Thursday, July 5, 2012

This Far, No Further...


Welcome to the thirty-seventh edition of the EVE Blog Banter, the community discussion that brings the collective minds of the EVE blogosphere together to chew the cud, exchange opinions or troll the world.

"EVE Online sits on the frontier of social gaming, providing an entertainment environment like no other. The vibrant society of interacting and conflicting communities, both within the EVE client and without, is the driving force behind EVE's success. However, the anonymity of internet culture combined with a competitive gaming environment encourages in-game behaviour to spread beyond the confines of the sandbox. Where is the line?"

Rumors abound in this game. Rumors and urban legends. Buried amongst them may be some facts, but one can never be sure where those rumors blend into facts. EVE is rich in stories, player created events and actions, and the nature of the game promotes this with a single, shared universe across the world. People have always been known to do what they could to win - some more than others - but what is the edge of acceptable? At what point does the metagame go past gaming and into the dangerous realm of crime, and how do those who push the edge justify their actions?

EVE is real. CCP wants this marketing slogan from 2011 to become fact. But with this desire comes good and bad, the nature of humanity is revealed in bold strokes. There are good people in EVE. People who will give ISK, ships, advice, almost anything to others. Usually within a specific context, like TEST or Goonswarm with their new-player friendly attitudes. These alliances shower their home-grown new players with ISK, ships and knowledge, perpetuating a pay-it-forward attitude within those groups. Of course, this isn't for everyone. You have to be part of the culture outside of EVE to get access to the culture inside. Something Awful or REDDIT members who are recruited into this world have a leg up on the random player who read an EVE article on PC Gamer. The Mittani claims that this type of recruiting leads to higher player retention – the guy in the ship next to you isn't some random person who happens to have joined the same alliance as you, he's a goon, just like you, an SA member with a posting history and a cultural similarity. You already have an outside-EVE connection. This type of out-of-game experience is good for EVE.

EVE is real. The dark side of EVE is money. Money drives people to do things that they would never believe themselves possible of. In the Real World, perfectly normal, socially responsible people, will do the stupidest things for money. Stealing from work is a common issue. From boxes of pens to computers, upstanding employees have done stupid things because of money. And this crosses over into a game where you literally pay for everything, in time or money (or both). Money changes everything, starting with the level of commitment and what you are willing to do because you are invested in the experience. Many players (myself included) justify in-game action that would be considered cruel, illegal or just not nice outside of the game, because it's just a game. But if you take that kind of action outside the game, you've crossed the line. Anything goes when you are logged into EVE. Steal 50 billion in ISK and ships from your alliance. Give some new player a billion ISK because they made you smile. Pod some fool in a deadspace-fit Hulk. Wipe an entire alliance off the map because you don't like them. To some extent, actions outside of EVE are even acceptable (or laudable). Did you infiltrate an alliance (in game), and have access to their fleet actions during a battle? Happens all the time, in fact most large bloc alliances expect this kind of activity. Did you provide the public password to their TS server to your alliance, and send them greetings in a most unexpected way? This is closer to the edge, but still acceptable, because you aren't outside the EVE bubble yet. It's a very grey edge, and when you cross it, you often cross the line from it's a game to it's a crime – and you may not even realize you've done it. I try to define this line clearly for myself, and I'm going to offer that definition to you as well.

If the action you perform impacts someone outside the EVE bubble then you are over the line. I don't care if their RL Facebook account is linked to their blog which is linked to their corp forums, and their corp is in an alliance at war with yours. The minute you touch that Facebook page you've crossed the line. If you spam an EVE player on Twitter, that's not over the line. If you follow them, see them post to someone outside of EVE and bring that person into the loop, you've crossed the line. If the alliance/corp you are at war with is using an out-of game communication system like Jabber or Teamspeak, the minute you attack the service (not the group using it) you've crossed the line. The line is crossed when it leaves the game world and enters someone's real world. At that point, it's not a game anymore, and it could be a crime. It takes great situational awareness to keep your actions on the correct side of that line if you play the metagame, or a blatant disregard for others in the real world. Don't be that guy.

