Showing posts with label CCP. Show all posts
Showing posts with label CCP. 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, November 20, 2016

Thresholds

It may have come to your attention that I haven’t posted anything since November 4, more than two weeks ago. Even for me, this is quite a gap.

For the past six years, I’ve played Eve pretty regularly, logging in usually a little bit every day. In that time, nearly everything has changed in my life. I have a lot more real-life concerns that need my attention, and put bluntly, I was mortgaging myself my giving up sleep to maintain the same level of engagement with the game. Most nights, I’d be looking at 6.5 hours of sleep if I was lucky. That was a choice.

But, I can’t really justify that choice anymore. While a component relates to the game itself, the bigger part is the realization that this pace doesn’t really suit what I want and what really matters.

Wednesday, November 2, 2016

Regional Local

This week during Eve Vegas, CCP expressed their long-held displeasure with local as an intel tool, but that they weren’t ready to launch a comprehensive change to the mechanics.

At the core of the problem is a need to communicate with people in the same system that doesn’t also announce the presence of new pilots entering that system. Some players simply advocate wormhole local, in which players don’t show up until they speak, but CCP has been resistant to this in the past for all areas of space, and I tend to think this would take something special away from wormhole space.

At the same time, CCP expressed a general dissatisfaction with the ease of null ratting isk generation and the speed of level 5 mission blitzing. In both cases, a new pilot entering local is a cause for concern, albeit much more so for null ratting. I don’t think the payouts are the problem as much as the early warning detection local provides; when you feel incredibly safe, it’s very easy to earn isk in null, perhaps too easy.

So, let’s kill two birds with one stone: Regional Local.

Saturday, October 29, 2016

Ascension Delayed

The Ascension expansion – there’s so much in this update that it certainly deserves the title, compared to “update” – as been delayed by a week to November 15. From those who have been testing out some of the new features on Sisi, it sounds like there are still plenty of bugs to work out, but I’m not certain which yet.

So, alpha clones won’t hit for an extra week. An extra week for corporations to prepare, PLEX prices to rise, the injector market to get ready for a sudden increase in demand, and CCP marketing to fret over the level of success they can expect.

Will alpha clones cause an influx of players? Even two weeks before launch, I still can’t say. To read Reddit, a lot of players are intrigued by the possibilities. Will that translate into an actual increase of players in game? And if so, how many?

Wednesday, October 19, 2016

Searching for Salvation in All The Wrong Places

I am an American. This background influences my perspective on events. This is going to be important later on, so I wanted to lay this fact down right from the get-go.

You see, a lot of things need to be said regarding some of the very concerning commentary emerging out of the Eve casino ban. Frankly, I’m somewhat disgusted by some of the attitudes I’m seeing.

I debated on whether I should post this article, but in the end, I decided I had to, because it isn’t as much about an American perspective as it is about how we perceive Eve. And that most assuredly relates to the game we all love.

There are two kind of people in the world: those who meet resistance and choose to strengthen themselves, and those who run to others to save them.

Wednesday, October 12, 2016

Eve Gambling Is Gone, But It Isn't Evil

The announcement of changes to the Eve end-user licensing agreement came down today, and the big story is the banning of isk gambling sites. Eve-bet, IWantIsk, etc. are all going to be going away as of Ascension.

Well, not quite, IWI and another group I've honestly never heard of are being fully banned as of today, with all assets confiscated. Both of them were involved in widespread RMT operations, apparently.

For the rest, though, finish up your bets and cash out. It's over, folks.

This has sparked a lot of discussion already among the blogging community, and I have to say I'm disturbed by the turn of some of these arguments. For instance, Wilhelm Arcturus of The Ancient Gaming Noob and member of former CFC alliance TNT referred to Eve gambling site revenue as "ill-gotten gains".

In considering it, you've got to separate the way isk is generated from how it's spent. I'm not sure I understand how a house cut of isk gambling is ill-gotten in and of itself.

Tuesday, October 11, 2016

Jump Ranges to 7 ly, Boys!

As of a few minutes ago, CCP Larkin announced a pretty badly needed change to jump ranges that will be hitting in the November Ascension expansion. With this change, carriers will have a maximum range of 7 ly (two more than currently) and supers will be able to travel to 6 ly. While that doesn't seem like a particularly big deal to non-capital pilots, try plugging a few routes into jumpplanner and you'll see how important it is. Quite often on long routes, you can end up with the response, "No route is possible" taking only cyno jumps.

