Dynamic layers

This blog would be a lot more interesting if I could write about our current plans and immediate impacts of our current situation in EVE, but EVE being what it is, I can’t. Hopefully the delayed drip won’t result in the details being lost and the stories being relevant. The entire ‘why’ behind last weekends Op is… deep. Very deep actually. But that’s a story for (hopefully) another day.

I’ve previously talked about the true dynamic nature of WH space in EVE, and I want to use last weekends Op as a backdrop to sum that thought up and perhaps add some clarity to it as well. I’ll also use the upcoming Guild Wars 2 MMO as my fantasy example here, but feel free to replace GW2 with just about any other ‘standard’ MMO.

How wormholes connect to each other is the basis for this dynamic space. Imagine that WvW in GW2 was not based on server rankings every two weeks, but rather that each server randomly connected to another, and at times could also connect to multiple servers at once. Guilds would aim to ‘progress’ from starter servers (C1s) to top-tier (C6) servers, but that progression would hinge not just on when your server connects to a higher-tier server, but also who is there to defend it.

Another consideration would be the total iLvl of gear you could bring to the battle. Whether you brought 100 newbies in starter gear, or ten guys in max iLvl stuff, each server connection would only support X amount of iLvl, and once that amount was crossed the connection would close and reopen to a different server. Guild leaders would need to decide if they want to move everyone to another server, or send just enough into battle for a raid and to allow all of them to come home. Complicating this calculation is the fact that anyone from a different server, connections allowing, could also use ‘your’ connection and throw off the math, trapping your members.

An important item to also consider is gear. Imagine if in GW2 you lost some somewhat easily replaced gear whenever you died, but could only replace that gear outside of WvW unless you were defending your ‘home’ server. Furthermore, the quality of replacements available, and their price, would be entirely dependent on the current WvW connection out, and again the iLvl limit would need to be considered.

Finally, and most importantly, the ‘home’ team on each server would own the castles and villages in the WvW space, allowing them to produce gear and resupply without having to deal with an outgoing connection. The longer a guild has owned their piece of WvW, the more time they have had to set up defenses and get entrenched, likely far above the iLvl an enemy guild could possibly get inside through a single connection.

The above makes no mention of the combat system, or how characters would actually go about fighting each other, earning gear, or how gear would be crafted. Whether you swing swords or shoot lasers, the above could still apply, and bring with it all of the meta-gaming that goes into EVE PvP.

(Not to suggest GW2 should be like that. I for one am looking forward to GW2 being a simpler, jump in and smash type of game. A nice break from EVE when I don’t want to think about mass calculations, multi-WH jump routes, and whether or not some ship (or a dozen) is sitting cloaked up just waiting to kill me. Just food for thought.)

Posted in Combat Systems, crafting, EVE Online, Guild Wars, MMO design, PvP | 6 Comments

EVE: Red Dawn, Red Midday, Red G’night

One of the ‘secret’ Ops that I’ve alluded to here before has finally come to fruition, and I can now finally blog about it.

As most WH Corps/Alliances do, HAHA has been sending pilots out to scout other holes and see what the residence are up to. In one such hole, a C6 no less, our scout noticed that the residents always ran their sites at around the same time, and always used the same mix of Dreads and Carriers. They were very routine about this, and so a plan was hatched to get ships inside the C6, log out, and log in when the capitals were in the middle of a Sleeper site, hopefully resulting in some dead caps and some nice kill mails.

Early last Friday, our scout reported some very favorable entrances into the C6, and so our alliance mobilized and we got people ready to jump inside and log out. I was one of the first ships to make it in and log, as I had dinner plans. As I was out eating anniversary dinner with my wife, I get a text that the plan is off, as some third party had already run the sites inside the C6, and so the locals would not be doing their normal routine. Such is WH life.

About 30 minutes later, still at dinner (I believe I was a few bites into a cheesecake), I get another text informing me that the plan is back on, only it’s been escalated. Turns out, an even more favorable entrance had opened, one that would allow us to get a few of our own capital ships inside. Rather than waiting for the current owners to log on, we were going to siege the POS and loot whatever was inside.

As I got home and logged into Mumble, the alliance was still working the logistics of getting everything inside the C6. This went on for quite some time, but eventually we had two dreads and a large support fleet ready to go. Then a very fortunate, and funny, thing happened.

The owner of the POS had not configured his defenses correctly, and all his shiny faction guns and ewar did not attack us as we opened fire. Most likely, the POS was left in the default settings; attacking anyone with a standing less than 0. As we had no standing with this alliance (0), the POS did not consider us a threat. This made disabling everything nice and easy, although not all that quick.

At about 4am or so early Saturday morning, the POS went into reinforced mode. Our assumption was that the POS had full stront, so it would come out of reinforce at our primetime Sunday. As luck would have it, the owner had the stront bay less than full, and the tower was actually set to come out at 8am Sunday morning (EST). Alarm clock raid!

