Friday, October 31, 2008

October In Review

We continued to increase the number of site visits in October with over a one hundred returning visits.

Month Page Loads Unique Visitors First Time Visitors Returning Visitors
Oct 2008 5,376 3,859 2,354 1,505
Sep 2008 4,474 3,191 1,793 1,398
Aug 2008 3,735 2,709 1,691 1,018

And the daily averages look like this:

Page Loads Unique Visitors First Time Visitors Returning Visitors
Total 5,377 3,859 2,354 1,505
Average 173 124 76 49

So we boosted our daily average visitors from 106 to 124 in October.

My busiest day was Oct 17th with 235 unique visitors and the big post of the day was My Thoughts On Quantum Rise Expansion. My busiest post this past month was the Eve Blog Banter post on Ambulation with 51 visits, with my second most popular being my post on the multiple uses of the Caldari Rokh (49 visits). Both probably due to the influence of Crazy Kinux's blog linking to them... give that guy a raise!

I have 45 subscribers in Google Reader which is growing quite a lot this past month as the community grows. I also switched to full post mode in my RSS feed so that might help attract more subscribers; I originally went with preview post mode to force readers to come to the website and drive numbers, but when someone asked me to switch I realized I was being selfish and made the change immediately.

October was my first whole month back in m3 corp. I got in on a couple kills and played some games with Captain Santiago of FINEG, but no shots fired. Derranna finished training to be an awesome prober, and I recently spent a lot of money on a brand new Rokh Battleship (I might have mentioned it?).

See you in November!

For the Alliance!

Yesterday the Alliance council decided would be a cooperative effort to raise ISK for the capital production program, so it was declared Mission Running Day from downtime to downtime this morning. Corporate taxes were raised to 100% and people online were expected to join in the fun to run and salvage as many level four missions as possible.

I made a point of participating last night by staying up an extra hour and a bit, helping in the Insisto Oblivium battleship with three level four missions in quick succession. I heard at that point last night one of the corps had raised 443 million ISK. Wow. Hopefully all the corps were as successful.

* * * * *
I made a point of not talking about the politics and my thoughts about m3 and Blackwater Alliance as I think it is important to keep any issues in the family and not air dirty laundry. But I think I can give a personal update without crossing the line.

So far I'm pleased with being in m3 again. Although its far more serious and focused than back at the end of 2007, its still being run by level headed and reasonable folks. The industrial side of things has been pared back and much more focus on combat operations and PvP in general; this has caused a number of mining/manufacturing pilots to splinter off into a friendly corp.

It seems the leadership is very closed lipped about what is going on. This could be a result of my lack of time online so I miss the odd conversation on Teamspeak between the line pilots and the directorship, or it could be a result of the leadership being so close and tightly knit from flying together over a year. Since the corp has a "your choice" in terms of participation level and does not dictate mandatory ops, it hasn't been a problem.

I'm still a low man on the totem pole. Last time in m3 I worked diligently on rising through the ranks and making myself an integral part of the m3 machinery. This time I figure my rougher schedule would make such efforts difficult so I'm enjoying the lack of responsibility; its nice not having to worry about politics for a change.

Overall I'm quite pleased with the current situation. The alliance is doing something I always wanted to do: pick a portion of low sec and defend it. Although your sec status is a job to keep from falling too low, there is always pirates roaming in for PvP and the occasional empire war to spice things up on a wider scale. I don't see myself moving on any time soon.

Thursday, October 30, 2008

Rokh and Block(ade Runner)

Rokh:
Last night I went shopping and bought the new Rokh and the equipment to set it up in one of four different combinations as discussed earlier this week. It was an expensive trip, costing me over 200 million ISK, most of which was for the ship (130 million) and the two Core Defence Field Extender rigs (30 million). And I already had a number of modules in storage! This was not a cheap purchase, but it is worth it, I love my Rokh.

When I get some more ISK, I'll probably buy a second hull so one can be my rigged Blaster boat and the other can be my Armour Rep/Sheild Rep/Neut/Sniper variable Rokh.

On a side note, before going shopping I checked to see if it would be more economical to build one from a BPC I had in the hanger that was ME25. At lowest sell order mineral prices, it would cost me over 140 million ISK to buy the minerals, but they sell commonly for 130 million. This is the problem with Tech I markets, too many morons out there who think that mined minerals and mission loot refined minerals are "free" so they build stuff and basically through money away in the process. Sigh.

Blockade Runners:
Ok, more thoughts on the last Dev blog, less important stuff first.

Mining Ships, Rorqual - Meh, doesn't really matter much to me. But that thing about the Skiff having +2 warp strength not advertised all this time? That's something people need to know about devs. I'm just saying.

Deep Space Transports - Exchanging the Active Tank bonus for more powergrid for buffer tank and +2 warp stregnth is a good change. Its not a great change, as they are still vulnerable to gate camps with more than 2 scram points and Heavy Interdictors and they are still as slow and ponderous as ever, but at least its a case of not doing more harm. It will give them a great boost from suicide ganks and lone attackers in low sec.

Blockade Runners - Ok, biggest changes were too these guys.

First off, removing the +2 warp strength and adding the ability to use Covert Ops cloaks sucks. Or at the very least changes the abilities of the ship class a lot. Now it will be more vulnerable jumping through gates, and less vulnerable warping around a system when it gets there. Its not longer a blockade runner, its now going to be more of a hostile system utility ship.

To be fair, a careful pilot may be able to utilize the warping while cloaked ability to evade gate camps just as easily as before, and putting a couple warp core stabs in the lows can give it the slipperiness needed to get past fast lockers if cloaking is disrupted, but I'm going to miss the warp core bonus.

However, the biggest surprise was that the new cloaking ability was accompanied by the ability to use Black Ops Jump Bridges. I was taken quiet aback by this unexpected change and it is a complimentary boost to Black Ops ships as well as the Blockade Runners.

One of the big complaints against Black Ops was the fuel requirements of the jump bridge, forcing pilots to either stockpiling fuel ahead of time in the target system or only using the ability once or twice. Now with black ops strike forces able to be accompanied by a transport ship with much more cargo capacity to hold fuel and/or ammo (and the ability of those transport ships to warp about cloaked during operations), suddenly the concept of an extended raid into enemy territory seems much more viable.

But beyond the obvious use of the change is the logistical flexibility. I don't know how many blockade runners could be jumped through a jump bridge, but even two or three could account for a significant amount of haulage that avoids enemy gate camps. It would be interesting to see if the math makes it more efficient per cubic meter in terms of fuel than a 10,000 m3 Carrier jump. Of course the short range is an issue (4 lys at Jump Drive Calibration IV) but its still something to consider.

Regardless, its a positive change. Anything that encourages out of the box thinking and cooperation is a plus in my books. I know it makes me more excited that I'm getting closer to my Widow Black Ops Battleship with every day of Jump Drive Calibration training.

Wednesday, October 29, 2008

Eve Tribune Article - The Typhoon

Latest fluff piece in the Eve Tribune on the Typhoon. The paycheque from this article helped pay for the new Rokh I just bought. Woot!

Eve Blog Banter - Ambulation

Welcome to the first instalment 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 here. Check out other EVE Blog Banter articles at the bottom of this post!

This month's topic comes to us from PsycheDiver: Ambulation: What are your hopes for your avatar and new functionality of stations?
Ambulation promises to be a huge leap forward for Eve in terms of immersion To actually see your avatars walking and interacting will finally make them more real, and allow players to get into personality more.

Hopes for the Avatar:
- Many options for how the avatar looks in terms of hair styles, clothes, body heights and shapes. One huge complaint I have with Eve now is that a lot of character portraits look a lot alike, expecially in the Achura line. More variation, more uniqueness.

- Reasonable body shapes. I don't need 17 year olds creating avatars with unrealistic bust sizes thank you very much. Variation is one thing, DDDD is another.

- No tongue-in-cheek movements like /dance. My MMO is a gritty uncaring universe where millions die every day due to war and hardship. I highly doubt pod pilots would "do the robot" in the station concourse. Maybe dancing in a dance club / bar would be ok, as long as its setting-appropriate.

Hopes for Station Functionality:
- Front offices that are more interactive than current station office blurbs that point to websites.

- Bars to hang out in and chat with other pilots.

- In game gambling, both solo and with other players. Poker works well. :)

- Clothes shops to change your appearance.

- Apartments that can decorated and stored with trophies, or unique items earned or bought on your travels.

- Many different station styles for the interiors, not just four (one for each faction).

- Large spacious stations, make them feel huge inside.

- Lots of interactable NPCs.