Within the post, CCP Larkin stated that the company's goals are to:

  • Reintroduce a natural path for capital combat to escalate.
  • Differentiate the power projection of Capitals and Sub-Capitals.
  • Allow alternative logistics and force projection paths into space that is currently very difficult to access.
  • Open up chokepoints and allow jump paths to be a little less predictable.

While this change will be almost universally praised by capital-capable pilots, will it achieve those goals, and are those goals even worthy?

Tuesday, September 20, 2016

Gotta Catch 'em All

The Purity of the Throne event has been run for the past seven days. While I missed the first five due to vacation, over the past couple, I’ve been running a few of the sites.


Well, more than a few.

I’m not really a collector of novelty items. Sure, I have a bionic arm on Talvorian, and I injected any freebie skins we received over time. But other than that, I’ve bought exactly one skin, the Police Pursuit Comet Skin. And that one was purchased only because it’s pretty awesome to pull people over in lowsec (ie. kill them) while flying around in a ship painted like a police cruiser.

In fact, generally speaking, I’m offended by CCP’s strategy regarding skins. In my mind, they’re far too expensive for what you receive. I think it’d make more sense (in-game reason) and demonstrate much better customer respect (out-of-game reason) for a skin to be equally applicable to every ship that shares the same hull profile (so, a skin could be useable on Merlins, Hawks, Harpies, and Worms, for instance). I can’t really think of a reason beyond the desire to squeeze every cent out of players for having it the way it is.

Which, of course, is totally viable. I just don’t think it’s good customer service.

Regardless, it’s a moot point, since I’m not really the demographic for skins; I’ll never buy them because they’re far too expensive for me to adopt them regularly. In fact, I rarely even remember to put them on the ships I own them for. I’m just not built that way.

Nonetheless, I’m finding myself intrigued by the Purity of the Throne event. Really, the rewards are more akin to the Operation Frostline rewards – meager and without much inherent value – unlike the Blood Harvest event.

Yet, I’m consumed by this desire for nearly a whole set of Purity skins. As far as I can tell, it’s simply the fact that the white skins look awesome on Amarr ships. With all the other skins I’ve seen (again, with the exception of the Police Pursuit Comet), they’ve really just been variations of color combinations.

But these Purity skins are striking, bold, different. I’m finding myself not only fixated on getting the ones for ships I regularly fly, but even for ships I’ll never sit in. A Providence? Really? Gotta have it! I may even inject the Aeon and Avatar skins, even though I’ll never fly them with Talvorian.

Wednesday, September 14, 2016

What I'm Missing Most...

Over the past few days, the fam has been on vacation, and my access to anything Eve-related has been limited to the occasional read of Reddit and the odd update of Evanova. Beyond disappointment that my market orders have obviously been bettered (based on a wallet that hasn't been steadily increasing), I really haven't missed Eve that much.

I mean, sure, it's therapeutic to play at the end of the day, and that's not going to change. But, I've been by the beach, getting lots of good sleep, and not worrying about work in the slightest for the past three days. I don't really need pew therapy, do I? It's not really much of a surprise that I'm not missing playing.

But, amid the absence, it occurred to me that I really am missing parts of the game. I feel like I'm missing the story. Between Catiz's coronation coming, the Purity of the Throne events, and the new Scope video, I'm itching to get back and participate in some of the new lore developments.

When I had that thought, I stopped cold. It was immediately followed by another. The things that draw me to Eve are a lot more complex than I (and many people I've talked to) may first believe.

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.

Wednesday, August 31, 2016

Free-to-Play Mode: Not the End of the World... Maybe

CCP dropped a bombshell today with the announcement that they were introducing a free-to-play mode operating within the same universe as the rest of us play Eve. Before we all start biomassing or grabbing our pitchforks, let's dive into some of the consequences (including very good ones) and some essential modifications that will be needed.

First, let's dig into the details:

  • Subscribed accounts (ie. all of us playing today), will be considered "omega clones" and have the same full functionality.
  • Free-to-play accounts will be designated "alpha clones" and have severe limitations on sp use and training, capping out at around 5 million sp (an eligible skill list is included in the devblog).
  • Skill extraction will not be allowed for alpha clones.
  • Alpha clones will only be able to train the skills for their particular race (ie. Amarr characters can only train Amarr skills).
  • There is no current plan to limit concurrent logins between alpha and omega accounts, but CCP is going to look at this.
  • A subscribed account that lapses and becomes an alpha account will only be able to use skills on the alpha list; effectively, that other training is put in limbo and will not confer any bonuses until it's subscribed again.
  • Alpha clones will earn sp at a reduced rate compared to omega clones.