Our alliance camped the hole all day Saturday, making sure no evac was possible and that all incoming holes were accounted for and handled properly. For the most part, Saturday was quiet.

At just before 8am Sunday, the real action started.

The defenders had four (visible) dreads and two carriers inside the POS, along with a few sub-caps. Also, at some point they had managed to repair and online some defenses. As our two dreads and the support fleet started hammering the POS and disabling the defenses again, the enemy moved four dreads and a carrier just outside the POS shield, and a massive brawl broke out.

Our two dreads were of course the targets, and while they hero tanked for as long as they could, they eventually went down in a blaze of glory. However they did not die in vain, as they survived long enough, and dished out enough DPS, to also allow us to take down two enemy dreads (both shiny fit compared to ours), and to put the carrier into structure before it and the two remaining dreads made it back inside the POS. (Note: I was not online at this point, but that was the summary I was given. Anyone at that fight feel free to provide more detail).

With our dreads gone, grinding down the POS became… well a grind. To further slow things down, the defenders would occasionally move a dread just outside the POS to attempt to blap a sup-cap. In response, we had two Bhaalgorns that would warp to anything that left the POS and start neuting, along with a few other ships to attempt to bump the capital further out and allow us to kill it. The neut/bump plan did not yield a kill here however, and the dreads did manage to blap two ships due to pilot error and not keeping traversal up.

While all of this was happening (3-4 hours’ worth), we had a scout scanning the C6 always looking for new sigs, and just as the POS shields hit 25%, he announced a new WH opening. As we warped our fleet to a safe spot just in case, the scout further reported that the connecting WH had a connection to low-sec. This was very fortunate news for us.

Due to the length and complexity of the siege, we were running low on ammo, and so the new connection to known space meant we could resupply. It also meant more ships could get inside, and those who had lost ships could rejoin the fight as well.

But best of all, it meant we could, theoretically, get more dreads inside. I say theoretically because the low-sec was nowhere near our current home C5 exit, so bringing our existing capital ships would not be possible. A quick check of the market revealed some good news however; there were two dreads for sale on contracts nearby. For 5 billion each. Someone liked their dreads shiny. After some quick consideration, Alliance leadership dropped the ISK and started working on getting the dreads inside the C6. This was again a logistics puzzle both in terms of fuel and fittings, and of dodging a very active section of low-sec during euro primetime. More than one scouts and indy was lost to a gate camp, but ultimately our big new toys were inside and we were ready to finish what we started.

In another turn of fortune, our new dreads were rail fit rather than blaster, meaning they could sit 100km off the POS and still hit their targets. This would lead to a new and interesting combat scenario.

Due to the enemy dreads being blaster fit, they could not effectively poke their heads out of the POS and shoot at our dreads. But since our dreads were shooting at the center of the POS itself (25km inside the shield), and they were aiming at our ships, they could still do some damage. Enough to pose a threat anyway, which forced our sub-caps into action. This would trigger the final and most epic battle of the siege.

The first threat was a smartbomb-loaded carrier moving out of the POS shield along with two dreads. Thankfully, our skilled logistics pilots were able to keep everyone alive despite the heavy bombing, and we managed to get a solid bump on the carrier, moving it away from the POS. At this point our two Bhaalgorns where heavily neuting, while our 30 or so sub-cap fleet was hammering away. Inch by inch the carrier’s shields and armor was being shred, all while a few hero pilots also managed to bump and web down a dread. Our full commitment came at a cost however, as one of our Bhaalgorns went down in a billion+ ISK blaze from the combined siege-mode dreadnaught fire.

As we finished burning down the carrier, we turned our attention to the trapped dread. Our swarm of sub-cap piranhas repeatedly bumped the giant ship to ensure it stayed out of the POS, and in short order it too went down, leaving behind a ruined husk of a wreck. The final dread managed to slip back inside the POS at this time. As the rush of battle subsided on coms, congrats went out and everyone was pumped.

Having failed in their final stand, the defenders could be seen packing up ships and preparing to escape as we hammered on the POS. Despite a great effort to scan down the escaping capital ships, their long distance safe spots proved effective, and they managed to sneak out and (for now) avoid destruction.

With the POS now empty of defenders, we finished off the tower and moved inside to loot the spoils of victory. Still floating inside the POS was an Orca and two Abaddons, and an additional dozen or so ships of various sizes (though no capitals) were found among the many ship hangers we destroyed. When we destroyed the Corporate hanger, a half-dozen jetcans of loot popped out, containing more than 10bil in total value.

Despite the long hours, and the near-total lack of sleep for some alliance members, the Op was a huge success, and got me my first two capital kills in EVE. As a Corp member said towards the end, this is exactly why we play EVE.