Hopes for the Future:
- Eventually I want to see more ambulation environments beyond stations. Planets, cities, derelict stations.

- Ambulation PvE combat: missions to derelict stations where you go on board to find a missing data packet and NPC pirates try to rush you with hand weapons and such. Get that down pat and it leads to...

- Ambulation PvP combat: Not large scale wars, but just a few pilots fighting others in derelict stations where the long arm of the law does not reach. You get killed, you show up back in your new clone, your ship docked and abandoned at the delerict station waiting for you to return or someone else to board and take command.

- Ambulation wars: Well, if the captain is going running around derelict stations, the crew should go to! They would act like companion drones and accompany the pilot on his ambulated sorties. There could be different qualities of crew from plain old crewman to security staff to mercenaries to full blow Marines. Maybe some have better weapons or different weapons and armour, etc. They could be a new commodity to be traded on the market, maybe have training levels to reflect their abilities from experience.

- Ambulation Station Control: Once you have pod pilots leading soldiers in combat against other pod pilots in derelict stations, you are right there at combat in outposts and player controlled NPC stations for control of such assets. This leads to the possibility of special boarding ships for attacking stations, new tactics and gameplay, an improved method for gaining control of stations rather than POS wars, and just a hellva lot of fun.

- Ambulation planetary wars: Well, if you fight wars in conquerable stations, time to up the ante and gain control of entire planets through combat. We'll need some planetary landing craft, orbital bombardment weapons, atmospheric fighters, tanks, bases, APCs... and we should be fighting over something, right? We'll need to be able to install Planetary mining operaitons, factories, secret labs, training facilities, etc.

Other Blog Banter Posts on the same topic:

Update: Fixed PsycheDiver's url, added Mad Rant.
Update2: Fixed more URLs, added I May Find Peace Within the Emptiness...
Update3: Added Ombeve
Update4: Added A Merry Life

Tuesday, October 28, 2008

OMFG!

Blockade Runners. Covert Ops Cloaks. Black Ops Jump Bridges.

OMFG!

More thoughts tomorrow.

Multi-Purpose Tool

Yesterday I talked about the search for a fleet battleship and how I was having trouble to meet all the requirements. I asked some questions in the corp forums and got a clearer picture of what they want.

In essence, they want their pilots to be able to jump into a ship appropriate for the task at hand and what everyone else is flying. Spider tanking armour reppers? Fit a Remote Armour Repairer. Sniping over 150 km? Fit your sniping mods. Sheild repping spider tank? Get those sheild transfer mods ready. Neutralizers are to be used in place of repairers if we are worried about interceptor tacklers.

I decided to go with the Rokh for all three. Having a single ship that I can swap setups for in station based on the task at hand seems most economical, it allows me to fly my favourite battleship, and avoids that 12 days of training that would put me further behind schedule for my carrier debut.

Fleet Sniper Rokh

This is the easiest ship to setup, the only major condition is reaching 150 km. With 330 DPS at 149 km optimal and 29 km falloff, it can reach to 172 km (max targeting range) with deadly accuracy. Mainly for POS bashing and engaging other battleships at range, so I made sure there was some decent tank.

Fleet Shield Repping Rokh

Considering that m3 has a lot of Raven pilots, a shield spider tanking fleet is not out of the question. This ship boasts a modest DPS, decent capacitor control (as long as there are booster charges, natch), and solid shield tank to give the reppers a chance to save it. The Heavy Neutralizer can be exchanged for a second repper if desired.

Fleet Armour Repping Rokh

I kid you not.

While less tank than the shield repper and less DPS as well, it has the benefit of fitting some tackle mods. Not the prefered way to go, but I'm willing to fly it if it works with the fleet.

* * * * *

And while we're posting some setups, these fleet setups on the Rokh allow me to get some mods for my own personal Rokh in non-fleet gangs and such:

That's right, nearly a thousand DPS, big solid tank, lots of cap, and almost a kilometre a sec speed. Yeah yeah, it uses Rigs to get the big tank and has no tackle, but its meant to work in a gang as the bringer of pain.

Best Laid Plans...

I had a great post being drafted about how my steady source of BPCs was going to allow me to create an invention production line to produce 50 million isk profit per week when I got the news that my blueprint source's corporation was war dec'ed.

Well shit.

He immediately went about tearing down the high sec research POS he had setup and gave me the first and only batch of blueprints I'll get from him for the time being. I guess back to the drawing board... and public labs.

* * * * *
In Other News:
- Kirith's completion of Jump Drive Operation V on the weekend has allowed him to power through several levels of Jump Fuel Conservation and Jump Drive Calibration. But the recent discussions about battleships have me considering a 12 day break to train up to Gallente Battleship IV to get Megas and Domis.

Monday, October 27, 2008

Battleships

If there is one area of Eve I have very little experience in its flying battleships in PvP.

I've done it twice in a Caldari Scorpion but once I was part of a suicide op against Triumvirate where I failed by surviving and the second time I was headed to a roam and ran into a carrier gate camp where the fighters followed me to my doom after I broke the locks and warped.

Recently the directive came down from the corp's leadership that they would like everyone to have the capability of flying battleships in PvP:
Battleships:
1. Remote Repair either shields or armor
2. Tech II tank
3. Shortrange setups to include large energy neutralisers
4. Sniper setups able to hit 150km
I have the skills, but I don't have the ships. Only battleship currently in my arsenal is the Insisto Oblivium II equipped and rigged for PvE activities. I could re-equip its modules for sniper work easily to match point 4, but points 1 and 3 are much harder to accomplish with a Rokh since so much of its DPS and functionality is in the 8 turrets.

A Scorpion setup with ECM can do point 4 easily but its not so hot for point 2 since its not exactly a good shortrange ship in significant engagements. A Raven has extra high slots for neutralizers and remote reppers so I might have to bite the bullet and get one of those despite my lackluster cruise missile and torpedo skills.

I think I'm having trouble trying to get both neutralizers and remote reps on one platform. Thoughts?

P.S. This is exactly why I want to train for a Dominix: cheap, versatile, and solid.

Flight of the Tarantula

You might be tempted upon reading this blog with posts about Orcas and Tech II production to think of me as a carbear industrialist. But I started playing Eve with PvP on my mind and that is always my first goal when I have adequate time to get online, and I know my way around the dangerous end of a blaster and missile.

Saturday night the stars aligned and I logged in with a good solid two hours to burn. News that the war declaration from Invicta was ending has come through and most everyone was relaxing and thinking about rebuilding wallets for the next war. I prepared to run a mission with a corp mate in the good ole Insisto Oblivium II when some neutrals came into the area flying suspiciously in a Raven battleship, Harbinger battlecruiser, and Thorax cruiser.

Allow me to explain. We live in the Sukanan constellation in Tash-Murkon region. Its a low sec dead end pocket with one entry system from high sec, and all of the local residents are either in our alliance or friendly to us. So when three combat ships enter the constellation and are neutral to us and our allies, warning bells immediately go off.

Now we're all anti-pirate so we don't shoot first unless they are marked as pirates (i.e. flashing red from really low security status) or on the CVA KOS list. In this case they were neither, so we needed to see if they were tourists or hunters. A gang formed up and my corp mate in his Onyx went to a gate to see what would happen. I jumped into my own Onyx named Tarantula and prepared to join in upon his command.

One system over he waited at a gate and the three targets jumped in. Without him doing anything they targeted and fired off some shots. That was all we needed. The gang jumped in on them, targeted and primaried the Raven. It went down quickly as the Thorax and Harbinger ran for it.

We spent the next half and hour hunting the badly damaged Thorax and Harbinger. Eventually the Thorax was caught in one of our camps and the Harbinger a few minutes later. I got my first kill mail since dicing up Mynxee in that duel for the Harbinger kill.

The rest of the night was spent trying to catch another group that had come in, this time in Tech 1 cruisers and frigates. They were outgunned and we were smelling blood in the water. Eventually one of them sacrificed a Rupture to allow the rest to escape. With that I parked the Onyx in the garage and logged for the night.

It felt good to get in on a couple decent kills and work with the alliance in a fleet. I feel I acquitted myself decently, and shook off some more rust from the PvP skills. I am however disappointed with the setup of the Tarantula. I put it together as my first Onyx back in the early days of Strife 2.0 focusing on a hard active shield tank and long range warp disruption field, depending on gates mates of our roaming ops to have the webs. But at one point last night I was camping a gate with a fleet mate in a Raven and I realized the lack of web and MWD meant anyone I scrambled would most likely just outrun my field and escape anyways.