Suffice it to say, this is huge. But not, I suspect, as huge as people believe. In general, I think this change will be a net positive to the gameworld, if CCP makes some small adjustments.

Burying the Lead or Capitalizing on Fervor?

While I'm going to need some time to write my thoughts of Eve's new free-to-play mode, which was just announced today, I do want to take a moment to comment about the timing.

Suffice it to say, the timing is not coincidental, with the announcement of "alpha states", an in-game description for a method of accessing Eve on a limited, free-to-play basis, occurring mere days after a particularly controversial and long-desired change to command links. With the community worked up about one topic, CCP released info about a second, more controversial one.

This was a deliberate tactic, but its meaning depends on whether CCP feels the conversation about command links is a healthy, excited one or not. My guess is that they expected the change to command links to be well-received by the community, so they timed this F2P announcement to capitalize on it. As it turned out, I don't think the response was as favorable as they hoped. Time will tell whether this tactic supports or sabotages their efforts.

Nonetheless, the timing is interesting, and gives some insight into CCP's thinking.

More in a little while, after I've had a chance to collect my thoughts and write them down. Looks like my regularly scheduled posts are going to be bumped once again...

Monday, August 29, 2016

Boost Me Up, Bro!

Fleet boosts (links) are a challenging topic. As they stand right now, they're heavily broken because there's virtually no way a pilot can know if another ship is being linked before deciding to take a fight, nor is there any record of that fleet booster's participation in the fight. It's a largely silent mechanic.

Instead, a single ship sits alone in the depths of space, completely isolated from its fleet, providing a system-wide boost to all ships beneath it in the fleet structure. That fleet booster will never see either its fleet members or the enemy ships. Pretty much the only meaningful gameplay that ship needs to do is watch short scan for probes and incoming ships, and remaining aligned to quickly warp out to escape anyone trying to take it out. Its function is very similar to sitting at a safe and hoping you don't get probed down. For all intents and purposes, it's not playing the same game as anyone else in system. When attacking, by default you'll need a probing character with Virtue implants to be able to get a 100% lock on a halfway decent boosting fit.

And yet, links are viewed as absolutely essential to any well-run fleet. Even some individual and small-gang pilots (I use individual to refer to multiboxing individual pilots running multiple ships; they are not solo) will absolutely require links before undocking.

The demands of large fleets and small gangs are very different, and whether fleet boosts are present or absent affects each differently. In most large fleets, links help increase survivability, but not necessarily viability; they keep ships alive, but the fleet would operate similarly with or without links. In other cases - such as doctrines that rely on additional webbing range or glass cannon sniper fleets (Tornadoes, slippery pete Tengus) that need additional lock range - links are absolutely vital to effectively fly the doctrine. A slippery pete doctrine that operates within a Maelstrom fleet's lock range stands no chance, for instance.

For small gang work, links can often mean the difference between using and not using a given ship. many kiting ships, for instance, rely on a speed advantage - often coupled with implants - to maintain range, and without it, they simply wouldn't have a role. Links also provide a meaningful advantage when facing the blob; without links, the solo pilot doesn't stand a chance, so no fight happens.

It's a thorny problem. And CCP has decided to tackle it. Finally.

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.

Tuesday, August 23, 2016

Remembrance and Idealism

Lately, there's been a lot of talk about Dominion sov and Aegis sov. Caprisunkraftfoods, a former alliance-mate and veteran of Black Legion and TISHU, shared some concerns about where Eve is headed. His concerns are incredibly valid, and demonstrate an awareness about the fundamental nature of conflict within the game. I share his concerns, for instance, about industrial citadels, and agree that I don't want POSes to be completely overridden by citadels.

Another former alliance-mate and fellow writer, Seraph Basarab (leaving out the Roman numerals) countered with his own perspective. In his write-up, he widens the focus conveyed within Capri's write-up to show that the story isn't as narrowly focused as one might think. His arguments are all incredibly reasonable.

