I've been so very busy lately. I have a project entering the final stretch at my planetside employer, so I am busy working on documentation and training material and trying to get the last few bugs worked out of the system.
My work week is measured Monday to Monday. Today on Saturday, I have logged 58 hours for this week. Being salaried, I don't get paid any over time. All of that, and I haven't even gotten around to do the work I wanted to get done this week. My mother-in-law has the children this weekend, so I am hoping to work on some more documentation.
All my time spent there, however, means I have less time to work on getting Odinsdagrting to the point where it runs... more without me. To get to the point where I can work less, I have to work more. I need more hands, I need more time to get some logistics sorted and running smoothly, and I need time to make that happen.
Prior to this week, I did try to record my time off world, either in station or in a capsule. In five days that I was able to keep track, I snuck in nearly 21 hours. Mind you, a lot of that time was while I was also working on stuff for my planetside job, so I was having to multitask.
All of that time was spent hauling raw materials to the factory, hauling produced goods to market, tending market orders, tending build jobs, tending invention jobs, monitoring the corp wallets (to see who has sold what so I can track profit from sales and commissions), and tending the massive Google Docs spreadsheet used to run it all.
My Eve life sounds terribly, terribly boring.
Yes, I do want to get into some real, organized operations that run the risk of armed combat. But I find that I do enjoy pushing bits around, squeezing out more profit, and growing the corp. As boring as it sounds, as boring as it looks, as boring as it probably is, I wouldn't give it up.
23 January 2010
12 January 2010
Blog Banter #14
Welcome to the fourteenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed to crazykinux@gmail.com. Check out other EVE Blog Banter articles at the bottom of this post!The first banter of 2010 comes to us from the EVE Blog Father, CrazyKinux himself, who asks the following: As we begin another year in New Eden, ask yourselves "What Now?" What will I attempt next? What haven't I done so far in EVE? Was it out fear, funds, or knowledge? Have I always wanted to start my own corporation, but have never dared doing so? Is there a fledging mercenary waiting to come out of its shell? Or maybe an Industrialist? What steps and objectives will I set myself to accomplish in order to reach my ultimate goal for this year? EVE is what you make of it. So, what is it going to be for you?
My answer has to come in three parts: The Possible, The Hopeful, and The Wildest Dream.
The Possible
My primary focus is my corp, Odinsdagrting. I would like for it to remain open this entire year. I would like for it to grow not only value, but in membership. I'd love to have at least four main inventors and builders with people responsible for selling and procurement. I'm not against a mining division, worm hole activities, and high sec POSes. I also want to push into low sec and, along with United Trade Syndicate, build markets.
I've tried running my own little corps, and I've been in a senior position in other people's big corps. I'd like to try running my own big corp.
The Hopeful
I've often tried to find a ship that would define me. I don't have to be in it all the time, but it would be the ship I'd use most of the time. The ship that I'd specialize in. The ship that I could be known for.
Most of the time, I'm in my Mastodon, Holtby, or my Prowler, Bisycmaplinis.
I do really like the Jaguar. I would've liked it even more if the AF speed boost had been included in Dominion. I can't see the Jaguar being a ship that could be used in enough situations to be a signature ship, though.
My past performance would indicate an affinity for the Blackbird. I do like it. It would make sense to make the Falcon a more permanent choice, but it is slow.
And Caldari.
I love the Typhoon and the Bellicose (mini-Phoon), and should look into the navy variants.
However, I think fate sealed it during the Hellcats Party. I was there for less than five minutes, and then was wifed. My name was drawn for the Loki, and I wasn't there.
Not only is it Minmatar, and badass, and works great in a group or solo, but it is very versatile and could be a ship one uses most of the time. Thanks to some gifts after the party, I am on my way. Once my corp is more stable, I'll likely save up enough and get myself into a Loki. I've never flown anything more expensive than a Tempest.
The Wildest Dream
I have an idea for a meta-game website. Something like Eve-Metrics or Eve Online Hold'em. I think it would be wildly successful.
I also think the Bellicose is a fun ship, so clearly my opinion doesn't mean much.
My wildest dream for this year is to talk some others into my idea, finding crazy amounts of free time, and coding up a web site that would add one of those real-world industries to a game that clearly wasn't built for it. I have an idea like EBank, just built with better safeguards.
p.s. A list of participants. I have to admit to not having had time to read all of these. I feel linking to content that I haven't looked at, but it has taken me so long to have the time to post this list that I feel I should post the entire list:
- CrazyKinux's Musing - A beginning is a very delicate time...
- The Wandering Druid of Tranquility - Words, words, words…
- My God It's Full of Stars - What Now?
- The Elitist - Plans for 112yc
- Into the unknown with gun and camera - Show me the money
- Ecliptic Rift - Enabling the future
- Inanity and Doom - New Year's Resolutions, New Eden Style
- Break Vol - Blog Banter #14
- Guns Ablaze - What Now?
- Adventures in Mission Running - The Way Forward
- Diary of a Pod Pilot - Things I want to do
- Inner Sanctum of the Ninveah - The Year That Will Be
- Roc's Ramblings - WordPress ate my blog
- Vive Virtual - Frontier Living
- A Mule in EVE - Next on the chopping block
- Prano's Journey - I Peer Into My Crystal Pod...
- Life in Low Sec - Expanding the Franchise
- The Light of Stars - Testing the claims of CCP
- A Memoir From Space - A New Direction
- The Chronofile - Blog Banter 2010
- FlashFresh - What now for Flash?
- EVE Opportunist - Fyreite in 112
- Mike Azariah - Jiorj
- Yarrbear Tales - Year in Review
- The Independant Analyst - The Year Ahead
- The Travels of Black Claw - Where ma I going?