(Click to embiggen)

So I'm going to have to rejigger it for less tank and better tackle for use in the operations that m3 and Blackwater run. This setup allows me to keep the rigs I've installed and still get a decent tank and some better tackling ability:

(click to embiggen)

Friday, October 24, 2008

Rectifying Mistakes

Early last year I was making stuff. I decided I needed a lot of cheap minerals to increase margins. I was working in Domain region at the time so I set up buy orders for minerals at lower prices. Minimum amount 1. Distance? Region wide.

You can imagine what happened. A week later I checked and saw that I had assets everywhere in Domain, the largest region in New Eden with about 180 systems. Some stations had less than 50 units of Trit. I tried to collect it up and found after one constellation it took too much time. SO I left it.

Here I am almost two years later and I figured it was time to get rid of that annoyingly filled up assets screen with its 50 entries or so. I jumped into a shuttle, picked the closest station, and off I went.

Of course the character that has all these minerals, Korannon, does not have remote selling. Hence the travel. Sigh.

I cleaned up about 15 entries this evening in between housework and such.

Sigh. Never again.

Good Seller

The 30 Large Shield Extender IIs sold quickly and after a day there is only 6 left. Profit margin was about 650K ISK per unit which is similar to the Invulnerability Field II margin. So about 20 million ISK profit for a small batch.

I plan to expand operations as I've found a steady supply of BPCs now. I ran 20 invention jobs on Invul Fields last night and got 8 successes, 2 below average. But I can get 40 fresh BPCs every week now, and another 40 Large Shield Extender BPCs per week as well. The goal is to get into a flow so I'm producing a set number a week so I can standardize my buy orders and simplfy my life.

In the meantime, my blueprint copy supplier is also working on some ship Moa BPCs for more Onyx invention.

Thoughts About the Orca

Now that I've had 24 hours or so to consider the implications of the Orca in the upcoming winter patch, I figure its time to talk about how this ship is going to fit into New Eden.

1) All About High Sec Baby

This is a large ship, bigger than battleships but smaller than true capitals. In essence a true sub-capital ship. But it can't jump, it has to use stargates like regular freighters.

Hmmm.... a big ship that has to travel into and through low sec and null sec space the old fashioned way? Can you say "target"?

The fact is that Orcas will be as popular in low sec and 0.0 space as freighters are for the same reasons: easy to catch, can't avoid gate camps, and expensive as to make them very tempting targets. (Not that someone willing to shoot at you would care if you're expensive or not I suppose.)

Now some organized corporations / alliances might have the wherewithal to get an Orca into their space and make use of it, but if they are that capable they will probably have a Rorqual doing the work with its larger capacities, better defenses, and jump drive capability to avoid gate camps.

So the Orca will be mostly used in High Sec. The question is how?

2) Mining Command Ship

Large mining operations in high sec often have a battlecruiser or command ship in the gang to act as a Mining Foreman with Links installed. The Orca will replace those ships since it can install those links as well as having other useful attributes like the long range tractor beams, long range survey scanner, huge cargo bay, and ship maintenance array.

The tractor beam and large cargo space (reported to be expandable to 90K m3 along with a 30K m3 Corp Maintenance Array) will alleviate the need for as many hauling alts as usual for small to mid sized operations as miners can fill up jet cans and have the Orca pull them. Or maybe the Orca will simply be a staging point for the haulers to pick ore up from as it pulls the cans from all over the belt.

3) Mini-Freighter

Speaking of the large cargo space, the ability to haul an amount of stuff greater than the best industrials (around 50k m3) but less than the Freighters (~900K m3) or even Jump Freighters (~320K m3) at a price point lower than freighters but 50% or so will make the ship attractive for those simply wanting to move stuff around Empire space and beyond.

In addition, the 400K m3 Ship Maintenance array will allow it to move rigged battlecruisers and smaller without having to repackage them. Not a great bonus though since cruisers and smaller could be couriered assembled in frieghters and the Orca can only carry one battlecruiser at a time, but combined with the other carrying capacity it amounts to a pretty flexible logistics ship.

It might be particularily attractive for someone who likes to be a nomad moving from region to region: most pilots can fit a good selection of rigged cruisers and frigates in the Orca, all their ammo and mods in the cargo holds, and off you go. Its not unfeasible to envision a corp of pvp pilots each with their own Orca to move from high sec base to high sec base that are adjacent to low sec areas, taking their lives with them every few weeks.

4) Future Ship Classes?

The Orca is very unique as it has a corp and ship maintenance array on a ship without a jump drive. Could this be a precursor to other ships that are designed towards corporate cooperation (as oppsed to solo-play) that are larger than battleships but still stargate and high sec capable? A Light Carrier perhaps? Or maybe a support ship with corp and ship maintenance arrays but no fighter support for High Sec combat away from stations? The possibilities are endless.

* * * * *

There you have it. I really like the Orca and I will be getting one for Derranna for sure simply for the ability to train her up to be a decent mining foreman. Its her new goal in life.

Thursday, October 23, 2008

Annoucing Eve-Bloggers.net

Running with my suggestion for a central forum for the Eve Blogging Community, Ga'len from The Wandering Druid told us he had the Eve-bloggers.net domain from a previous project registered and free space on a hosting server.

Bango, whango and we have forums! Presenting Eve-Bloggers.net!

I've been made one of the admins and over the next little while we'll straighten up the place with a decent theme, images, and such.

Orca Unveiled (Finally!)

Dev blog just out now.

Reading....


UPDATE: Having read the blog I can safely say.... I WANT ONE!!!!!!!

Derranna has found her new goal, the lovely Orca.

Drake of Power

I was feeling well rested last night so I sent the wife off to bed and logged into Eve for a little late night gaming. The corp chat channel was me and two others (one of which was doing homework), and the alliance seemed asleep. The Sukanan constellation was quiet with no war targets or questionable characters around, not even Cap'n Sandi. I was on my own tonight.

Having a faction standing of -5.0 to Amarr there is not a lot of agents I can use in Tash Murkon region, but there is a nice Gallente Chemal Tech station nearby with level 1, 3, and 4 agents and I have the standings to access the level 3, so I mosied over there and jumped into my PvE Drake.


Note that its not uber-optimized for missions, its just something I threw together months back for level 3s and never revamped. It wasn't necessary since this thing has no issues with level 3s ever.

The first mission I was assigned was a simple retrieve the package from some rogue drones. What was interesting was the large energy bubble I had to destroy first to attack the Lesser Drone Hive. I didn't look up the mission first and had to look around and see if there was a generator to attack first, and when I didn't find one I tried attacking the field itself. Of course, this aggroed everyone in the area but my shields never dropped below 75%.

Once the package was delivered I decided to run another and got assigned a mission to go in and destroy a Serpentis outpost. Heh, I love killing Serpentis rats. This mission was even easier than the drones and the single Battlecruiser NPC amoungst the frigates and handful of cruisers was the biggest challenge... it took three salvoes of my Heavy Launcher IIs.

Man, I need access to those level fours.

Anyways, as I was finishing the second mission I was getting ready to log out and head to bed when who should show up in local? Cap'n Sandi! He was probably still in the area from Sunday night prowling in his Rapier. I sent the warning up on the local intel channels and logged, sad I didn't have more time and a better ship in system to tangle with him. While I wasn't worried about losing a Drake to a Rapier, I doubted he would engage the battlecruiser in a Force Recon alone.

Wednesday, October 22, 2008

Eve Blogging Community Forum/Website?

As the Eve Blogging community grows with packs, twitter feeds, profiles, channels, etc Crazy Kinux's website has been the rallying point for the growth and he has been instrumental in several co-operative posting efforts underway such as the aforementioned profiles. He has used emails to coordinate these efforts but the thought occurs to this old forum whore that perhaps an official cooperatively administered website with forums for Eve bloggers and commenters would be easier to use and reach more people.

What do you think? www.eve-bloggers.com? Or is another set of forums really all that beneficial?

Thoughts, opinions?

Get Yer Shield Mods Here!

Last night Twin B was difficult to put down so I found myself in the study with Twin A sleeping in my arms while the wife tried to settle the Unhappy one down.

So I started up Eve! Now I can't play serious stuff with a sleeping 6 month old in my arms, but I can check the market and industry stuff that makes all my money.

The 40 XL Shield Booster IIs sold but not for as much ISK as I hoped. Essentially the profit was nest to nothing and at best all I did was convert the datacores into ISK in the process. This is a perfect example of a market saturated with suppliers and not as much demand since the module is only used on shield tanking battleships.