Christmas came early for HAHA.

Edit: Some screenshots will be posted later tonight.

Posted in EVE Online, Inquisition Clan, PvP | 9 Comments

Good start to a Monday

I should (assuming I can finish it) have a good long post about EVE that actually involves EVE happenings (and dead capital ships), but until then, I highly recommend everyone go read this Reddit thread. Might be the most entertaining thing I’ve seen since… the last Gevlon post that got a Reddit thread.

Also of comical note: compare the Reddit thread with the Badger II king’s own comment section. Guy must be wearing out his comment moderation button.

Posted in EVE Online | 4 Comments

So close, yet so far

Heroes 6 is a good game if you enjoy that style of gaming. Looks good, plays well, etc.

Sadly its dev history is a little… spotty (and was actually the trigger for this post, though I never mentioned Heroes 6 directly). Patch 1.5 was a long time coming, and while the balance changes were nice, it was a little light considering how long it took to produce.

Oh, and it also borked the game. Whoops.

No worries though, the 1.5.1 fixes the issue. And creates a new one. Whoops x2.

And as nice as town screens are, the fact that Heroes 6 shipped without simultaneous turns in multiplayer is atrocious. That it’s months later and the game STILL does not have them, or even plans to introduce them, is beyond words.

My frustration with Heroes 6 is similar to my frustration with Darkfall or Atlantica; all three are very enjoyable games that really do a lot of things well, but are made unnecessarily difficult to enjoy. Heroes 6 for its spotty support, Darkfall for its lack of updates, and Atlantica for its business model.

Is it really too much to ask for devs to make a solid game and not screw it up at some point?

Posted in Atlantica Online, Darkfall Online, Random, Rant | 6 Comments

How many IPs can Paul Barnett bury?

When Paul ‘bears bears bears’ Barnett says the following:

“We don’t put silly glass walls up, and we don’t keep poking you for cash; we just leave you alone,”

we can safely assume Ultima Forever is going to come into your house and rape you IRL until you pay up, right?

Edit: Damnit should have kept reading before posting.

And how does BioWare think classic Ultima fans will respond to a new, casual-focused take on their favorite universe?

In other words, are you going to rape the IP with F2P trash? Bears boy says no.

And then says this:

supplemented by the sale of fluff like golden galleons, bigger hot air balloons, and so on.

Yup, one of my fondest memories of Ultima on the C64 was flying around Britania in a giant hot air balloon, skydiving off it, and landing on my golden galleon to have a tea party with Lord British and Blackthorn…

Posted in Mass Media, Rant, Ultima Online, Warhammer Online | 18 Comments

EVE: Accurate mass media coverage of a sandbox, hell freezing over, etc

Dear Eurogamer: This is how you cover a sandbox. You have to actually have someone play it, and then play it with at least the attempt to understand it.

Good job by Tyler on the article, and credit to PCGamer for publishing it.

Posted in EVE Online, Mass Media | 4 Comments

EVE: Hollywood Boulevard

While ‘doing stuff’ in WH space, my cov-ops just happened to pop into J105934. Yes, that J105934.

One of the major advantages of not only playing on a single shard, but also playing a game where player history truly matters, is that almost a year later just seeing that location and its inhabitants still elects a strong reaction and a small sense of awe. Announcing the location on Mumble was met with similar feelings.

EVE is Real.

Posted in EVE Online | 3 Comments

Everyone’s an expert

Dev hatred/worship is fairly common in gaming, and perhaps more-so in the MMO space due to the continual nature of the genre. Many players believe the devs are idiots/geniuses, either always screwing the game up or always having the right answer. The truth is somewhere in the middle, but let’s look at some more specific scenarios.

Designing a champion for League of Legends is not easy. Or rather, designing an interesting, unique, and balanced champion that can be played by both casual players and professionals is not easy. A major reason LoL is the most successful game out today is in large part due to Riot having very smart, very experienced people creating and balancing champions. The reason so many other MOBA titles are garbage is because those devs aren’t.

This is not to suggest that players can’t come up with interesting abilities or suggest balance changes, and Riot is actually very good at balancing based on player feedback (mostly from tournament play/observation), but it would be a disaster to allow players to highly influence the core champion design process.

On the other hand, players suggesting balance changes to PvP in an MMO should hold some weight. Numbers can be theorycrafted down, and as all abilities and combinations are a known commodity, the result of some numbers tweaking is not difficult to predict. Furthermore, it’s almost a given that your hardcore players are the ones who have the most experience with HOW those numbers actually work in-game, and so they would be able to understand and predict how the tweaked numbers would also work out.

The devs might have more knowledge of how things work behind the scenes, but often times that is not a factor when we are talking about tweaking numbers or making changes to abilities/items. Returning to Riot, another key to their success is that not only do they have talented developers, but they also have devs who are hardcore players of their own game. This allows them to more easily and comfortably accept player feedback and guidance, as many on the dev side likely see/hear similar things.

