A single human fighting without the assistance of others.
It may seem like a difference in terminology only, but the ramifications are significant. The second and third options open up the possibility of using link alts or scouts to give an advantage, while the third option covers multiboxers, like Zosius, the very skilled writer of Cloaky Bastard.

Really, the question of what “true solo PvP” is comes down to gloating rights, in the end. At what point do you have the right to link the kill in Bringing Solo Back without it being a sad attempt to make yourself feel accomplished? Let me give you a few scenarios to consider:
  1. You fly two characters at once, your dps ship and a covops scanner as a scout. You jump your scout in and see three ships on the other side. You wait until your scout sees a single ship vulnerable and jump in, killing the ship and moonwalking out before the other two arrive to assist their friend.
  2.  You fly with two characters, a link alt and a Merlin. Using your links, your Merlin kills a Federation Navy Comet in a novice FW plex.
  3.  You control four characters, a cloaky tackle Proteus and three remote rep Dominixes. Using your Proteus, you find a fleet of four Tengus running a site in a WH. You tackle a couple with your Proteus, warp in your Domis, and kill the two of them, while their two friends escape.
  4.  You fly a Garmur and kill a series of ten T1 frigates in FW plexes, most of which are fitted with T1 modules.
So, which of these scenarios earn you the right to feel proud of yourself?

Wednesday, May 4, 2016

A Game for the Sith

In response to a comment on my last post, a player voiced a complaint I hear often about my perspective on Eve. For context, it’s pretty clear that I deem Eve to be a social, PvP-focused game, though recently I’ve expanded that definition of PvP to include more than simply ship combat, but the various ways Eve players thwart each other’s efforts.

The reader responded by citing several stats that show that more characters focus on PvE and industry activities than PvP, that more characters live in high-sec than all the other spaces combined, and by a very large margin, and that there are simply more activities that are non-PvP related – by a wide margin – than all others combined.

Here was my response:

Tuesday, March 15, 2016

How to Fly a Dual-Rep Harpy

RIP the obligatory Damage Control, may you live forever in memory.

For those of you living under a rock, all hulls now receive a base 33% hull resist across the board, with damage controls now offering only a 40% boost. Combined, fitting a damage control still gives you a 59.8% overall resist, pretty close to the normal 60%.

Since then, we've seen a number of threads on Reddit from fitting warriors talking about why it still makes sense to fit a damage control on your ships. And generally, I agree with the comments they made. At the moment, damage controls still don't suffer stacking penalties, which means those shield and armor resist bonuses are in addition to and don't result in penalties for other resist modules.

That's a great benefit, of course, and it does provide a lot of value. But the simple fact is that ships that fit the damage control have a slightly smaller tank, while ships that do not fit a DC now had a slightly larger tank. This change is perfect for my dual-rep Harpy. it's time for a "How to fly" article!

Sunday, February 14, 2016

The CCP Dichotomy

For the past couple weeks, I’ve been a little confused about CCP’s behavior. Great, responsive moves that suggest they have the future of Eve well in hand are followed up by evidence of tone-deafness that causes me to lose all hope in their stewardship of the game.

I really want Eve to succeed not only at retaining existing customers, but also drawing in new players. To that end, it’s very important to me that CCP’s cash flow and balance sheet remain healthy and robust. More money for CCP means more development resources and money for salaries to draw the best and most innovative employees. All of that is a win for Eve players.

A lot of players are angry at CCP right now. And I think they have a right to be angry… but I don’t think viewing the company as a unified whole is fair. You’ve got two competing interests in CCP right now; one of them extremely positive, the other negative or – at best – incompetent.

Wednesday, February 3, 2016

Pilot Freedom

How much freedom should we have in regards to our behavior in game?  Specifically, how much of a right do corps and alliances have to tell us how we should act.

A couple things recently made me think about this topic.  My old corporation, Repercussus, recently announced that they're leaving Goonswarm and joining a new Fountain-based alliance headed by Canaris.  I don't have much experience with him, but the consensus is that he's a good guy and a former personality in Nulli Secunda.

But it wasn't RP's leaving GSF that relates to the topic of freedom of behavior, but rather the reactions of other players.  You had your "didn't want that corp anyways" members of Goonswarm who were saying "good riddance" to a corp that didn't enjoy the prospect of losing its culture to GSF.  You had your "Who's RP?" crowd, which included some low-sec guys who certainly knew who they were. And you had your group who fought them before and slung complaints at them.  In every case, it felt like the comments were following a script, true-to-form.