I bought the parts to make 30 Large Shield Extender IIs which I hope will sell for better margins; since they are used on shield tanking cruisers, battlecruisers, and battleships I expect the demand will be higher. Next I will but the parts to build 40 Shield Recharger IIs and then I will be done my backlog of Tech II module BPCs.

As a side note for those interested, in order to cut down on material cost for building these things, I own BPOs for ship components and R.DBs that are required in the builds. I buy the raw moon materials and minerals and build them for cheaper than the completed parts sell on the market. Not a big savings for one or two items, but 40 or 50 items the savings start to add up.

Wallet is over 400 million after spending 70 million for the Capital and Industrial construction skillbooks Derranna needed.

Tuesday, October 21, 2008

Cross Training

As Kirith stares down the last 5 days of Jump Drive Operation V, the Carrier training plan is really entering the last phase.

Sure, there are a lot of 6 and 7 day skills left on the list, but only one skill more than that (Tactical Shield Manipulation V at 15 days, 15 hours) and it all should be done early in the new year. By the later part of January I'll be ready for a new objective.

Although there are plenty of Caldari ships I still need to train (Logistics, Command Ships, Black Ops, and Marauders) none of them are a pressing concern nor overly long to get except the command ships. I feel the need to further expand my arsenal and cross train into another faction's vessels. But which one?

Last year if you asked I would have answered unhesitatingly Gallente: blaster boats galore! From the Megathron and Dominix to the Ishkur, Deimos, and Astarte they all have a very large appeal to me. It would leverage my hybrid skills and allow me to field some nasty high damage ships.

But there is some attractiveness in the Amarr lineup too. I've come to love playing with Heavy Assault Missiles and the Khanid faction Sacrilege Heavy Assault ship has gained a fearsome reputation for missile fun, and the Recon ships Pilgrim and Curse are both feared for their energy neutralizing bonuses and the five medium drones they can employ. The Pilgrim would at least be a better sneak attack ship than the Falcon is. Not to mention I've got decent gunnery skills, training up Lasers would be a simple task and I hear they get great damage.

Finally there is Minmatar. I don't have a big desire for projectiles although they would be easy like lasers cross train, but I do like the idea of long ranged webbers and the Hyena EAS and Rapier / Huginn recon ships have the ability to push tech II webbers out to 20 km.

So there is a lot of options, and the training time for Tech II frigates and cruiser of the other races is trivial, less than 30 days each to Cruiser V. Hmmmm... maybe I'll cross train them all....

Monday, October 20, 2008

Training Plan Picked

Always confused about what to do with Derranna next, I finally settled on a plan to run with once she completes scanning skills tomorrow.

First she is going to upgrade some Learning skills that have been languishing.
1. Empathy V
2. Spatial Awareness V
3. Presence I
4. Presence II
5. Presence III
6. Presence IV
7. Focus IV

Then, in order to be able to build tech II transport ships and the like, as well as Fighters and someday capital ships, I'm going to train up Capital Ship Construction and Industrial Construction to level IV.

That will take about 26 days and keep me from wondering what next for my trusty sidekick.

Financial Growth

My wallet has grown to over 350 million as the last of the four Onyx cruisers sold, and 50 of the 100 Invulnerability fields have moved as well. With another 90 million in those mods still to go and 40 X-Large Shield Booster IIs coming out of the factory tonight (retailing for another 80 million ISK or thereabouts) I should be over half a billion very soon.

I got another 20 BPCs for invention of Invulnerability to try, and I have more tech II ships I should build. In about a month is not out of the realm of possibility to have built back up to a billion ISK again. Of course, this can only lead to another shopping spree, either for a good PvP Rokh or maybe get that Widow I've been eyeing up.

Time will tell.

Targets of Opprotunity

The boys went down without fuss last night, the wife was tucked into her Lazy-Boy chair to watch one of her shows, and I skipped upstairs with a spring in my step to log into Eve for a good stretch.

As comms came online and the station in Tash Murkon swam into view, I got myself oriented. I was in my revamped Falcon, prepped for solo-hunting work with tech II heavy neutron blasters, HAM II launcher, and some tackle gear and damage mods. Not uber at jamming like a fleet Falcon setup but capable for taking on a lone war target that gets careless. I just wanted something for solo roams through empire looking for targets of opprotunity if no alliance ops were going on.

However, as I get ready to dock I get the news that Cap'n Sandi is in our low sec constellation! How can I resist the chance to go exchange witty barbs with him again? As I get to base I looked at my selection of ships to use, trying to figure out if he is still in his Rifter or something bigger. A few alliance mates ask if we want to form up a gang to try and get him and I say sure, the more the merrier. I am designated target and I jump into my Drake and fly to the system Captain is in to try and bait him.

I pretend not to notice him in local and fly to the belts to rat. Hey, those rats are dying quickly. What the hell? I has Caldari Navy missiles and no regular missiles in my hold. I hope the Captain attacks soon, this ratting is costing my money!

I get word he is flying a Rapier recon, annoying due to the awesome ability to web from a distance and warp while cloaked. I go through the belts, carefully watching for his signature in my overview, when we get word he has attacked a neutral Carcal in system that was chilling in a safe spot. That can only mean he's probing. Hoping that he might be less likely to avoid me as a trap if I go into a cosmic anomaly I bring up the on board scanner and find one first try, warping to it and taking out the rogue drones there.

Meanwhile the CEO of the killed Caracal pilot mentions that the FINEG corp description says they are anti-pirate and he is going to contact their CEO and ask for a reimbursement. I chuckled heartily as I remembered this thread from their forums.

Back to the hunt, the Cap'n doesn't appear on my overview but instead takes off into an adjacent system. We form up on the gate since its one way out of the dead end pocket and try and get him to engage something that can tackle. The Cap'n decides to sneak out and jumps into our camp but manages to cloak before we can lock him. While this is occuring, a known pirate in a Vengeance assault frigate passes by us into the cul de sac as well. Interesting, but unrelated to FINEG as far as anyone knows.

As we try and find the cloaked Rapier, the other pirate jumps back into us. Dude, what made you think that was a good idea? We lock and pound him to dust in short order, making me very happy that I actually got in on a kill mail for once.

We continued to try and catch Cap'n Sandi but he proved to be to sneaky enough to avoid us and the fleet dispersed into the night as people had to log, myself included.

I got in on a kill, although not the one I wanted, and had a good time working with alliance mates and other blues. All in all a successful night.

Sunday, October 19, 2008

Eve Blog Pack Profile - Colonel Roc Wieler

The Eve Blog Pack has decided to do a spotlight every week of one member. Although the profile is already being shown on Crazy Kinux's Musings and The Ancient Gaming Noob, other blog pack members are free to post it as well.

So here is the first one. Enjoy!

* * * * *

Name/Handle:
Colonel Roc Wieler

Blog URL: Roc's Ramblings at http://everamblings.wordpress.com

Faction: Minmatar Republic

Started EVE: 2006

What brought me here:
My love for science fiction has been something inspired in me since I first Star Wars at the theatre as a kid. I loved the richness of the mythology, the vastness of the universe; the true sense of wonder. So naturally, I played Star Wars Galaxies the day it came out. Played dedicated for five years. The last two years though, I noticed the game was continually being dumbed down. I hate dumbed down. I enjoy depth. Someone mentioned EVE Online to me, and well, been here ever since. Even gave up Star Wars for it, my childhood love.

Playstyle:
I am a Fleet Commander for the Tribal Liberation Force, as well as recently promoted to Fleet Commander in my corp, Freeform Industries. I do missions every now and then, but my real passion is the market. Both my alts are out of the box traders, and I really enjoy the cutthroat nature of doing business. I've never mined, never even opened research or industry, and have never managed a corp. One step at a time.

What keeps me playing:
Ironically, there are two things. The first is that you don't need to be here 23/7 for fear of missing out on some huge event. That flexibility combined with real time skill training (as opposed to mindless grinding) makes it great for me. During the week, I'm a casual player, and that's just fine. The second reason I've already mentioned indirectly. Depth. Vastness. Mythology. EVE Online is so comprehensive that I am STILL catching up on my reading, just to absorb myself deeper into this universe we call home.

What I write:
My personal blog is all in character (with occasional exception). My approach to writing is a little different than most I am told. I tend to merge real life happenings with ingame happenings, with a bit of complete fantasy mixed in to throw you off. So far, it's been fun. I am also a columnist over at http://www.eve-mag.com and hope to also get an article or two into EON Magazine. That would be something.

Other Interests:
I am also a co-developer for Capsuleer, the definitive iPhone application for EVE Online. I enjoy making 3D wallpapers as well, and have contributed some to the EVE Online galleries.