- Warp Scrammed - What to do this year
- Sered's Lives - Searching for directions in 2010
- Finders & Keepers - New Tears, Same Great Taste
- The Captain's Log - To Dream of the Future
- The Lathspell of Mithrandir - Resolutions
- The Midnight Sun - EVE Blog Banter #14
- EVE What? - New Heights to be Reached
- The EVE Chronicles - New Year – New Blog – What a way to start the Year!
[ Delicious Tags: eveblogbanter14 ]
12 November 2009
New Player Resources: Corp Roles
Odinsdagrting has been running over a month now. It is just me and my three newbie friends. So far, I've been doing most of the work. It isn't a complaint. My work so far has been an investment. This post, however, is born from an email to my corpmates. I figured this was worth sharing.
Hauling
This can be a corp role onto itself. There are, however, many other roles that can use these same skills.
In this case, though, there are two focuses for one's skills. One I call a container ship, and one is the tramp freighter.
When hauling large amounts of cheap materials, such as minerals and ore, one wants an n-tier industrial, such as the Mammoth or Badger Mk II in the role of a container ship. When fitting these ships, they should be fitted to maximize cargo room. Every low slot should be a cargo expander. Every rig slot should be a cargo expander. The idea is, the ship should carry as many giant containers as possible.
The tramp freighter is for when one is hauling small, more expensive goods, such as salvage, advanced components, or manufactured goods. The tramp freighter needs to be fitted with the intention of reducing time-to-warp. It doesn't need to carry more than one giant container. It needs to slip into warp as quickly as possible. For this reason, it should have initial stabilizers and nano-fibers fit. It may also want to fit warp core stabilizers.
In either of these cases, the ship should have as large and strong a buffer shield tank as possible. High sec, suicide piracy is a very real possibility. These pirates will easily be able to over come any active boosting. A large buffer won't save your ship, but it may keep it intact long enough to get into warp, into the station, through the gate, or until CONCORD arrives.
To see the skills needed for this, just play with ship fittings in EFT or look at ships and modules in EveMon.
Corporate Sales
This is a role that often requires the tramp freighter to quickly carry manufactured goods to the market hubs.
This role also requires the Trade skill. Depending on the volume, this role may also require the Retail and Wholesale skills. It is worth noting that Retail only requires Trade II.
Helpful for this role is also Accounting and Broker Relations. Both of these will reduce costs and save money.
Another skill that would be handy is Daytrading. This skill allows for the remote modification of orders. The Marketing skill will allow one to post remote sell orders, but in most cases, one is delivering the goods to the station and can place the initial order then. Being able to remotely participate in the penny wars is very helpful.
Procurement
Depending on what materials are being procured, this job may require either the container ship or the tramp freighter.
It doesn't require any skills to buy off of existing sell orders. The buyer doesn't pay a tax or broker's fee.
However, it is sometimes cheaper and easier to just place buy orders. In these cases, one will again need to get into the Trade-Retail-Wholesale tree. The Procurement skill replaces the Marketing skill, and is much more handy.
Research Assistant
One of the bottlenecks in Tech 2 production is the limited number of research slots one has available. Some jobs can take days, further slowing the entire process down. It is helpful to have more hands helping with this.
One of the simplest research jobs is copying blueprints. To install a copy job, one simply needs Laboratory Operation which requires Science III.
There are skills, such as Science, that will speed up these jobs. Metallurgy will speed up Material Level research jobs (very useful) and Research will speed up Time Efficiency research jobs (not as useful). However, these types of research jobs only ever need to be done once. Copy jobs have to be done nearly constantly.
Another useful skill is Scientific Networking. This will allow the remote installation of research jobs.
Inventor
To build Tech 2 products (without one of the old Tech 2 blueprint originals) one must invent. The skills required to run an invention job on any given blueprint are listed on the blueprint itself. In this case, it is just a matter of looking into which blueprints you'll want to or be expected to handle.
It is worth noting that the skills to run an invention job are the same skills needed to have a research project with an R&D agent once on has Research Project Management and access to an appropriate R&D agent. The datacores purchased from R&D agents are the same ones needed in the invention process.
Manufacturing
To actually install a standard production job merely requires Industry. There are, however, items that require more skills than this to be built. Those skills, just as the ones for invention, are listed on the blueprint.
Hauling
This can be a corp role onto itself. There are, however, many other roles that can use these same skills.
In this case, though, there are two focuses for one's skills. One I call a container ship, and one is the tramp freighter.
When hauling large amounts of cheap materials, such as minerals and ore, one wants an n-tier industrial, such as the Mammoth or Badger Mk II in the role of a container ship. When fitting these ships, they should be fitted to maximize cargo room. Every low slot should be a cargo expander. Every rig slot should be a cargo expander. The idea is, the ship should carry as many giant containers as possible.
The tramp freighter is for when one is hauling small, more expensive goods, such as salvage, advanced components, or manufactured goods. The tramp freighter needs to be fitted with the intention of reducing time-to-warp. It doesn't need to carry more than one giant container. It needs to slip into warp as quickly as possible. For this reason, it should have initial stabilizers and nano-fibers fit. It may also want to fit warp core stabilizers.
In either of these cases, the ship should have as large and strong a buffer shield tank as possible. High sec, suicide piracy is a very real possibility. These pirates will easily be able to over come any active boosting. A large buffer won't save your ship, but it may keep it intact long enough to get into warp, into the station, through the gate, or until CONCORD arrives.
To see the skills needed for this, just play with ship fittings in EFT or look at ships and modules in EveMon.
Corporate Sales
This is a role that often requires the tramp freighter to quickly carry manufactured goods to the market hubs.
