Rumors of WH life being slow and boring are greatly exaggerated, at least based on our first weekend. Holy crap did a lot happen.
After the previously reported POS setup failure, the EVE gods smiled on us and opened up a perfect exit for us to move everything inside Friday night. Orcas, Industrials, and PvP ships all come inside, as did most of the goods we immediately needed. We literally had most of the Corp going in and out for hours, all while trying to line up who needs to buy what and where to store things. The whole thing looked like a busy ant colony doing work. Very cool stuff.
We onlined the POS and started setting up the defenses. I had a bit of a fail-fit moment with my placement of guns/ECM, but the next day, and after a humorous forum post, corrected things. As with most things in EVE, the first time you try to anchor structures you don’t really ‘get’ it, and will likely fail. Once you figure out wtf you are doing, the system is actually not that bad. It’s easy to call this bad UI design, but given the complexity and the freedom, it’s likely the best system without totally making things too easy. Learning curve; EVE has one, even after two years of playing.
Saturday night we cleared the available Sleeper sites, and after just a few hours, collected about one billion ISK worth of loot that was successfully delivered to market. This was a rather nice haul, and hopefully the Sleepers keep coming back and bringing their toys with them.
While this was happening, we also started working on a grav site, mining ABC ores. It’s at this point that we discovered one of the challenges with mining in a WH: the refinery you can online at the POS only refines with a 75% yield, and that’s assuming you can get 25% yield from skills. Oh, and that refinery takes three hours to run a cycle, and the maximum volume for a cycle is just 200,000m3, plus you can only refine one ore type per cycle. And speaking of maximum volume, it did not take long to fill the Corporate hanger with ore as well, meaning we had to stop mining until we refined some ore down into the much smaller minerals. Perfecting this whole dance will take some time, but it makes normally dull crafting very interesting.
Sunday was a bit of a shitshow, as we had a high-sec entrance open up on us. Initially this was a huge boon, as we moved a bunch of goods out to market and get more stuff inside. The downside is that we had some visitors, and they did not play nice with the locals. We made some pretty serious tactical mistakes, but total losses were not huge and valuable lessons were learned. I expect us to continue learning such things the hard way as we go, and so long as moral stays up and we keep learning, everything will be fine.
Looking back on the weekend, I can honestly say that WH life is even more interesting and challenging than I had initially expected. There are hundreds of little details that demand attention, and any one of them could result in disaster, be it financial or combat. At the same time, the potential for income is ridiculous, and almost everything encourages your Corp to band together and tackle it as a team.
Oh, and it’s also a hell of a lot of fun in the purest of MMO terms. Cyndre covers some of it in this post, and he also has a post similar to this one about the weekend. It’s been since DF with Inq that I’ve felt this connected to an MMO, the immediate community I have within it, and the overall community as a whole. It’s that connection that I believe is the ultimate selling point of the genre; it sucks you in and makes you care more than any other game possibly could.
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