What you should know about EVE:
It's intimidating when you start; overwhelming actually. It's like learning a new Operating System and learning how to live in a completely new universe all at the same time. But stick with it, seriously. The rewards are worth it.

Friday, October 17, 2008

Thoughts On Quantum Rise Expansion

CCP recently announced the next free expansion for Eve is coming this winter called Quantum Rise. Here are my thoughts.

1) Terrible name. I'm sorry, but "Quantum Rise"? What the hell does that mean? It sounds like the bastard child of the new Black Rise region and the Bond movie Quantum of Solace.

2) Weapon Linking. Movable HUD display. Cycle timers. Yes, yes, and HELL YEAH! Totally on board with those changes, I just need a bigger monitor to take advantage of them all.

3) Certificates and Medals. I approve as stated in Tuesday's post.

4) "The backbone of EVE's vibrant economy, industrial ships are being rebalanced and optimized to better suit the needs of haulers and industrialists, including the latest edition to the fleet, a massive capital industrial ship dubbed the Orca."

Ok, let's see the important part of that sentence. No, no, not the part about the Orca although that is significant, but this line here:

"[I]ndustrial ships are being rebalanced and optimized to better suit the needs of haulers and industrialists".

WHOA. That came out of nowhere. I can't think of a single thread or post where someone said, "You know, this Iteron V just isn't doing the job right. It needs changing." I mean, lots of complaints about inadequate space but that's a no-brainer; of course people want more space to haul stuff.

So how are they being "rebalanced and optimized"? It boggles the mind to think of the possibilities but I have no inkling of the actual possible changes. I know that Industrial ships were originally intended for a host of industrial activities and that hauling was a minor factor of that, but the developers abandoned that as being too complicated and problematic. Are they emboldened by the Rorqual's abilities and moving in that direction? Or is it just a fancy way of saying "you don't need the massive number of mid slots and CPU we gave you for a role that doesn't exist"?

Ok, enough of that. Let's speculate about the next line, "a massive capital industrial ship dubbed the Orca."

What the hell. We have a massive capital undustrial ship. Its called the Rorqual.

Its been speculated that this ship is going to be a high sec version of the Rorqual, which I can kind of see putting together but I disagree on its necessity. Others have said it will be a capital mining ship (as opposed to a Rorqual which is a capital mining foreman ship) but really, is a Hulk not sufficient enough for mining? I don't know, I'm not a miner.

I'm looking forward to more info on this new ship and the rebalanced/optimized haulers.

Mining Op Defense

I logged on for a bit last night and got the call that we were trying to defend a mining op in low sec from pirates. I jumped into my Kitsune Electronic Attack Frigate and immediately flew to the belt.

I was of course too late to help destroy a threatening Vexor but I flew around for a bit and watched the miner work away in his Merlin.

In his Merlin.

His Merlin.

Merlin.

...

WTF?! We had a gang of four including a battlecruiser and HAC guarding a non-mining specialized frigate?! Turns out the guy was a noob and the gang had been tracking the Vexor pilot and decided to stay and guard the Merlin for shits and giggles.

A Merlin. Its hard to think of a worst ship to do mining in. Its not even a cheaper Bantam which at least has mining bonuses. Sigh. Noobs.

Its Official: I'm Quitting

Quitting Warhammer 40K that is. All you Eve readers can pick your jaws up off the floor. ;)

A little history. For the past 18 years my main hobby was table top wargaming using Games Workshop's Warhammer 40K rule system and miniatures. In fact I started this blog to support that hobby years ago.

As part of my hobby I started a community forum for warhammer players in the Ottawa area called Deep Space Gaming Club. Its still going strong with hundreds of members and lots of activity.

Well, with the birth of the twins I stopped my regular gaming and painting and I've not had the drive to get back into the swing of things. After almost two decades, I really feel like its time for a break. So I'm "quitting" Warhammer 40K for the time being, putting all my stuff into storage, and turning the community over to a trusted friend. Since I haven't been active really in six months, I don't expect this will impact my Eve gaming in any fashion.

Some Highlights of my Warhammer Career:

- First models were Howling Banshees and Dire Avengers.
- The "Whack Whack Whack Thump Thump Thump" of three Tyranid Warriors charging a Bloodthirster and getting utterly pwned.
- The game where I beat a powergamer who cheated with 400 extra points in a 1000 point game.
- The awesome Eldar/Dark Eldar scenario table we ran at Games Day.
- Every Eldar versus Dark Eldar game against Andrew
- Every Chaos versus Space Marines game against Dave
- The Eldar versus Eldar Megabattle... just amazing. Best warhammer game ever.
- The Ultimate Chaos Versus Imperial megabattle in which I led the forces of Chaos to a trouncing of the Imperials so badly that it wasn't even close.

There are tons more, but that's all for now. I just wanted an excuse to link those two megabattles. :)

Thursday, October 16, 2008

Skeletons In My Closet

Over at A Mule In Eve Manasi put all thirty Eve Blog Pack members into a corporate structure and I found myself as sole member of the Finance Department due to my growing rep as a guy who knows how to make some ISK in Eve. I have to say I'm pleased as punch at the compliment but down in the comments I saw this:
Mynxee said...

Mule, this is a funny and original take on our Pack! Are you sure you don't want to put a pirate in charge of Finance? C'mon! Be adventurous. Kirith is probably so tight with money he squeaks...we won't get to have any office parties or anything!

*Mynxee envisions her Faction office chair and fills out a purchase order in pirate codetalk so Kirith won't recognize it for what it is and fail to authorize it.

*MOCK OUTRAGE*

Dear Mynxee, I know a thing or two about pirates and pirating. Be careful or I'll give you another personal demonstration. Remember last time?

...

(Just bugging you Mynxee! Don't hurt me! LOL)

Wednesday, October 15, 2008

Eve News Wars

I've been writing for the Eve Tribune for well over 6 months now and I consider myself somewhat of a regular. Its been around for over 3 years and publishes weekly about 4-5 articles. As a side note, we are currently recruiting more writers.

Recently a newcomer to the Eve News scene has arisen called Eve Network News. Its tagline in the header reads: "Your #1 Source for Eve News, and Entertainment" which is quite the boast if you ask me. It too has advertised looking for writers to submit articles.

Also out there is Eve-Mag.com which claims to be "an independent Eve Ezine" (and I use the word 'claims' in a non-pejorative way here). And they also want writers to submit articles for payment.

All three have selected articles read in the weekly Fly Reckless podcast by fellow blogger Silicon Buddha.

While I have doubts three Eve news websites can thrive in a game with this smaller subscriber base, I applaud the owners of the respective sites for giving it the old college try. The community can only benefit from the competition.

Let Me Say This About That

Wygg asked me in a comment on "Updates" post yesterday the following question:
What are your thoughts on the death of Ghost Training?
To which I responded off the cuff:
My thought is "its about time!" If people didn't abuse it, I could see leaving it alone.

But people were abusing the feature to the point of getting months of free training time. So fuck em, make them pay like the rest of us.
I figured I'd expand on my answer this morning.

Eve pilots are spoiled. Name another major MMO where your character's abilities progress when you are not logged in. I can't think of any. Every other significant MMO on the market uses the standard experience points / levels dogma. And I use the word "dogma" on purpose here as it practically has become an unchallenged religious point in MMO design that there are levels and you get them by earning experience points for your activities.

In Eve we are free of this limitation (amoung many others to be sure) in that our characters progress in ability even when we are off at work or busy with other hobbies. It allows a casual player like me to be able to fly a capital class ship like the Chimera carrier namesake of my blog. If you are smart and set up other sources of ISK funding beyond standard mission bounties and/or ratting, you can run your Eve career with minimal logging in to do only the operations and activities you want to do as opposed to those you have to do for the "grind". Imagine getting a WoW character to level 70 with the best gear by only logging in 2-4 hours a week. (NO ebaying!)

"Ghost training" was an unintended consequence of the training-whilst-offline feature. Since they didn't send an explicit command to your account to pause training when your subscription ended, the training continued to its logical conclusion as if you were merely offline. And for normal account activities this was not deemed a big deal.

But like power-gamers the world over, someone had to figure out the min-max solution to a problem that didn't exist. They get multiple accounts and spread their subscription money between them while the "inactive" accounts completed training of long skills, like how Caldari Carrier V would take 63 days for me or Advanced Weapon Upgrades V takes 27 days. In essence they would scam a month or more of free training for their accounts, only paying for subscription renewal when they needed to log in and start training a new skill (spending a month to train a lot of short skills and prep the account for another multi-week skill).