This role also requires the Trade skill. Depending on the volume, this role may also require the Retail and Wholesale skills. It is worth noting that Retail only requires Trade II.
Helpful for this role is also Accounting and Broker Relations. Both of these will reduce costs and save money.
Another skill that would be handy is Daytrading. This skill allows for the remote modification of orders. The Marketing skill will allow one to post remote sell orders, but in most cases, one is delivering the goods to the station and can place the initial order then. Being able to remotely participate in the penny wars is very helpful.
Procurement
Depending on what materials are being procured, this job may require either the container ship or the tramp freighter.
It doesn't require any skills to buy off of existing sell orders. The buyer doesn't pay a tax or broker's fee.
However, it is sometimes cheaper and easier to just place buy orders. In these cases, one will again need to get into the Trade-Retail-Wholesale tree. The Procurement skill replaces the Marketing skill, and is much more handy.
Research Assistant
One of the bottlenecks in Tech 2 production is the limited number of research slots one has available. Some jobs can take days, further slowing the entire process down. It is helpful to have more hands helping with this.
One of the simplest research jobs is copying blueprints. To install a copy job, one simply needs Laboratory Operation which requires Science III.
There are skills, such as Science, that will speed up these jobs. Metallurgy will speed up Material Level research jobs (very useful) and Research will speed up Time Efficiency research jobs (not as useful). However, these types of research jobs only ever need to be done once. Copy jobs have to be done nearly constantly.
Another useful skill is Scientific Networking. This will allow the remote installation of research jobs.
Inventor
To build Tech 2 products (without one of the old Tech 2 blueprint originals) one must invent. The skills required to run an invention job on any given blueprint are listed on the blueprint itself. In this case, it is just a matter of looking into which blueprints you'll want to or be expected to handle.
It is worth noting that the skills to run an invention job are the same skills needed to have a research project with an R&D agent once on has Research Project Management and access to an appropriate R&D agent. The datacores purchased from R&D agents are the same ones needed in the invention process.
Manufacturing
To actually install a standard production job merely requires Industry. There are, however, items that require more skills than this to be built. Those skills, just as the ones for invention, are listed on the blueprint.
05 November 2009
For My Fans
It seems I have put more than blogger in a tail spin. It seems the kind of moment that makes one want to coin a new phrase: Yarrbear Whines.
Mind you, I don't like the name calling. I am not a carebear, and it is illogical to suggest that I am simply because I am not a pirate. I am just a PvPer who really enjoys the industry side and doesn't currently have a chance for PvP.
There are those that toss around carebear in a purely derogatory fashion. There are those that think that carebears are substandard players, that have no business playing Eve, and should be removed from the game. These are likely what I would want to call Yarrbears; players that like to call themselves pirates, but who are actually griefers. They give real pirates a bad name. These same Yarry types are likely the ones that cry foul when someone uses warp core stabilizers or when their win button of choice gets nerfed.
Whatever, HTFU, and all that good jazz.
Contrary to public misinterpretation, I have no desire for PvP-free zones. I have no desire to change the engine to make PvP impossible. And yes, I am distancing myself from some comments I've made, but that is because they didn't come across as I intended. I am sorry for that.
I do, however, want to make piracy harder across the board, so that only real pirates will do it. And trust me, I can find some real pirates. They have some fantastic operations going on. It is quite tempting, actually, to become a pirate. But at the end of the day, I like to have something a little bigger to show for it. Besides, low sec warfare is nothing compared to null sec warfare. One day, I'll get back to 0.0.
Why do I want to tweak PvP? I propose an experiment for anyone with the free time to do it (read: not me, since I have no free time).
Build a high sec suicide ship of your choice. If I were doing it, I'd build a battlecruiser. Insure it with the best insurance you can. The reason I say build it yourself is, the Gold and Platinum insurance cover more than the cost to build a battlecruiser. If you have a really good BPO and get your materials cheap enough, even the silver will cover the cost. The battlecruiser now costs the difference between the insurance premium and the return on the insurance. Put on the cheapest high-damage, suicide fit that you can and find your hub of choice, or your 0.5-system-with-good-traffic of choice. I hypothesize that one could nearly strike at random and at least break even. I hypothesize that if one were to sack a good sample rate of suicide ships in this manner, one would find that they aren't losing nearly as much money as one would fear, if in deed they were to lose money at all.
To me, that is what is broken. One should have to think about it. One should have to lay in wait and strike targets carefully, with some thought, and with some great risk. Otherwise, the only ones taking a risk are the haulers. Again, it isn't my goal to make the game easier for non-PvPers, for carebears if you like, but to make the game equally hard for PvPers and non-PvPers alike.
In all of the discussion, someone suggested a rugby match analogy. Analogies are prone for failure, but I'll expand it bit more just for fun. The flaw in the original analogy, to my thinking, is that the pitch is not high sec. The pitch is low sec. Waiting in line at the concession stand is 1.0. One should be able to wait in line at the concession stand without fear of mugging.
Mind you, if one waits in that line with money hanging out of his pockets and more bling than Cadillac pitch at a hip-hop concert, then he should constantly live in fear of mugging. I won't feel bad if he is exploded in line.
But again, see my experiment above. I think one could probably not go broke just popping random people that roll into or out of Jita.
I will admit, I don't know why I really harp on this. I have never been the victim of random violence. So I can't say for sure that it is a rampant problem. It is entirely possible that my hypothesis is wrong. It is also possible that my hypothesis is right, but that it is actually much too boring for anyone to do.
At last, I'd like to close the ninja salvage discussion.
