You’re welcome

And I’m hoping that ‘death’ arrives with SW:TOR. If even half the crap about that game is true, it’s going to be an E.T., bury-copies-in-the-desert-sized disaster. Nothing, and I mean nothing released about that game has interested me in the least, and the very basis for the game (dev-driven story) is a joke when you consider what MMOs are all about. Yes, please spend 300m+ creating a Dragon Age-like Sci-Fi game (at best) with a monthly fee that you expect me to replay over and over with a different class to hear all of the sound-bites and sure-to-be-awesome MMO-game plots and stories (that, lets be honest, they will vary only slightly, with the majority of the stuff repeating exactly like in DA:O). THAT IS EXACTLY WHAT I WANT. Oh and Starfox-based space combat, that too! – God’s gift to blogging

While you wait for a real post about 38 studios and EAWare, I highly recommend looking up all my posts tagged with SW:TOR. I may not have been as ahead of the curve as former MMO blogger “EVE is dead in 2012” Tobold, but 2009 is a decent start right?

Also it’s cute that so many bloggers are reposting my 2010-2011 stuff, but much like cloning WoW, you are doing it wrong people.

Posted in EVE Online, Rant, SW:TOR | 17 Comments

Steal Crusader Kings II for $10

Crusader Kings II for $10 at Amazon.

Can’t stress enough how good of a value this is if you enjoy strategy games.

 

Posted in Random | 11 Comments

Forget the rest of the noise, the real advice new bloggers need

Have dreams of running a kind-of-a-big-deal blog with awesome amounts of traffic and comments? Here’s how!

1: Blog about the hottest MMO currently out or in the peak of its hype cycle. WoW, SW:TOR (before it died), and most certainly GW2 right now are great examples. Niche MMOs = niche blogs, don’t waste your time.

2: Keep the blog entry short. Most readers don’t have time to read long entries, and long entries will also cause issue with some of the items below.

3: Keep the topic positive, and easy to understand. Offending people drives them away, and most don’t care/understand complex topics. There is a reason WoW dungeons can be finished in 15 minutes by facerolling; do the same for your blog if you want to make it big.

4: Use pictures. They are easy to understand and allow someone to ‘read’ an entry in just a few seconds. Think of pictures like welfare epics; if you want to keep people happy, you need to give them shinies. Don’t worry about whether the post needs a picture or not, even if it adds zero value, a popular meme gif will make people feel like they ‘get it’.

5: Make it easy to comment. Complex topics that require previous knowledge are hard to comment on, and will drive people away. Everyone can tell you their favorite race or starting zone, it will only take them a few seconds, and they will feel like they are contributing.

That’s it. Follow those five simple steps and you too will soon see massive traffic and have a thriving ‘community’ of fans.

(Granted, the above will get you a soulless generic blog with no real lasting value that only entertains the lowest common denominator, but TMZ is not winning humanitarian awards either, and they get tons of traffic/comments!

Plus niching blogging is hard, yo.)

Posted in Blogroll, Mass Media, Rant, World of Warcraft | 29 Comments

EVE: WH life is like a box of chocolates

One of the more well-known challenges of living in a wormhole is the dynamic nature of the space and what it provides. The only guarantee of our hole is a low-sec exit, and while we can roll that exit if the low-sec system is not to our liking, it’s entirely possible that we roll a bunch of holes and never get what we are looking for, or get it too late in the night to really take advantage.

Last night was not such a night.

During the day our scouts picked up an exit into null sec space, and during the early evening the scouts not only scanned down a 8/10 Angels site, but a C3 entrance to an abandoned hole, with that C3 containing a good number of anom sites as well as mag/radar sigs. As this info was posted early, we had a good crew already online by the time I got on, and we needed all the help we could get to clear out all of the content, so it was very much a ‘more the merrier’ situation.

The 8/10 complex site was interesting, especially compared to the Sleeper sites we have become accustomed to. Each individual ship was much easier than a Sleeper, but the final room had more than 60 enemy ships all attacking us, without switching targets like Sleepers do. In what is now somewhat of a tradition for us, one member lost a ship due to scrams and the heavy incoming DPS. But in a true sign that it was our night, the other C3 also had an exit that was just three jumps from Jita, and he was able to quickly buy a replacement and rejoin us.