Some of those comments related to RP not wanting to conform to the Goon culture.  So it got me thinking... while we all know that alliances and corps DO impose rules on their members, to what extent SHOULD they do so?  And what should a person tolerate?

Saturday, January 2, 2016

Lessons: Experience; What Is It Good For?

Here's the tl;dr: "absolutely everything".

Every game has its own culture, and a part of that culture is being able to understand what's going to happen based on the current conditions.  It's not something you can read up on and understand. It's a sense you get from thoroughly understanding your environment, the mindset of the players around you, and the mechanics, capabilities, and rules of logic of the various constructs within the game.

The tricky part of all this is that most of us accomplish all this naturally over time. We don't even think about it.  One day, it just "clicks" and we understand the flow of the game enough that we can anticipate what's going to happen.  "That's bait; I'm going to avoid that fight," or "This is a hot-drop situation," are overall senses about which we can't point to a single piece of data. They're deductive conclusions that we arrive at after assimilating and processing a wide range of information.

One of the interesting parts of this, for me, is that this process is identical within Eve as in the real world. When driving, a veteran driver is better able to predict and exploit the flow of traffic to change lanes, and we're always better at making good time during our rush hour commute than other roads, since we know the "flow" - where people are always log-jammed when coming onto the main road, where the left lane moves faster, and where you may need to push the person in front of you a little bit to make that long light.

In Eve, these kinds of insights are difficult for a newbie to attain.  They require you to be familiar with a wide range of flying situations, the overarching fitting theories prevalent at the time, and the way various ships actually work in combat.  That means getting out there and trying new things. The old saying is, "To learn PvP, fit up 100 frigates and lose all of them."

But why does experience matter so much?

Saturday, December 19, 2015

All of a Sudden, We're All Talking CSM

I don't talk about the CSM that often. It's not out of any specifically strong feelings. In fact, I've recommended that folks vote for CSM in the past, and mentioned how important I thought it was. But I typically don't follow their exploits with bated breath, or even read CSM summary posts by other bloggers.

Part of that is my firm believe that we as a society apply democracy a bit too liberally. Not everything needs or deserves a vote. Sure, I think it's the finest system in the world for organizing a government for citizens who are location-locked into a specific country. The key, though, is that everyone involved in that country and in that democratic system has equal amounts vested into the success of the enterprise, and equal amounts to lose if they get it wrong. Democracy needs seriousness and a deep familiarity and awareness of the issues, as well as no readily available and easy-to-access escape plan.

That said, it's a terrible idea for a lot of other things. While you may take your kids' feelings into account, you make decisions about them bilaterally (or unilaterally in single-parent homes). They don't get a vote, because they don't have the context and knowledge necessary to make an educated decision. Nor do you give airplane passengers a vote on the route the pilot should take.

When all parties aren't equally vested, you also don't utilize democracy. My mother wants to redesign her living room. I used to live in that house, and have somewhat of an interest in keeping it looking good. I also want her to eventually move out to where my family is located now, and I want to keep the house in good repair for them to sell it at a profit. But while I am slightly vested in how the living room looks, she's the one who owns the house, and she's living in it day-in and day-out. Her level of vestment is much higher than mine. It'd be ludicrous of her to give me an equal democratic vote with her in how the living room looks. Nor am I going to make career decisions because two of my friends - outnumbering me - feel I should.

Then, there's the "bail option". When you're tied to the success or failure of an endeavor, you'll take it much more seriously than when you're passing through. I shouldn't have an equal vote as a hotel owner about how their room looks. I have to live there for one night; that hotel owner's very livelihood depends upon making design decisions that ensure profitability for decades, potentially. She's not going to let my wife and I out-vote her about how her hotel is designed.

Along the same lines, democracy is a ludicrous method for a gaming company to choose a trusted user group.

Friday, December 4, 2015

A Lack of Purpose

Over at the Ancient Gaming Noob, Wilhelm Arcturus presents some very insightful thoughts about the current state of the Imperium that very clearly represent my thoughts about the only remaining coalition. In it, he pretty clearly represents the lack of purpose behind the Imperium these days.

When one person says a thing, it's an opinion. When two people say it, it's a fluke. When dozens of people independently come up with the same statement, it's a groundswell. Wilhelm's comments exactly represent the reasons I chose to leave the CFC and join Adversity.

More and more, folks are realizing an inevitable truth; having won Eve, the Imperium finds it self as a weapon without a target, bereft of purpose.

Thursday, November 12, 2015

Pontifex. Stork. Magus. Bifrost.