Unlike everyone who responded to me, I have actually found a legitimate reason why salvage is "easy" (doesn't provoke PvP) and looting isn't. By allowing anyone to salvage, there is the possibility that more salvage makes it to market and controls the price of salvage and thus the products built from salvage. I imagine there is a bit more price control in that the ninja salvagers don't have the same bills to pay that the mission runners do, and thus they may be willing to sell for less.
That does make sense. But I think it is the wrong approach to fixing the problem. First off, I don't see why salvage and looting are different. They are the same action. They are both made possible by the same series of actions. Yes, I could understand the idea that both looting and salvaging should be "easy" actions. After all, why should a wreck by owned by anyone?
But, being a gamer, and not merely someone that plays games, I am interested in the mechanics and dynamics and balance behind it. I think provoking PvP gives more opportunities for player interaction. I think it simply makes more sense from a game point of view that one would want to make the harsh game of Eve harsh, not just a free ride for the ninja salvagers.
To make sure that wrecks don't go unsalvaged (after all, there are mission runners, I'm sure, that can't be bothered, are too full, or don't think it is worth their time) I think ownership of a wreck should have a timer. After 30 or 60 minutes, the wreck goes from being yellow to white, and anyone can loot and salvage without provoking PvP.
I think that would be a good compromise to insure that salvage makes it to market and that the game is hard for all parties involved.
Again, I think all spawns should be sleeper-smart, and I think spawns should be balanced such that PvE fittings are much closer to PvP fittings.
Mind you, I don't run kill missions, so I don't have a personal problem with ninja salvagers. I'm not sure why I care to fix it.
Then again, perhaps an objective third party is what is always needed.
Next week, I promise, I'll talk about market PvP (unless we get into low-sec and something interesting happens).
Mind you, I don't like the name calling. I am not a carebear, and it is illogical to suggest that I am simply because I am not a pirate. I am just a PvPer who really enjoys the industry side and doesn't currently have a chance for PvP.
There are those that toss around carebear in a purely derogatory fashion. There are those that think that carebears are substandard players, that have no business playing Eve, and should be removed from the game. These are likely what I would want to call Yarrbears; players that like to call themselves pirates, but who are actually griefers. They give real pirates a bad name. These same Yarry types are likely the ones that cry foul when someone uses warp core stabilizers or when their win button of choice gets nerfed.
Whatever, HTFU, and all that good jazz.
Contrary to public misinterpretation, I have no desire for PvP-free zones. I have no desire to change the engine to make PvP impossible. And yes, I am distancing myself from some comments I've made, but that is because they didn't come across as I intended. I am sorry for that.
I do, however, want to make piracy harder across the board, so that only real pirates will do it. And trust me, I can find some real pirates. They have some fantastic operations going on. It is quite tempting, actually, to become a pirate. But at the end of the day, I like to have something a little bigger to show for it. Besides, low sec warfare is nothing compared to null sec warfare. One day, I'll get back to 0.0.
Why do I want to tweak PvP? I propose an experiment for anyone with the free time to do it (read: not me, since I have no free time).
Build a high sec suicide ship of your choice. If I were doing it, I'd build a battlecruiser. Insure it with the best insurance you can. The reason I say build it yourself is, the Gold and Platinum insurance cover more than the cost to build a battlecruiser. If you have a really good BPO and get your materials cheap enough, even the silver will cover the cost. The battlecruiser now costs the difference between the insurance premium and the return on the insurance. Put on the cheapest high-damage, suicide fit that you can and find your hub of choice, or your 0.5-system-with-good-traffic of choice. I hypothesize that one could nearly strike at random and at least break even. I hypothesize that if one were to sack a good sample rate of suicide ships in this manner, one would find that they aren't losing nearly as much money as one would fear, if in deed they were to lose money at all.
To me, that is what is broken. One should have to think about it. One should have to lay in wait and strike targets carefully, with some thought, and with some great risk. Otherwise, the only ones taking a risk are the haulers. Again, it isn't my goal to make the game easier for non-PvPers, for carebears if you like, but to make the game equally hard for PvPers and non-PvPers alike.
In all of the discussion, someone suggested a rugby match analogy. Analogies are prone for failure, but I'll expand it bit more just for fun. The flaw in the original analogy, to my thinking, is that the pitch is not high sec. The pitch is low sec. Waiting in line at the concession stand is 1.0. One should be able to wait in line at the concession stand without fear of mugging.
Mind you, if one waits in that line with money hanging out of his pockets and more bling than Cadillac pitch at a hip-hop concert, then he should constantly live in fear of mugging. I won't feel bad if he is exploded in line.
But again, see my experiment above. I think one could probably not go broke just popping random people that roll into or out of Jita.
I will admit, I don't know why I really harp on this. I have never been the victim of random violence. So I can't say for sure that it is a rampant problem. It is entirely possible that my hypothesis is wrong. It is also possible that my hypothesis is right, but that it is actually much too boring for anyone to do.
At last, I'd like to close the ninja salvage discussion.
Unlike everyone who responded to me, I have actually found a legitimate reason why salvage is "easy" (doesn't provoke PvP) and looting isn't. By allowing anyone to salvage, there is the possibility that more salvage makes it to market and controls the price of salvage and thus the products built from salvage. I imagine there is a bit more price control in that the ninja salvagers don't have the same bills to pay that the mission runners do, and thus they may be willing to sell for less.
That does make sense. But I think it is the wrong approach to fixing the problem. First off, I don't see why salvage and looting are different. They are the same action. They are both made possible by the same series of actions. Yes, I could understand the idea that both looting and salvaging should be "easy" actions. After all, why should a wreck by owned by anyone?
But, being a gamer, and not merely someone that plays games, I am interested in the mechanics and dynamics and balance behind it. I think provoking PvP gives more opportunities for player interaction. I think it simply makes more sense from a game point of view that one would want to make the harsh game of Eve harsh, not just a free ride for the ninja salvagers.