The final enemy in the complex was actually a structure with incredible shield and armor regeneration. As our volleys hammered it down, it would quickly recover before we did too much damage to its structure. This yo-yo would continue for a while, but when it finally hit 0 structure a real surprise awaited us inside; a Macharial BPC worth about 900m ISK. Not a bad reward for about 30 minutes of shooting, especially when you add up all the bounties and salvage.

Once that site was finished, and the Mach BPC was safely transported back to our WH POS, we jumped into the C3 to clear its anoms and sigs. The nano-ribbon gods were on our side for once, and we ended up hauling out just under 1b ISK worth of loot from the C3, despite not fully finishing every site due to time constraints.

The above, and some favorable spawns inside our own WH of late, means we are in line for a rather nice payout once everything hits the market this weekend. Just in time for our planned PvP roam.

Posted in EVE Online, Inquisition Clan | 5 Comments

Full circle

Find your own items and get rich without doing anything annoying. – Gevlon

Today Gevlon’s advice is to play for fun, rather than grinding the most soul-sucking activity just to maximize ISK gain. How far the little guy has come. Next he’ll be shooting guns and creating a Corp of his own.

Posted in Blogroll, EVE Online | 16 Comments

EVE: Two Inferno thoughts

The new missile effects are amazing, and the new launcher graphics make the Tengu look like the beast it really is. I honestly can’t express just how good missile look now, and videos don’t really do the improvement justice. Seeming different types of missiles flying all around is pretty jaw-dropping. It’s these kinds of visual improvements that keep EVE looking like a game released today, and the lack of such work which makes ‘old’ MMOs look dated. Simply no reason others can’t do this and keep their MMO relevant and growing instead of out to pasture and awaiting death/F2P.

The new inventory UI is good overall, but needs some work. The amount of time it takes to load anything in our POS is unacceptable (10-25sec!), and how the new UI functions when looting wrecks is (currently) a major step back. That said I don’t doubt that CCP will smooth out the rough edges, and after a few fixes the overall outcome will be positive. The core is good, but it’s currently spoiled by a few things that just annoy you to no end.

Edit: CCP doing work.

Posted in EVE Online, MMO design, Patch Notes | 7 Comments

No relation

This.

This.

It’s been 6 months already?

Saddest part is all the wrong people are being laid off, as I’m sure whichever genius came up with the solo-MMO idea is still getting paid (way too much), while the guy trying to get the failed engine to run decently gets the ax. Good luck to all those who received the bad news.

Posted in Mass Media, SW:TOR | 21 Comments

EVE: Changing the influence bar

Jester has two interesting posts up currently; this one is about his experiences with Incursions after their nerf, and today’s post is about a CSM townhall meeting and this quote in particular:

Alekseyev Karrde > Some players have unrealistic expectactions of safety in EVE. My constituants know that and wont miss people that quit because they face the cold dark reality of New Eden

One common theme here is that both posts relate to high-sec activities, be it running Incursions or simply being a high-sec Corp wary of war-decs. A well-known and confirmed fact about EVE is that the majority of the playerbase lives in high-sec (80% or so, I believe). This is important for a few reasons, not the least of which is the suggestion (though not confirmation) that a large number of EVE players are not interested in PvP (at least not direct, ship combat PvP).

Let’s talk Incursions first. As Jester notes, currently without a strong, concentrated effort, Incursions are difficult or inefficient to run due to how influence works. The fewer pilots running sites, the higher the influence bar stays and the harder/slower sites become.

The influence system should be reversed. It should start at 0% (no effect), and as more sites are run in these ideal conditions, the bar increases and sites become harder/slower to run. In order to fully finish an Incursion, and allow everyone to get LP, the final site must be run at 100% effect, representing the greatest PvE challenge in EVE.

This would greatly increase the value of out-of-the-way Incursions, as it would allow smaller groups to fly out and run sites in near-ideal conditions for greater profit. The busier Incursions could still be run, but at a profit level better reflecting their popularity; the more popular the Incursion, the tough/slower it becomes. As the influence bar goes higher and higher, more pilots will be ‘encouraged’ to seek other Incursions to fight off. Depending on how CCP tunes things, perhaps even low-sec Incursions would become a viable option, if say you could run VG sites in BCs instead of 1b ISK shiny faction ships.

Which brings me to the second point; high-sec war-decs. Having personal experience with this, it can be very difficult for a new Corp with new pilots to maintain momentum when suddenly undocking in high-sec becomes impossible. And before you state that new players should not be in new Corps, consider that EVE needs newer players replacing old, and that the best way to get someone hooked on something as initially arcane as EVE is through social hooks. To simply discount the value such Corps bring would be extremely foolish, and I doubt something that CCP themselves would agree on.