By going back and forth each month, you can essentially get the training of two accounts for the subscription cost of one. Multiply that by the tens or hundreds of players abusing the mechanic and you get, in essence, a form of major fraud. Its an exploit, an unintended advantage derived from game mechanics, and it had to be stopped.

I can see some counter arguements; although the account was training, the character could not be played, for example, or ... well that's all I can come up with to be honest. And its a stretch as I would counter with the point that skill training is a form of playing a character and hence one should pay for the privelege.

So, to summarize, I support CCP's decision to pause training when an account subscription expires.

Next thing for CCP to worry about: inactive accounts whose characters are still accumulating Research Points that, when the account is reactivated, are turned into Datacores and then ISK. For essentially free.

Tuesday, October 14, 2008

Commonality

What do the upcoming features Ambulation (aka Waling In Stations for the Brain-Impaired), Certificates, and Custom Medals all have in common?

They won't do a damn thing to change actual ship performance. They are all about improving the depth of the game around the game.

In my humble opinion, this is a good thing. Here's why.

Eve at its base is all about the ship you are flying and the ships you are shooting at or flying with. In of itself it is a deep and engaging gameplay but it can also be very spartan at times. Joining a corporation often doesn't change much in terms of gameplay except give you a chat channel not filled with chattering masses of strangers and a corporate hanger to check out and see what tabs you don't have access to. If you're lucky, you get an alliance channel as well.

Of course their is the corporate activities, wars, hostiles, POSes, etc. But the basic gameplay is pretty much the same.

Ambulation will open up a new avenue for interaction and customization, as well as a vast new area for future features to explore and entice players into the game. Entire worlds to explore in the long run if done right.

Certificates fill two purposes: the "collection" / 'gotta-catch-em-all" drive is addressed in a more structured manner for those people who care about those things, and it gives an easy way to show others your abilities at a glance without having to analyze their hundred plus skill tree.

And custom medals for corporations to give to pilots is a HUGE improvement in corporate structure and will encourage corporate cohesion and camaraderie. It will not only encourage corporations to make internal goals and rewards, but pilots to work for them.

I applaud the developers goals to flesh out the game around the combat and look forward to these and other improvements.

AWESOMENESS!

Custom medals.

Updates

Despite not being able to log in on the weekend except for 30 minutes last night (travelled out of town to two Thanksgiving Dinners) I do have a fair amount of points to go over so I figured one post to wrap it all up and get us on the go for the rest of the week was called for.

1) Politics - The war with Idle Empire alliance ended in the middle of last week and the war with Privateers alliance ended this past weekend. Out alliance leadership seems to be pleased with overall performance although I'm ticked I didn't get out more often to participate and get in on a couple kills. I might have to go visit Mynxee just to get something to put on the killboard (and yes, I'm not letting that go until you get me back ;-) ).

I'm not sure what the next step is for the corp and alliance, but I'm hoping its a more dedicated push into 0.0 space where combat can occur without security penalties. I'm not opposed to another war either.

2) Skills - Kirith finished up Shield Emissions IV and Remote Armour Repairing IV on the weekend giving him access to the Large Tech II versions of both module types. He's now back on Jump Drive Operation V which is 41% complete and another 12 days to go. The only multi-week skill left on my Carrier Plan is Tactical Shield Manipulation V which I need for the Capital Shield Booster module.

Derranna on the other hand, is finishing Archeology IV today and then Astrometric Pinpointing IV and Astrometric Triangulation IV for better probing as I'm considering trying some exploration again after reading Mynxee's awesome guide.

3) Industry - The four Onyx cruisers came out of the factory last night and I put them up for sale in Amarr at 97 million each. Once one or two of those have sold I'll be able to buy the parts for the 100 Invul Field IIs I need to build next.

4) Mechanics - The latest Dev Blog on a new feature called Certificates is a great idea. In essence it is grouping skills into logical sets to help players see what skills are helpful for a particular task. For example, using railguns is more than just training the Small, Medium, and Large Hybrid skills, its also the support skills like Motion Prediction and Controlled Bursts, etc. Worse are skills that cross multiple skill groups so are not as obvious.

Plus, although they specifically said its not intended to act like an Achievements system in other games, you know obsessive-compulsive players (like yours truly) will HAVE TO train up to get certified as "elites" in one or more fields. Damn, just looking at that screenshot makes me itch with desire for this feature already even though it won't improve ship flying ability one ioia.

Good move CCP, good move.

5) Metablogging - Google Reader has a "Share with Note" feature so that you can have a feed that contains blog posts from your reader that you can share with a short note. I considered adding it to my blog but I'm getting concerned at the size of the sidebar already. I'm considering moving to a three column design but I really like the current layout. Decisions, decisions.

Monday, October 13, 2008

Happy Thanksgiving!

Light blogging today while I recover from two Thanksgiving dinners... *burp*

Friday, October 10, 2008

Eureka

Using public copy slots sucks but eventually it gets the job done and FINEG can't come along and destroy the station. A job came out of the factory that contained 20 Invulnerability Field I BPCs with maximum runs, and hey, whadda-ya-know I've got over 300 Hydromagnetic and Quantum Physics datacores to burn. Buy a pack of Twinkies baby, time to do some inventing!

In twenty invention attempts I got 10 successful returns, exactly 50% as expected. I love it when probability behaves. That means the invention cost per run is 311,600 ISK based on current datacore prices. With a build cost of around 1 million ISK per unit and a sale cost over 2 million ISK, I'm looking at a approxiamtely 600,000 ISK profit per unit.

(Note to Anon poster on Onyx post last week: this time I've included datacore costs but not the BPCs costs which amounted to a few thousand ISK for factory time and the BPO cost which has long since been paid for. )

Since I'll build and sell 100 units, the modest profit margin means 60 million ISK profit. Not bad, but I still remember the days when Invul Field IIs sold for over 4 million a pop. Sigh, made a fortune in those first few months of invention.

In other news, I found a container with a whack of old sheild BPCs like X-Large Shield Booster and Large Shield Extender and Sheild Recharger that were all max run from the Kodachi Enterprises days. I decided "what the hell" as I have extra datacores and threw them into the labs as well. Got a couple X-Large Shield Booster IIs and still working on the rest.

Thursday, October 09, 2008

Tweet!

I set up a Twitter account (see here: http://twitter.com/kirithkodachi ) and added the Eve Twitter Pack feed to the sidebar. Hopefully the manager of that (Dread Pirate Wensley) can add my feed to that roll when twitter gets it set up properly. I'll add it to the sidebar here as well so you can follow me with unnerving accuracy.

MEDIC!

A recent alliance discussion on making sure everyone has remote repping skills for Battleship gangs (i.e. Shield Transporters or Remote Armour Repairs) evolved into a discussion of using Logistic ships in fleets, i.e. the Eve version of a full on healer. I talked about healers in Eve before and small fleet combat with larger ships is one of the few places it makes sense because the number of enemy ships and size of friendly ships (i.e. battleships) means that Logistic ships have a chance to repair the target before its destroyed.

Well, I decided to work on my skills for remote shield and armour repairing skills which takes a couple days to get to Large Tech II modules in both areas. I need the shield skills for the carrier anyways. But I decided to check to see how much additional training would be needed for an effective Caldari Basilisk Logistic ship.

1. Long Range Targeting V
2. Logistics I
3. Logistics II
4. Logistics III
5. Logistics IV

Total time: 13 days, 17 hours, 41 minutes, 41 seconds

Not too much but more than I really feel like doing right now; maybe later this winter. A Basilisk with two Large Shield Transporter IIs could repair over 160 shield points per second. That's impressive.

Fastest Land Animal ... And Awesome Prober

Last night I logged in for a bit and was pleased to find the latest Eve Tribune payment in my wallet. I wired some cash to Derranna and she went to Amarr Prime to do some serious shopping.

A new Cheetah Covert Ops frigate, Covert Ops Cloaking Device, and two Gravity Capacitor Upgrade rigs: about 40 million. The ability to scan down a ship in 27 seconds? Priceless.

The only way to get faster is to train Signal Acquisition V for 30 days to get me down to 21 seconds, or buy Tech II versions of the Gravity Capacitor Upgrade rigs to get me down to 23 seconds, or both and have 19.5 seconds. But really, is an extra 8 seconds worth 30 days of training and a few hundred million ISK? Nah, 27 seconds is just peachy.

Now all I need is someone hiding in a deep space safe spot that I can probe out and lead the hunters to. MUHAHAHAHAHAHAHA!

Wednesday, October 08, 2008

Technofluff: Punisher

New Eve Tribune article, this one technofluff on the Punisher.

Warping...