To make sure that wrecks don't go unsalvaged (after all, there are mission runners, I'm sure, that can't be bothered, are too full, or don't think it is worth their time) I think ownership of a wreck should have a timer. After 30 or 60 minutes, the wreck goes from being yellow to white, and anyone can loot and salvage without provoking PvP.
I think that would be a good compromise to insure that salvage makes it to market and that the game is hard for all parties involved.
Again, I think all spawns should be sleeper-smart, and I think spawns should be balanced such that PvE fittings are much closer to PvP fittings.
Mind you, I don't run kill missions, so I don't have a personal problem with ninja salvagers. I'm not sure why I care to fix it.
Then again, perhaps an objective third party is what is always needed.
Next week, I promise, I'll talk about market PvP (unless we get into low-sec and something interesting happens).
29 October 2009
Cold, Harsh Mistress
I made the mistake of getting into a conversation in the Eve Bloggers channel. Lesson learned. That wasn't too much better than the forums. It seems I cried many a carebear tear because I disagreed with everyone. It seems that simply the desire to have a balance between pew and non-pew means you are a crybaby. Clearly, I don't get it. And now I have lost respect for some.
To highlight the discussion:
Criminally tagged capsuleers can enter a high security system in only their capsule, and the local authorities will ignore them. They can board a ship in space, like one pulled from the ship maintenance bay of an Orca. The discussion started on what part of that needed to be nerfed.
Someone related that there was calls in the forums to have the Orca nerfed. I don't think it makes sense to nerf the Orca just because it can be used for piracy. You don't hurt the pirates, you just hurt the miners. I don't mind if pirates smuggle ships of war into high sec. But common sense to me says that if they approach a gate or a station, then the standard faction spawn should appear.
I don't know how that works, but apparently I'm too much of a carebear, using common sense and all. Clearly, the authorities are blind, and they can only attack you if somehow you enter through a gate or undock. Pointing this out, apparently, is an act of carebear crying.
Another part of the conversation spawned from ninja salvagers. Personally, I don't think it makes sense. You now have a zero-risk occupation. The ninja salvager should risk something. I don't see why the loot in the wreck should be protected, but not the wreck itself. The easiest answer is, salvage or loot, you go flashy.
Again, this is me crying great carebear tears, using common sense and all. What I truly don't understand, are some of the defenses used to protect these behaviors.
"CCP has been very clear about this topic."
CCP has also made mistakes in the past. A lot of them. Big ones. CCP is not infallible. To use the defense that it is structured that way, intended that way, legal that way, is very scary, in New Eden and out. Something is just, balanced, and fair based on its own merits, not because the game designer says so.
I like that Eve is dangerous and you are never completely safe.
Yet, the same people who say this, also think that ninja salvagers should keep their risk-free lifestyle. I'm sorry, but I have to think that the people using this defense really mean, "I like that Eve is dangerous for the mission runners." To my way of thinking, it should be dangerous for everyone equally. There shouldn't be a no-risk occupation that is built around harvesting the spoils of others.
Again, I don't think that ninja salvaging is wrong. I don't think it should be stopped. I just think it shouldn't be risk-free, particularly since it does directly involve another capsuleer who has extremely limited means of recourse. And is anyone complaining about ninja looting? They should be the same.
New Eden should be dangerous, but it shouldn't be the responsibility of griefers to bring the danger. There are very common sense solutions that would make piracy dangerous such that only smart pirates will actually do it.
In the course of full disclosure, I am not a mission runner by trade. I run some missions for standings, and as a result, I run courier missions because they are quicker. I rarely run kill missions. I've never had anyone bother me in a mission. I've never had anyone flip a can while mining (even when I'm bored and leave bait cans). I also would not consider myself a carebear. I currently have limited access to PvP, but there are reasons for that, and eventually I'll have the chance to either return to the militia or return to 0.0. And yes, I've been in 0.0 wars, before there were cynos, before there were dreads and titans and doomsdays. And yes, that is tougher (and more fun) than anything in low sec.
p.s. It seems that this has been dragged out into the Tweeterverse and into other blogs. That is fair, and to be expected, I guess. But I have to admit that I'm really bothered that others have made this so personal and can't seem to make a comment without following it up with how I am a carebear crybaby or that I am simply and completely wrong.
I also am disturbed by the mindset of some that those that do not engage in PvP are inferior. That really bothers me. I love this game. I love to play it my way. I don't get missioning. That doesn't mean missioners are less of a player, aren't as good as me. I enjoy 0.0 wars, and I think they are much harder than FW or any low sec combat. That doesn't mean I think FW or low sec pirates are inferior to 0.0 warriors. I completely don't understand how anyone could enjoy scamming others (seriously, dude, where is the fun in that? "Your shoe's untied. Made you look." was only funny once.). That doesn't mean I should consider them inferior.
Okay, in all honesty, I would never knowingly hire a scammer into my corp.
I am not upset or worked up by this, but I do feel there has been more personal attacks against me than appropriate. And as a result, I feel I've lost some respect for capsuleers that I was really eager to work more closely with.
There is also some confusion, I feel, over just how anti-PvP I may seem. I am not anti-PvP. I do not think the game mechanics should be changed to the point where there is no PvP, or PvP-free zones. But I do think that New Eden needs to be harder for those that instigate unprovoked attacks. I do not think they are wrong, I just think they have it too easy.
p.p.s I meant to mention this earlier: all spawns should be like Sleeper spawns. I don't like kill missions cause they are just one big rinse/repeat. The only way the mission can defeat you is through sheer numbers. It should work smarter, not harder. Making the spawns smarter will not only give the missioners a challenge, but make things more interesting for the ninjas.