I in no way support high-sec being 100% safe, but I also don’t believe you need systems that cater to griefers, and when players talk about the negative effects of high-sec war-decs, they are talking about ‘PvP’ Corps that prey on targets they believe can’t defend themselves.

Compare war-dec greifing with suicide ganking for instance. In both cases the ‘PvPer’ is not looking for a fight, but rather simply to blow someone up. Yet with suicide ganking, they must consider the security hit, the Concord loss, and how they can recover the goods they are after. The victim can also take steps to avoid such attention, and even in the most random “for the lulz” ganking, all a player has lost is one ship. Compare that to an entire Corp of players being unable to undock for a week or more, and it’s not even close for the victim. And the griefer? All he has to pay is a bit of ISK, which again is light compared to the drawbacks of suicide ganking.

I’m not sure how the new war-dec system is going to play out starting today, but I do have some concerns that Corps like my own will be snuffed out before they get even a chance to establish themselves, and if CCP sees this trend, I doubt they will allow it to continue. It will be interesting to see how much the higher ISK cost impacts things going forward.

One root cause overall here is that in many ways, high-sec is too rewarding. What I mean by this is that there is not enough encouragement to move OUT of high-sec, and as a result many players never leave. If all high-sec stations charged higher taxes than low/null-sec, would Jita still be the undisputed market king? If missions in low/null-sec were more profitable and interesting than in high-sec, would most mission runners stay in high-sec? CCP got mining right, but did they go far enough? Is the yield profit difference great enough? Is there currently ANY reason to run low-sec Incursions over high-sec?

My point is that if CCP gave the average EVE player more reasons to leave high-sec, not only would other areas become more interesting, but some of the player-to-player problems in high-sec would be resolved indirectly as well. You would still have some players remain high-sec only, and that is 100% fine, but if done right, it would not be 80%, and a portion of that 80% would branch out and learn other aspects of the game. The more you know, and the more options you have, the more likely you are to stay hooked and playing/paying.

Posted in crafting, EVE Online, MMO design, PvP, Rant | 10 Comments

EVE: ‘Winning’

‘Winning’ in EVE means different things to different people.

For null-sec leaders, controlling the most territory or fielding the most dominant fleet means everything. Having the right resources, far beyond simply having ISK, is critical. Quality FCs are held is high regard, and meta-gaming is as important, if not more so, than actual in-game skill. In this field, the CFC is ‘winning’.

In WH space, ‘winning’ means something different. Controlling territory is bound to one system (generally), yet how you control it is far more critical. While in null enemies will often venture in and be dealt with (or not), in a WH someone being inside is already much of the battle. Supplies, allies, resources, travel; all of these things are much different for a WH Corp/Alliance than for someone in null, and the skillset needed is different. In this field, AHARM is ‘winning’.

Empire also has its fair share of ‘winning’ goals. For war-dec’ing Corps kill efficiency, disruption, and reputation count. For PvE-based groups, speed, efficiency, and running Incursions/missions ‘correctly’ are what counts. And for market barons, controlling sections of the economy count.

And sometimes worlds collide. Occasionally null-sec pilots will venture into WH space and fighting will ensue. As the rules are different, the number of super-caps is a non-factor, and how many people you can get to the fight is just as important as what they do during that fight. Sometimes a null-sec group like the goons will get into market baron territory with something like the Ice Interdiction or the Tech Cartel, and in those situations again the rules change.

What’s important to remember is that since the end-goal is different, the methods used to reach it also vary. That’s really the beauty of the sandbox. Some pilots consider taking territory winning, while others view it as blobbing and a mind-numbing structure grind. The up and down flow of WH life is exciting for some, account-killing for others. And for this into ISK, the methods to generate it are all that matters.

Interesting content happens when those factions intersect, or use each other to further their goals. Bit different than the standard motivation and mentality in a themepark, eh?

(Not that this makes themeparks less ‘fun’, or EVE more ‘fun’, but arguing ‘fun’ generally makes for boring blog content.)

Posted in EVE Online, MMO design | 18 Comments

Friday Blogwar Failure

Exhibit A: Unfiltered comments from EVE players about Gevlon.

Exhibit B: Tobold’ed comments section at the little green guy’s site.

Protip: Posting tough and then not having the confidence to back it up is not a good look.

Who knew Gevlon was so socially sensitive?

Posted in Blogroll | 34 Comments