Though both of them are in TISHU, they have some different interpretations about gameplay, the trajectory of Eve, and the general quality of recent changes. Both of them are right, and that fact alone reveals the complexity of what CCP is trying to accomplish. The simple fact is that yes, CCP has blindly followed their roadmap while completely ignoring player warnings about the inevitable results. This can have terrible consequences if they do everything they intend to do. Yet, the changes they have made to date have a lot of positive results to the game, as Seraph points out. I don't blame Capri for his lack of faith; that position is well-supported by recent rebalances. But nor is Seraph wrong in seeing the positives.

This discussion, though, has spawned a lot of conversation, though, and through that conversation, I've seen a lot of poorly constructed arguments, filled with fallacies that need to be addressed. This piece isn't an attempt to refute either Capri or Seraph, but rather to unpack and deflate some misconceptions and deliberate tricks being used by those supporting the both of them.

Tuesday, August 9, 2016

Citadel Traps

I’m a big fan of gameplay that requires plays to do work to catch targets. Generally speaking, if Eve is about improving your skill and defeating a human opponent, using a cheap trick completely defeats the purpose.

That tends to be why I don’t really respect pilots who fly with boosting alts, particularly as they’re still of the off-grid variety. To me, that smacks of throwing money at a problem and pretending it’s skill. It’s certainly a viable, effective, and permitted tactic, but it’s not a very skillful one.

One of the tactics that fit into that category from the moment citadels deployed was dropping a citadel and drag bubbles in line with a gate to pop anyone who warped directly from gate to gate. From the safety of your citadel, you could kill everything with ease. It was a cheap tactic.

And, with the August patch, it’s no longer possible. Drag bubbles will now only catch ships if placed within 500 km of your warpto location (a gate, a planet, etc.)

What surprises me isn’t that Eve players chose to take advantage of this, or that CCP didn’t anticipate this application of the mechanic. It’s that it took this many months for the change to come. I mean, I can understand that it might require some development, and that citadel mechanics are new and prone to surprising effects when you change.

But in null-sec, a citadel-bubble combination is just ridiculous, and systems were lousy with them.

Regardless, it’s another one of those problems we can relegate to history and the “wow, that was really a thing?” category.

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?

Sunday, July 24, 2016

Wherein My Galleon Capsizes

I've been playing Eve consistently for the past five years, and have spent all of that time in null-sec (I did start out in high-sec in the two years prior, but that was intermittent). I really should know some things that I clearly don't know.

Recently, I've undertaken to begin market seeding and contract stocking for NC. This is a new thing for me, and it involves a lot of learning. While you do need to mark up the costs from Jita prices, I don't want to gouge anyone, and have been pricing my contracts beneath the least expensive alternative as a way of letting the market dictate an appropraite markup. Really, if I want to make the most isk, then, the trick is in velocity, not margin. It's taken some time to understand which ships move the fastest, letting me reuse those contract slots and keep the stock flowing. I'd say I've done a good job at that.

But, there's one huge piece I'm not doing well. Case in point.

Yeah, that happened. I'm a terrible jump freighter pilot.

Tuesday, July 5, 2016

Hearts in the Right Place

Assuredly, CCP has been putting effort in to improving the immersion and experience of Eve, and I have to appreciate that fact. Yet, despite this obvious work, I find myself less engaged with the game.

I understand what they're trying to do, of course: remind us of all the complex activity happening just beneath the surface. For instance, when we dock, the screen goes black, then it fires back up with us safely in our private berth, it's easy to lose track of the fact that we're just one ship within a massive structure, that so much is happening around us. The docking animation reminds us of this, and is a neat part of immersion.

Or, rather, it might be, if not for the jerky camera action that actually gives me vertigo. When I dock, I'm immediately looking to either a) repair my ship, b) move items between my ship cargo and hangar bay, or c) swap ships, all of which require my eyes to focus on the static cargo screen. But the docking animation being a side-angle pan really plays havoc with my equilibrium and makes me feel like I'm trying to throw a baseball onto a moving train.

It's an example of a great idea done just slightly wrong. Now, CCP's responding to this with an option to toggle off the effect, but to me, that falls in the "throw the baby out with the bathwater" approach. Why not just default the camera angle to face squarely at your oncoming ship, so you see it grow slightly bigger while the background behind it stays the same? The vertigo effect would be drastically minimized for those who want to get to station business, while players who do want to enjoy the effect can simply shift their camera angle. You're 90% of the way there, but that 10% means the difference between a sick stomach and a great change implementation.

For me, this sums up my recent experience with Eve... almost, but not quite.