To highlight the discussion:
Criminally tagged capsuleers can enter a high security system in only their capsule, and the local authorities will ignore them. They can board a ship in space, like one pulled from the ship maintenance bay of an Orca. The discussion started on what part of that needed to be nerfed.
Someone related that there was calls in the forums to have the Orca nerfed. I don't think it makes sense to nerf the Orca just because it can be used for piracy. You don't hurt the pirates, you just hurt the miners. I don't mind if pirates smuggle ships of war into high sec. But common sense to me says that if they approach a gate or a station, then the standard faction spawn should appear.
I don't know how that works, but apparently I'm too much of a carebear, using common sense and all. Clearly, the authorities are blind, and they can only attack you if somehow you enter through a gate or undock. Pointing this out, apparently, is an act of carebear crying.
Another part of the conversation spawned from ninja salvagers. Personally, I don't think it makes sense. You now have a zero-risk occupation. The ninja salvager should risk something. I don't see why the loot in the wreck should be protected, but not the wreck itself. The easiest answer is, salvage or loot, you go flashy.
Again, this is me crying great carebear tears, using common sense and all. What I truly don't understand, are some of the defenses used to protect these behaviors.
"CCP has been very clear about this topic."
CCP has also made mistakes in the past. A lot of them. Big ones. CCP is not infallible. To use the defense that it is structured that way, intended that way, legal that way, is very scary, in New Eden and out. Something is just, balanced, and fair based on its own merits, not because the game designer says so.
I like that Eve is dangerous and you are never completely safe.
Yet, the same people who say this, also think that ninja salvagers should keep their risk-free lifestyle. I'm sorry, but I have to think that the people using this defense really mean, "I like that Eve is dangerous for the mission runners." To my way of thinking, it should be dangerous for everyone equally. There shouldn't be a no-risk occupation that is built around harvesting the spoils of others.
Again, I don't think that ninja salvaging is wrong. I don't think it should be stopped. I just think it shouldn't be risk-free, particularly since it does directly involve another capsuleer who has extremely limited means of recourse. And is anyone complaining about ninja looting? They should be the same.
New Eden should be dangerous, but it shouldn't be the responsibility of griefers to bring the danger. There are very common sense solutions that would make piracy dangerous such that only smart pirates will actually do it.
- Transferable kill rights. How often does anyone actually have the ability to claim a kill right? It isn't a deterrent by any measure. Again, I don't want to end piracy, just make sure there are pressures acting against it so there is balance and people have to work to succeed.
- Looters are flashy. Today, the suicide pirate falls onto your kill rights board, but the hauler next too him does not. Why?
- When CONCORD is involved, there is no insurance payout. Immediately I'm sure there are those that will think I'm trying to break the back of high sec piracy and end it. I am not. One can make more than enough money in suicide piracy to pay for well fitted suicide ships. What I seek to end are the silly upside down attacks. Suicide attacks involving a battleship? Against a barge? Barges can't hold much. They don't have many slots and aren't likely to drop but so much. The only way this is profitable is because the battleship is nearly free. I am not a pirate, and even I can find targets that will not only pay for the ship involved, but will pay for ten more so one can continue suicide attacks even when droppings are slim. Again, it all goes back to life should be hard for everyone.
In the course of full disclosure, I am not a mission runner by trade. I run some missions for standings, and as a result, I run courier missions because they are quicker. I rarely run kill missions. I've never had anyone bother me in a mission. I've never had anyone flip a can while mining (even when I'm bored and leave bait cans). I also would not consider myself a carebear. I currently have limited access to PvP, but there are reasons for that, and eventually I'll have the chance to either return to the militia or return to 0.0. And yes, I've been in 0.0 wars, before there were cynos, before there were dreads and titans and doomsdays. And yes, that is tougher (and more fun) than anything in low sec.
p.s. It seems that this has been dragged out into the Tweeterverse and into other blogs. That is fair, and to be expected, I guess. But I have to admit that I'm really bothered that others have made this so personal and can't seem to make a comment without following it up with how I am a carebear crybaby or that I am simply and completely wrong.
I also am disturbed by the mindset of some that those that do not engage in PvP are inferior. That really bothers me. I love this game. I love to play it my way. I don't get missioning. That doesn't mean missioners are less of a player, aren't as good as me. I enjoy 0.0 wars, and I think they are much harder than FW or any low sec combat. That doesn't mean I think FW or low sec pirates are inferior to 0.0 warriors. I completely don't understand how anyone could enjoy scamming others (seriously, dude, where is the fun in that? "Your shoe's untied. Made you look." was only funny once.). That doesn't mean I should consider them inferior.
Okay, in all honesty, I would never knowingly hire a scammer into my corp.
I am not upset or worked up by this, but I do feel there has been more personal attacks against me than appropriate. And as a result, I feel I've lost some respect for capsuleers that I was really eager to work more closely with.
There is also some confusion, I feel, over just how anti-PvP I may seem. I am not anti-PvP. I do not think the game mechanics should be changed to the point where there is no PvP, or PvP-free zones. But I do think that New Eden needs to be harder for those that instigate unprovoked attacks. I do not think they are wrong, I just think they have it too easy.
p.p.s I meant to mention this earlier: all spawns should be like Sleeper spawns. I don't like kill missions cause they are just one big rinse/repeat. The only way the mission can defeat you is through sheer numbers. It should work smarter, not harder. Making the spawns smarter will not only give the missioners a challenge, but make things more interesting for the ninjas.
28 October 2009
Blog Banter 13
Welcome to the thirteenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed CrazyKinux. Check out other EVE Blog Banter articles at the bottom of this post!