Friday, May 25, 2012

D * V * F > R


Blog Banter 36: The Expansion of EVE
"With the Inferno expansion upon us, new seeds have been planted in the ongoing evolution of EVE Online. With every expansion comes new trials and challenges, game-changing mechanics and fresh ideas. After nine years and seventeen expansions, EVE has grown far more than most other MMOGs can hope for. Which expansions have brought the highs and lows, which have been the best and the worst for EVE Online?"
"Time may change me
But I can't trace time"
- David Bowie

CCP heralds the twice-annual EVE expansion as "Free", and in the strictest sense, it is. We don't have to pay more for it, but it is not truly free. Players pay every month for EVE, far more than maintenance costs. Seventeen expansions into EVE, I've seen ten of them, beginning with Trinity. When I tried to list the expansions I've seen, several were forgettable. I'll cover my top three, and touch upon the ones with the most failed promise that I've lived through.

I Trinity

Trinity holds a special place in my heart, as the most important EVE expansion for me. As a Mac user, I had drooled and grumbled about not playing EVE for the first four years it was out. When it was announced that the Intel conversion at Apple was bringing EVE to the Mac, I signed up for a subscription on Day 1 (I didn't even do a trial). It wasn't the most game changing expansion for EVE, but it was for me.

II Apocrypha

Apocrypha had the most impact on me as a player. I had been solo-ing EVE (badly), and having skills to get in and out of wormholes early in the Apocrypha days made me friends with people who did things in groups, and opened my eyes to the truth of EVE - it is not a game for solo players. New probing methods, Tech 3 ships, isolated islands in space, Apocrypha brought about a whole new class of player - the dedicated wormholer, and strategies and tactics alongside it.

III Crucible

For many, Crucible was the make or break of EVE. Players who had yearned for the success of Incarna had been disappointed (putting it mildly), and the issues that surrounded Incarna needed a clean break. Crucible focused CCP on spaceships, and EVE was once again a fun, beautiful game that included spaceship combat. Cruible kept many of us from leaving the world of New Eden forever.


The worst expansions are harder to cover. Really, only one expansion in the 4+ years I've played EVE has been bad. I had some forgettable ones though. Quantum Rise and Tyrannis didn't bubble to the top of my memory when thinking about expansions, and I wasn't sure Incursion was a full expansion until I checked the expansion history on Wikipedia. That didn't make them necessarily bad, they just weren't...memorable. In the four years I played EVE, only Incarna was a failure as an expansion. Incarna has been covered so many ways, by so many including myself, I'd rather just say "it was bad" and leave it in the basement.

Two expansions that could have been amazing were Empyrean Age and Dominion. Both of these brought about new conflicts, new areas for player driven content, and both were abandoned half-finished or worse – broken. With the recent introduction of Inferno, CCP looks like they might actually make good on the promise of the Empyrean Age, and it hints at changes to fulfill Dominion in the future. Here's hoping that Winter 2012 (or Summer 2013) brings about the next iteration in the long-broken Dominion as well.

The title of this post is taken from "The Formula for Change" created by Richard Beckhard and David Gleicher, refined by Kathie Dannemiller and is sometimes called Gleicher's Formula. This formula provides a model to assess the relative strengths affecting the likely success or otherwise of organisational change programs.


Simply put, Change = dissatisfaction + vision + practical first steps

Tuesday, May 8, 2012

On the definition of Piracy

Just a bit of a brief explanation, in case anyone cares.

In my fantasy land of EVE Online, pirates aren't just pilots who run around in frigates looking to gank ratters or miners in losec belts. They don't just sit on hot losec gates in instalock canes popping noobs who turned on "shortest" autopilot.

Don't get me wrong, they do these things. But they do (or they did) much more. Pirates hunted the losec systems of EVE for lucrative haulers (who used to exist), for hisec mission runners attempting to run the rare losec mission, or small fleets running LV Missions. Pirates felt like they owned certain constellations, or systems, and made it their mission to hunt down anyone who dared enter their territory.

They didn't just shoot each other, or the foolish random pilot. They hunted Faction Warriors (they didn't join FW). They might have even occasionally roamed into hisec for the terror of a mining fleet gank (not a random one, a full-blown operational gank).