The first enterprising souls have gone on Sisi and identified some new ships available for review; the command destroyers (inb4 we call them “commies” or “codies” (CoDes… though I doubt Code will use them). These ships are new T2 destroyer, a class sorely needed to make interdictors feel less alone.

The first thing I noticed was how stupid the name Stork was for a ship. It stretches credibility that they’d name a ship something as un-threatening and docile-sounding as “stork”. Jackdaw… okay, even if they took the name from Assassin’s Creed. Herons and buzzards aren’t threatening birds. I get Eagle, Vulture, Raptor, Vulture, Griffin, Raven… they all sound bad-ass. But “stork”? I suppose it’s terrifying to think someone’s going to drop a baby off on your doorstep, but…

The second thought I had was how cool it was that the new ships all focus on delivery, motion, or projection. Pontifex suggests “pontificate”, and projecting opinions. Storks are responsible for babies. Magi project power through magic and mysticism. And the bifrost is the coolest bridge in the history of literature (though, the Bridge of Hrethgir and Pons Sublicius are pretty awesome, too). It’s a pretty neat naming convention.

The reason for that, of course, is the cool new ability command destroyers are going to have… the ability to serve as a mobile micro jump unit, projecting all ships within its effective radius 100 km in the direction they’re facing. That’s right boys and girls, ALL ships, both friendly and hostile. Need to scatter an enemy logi wing? Just burn directly for the logi anchor and spool up your mobile jump module to scatter them from their fleet.

Tuesday, November 3, 2015

Care About PvE Even If You Don't Care about PvE

You should all stop what you’re doing right now and read Neville Smit’s latest post about the silent half of Eve players who may never make it to Fanfest or speak too loudly in the community but who still play the game just like we do.  This is a post about giving a little love to the non-PvPers.  Pay attention to what he says; his point is a critical one.

Seriously.  I’ll wait.

“But Tal, are you seriously suggesting CCP should focus some attention on PvE?”

Yes, yes, I am.  And it’s absolutely critical for the PvP game you play that we not forget about these players.

Sunday, October 18, 2015

Strip It Down and Sell It for Parts

I’m going to start by focusing on the positive.  I’m sitting on 27 PLEX, and after about a week of the price sitting at 1.2 bil, they’ve crept up 20 mil in the past couple hours.  More importantly, we’re seeing spread compression – the buy and sell prices getting closer – as both continue to rise, suggesting that the price will only continue to increase.  Indicators are great for my profits!

"We can take it out as easily as we can put it in!"

The reason, of course, is the Exploring the Character Bazaar and Skill Trading dev blog.  In a nutshell, CCP is announcing a new NEX store item that will allow players to extract 500,000 sp from their characters and sell it, as a unit, on the market.  Effectively, this allows players to trade sp to each other, drawing down their character’s stock in exchange for isk.

This, in and of itself, isn’t bad.  Players have been asking for a means of eliminating sp for skills they don’t use (though, admittedly, this attitude tends to be a result of vestigial thinking back from when clone levels existed).  But added to this sp transfer is diminishing return.

Once your character has more than 5 million sp – a paltry sum equaling around three months of training – injecting transneural skill packets results in the reduction of the amount of sp you actually gain.  This loss is 20% for up to 50 million total sp, and becomes increasingly onerous as your total sp increases.

Friday, September 11, 2015

Without FCs, You Have No Fleet or Command

I've been spending a lot of time recently thinking about what the essential elements of a successful corporation are.  I can name more than a dozen factors that can lead to success and a variety of content, but which ones are absolute necessities?

One of those that I continue to value highly is having a group of dedicated FCs.  Note the qualification... I used the word dedicated, not excellent, successful, brilliant, or innovative.  The characteristic that seems to be most important is the willingness to consistently lead fleets.

Corporations thrive on stability... bring able to reliably provide or enable meaningful content that the membership wants.  That could mean mining fleets, mission running fleets, or PvP fleets.  It could mean counter-entosis fleets for null-sec or escalation fleets for wormholes.  Regardless, every corporation needs players willing to stand up and take responsibility for guiding others around.

The beauty of Eve is that players can create their own content; all you need is a ship and a goal.  But to have a strong, stable corporation, you need to provide something which compels players to choose YOUR corporation over all the other options out there.  That might be a unique offering, culture, objective, or combination of all of the above.  It might be being very accepting of a variety of playstyles, as Rixx Javix's Stay Frosty is, or it might mean having a narrow focus that attracts a certain kind of player.  You have to provide some content that satisfies player needs.