I've read a couple other banter posts, and so far, I feel everyone has the same general response to this. We aren't simply proposing new stories, but whole new ways to do missions. I have two, and I'm sure my two are echoed by one or more other banters.
I think this is really a no brainer. Players can create contracts, but they are rife with problems. One of the contracts that I'd like see made into a mission is the courier contract. I'm sure mining missions would be easy to do, too.
I would want this to be structured and anonymous, to a degree. The mission runner doesn't know the name of any capsuleer that put out the mission, and the mission requester doesn't know who is running the mission, or that it is even being run, until it is complete. I would not want capsuleers to be able to randomly create missions, though. I would want it to be a grantable role in a corporation. The corporation would have to hire mission agents (like renting an office) and missions would be posted on behalf of the corporation through the agents.
When one completes a mission, there is a standings increase toward a capsuleer corporation. Corporations at war, or in alliances that are at odds, can negatively impact standings.
Basically, I want to recreate the existing mission system, but have the whole thing fueled by the capsuleers.
Ms. Minme Tar accepts a mission. The mission is to defend a mining operation that is under attack. There are a few waves of hostiles that descend on the mining operation. Once the miners are done though, the mission is over, and Ms. Tar can return to her agent.
Meanwhile, Mr. A. Mar accepts a mission. His mission is to clear hostiles away from a gate and allow friendly warships to move through to complete their own mission. Eventually, one of those waves will return and report that the mission was a success or a loss. It depends on how quickly he can get reinforcements through the gate.
The careful observer will notice that these two capsuleers are increasing the difficulty of each other's mission. The faster Mr. Mar gets the gate clear, the faster waves descend on Ms. Tar.
I see too much abuse if capsuleers were to directly encounter each other in a mission, so I suggest a system where the mission they are in affects another mission in progress. Mind you, there may be times when the missions have to be time shifted. So, the activities of one mission are recorded and played back for an opposing mission some hours later.
This could be made as complex as one likes. Perhaps there was a mining mission first. The miner's performance dictates how long Ms. Tar must defend the operation.
The first banter of this 2nd year of EVE Blog Banters comes to us from Zargy, A Sebiestor Scholar, who asked the following: On the EVE Fanfest 2009 page are pictures of prizes for the Silent Auction that was held during the event. One of these photos was entitled "Design your own EVE mission". My question now would be what kind of mission would you write if you got that prize? What would the mission be about? Would it be one using the new system of epic mission arks? What would be the story told by it? Feel free to expand upon his questions and put together your very own mission!
I've read a couple other banter posts, and so far, I feel everyone has the same general response to this. We aren't simply proposing new stories, but whole new ways to do missions. I have two, and I'm sure my two are echoed by one or more other banters.
Player Created Missions
I think this is really a no brainer. Players can create contracts, but they are rife with problems. One of the contracts that I'd like see made into a mission is the courier contract. I'm sure mining missions would be easy to do, too.
I would want this to be structured and anonymous, to a degree. The mission runner doesn't know the name of any capsuleer that put out the mission, and the mission requester doesn't know who is running the mission, or that it is even being run, until it is complete. I would not want capsuleers to be able to randomly create missions, though. I would want it to be a grantable role in a corporation. The corporation would have to hire mission agents (like renting an office) and missions would be posted on behalf of the corporation through the agents.
When one completes a mission, there is a standings increase toward a capsuleer corporation. Corporations at war, or in alliances that are at odds, can negatively impact standings.
Basically, I want to recreate the existing mission system, but have the whole thing fueled by the capsuleers.
Opposing Missions
Ms. Minme Tar accepts a mission. The mission is to defend a mining operation that is under attack. There are a few waves of hostiles that descend on the mining operation. Once the miners are done though, the mission is over, and Ms. Tar can return to her agent.
Meanwhile, Mr. A. Mar accepts a mission. His mission is to clear hostiles away from a gate and allow friendly warships to move through to complete their own mission. Eventually, one of those waves will return and report that the mission was a success or a loss. It depends on how quickly he can get reinforcements through the gate.
The careful observer will notice that these two capsuleers are increasing the difficulty of each other's mission. The faster Mr. Mar gets the gate clear, the faster waves descend on Ms. Tar.
I see too much abuse if capsuleers were to directly encounter each other in a mission, so I suggest a system where the mission they are in affects another mission in progress. Mind you, there may be times when the missions have to be time shifted. So, the activities of one mission are recorded and played back for an opposing mission some hours later.
This could be made as complex as one likes. Perhaps there was a mining mission first. The miner's performance dictates how long Ms. Tar must defend the operation.
Participants
- Blog Banter #13: Missions with player adversaries by Escoce
- EVE Blog Banter #13: Fatal Rabbit by Hallan Turrek
- EVE Blog Banter #13: Your mission, should you decide to accept it... by CrazyKinux
- EVE Blog Banter #13 - A question of impact. by James
- [OOC] Blog Banter #13: Distressing the Damsel by Myrhial Arkenath
25 October 2009
Yes. Yes, I am that loser.
For those of you who didn't keep up, today was The Party. I mentioned it to my wife, and twice yesterday, but didn't receive positive traction. She gives me such grief for the Wednesdays I spend with "the guys", so I didn't press it too much. In all honesty, she is better than the wives of many of my other friends in that regard.
I did attend the party briefly. The three year-old was still napping, the six-year old was playing quietly, I was doing some corp bookwork and the party started. I signed up for the door prizes, and turned on Voice and started to tune into SI Radio.
I was in the party for three minutes, when the three-year old woke up. I scurried to get to her to tell her to be quiet so she didn't wake her mother.