The stars aligned last night and the boys went down without a fuss. I was able to sit back, relax, and log in.

I quickly determined that we had a fleet in action and playing cat and mouse with war targets (of which we have a lot because along with our war on Idle Empire, the Privateers alliance war decced us. Fun times) and once I determined the location and the ship they desired me in ("something fast") I jumped into a Raptor Interceptor and flew to rendezvous with the fleet. It was only 5 jumps and the Raptor is bloody fast (13.5 AU/sec baby!) for travelling.

I arrived just after the fleet killed a Pilgrim that got careless. The rest of the war targets faded into the black and the fleet was feeling pleased with itself for no losses. I was eager for blood... but the rest of the fleet was sated. The order was given to head back to base en masse to avoid any ambushes.

Gah. Late to a kill again. Third time since joining m3. Well at least I got out there and people saw me X up for the effort even if I was too late. Back in home territory I jumped in Mynxee's Bane and patrolled the constellation for a bit looking for any reds or hostiles. None presented themselves and I pondered jump cloning out to Providence for the rest of the evening.

Then an alliance mate spoke up asking if anyone had Astrometrics V. Well I don't but my alt does, I responded. He wanted someone to try and scout out enemy deep space safes so I decided to log in as Derranna and take a stab at it. I didn't have a Cheetah on hand so I used a Tech I Probe frigate, slapped a Recon Probe Launcher on it, and bought a bunch of probes including the Observator Deep Space probe which has 1000 AU range. That's right, One Thousand AUs. That pretty much covers the entire solar system ten times over. Strength is crappy but at 50 second scan time it is easy to run 10 scans in ten minutes to look for any deep space safe spots currently occupied.

The enemy was probably long gone and all I got were a lot of ships warping between stargates. But it felt cool and I really have to get some ISK to put together a decent Cheetah for this task in the future. Maybe get that one I have cooling its heels in Providence back out.

Tuesday, October 07, 2008

Hope

There is a faint hope I might be able to log in for an hour tonight. Keeping my fingers crossed.

Meanwhile, Kirith is busy earning skill points towards Jump Drive Operation V which is necessary for the Jump Drive Calibration skill to increase jump range of the Chimera. About 15 days left so just sitting back and trying not to think about it; that's the best way to deal with long skills.

As a side note, Jump Drive Calibration opens the way to Black Ops skill, and I have all other prerequisites for the Caldari Widow. I admit some ambivalent feelings towards that Tech II battleship; on one hand it has equivalent jamming strength at Black Ops IV compared to a Scorpion battleship plus the added benefit of more DPS, better resistance, some cloaking ability, short jumping ability and some jump bridging ability; but on the other hand its very expensive and has some pre-nerfed issues making it a ship of questionable utility.

I think I want it as a "look what I have!" ship in my collection rather than one I must have for PvP.

Monday, October 06, 2008

Blog Updates

As the Eve Blogging Community explodes and develops, there is a push for the "elites" of the Eve Blog Pack to further integrate and support each other by using social networking tools as well as blog rolls, comments, links, etc. Tools like Technorati, Twitter, Digg, etc.

Overcoming my fear of the unknown, I signed up to Technorati and added that link to my sidebar along side the newly-higher-placed site meter. I plan to investigate the other items as this week drags on, looking at Digg next.

Furthermore, I added a "Current Blogroll" section which shows the snippets of the latest 5 posts from people on my blogroll, and then I moved the large full blogroll down below the post labels and above the archives. Hmmmm, I might see what can do about getting that label section more compact.

Frustration

It had been a long week, but SWMBO and I were staying home and I felt confident I would get online for at least an hour Saturday and Sunday evenings. Get in on some war action maybe, or just gank some pirates in our constellation. You know, fun stuff.

Well that didn't happen.

Twin B had some teething issues which led to sleeping issues and both nights I spent the better part of the later evening trying to put a cranky boy to bed. Its especially hard because we know he is dead tired and would maybe cry himself to sleep in a few minutes, but since the twins share a room he would wake his brother who would cry, creating a unique kind of failure cascade that end with my head in the oven. Don't ask.

Anywho, I barely had enough time to log in to complete the ship component manufacturing jobs for the 4 Onyxes and then but the Onyx BPC in the factory. I'm hoping to get some decent time this week but with Canadian Thanksgiving looming on the next weekend (which means having to travel for most of the weekend) I'm getting a sinking feeling that me and Eve are not going to get much quality time for the foreseeable future. :(

Friday, October 03, 2008

Email Warning

I was asked by another blogger for my email address and I hesitated before sending my personal address to him. Not that trust was an issue, but simply privacy. It has been concerning me for a while so I decided to create a new email account for my Eve purposes.

I went to create Kirith.Kodachi@gmail.com and got the surprising message it was already in use. Same with KirithKodachi@gmail.com and a few other combinations. Needless to say I'm not happy and concerned with someone misrepresenting me so consider this a warning about not trusting email from those accounts, they do not represent me.

My official blogging / Eve email is kkodachi [at] gmail [dot] com and I've added it to my sidebar. Although your comments get emailed to me anyways, feel free to email me directly if you want to get a hold of me.

Hyperion To The Rescue!

In my last post an Anonymous commenter suggested that I should really be comparing the Rokh to the Gallente Hyperion as they are both Tier 3 battleships and the Tier 3 battleships are designed to be more tankable than the Tier 2 ships like the Megathron. I responded that comparing a blaster battleship to another blaster battleship was a perfectly valid exercise despite the tiers.

However, I agree I should throw the Hyperion into the mix.

*Goes off and loads EFT, plays with it for a few minutes, comes back*

Ok, here is my issues with the Hyperion. Yes it has 8 turret hardpoints AND a 5% damage bonus (and 100 m3 drone bay) making it very deadly indeed. But its second bonus is to active tanking and in PvP buffer tanking tends to be a superior choice for longer survivability and avoiding cap issues.

Furthermore, the Hyperion does not have a significantly larger power grid and only 6 low slots to the 7 on the Mega making tanking an issue. Do you make use of the bonus and put on one or two Large Armour Repair mods? Or do you forsake it for a buffer tank anyways?

Well, for 8 Neutron Blaster IIs you need the Reactor Control Unit to make them fit, meaning you have 5 low slots to work with. So instead of 3 Magnetic Field Stabs you go with 2 so you can have 2 x 1600mm plates and an EANM II to boost resistances. But the lack of the third Magnetic Field Stab and the smaller drone bay now means you combined damage is less(!) than the Megathron's while your effective hit points is only slightly higher and still a lot less than the Rokh's.

You can switch to Ion Blaster IIs and exchange the Reactor Control for a third Mag Field Stab, but then your damage is only slightly higher along with a slighter higher tank, but for a ship that costs a lot more ISK. And if you go for the dual reppers active tank, you run into serious capacitor stability issues as well as the power grid issues.

In the end, had that 5th mid slot been a 7th low slot, the Hyperion would have been an obvious choice over both the Rokh and the Megathron. As it stands now, it can either tank or do lots of damage, but not both.

Thursday, October 02, 2008

Rokh Versus Megathron

The Gallente Megathron is recognized as the defacto standard blaster battleship in Eve. Its bonuses alone tell the tale: 5% bonus to Large Hybrid damage and 7.5% bonus to Large Hybrid tracking per level of Gallente Battleship skill.

I was thinking about my next big ship purchase and I've been considering a Caldari Rokh as a blaster boat, but before I lay out the cash I figured I should see how the ship stacks up against the standard.

Area Megathron Rokh Winner
Cost ~80 million ~130 million Tie. Megathron easily is cheaper but since they are both tech 1 they are both fully insurable.
Bonuses Large Hybrid Damage and Tracking Large Hybrid Range and Shield Resistance Bonus Megathron. The range of the blasters means the Rokh bonus is partially wasted in some scenarios, the exception being when the blasters are using Tech II Null ammo.
Slot Layout 8/4/7 with 7 turret hardpoints 8/6/5 with 8 turret hardpoints Rokh. The damage bonus of the Megathron is partially made up for by the Rokh's 8th blaster.
Max Blaster Damage 887 with Tech II blasters and Faction Antimatter at 4.5 km Optimal and 12 km falloff. 811 with Tech II blasters and Faction Antimatter at 6.8 km Optimal and 12 km falloff. Surprisingly close in damage although the Mega does have the advantage. The range bonus is wasted for the Rokh for the most part.
Ranged Blaster Damage 707 with Null ammo and 11 km optimal and 15 km falloff. 646 with Null ammo and 17 km optimal and 15 km falloff. Rokh. The damage difference is lessened but the range advantage starts to show; at about 16 km the Rokh starts to out damage the Megathron.
Drone Damage 5 x Heavy Drones 5 x Medium Drones Mega definitely. The added DPS makes the Megathron the bigger damage dealer by far.
Tackle Webber and Disrupter. Need friends. Megathron again. The extra mid slots not used for tanking like on the Rokh are handy here.
Tank 4 low slots 4 mid slots (assuming cap booster and MWD in mids) and 1 low slot. The larger base hitpoints combined with the resist bonus allows the Rokh to boast an impressive defense.