To be fair, I haven't seen a lot of pirates in losec lately. I see solo hunters, I see groups who are more like the mafia than a pirate corp. Not that there is anything wrong with either of those things. But they aren't pirates. If you are calling yourself a pirate, take a look at the historical (and modern) pirate, and ask if that's what you are doing. Because if you aren't, you shouldn't bother calling yourself a pirate. Also, just because you live in losec, have a -5.0 or lower sec status, and you shoot people, that's not really piracy either. Just saying'....

Ships in my Hangar

I've not been logging in a lot lately, but I've been collecting my ships from around New Eden into a central staging system. After 4 years, I had a lot of ships scattered around, and now I find I just have a lot of ships. It doesn't help that I used to play Somer.blink and collected my wins instead of cashing them out.

Upon doing this list, I realized that I have a serious problem – too many ships. So the first thing I did was donate some hulls to Hulkageddon for prizes. The other interesting tibit was that I don't have a single battleship in my staging hangar. I have a couple hulls stored in HiSec, but not one fit up Battleship. I never really liked them. Too slow and deliberate for my style.

Saying that, I like frigates a lot, even though they aren't the hardiest of ships. I added up the numbers, and (excluding T1 hulls) I have almost 48 frigates in my staging hangar. Here's a sampling of them:

Enyos (a lot) - I really like this AF, and it's even more awesome since Crucible.
Ishkurs I keep meaning to set one of these up as a losec PvE boat.
Jaguars and Wolves - Did I mention that when AFs were buffed in Cruicible I bought a lot of them?


Helios - A decent LoSec prober for exploration. Less useful in Null (where I fly a Cheetah instead)
Keres - I've never fit up the Keres. I am really annoyed by Sensor Damps in PvE, so I really have to try it soon in PvP to see if it annoys others. But it requires good support to survive.

Ares - tackle. Because fleet tackle matters.
Taranis - tackle with a bit of a bite. Also a good 1v1 boat.

Hounds & Nemesis' - my old CEO loved bombers and hot drops. I've bombed badly a number of times, not sure I've ever done it well.

I won't go into the other hulls. Lets just say I have too many ships, and I need to start losing some.

Monday, May 7, 2012

Unintended Consequences

Once upon a time, traders plied the spacelanes, hauling goods across the expanse of space to net a profit.

In the olden days, these traders had to utilize freighters or industrials to haul their goods across dozens of systems. Then, the empires developed the Jump Freighter.

A massive vessel with over 300,000m3 of storage, the Jump Freighter is able to both navigate standard stargates and jump to a cynosural beacon. And in that instant, losec died.

This is not a clarion call for the end of the Jump Freighter, because it has a purpose, in fact much of nullsec in EVE would not exist as it does, without the Jump Freighter. This is a thought, about the rule of unintended consequences. I believe the idea was to improve logistics to deep nullsec. After all, even on a good day, it's fairly difficult to get to Stain, or the deep drone regions. And that is with a Jump Freighter.

But the unintended side effect of the jump freighter may have been the death knell for true losec piracy. After all, it's not profitable to hunt the spacelanes between regions when there are no industrials (or freighters) traveling them. And so, as I found in a trip out to Solitude this weekend, the once-busy losec routes are, sadly, desolate and barren. But the station systems on common jump routes are filled with cyno alts, awaiting their moment to undock in a frigate, pop the cyno, and sit for 10 minutes, waiting to either dock (or if they are lucky, get shot).

And so piracy in New Eden is but a ghostly shell of its former self.


Thursday, April 19, 2012

Fixing Dominion Part Four: Details and Errata

Part four in the series covers the bits and pieces, the little details around this new sovereignty system.

Taxes

Alliances will now have the ability to tax member corporations. Tax rates are voted on by the members of the executor corporation, and implemented with a successful majority vote. Failure to gain a successful majority will prevent the tax changes from occurring. Taxes are based on a percentage of income to a corp wallet, from any given transaction.

Treaties

Survival and prosperity in EVE requires cooperation. Corporations and Alliances will have a new tool to enable cooperation: the Treaty. A treaty allows all entities involved to have identical access to sovereignty upgrades including stations, jump bridges, and the Subspace Transmission Tracker Array. Any party in a treaty can opt-out with a 24-hour cool down notice to all other parties in the treaty.