I logged out of the party. At this point, I could rant how I did nothing. I let my wife sleep longer, I cleaned the kitchen and did laundry and let the kids play by themselves. I could rant how I could've just as easily been at the party.
And I was looking forward to the party. I was looking forward to the social aspect, but I was also looking forward to going out to Evati and losing some Rifters. I've been doing too much carebearing recently, and would enjoy just some fun, no-stress pew pew.
Then came the tweet.
The tweet was already forty minutes old, so even if it weren't a joke, I was too late for it to matter.
I had a laugh, thinking that Pastor was picking on me. Sage seconded Pastor's comment. Again, I can only think this is a joke.
The party ends as the kids go up for baths and bedtime. I go through that routine, getting more indications that it really isn't a joke. When I finally log in, I learn that I indeed was chosen for the Loki.
Sage pastes the announcement from Mynxee into the Eve-Bloggers channel. She had called my name for the Loki. It was me! I had won!
Yes... yes, I am that loser.
And I had to log out. I had to decompress for a moment.
I got lots of sympathies, and I do appreciate it. It makes me feel nice. It really does, and I do thank everyone for that.
Luminus Aardokay has offered to make a signature gratis. I do appreciate that. I think given the circumstances, it should have a Loki in it. I've been wanting to get everything running smoothly with the corp so I can get to a point to start advertising. So, I'll probably ask to get something with Odinsdagrting instead of my name.
I'll seriously consider getting a t-shirt that reads, "Yes. Yes, I am that loser."
The evening wasn't a complete waste. In addition to the sig offer from Luminus, I finally made my way to Evati in Adventurer. I got a couple of the left over party Rifters and lost them, one even to Mynxee herself. I finally undocked Adventurer and decided to have a second round with Mynxee.
The first 1 on 1, I only got Mynxee into half armor before her like fitted Rifter destroyed mine. My second 1 on 1, with me0de, went a little better. I managed my range better, and overheated sooner. I got him into structure, but again, capped out and lost my second party Rifter.
The third 1 on 1, with Adventurer went very well. I did like the results, but Mynxee and I both agreed that it was a much better fit than the party Rifters. For starters, it used an afterburner instead of a microwarpdrive.
Not that it mattered in the end. I don't recall how badly damaged Mynxee was, but she destroyed Adventurer.
As a final note. I have posted the fittings and killmails to Battleclinic. But I don't like their killboard. I haven't found them again to get the links. I'll do that in the next day or so for anyone interested and update this post.
Adventurer was one of my Rifters from the militia. She had seen combat and had been on four killmails. Feel bad losing it, but I do like that it was lost to someone like Mynxee.
I did attend the party briefly. The three year-old was still napping, the six-year old was playing quietly, I was doing some corp bookwork and the party started. I signed up for the door prizes, and turned on Voice and started to tune into SI Radio.
I was in the party for three minutes, when the three-year old woke up. I scurried to get to her to tell her to be quiet so she didn't wake her mother.
I logged out of the party. At this point, I could rant how I did nothing. I let my wife sleep longer, I cleaned the kitchen and did laundry and let the kids play by themselves. I could rant how I could've just as easily been at the party.
And I was looking forward to the party. I was looking forward to the social aspect, but I was also looking forward to going out to Evati and losing some Rifters. I've been doing too much carebearing recently, and would enjoy just some fun, no-stress pew pew.
Then came the tweet.
Pastor_Phelps @vol_jbolaz You won the Loki in Hellcats party. Type x in Hellcats Pub in the next 5 min to claim it.
The tweet was already forty minutes old, so even if it weren't a joke, I was too late for it to matter.
I had a laugh, thinking that Pastor was picking on me. Sage seconded Pastor's comment. Again, I can only think this is a joke.
The party ends as the kids go up for baths and bedtime. I go through that routine, getting more indications that it really isn't a joke. When I finally log in, I learn that I indeed was chosen for the Loki.
Sage pastes the announcement from Mynxee into the Eve-Bloggers channel. She had called my name for the Loki. It was me! I had won!
Yes... yes, I am that loser.
And I had to log out. I had to decompress for a moment.
I got lots of sympathies, and I do appreciate it. It makes me feel nice. It really does, and I do thank everyone for that.
Luminus Aardokay has offered to make a signature gratis. I do appreciate that. I think given the circumstances, it should have a Loki in it. I've been wanting to get everything running smoothly with the corp so I can get to a point to start advertising. So, I'll probably ask to get something with Odinsdagrting instead of my name.
I'll seriously consider getting a t-shirt that reads, "Yes. Yes, I am that loser."
The evening wasn't a complete waste. In addition to the sig offer from Luminus, I finally made my way to Evati in Adventurer. I got a couple of the left over party Rifters and lost them, one even to Mynxee herself. I finally undocked Adventurer and decided to have a second round with Mynxee.
The first 1 on 1, I only got Mynxee into half armor before her like fitted Rifter destroyed mine. My second 1 on 1, with me0de, went a little better. I managed my range better, and overheated sooner. I got him into structure, but again, capped out and lost my second party Rifter.
The third 1 on 1, with Adventurer went very well. I did like the results, but Mynxee and I both agreed that it was a much better fit than the party Rifters. For starters, it used an afterburner instead of a microwarpdrive.
Not that it mattered in the end. I don't recall how badly damaged Mynxee was, but she destroyed Adventurer.
As a final note. I have posted the fittings and killmails to Battleclinic. But I don't like their killboard. I haven't found them again to get the links. I'll do that in the next day or so for anyone interested and update this post.
Adventurer was one of my Rifters from the militia. She had seen combat and had been on four killmails. Feel bad losing it, but I do like that it was lost to someone like Mynxee.
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