Ignoring millions of voluntary ‘testers’ is a giant waste, but knowing how to harness/harvest it is a skill itself.

Which brings me to the player’s side of the table. Different games have different styles of players. A room full of EVE players will contain a different mix than a room full of Candyland players. The top 1% of EVE players will look MUCH different. And one would assume (hope?) that the 1% here would not only know the game, but know what’s best for it. As Jester writes today, that’s not always the case, even amongst a volunteer group of ‘experts’ elected by the playerbase to represent them and fight for their needs.

This is again where smart devs come in. Smart devs will not only be open to player feedback, but know how to accurately filter out the noise and nonsense and drill down to the valuable bits. The larger the playerbase, and the more a game lends itself to mastery (vs casual pick-up-play-and-leave), the higher the odds of finding valuable information.

Finally, let’s all keep in mind that devs are people as well. Just because you get paid to balance something does not mean you are in fact better at it than someone doing it as a hobby. We all have our ‘favorite’ story of a dev telling the players to trust them and that they are the professionals, only to have them (or their replacement) come back in 6 months and reverse direction.

Posted in EVE Online, League of Legends, MMO design, Random | 5 Comments

EVE: Holding pattern update

As things heat up in null-sec (Delve War), things in our WH have cooled a bit. Or more accurately, we are in a bit of a holding pattern as ‘secret plans’ cook. This, combined with DayZ fever spreading and LoL adding an ARAM (all random, all mid) ‘official’ map, has reduced not only my playtime in EVE, but many others in the alliance as well.

One of our plans, a fun little side Op, has been getting pushed back due to logistics. When it does happen, it will either be a spectacular success or a very interesting miscalculation. Either way, it will provide some fireworks, and will be a good event to see just how much manpower HAHA can field when we need to. I’m hoping the execution date does not happen while I’m on vacation (Late July and early August), but otherwise it should make for an interesting post or two.

Our other plan is more long-term, but is again logistics-dependent, with a good bit of luck also thrown in. More on that whenever the stars align, but it should be something that keeps the entire alliance very busy.

The trouble is that beyond our regular activities (sleeper sites and whatever our static may bring), not much is happening, and when not much is happening deep inside WH space, you are somewhat stuck. My main account is inside the WH, my second is camping our old C3 WH (which we can’t seem to sell…), and my third is in the middle of a training plan related to one of our secret little Ops.

It’s funny how three accounts STILL limits you when you get this deep into WH space, but such is life in EVE. In Empire or even our C3 it was easy-enough to run a site or mission solo to pass the time, or take a trip to Jita to buy a new toy. Right now my main has just his two Tengus in our C5, with all his other ships stored and waiting in Jita (thanks Redfrog).

Posted in EVE Online | 14 Comments

Atlantica Online is now super ‘accessible’

Atlantica Online is not the game it was when I played it back in late 2008. It’s still got the combat system, and graphics, and all of that. It still has the same initial quest structure, town system, pops up, etc. But the game today is insultingly easy, and not just in the usual ways.

Yes, the monsters you now face seem much easier. They don’t hit as hard, they die faster, and, most shockingly, it seem that when you face a group of 5-6, only one or two will attack you per turn. This not only makes the whole thing easier, but it’s just silly. Wtf is the point of grouping 5-6 mobs together if only one or two are going to actually act and attack you?

It gets worse though. You now receive a ‘help box’ as you play, first at level 5, then again at 15, and once more at 25 (have not made it higher). Each box contains a bunch of gear, generally much better than what you have found so far, along with some cash shop ‘samples’ (7 day devil wings for example). In other words, you not only get ‘welfare epics’ to use on super-easy mobs, but the game makes sure you ALWAYS (again up to 25 so far) have them.

Finally, the two boss encounters so far have been a total joke. What was once a rewarding and ‘gatekeeper’ fight is now the same faceroll as any random mob group. No real special abilities, no need to actually go in with a plan, no defeat-and-grind-up-a-bit wall; just enter, faceroll, leave.

The changes have really crippled AO for me so far, because when the game is this easy, all of the other things just don’t matter. Who cares about crafting or consumables or party setup when no matter what you do, you are going to win easily? The quests and locations also fade into just another spot, as you don’t really develop that respect for a boss, or that edge from a particularly tricky combination of mobs.

I’m hoping that all of this is a result of extending AO’s ‘intro’ into the first 25 or so levels, and that the challenge and battle complexity comes back (if anyone is playing currently please chime in). Since the level cap is now 150 (it was 100 back then), perhaps that’s what happened. I really hope so, because if not, ‘accessibility’ has claimed another MMO.

Posted in Atlantica Online, MMO design, World of Warcraft | 2 Comments