Index Decay

All upgrade indices can decay over time. The baseline decay rate is 10% divided by the Empire Sovereignty Index. Activity in a system reduces the decay rate for a particular index. For example, if the Pirate Detection Array 5 is installed there are 20 anomalies that are spawned simultaneously. Each anomaly is worth a % reduction in the decay rate for the day, based on the level of the array. The decay rate is carried over daily. Each iHub upgrade has an independent decay rate and activity level. If a particular upgrade index has a decay rate less than 0%, the index will climb, rather than decay.

When the activity index is calculated for the system at downtime, it is possible for the sovereignty level to drop based on cumulative rate of decay. If sovereignty drops below the required level for an upgrade to function, the specific upgrade will go offline. If the level drops below that of a specific Infrastructure Hub Upgrade, that upgrade will function at the next level down.

Damage Resistance Profiles

All sovereignty structures have a baseline resistance profile. The resistance profile for generic structures is an omni resist at 30%. The profile is increased based on the Empire Sovereignty Index. If the ESI is 2.5 then the resist profile is 55% (with a maximum of 80% at true ESI 5.0).

Jump Bridge Fees

Jump Bridges can have usage fees. Fees are paid directly into a selected corp wallet. Fees are based on usage and standings. The calculation for Jump Bridge fees is: ((500 * Jump distance in LY) * (ship mass / 1,000,000,000)) * Standings Fee. Standings Fee is: Baseline ISK * (10/Standings). The total cost for a 4LY jump to a pilot who is +10 to your corp in a 270,000m3 Cruiser would be 54 ISK. For +5 pilots it would be 108 ISK. Pilots who are neutral or have negative standings cannot use Jump Bridges.

Turret Damage Calculations

Missiles do less damage based on the signature radius of the target. Turret damage calculations need to be altered to behave in a similar way - although it has to scale for turret size. There is a discussion on Failheap Challenge about this concept, where large weapons do less damage against smaller targets. I'm not a mathematician, but the idea is a variable damage result, based on weapon size (sm/med/lg/xl) vs signature radius.

Wednesday, April 18, 2012

Fixing Dominion Part Three: Total Domination

This is part three in a series of nullsec changes I wish CCP would implement. Part One: Use it or Lose it focused on how the sovereignty index is a tiered system based on empire size, sprawl, and individual system use. Part Two covered smaller strategic engagements. Part three covers war, in all it's glory.

One day in the pavilion at Karakorum he [Genghis Kahn] asked an officer of the Mongol guard what, in all the world, could bring the greatest happiness.

"The open steppe, a clear day, and a swift horse under you," responded the officer after a little thought, "and a falcon on your wrist to start up hares."

"Nay," responded the Kahn, "to crush your enemies, to see them fall at your feet -- to take their horses and goods and hear the lamentation of their women. That is best."

"Genghis Khan: The Emperor of All Men" by Harold Lamb

Total Domination

The endgame in nullsec is to take, hold, and control territory. Total domination of your space, to build your own space empire. Unfortunately, war today is one of timers and structures with millions of hitpoints, with a single victory by the defending party leading to a total reset of the battlefield. War should rage across multiple systems, multiple constellations, with victories on either side affecting the total tide of the battle. Each system taken reduces the Constellation Index, each constellation liberated reducing the empire index, and affecting the systems and constellations around them. In addition a "headshot" at the capital system and constellation can bring the empire index crashing down, affecting the decay rates of all systems in the empire.

Strategic Targets

Currently Dominion has two (or three) strategic objectives in a given solar system: The Infrastructure Hub, the Territorial Claim Unit, and a station. To assault a system you need to have Sovereignty Blockade Units anchored at 50% of the gates in a system, attack the iHub. Attack the Station. Repeat twice more. If successful, attack TCU.

Station Games

The first change to this is to remove the station from the required targets list. Control of a station is not required for control of a system. However, if the TCU and the Station are not owned by the same alliance, the station is vulnerable at anytime, and can be taken by anyone. In addition, if the station is not owned by the controlling alliance, it becomes a freeport (anyone can dock). If the TCU and station are both owned by the controlling alliance, the station is invulnerable (although services are always vulnerable) unless the system itself is vulnerable.