The large drone bay on the Megathron gives it an advantage over the Rokh, but the advantage is not huge. Overall both ships have their strengths and weaknesses. I'll stick with the original plan and buy the Rokh when I have some extra cash.

"I'll Take 19000 of Those..."

Last night I managed to get on sporadically between housework, Twin A waking up, and getting stuff ready for the next day. It wasn't enough to actually log in and participate in the war, but there was enough chunks to write last night's blog post (most of which was written while supper cooked and the twins napped) and to get my industrial gears moving.

I have several Tech II cruiser BPCs in my hanger covering Cerberuses, Falcons, and Onyxes. The Onyx BPC had 4 runs on it and I have 3 Moa cruisers in cold storage thus I decided to produce 4 Onyx Heavy Interdictors. I woke Korannon up from his weeks long vacation slumber and sent him to the Amarr Prime hub which is nice and close to operations in Tash Murkon and still has lots of items on the market. I transfered 225 million ISK to his wallet and told him what to buy, and 195 million ISK later he was done. I contracted the materials to Derranna and she took off in the Nomad to fetch it to the factories.

(NOTE: I use the smaller cargo capacity Nomad for loads larger than 50K but smaller than 325K m3 because it is more agile and faster than the Fenrir freighter. Not by much but it is noticeable.)

Tonight she'll get back from Amarr prime and I'll put the seven ship component batches in the oven. I've estimated the retail price of the Onyxes at 80-90 million ISK each so say 360 mil combined. That means I'll profit about 190 million minus the 20 million in Moas I had in stock. Still, 170 mil net profit is nothing to sneeze at. Next I'll build up those Cerberuses.

Wednesday, October 01, 2008

Is More Always Better? Part II

In a follow up to my last post I decided to imagine what a doubling of Eve's subscriber base would look like in game and give some ideas of what can be done to mitigate the downsides.

So, let's say Eve experiences a massive growth in subscribers over the next 12 months to almost 500,000 accounts. Online concurrent users approaches and surpasses 80,000 every weekend. What is the result?

1) Jita becomes the "black hole of lag death" once again as 4000 pilots try to jam in there (assuming the pilot cap has been lifted).

2) Node crashes in major fleet engagements are common weekly occurrences.

3) Combat over resources in 0.0 are frequent if not constant due to not enough belts for rattings, mining.

4) High sec mission hubs are lag death traps and filled with ninja salvagers and loot thieves.

5) Low sec continues to be a wasteland filled with blood thirsty pirates who pounce on anyone foolish enough to venture past the CONCORD guards.

6) Prices of ships and modules skyrocket due to increased demand outstripping supply.

7) Lab slots everywhere in high sec and most of low sec are jammed to the gills.

I paint a pretty dreary picture eh? Its hard to believe but 5000 systems are not enough. Or more accurately, the high sec / low sec / null sec distribution combined with missions and ratting methodologies is insufficient to support a player base higher than current numbers.

But I have ideas.

0.0
The main problem we face is that 0.0 space seems unable to support a large number of pilots, thus alliances are forced to claim and defend entire vast regions of space. While corporations and alliances can make vast sums of ISK from moon mining or large asteroid mining operations, the current model in Eve means that the average line soldier pays taxes to the corporation for the right to be there. His only or main source of income is ratting; exploration can be lucrative but requires patience and resources while complexes are not too common and can sometimes provide little benefit over asteroid ratting.

The first thing I would do is remove rats from belts, or at the very least downgrade the rats to lower quality that don't make it really worth it to hunt but still annoy miners. In exchange, I would make hidden complexes more common and far more lucrative in terms of basic bounties. Currently a system with 12 belts can support 1 or 2 ratters decently; by making sure there is 2-4 complexes in the system with waves of battleship rats (along with battlecruisers, cruisers, frigates, and sentries) a system could support many more pilots and making "ratting" more difficult and thus more exciting. Additionally, once these complexes were found and made active, I'd have them appear on the overview like in Factional Warfare so wandering enemy gangs have no trouble finding you to keep it interesting.

Lastly I would make local non-immediate which means people would only appear in local if they type something to say. Without the "ultimate intel tool" alliances would be extremely vulnerable to roaming gangs, encouraging the closing of ranks and actually having patrols and gate sentries to observe enemy movement. Shrinking the amount of space an alliance can easily hold means there is more room for other alliances to move in. With more alliances we would see a greater population density in 0.0 space, more market development from intrepid traders, and a place to absorb all those incoming new subscribers.

Low sec
Factional warfare made great strides to get people into low sec. The Faction channel becomes a default intel and fleet organizational tool, and pirates become the hunted to hungry-for-kills Faction gangs. There is still a lot of issues with low sec however and the primary problem is that it is far too easy to find someone in space. Directional scanner to get their area if not actual location, scan probes that within a minute can nail down your exact location, and local (damn local) to reveal to all and sunder that you're in the system in the first place.

The biggest problem comes from local, the instantaneous method for seeing who's here. Like 0.0, I think low sec would benefit from local going to non-immediate mode. It would force roaming pirate gangs to actually go and look for targets, and would allow pilots to have a chance to hide beyond "docking up". Furthermore, I think the directional scanner should go away. Radical, I know. But we have these awesome scan probes anyways and the directional scanner is just far too powerful in conjuction with the scan prober for getting ships in mission deadspaces. Without the directional scanner, you would actually have to know someone is in a mission instead of just figuring it out in seconds with the scanner and than spamming probes until you beat the probabilities and get the hit.

High Sec
Trade hubs and mission hubs are the primary problems here.

For mission hubs the answer is easy: dynamic agent quality. If agents are used a lot, have their quality drop. Conversely, agents never visited get quality boosts. The mission runners will distribute themselves appropriately.

Trade hubs are more difficult. One idea I had was to have huge tax penalties for people selling stuff straight from their hanger thus encouraging renting a corporate office. Then the limits on offices and increasing office rent prices in popular stations would force smaller traders out of the hubs into the adjacent systems, etc etc. This is how the real world works, right? Smaller specialty stores rent in the suburbs while the big stores rent space downtown. There would still be hubs but they would consist of a constellation of systems and not one station in one system that everyone has to flock to.

That's it for now folks.

Is More Always Better?

The problem with having friends smarter and more eloquent than you is that they often win arguments by virtue of simply being able to voice their opinion better. I'll be left with the vague feeling I have a point to put across but completely unable to articulate it.

Andrew and I have been discussing MMO server architectures a lot lately as precipitated by my post on Eve's Super Computer Server Cluster and the benefits and drawbacks thereof. Recent news about CCP's installation of a new network layer to reduce latency between the client and the server proxies have proven beneficial in reducing lag in the game and allowed more players to occupy a system concurrently.

In our discussions he brings up very valid points including this one: a large mainstream MMO development studio is not going to aim for 250,000 subscribers anymore, they are going to want more to payback their investment. Warhammer Age of Reckoning is reporting 500,000 subscribers off of their launch (and much to Andrew's dismay I'm sure, the reviews are coming back positive) and that is a starting point for them. I'm sure their corporate heads are thinking 7 figures for subscriber numbers within a year.

It brings up the question can a single server architecture handle an MMO population twice that of Eve? I think that right now the answer is unfortuately no.

I have my reasons. First of all, while CCP is making great strides to allowing more and more pilots interact in combat and such, it is still at a point where enough players in a grid can crash it. The basic maxim holds: give them an inch, they'll take a mile. In Eve speak, give them 200 vs 200 battles with minimal latency, they'll bring 400 pilots each. While these "node crashes" are rare now, it speaks volumes of what would happen should the server population double. The number of pilots would not double evenly across all space, but rather the concentrations of pilots would experience the greater growth while relatively empty space would remain relatively empty.

The good news is that I think the future holds promise. The ground-breaking work CCP is doing with the Eve cluster shows that the concept is feasible and the advantages to having all players in one playspace will eventually outweigh the infrastructure development and support costs.

Of course, multi-server implementations will rule the day for the foreseeable future because they are cheaper, allow for greater control of player concentrations, and are a proven and known technology. And most of all, allow for unlimited growth.