Control Bunkers

Similar to Faction Warfare, when a system becomes vulnerable due to the deployment of SBUs, a series of bunkers are spawned. One bunker is spawned for each Military and Infrastructure iHub upgrade in the system, and is tied to that iHub upgrade. These targets appear on the overview just like FW control bunkers. Bunkers are gated, to prevent capital and supercapital ships from participating directly in the bunker battleground. In addition, sovereign ships will land in proximity to the bunker structures, while any foreign ships will land on grid +/-50km to the structures. The bunker will have variable resists based on the sovereignty index (base of 30%, up to 80% omni resists in a system with a local sovereignty index of 4.5-5). Small bunkers can only be entered by Cruiser or smaller ships. Medium Bunkers are limited to Battlecruiser and below, while Large Bunkers allow Battleships and below.

Once a bunker complex is occupied by an invading force, the SBUs become invulnerable until the bunker is destroyed or vacated.

Bunker Structures

At each bunker are three structures – a remote repair tower, a cloaking dispersion array and the bunker itself. The cloaking dispersion array will deactivate the cloak on any ships inside the complex once every 5 minutes. The remote repair tower will automatically repair all sovereign ships and structures on the same grid as if it were a set of Tech 2 large armor/shield/hull remote repair units. The remote repair tower can be hacked using the Codebreaker, which will disable it for 5 minutes, or destroyed. Destroying the bunker itself completes that objective. When a bunker is destroyed, the activity index for the paired upgrade is lowered by one point (not below 1).

Destroying all bunkers in a system makes the iHub vulnerable (as it is under Dominion), for the shield/armor/hull cycle. At the end of each reinforcement cycle a new series of bunkers deploy in the system. If enough SBUs are destroyed to defend sovereignty, all bunkers will despawn automatically.

This model introduces several battlefields in a system simultaneously. The SBUs at the gates are vulnerable for the defender to attempt to resolve the conflict until the bunkers are occupied. The bunkers provide multiple targets that affect the system as a whole and impact the value of the system if the defenders choose not to actively defend from the first vulnerability cycle. In addition, the gates at the bunkers provide multiple battlefields requiring different ships, while still preserving a space in strategic system control (iHub and Station assaults) for Capital and Supercapital ships.

Victory

For the defender, victory is the same terms as today - destroy the SBU(s) to regain control. The difference is, to destroy the SBUs bunkers must be empty of opposing forces. For the attacker, the destruction of all the bunkers is required to make the iHub vulnerable for each cycle, ending with the destruction of the iHub and the vulnerability of the TCU. Occupation/destruction of the station is no longer required in station systems.

Trickle-down impacts

When a system is lost, the constellation and empire sovereignty indices are automatically recalculated, with all the affecting results.

Destructable Outposts

Even in Empire, stations can be destroyed. Player deployed outposts are no different. If an outpost is flipped (shield/armor/hull reinforcement) a new deployable charge "Outpost Demolition Device" can be jettisoned from the cargo hold of a ship outside the station. After a two minute timer, the demolition device will "destroy" the outpost. During the two minute timer, the device can be targeted and shot, or any member of the alliance who deployed it can disable it.

Replacing an Outpost

Destroyed outposts can be reconstructed or replaced by deploying a new Outpost Egg. The new outpost does not have to be the same type as the previous one.

Accessible Assets

All Jump Clones are destroyed. Medical Clones are moved under the same process as a revoked clone. An outpost wreck will contain all assets that were in the outpost, accessible only to the owner of those assets. Based on corporate roles, a player may see the contents of their own hangar or the corp hangars. Items can be removed from the outpost wreck, but not added. Items in a wrecked outpost do not expire. If a new or replacement outpost is deployed in the same location, all items in the wreck are transferred to the new outpost, and the wreck despawns. If an outpost is deployed elsewhere in the system the wreck remains.

Part One: Use it or Lose it
Part Two: Farms and Fields
Part Four: Details and Errata