Wednesday 4 June 2014

Windows of vulnerability

Sad to see Jester's Trek stopping. It was an interesting perspective on many things EVE, and I think it contributed to the idea that blogging about EVE is a thing, and hence the start of this blog. Not that I write much here, but still. So I will try something other than a list of things that I did recently, since that wasn't much. It will probably sound much less coherent than it does in my head, but here goes.

Some of the, lets say, discussion around griefing and ganking and such made me think about how the mechanics actually balance that. And I realized that one thing about EVE in this respect is that for all the talk that it is primarily a PvP game all the risk versus reward balancing present takes into account what I really want to call tangible reward. Except ISK is of course not tangible even in universe. I mean ISK, minerals and loot of all kinds, as opposed to killmails, "tears" and the like.

Most anything that gives in-game rewards requires risk. Which is fine, but the problem is, the older the thing is, the more it shows the early timesink design reminiscent of most other MMOs. And that is the worst kind of risk, since there is relatively little a player can to do deal with it, and even if one can effectively survive, the reward is usually lost even if an attempt to attack failed.

Mining and missions being the worst offenders, since they require hanging in space in mostly defenseless and slowly warping ships for long stretches of time. Hauling requiting moving in a defenseless ship through easily camped chokepoints.

Exploration, since it was added later, at least shrinks the window of vulnerability by allowing the explorer to be cloaked most of the time. On the other hand since Odyssey the minigame exists to distract from local and dscan, making the window narrower, but increasing the scope of the vulnerability. Of the most recent, both security tags and I'm assuming similar newly added in Kronos Mordu's Legion belt rats are small, simple encounter that can be completed in a reasonably fast combat ship in a few minutes.

This clearly shows that CCP is aware that the timesink design is a problem and is moving away from it. But unfortunately it seems that can't and/or won't actually remove the already present elements of that. Which is understandable since the reaction would likely be loud and negative, and rebalancing all that content around non-timesink design would require effort CCP probably wants to spend on new things.

What the timesink design does, other that creating an obvious, but boring, path for new players, is empower the gankers, since around any popular mission or mining hub they can find at basically any time a large number of targets just sitting in space. The same goes for highsec wardec corps, if the dec a PvE/mining corp, their targets either have to hang in space vulnerable or effectively stop playing the game the way they want to.

The gankers or wardec corps are vulnerable only for the few minutes, if that, it takes to undock, land on grid and destroy the ships of the targeted players. There is no effective way to retaliate, or even stop them, since if they see a prepositioned defense force that could actually do anything, they can simply choose to attack elsewhere. And their window of vulnerability is so small than no force can arrive in time to do anything. Certainly in the case of suicide gankers, where even the infinite DPS of Concord showing in thirty seconds or less is too late.

And it is largely the same in lowsec and nullsec, certainly below capital level or timer fights. As evidenced by the many stories of roams that roamed for hours without finding anyone to fight, there is nothing pinning a PvPer in place to make a fight possible. Even the most stationary of gatecamps can just scatter or log off with fifteen seconds of warning and the reform immediately once the threat leaves.

What I feel the fighting system in EVE could really use is some slowing down. The level of DPS and repair per second compared to typical buffers barely makes sense in typical fantasy MMO, with humanlike beings and healing magic, but with giant piles of advanced composites that form spaceships it just feels silly. What I would like is greatly reducing DPS while making a ship ineligible for any kind of local or remote repair for a time after receiving damage, combined with some sort of stacking penalty for damage. This would make smaller groups punching up more viable, move logistics to their place outside the direct battlefield and decrease the importance of alpha and absolute focus fire. It would also extend the vulnerability window for small engagements.

Unfortunately this is not ever going to happen even if most everyone agreed this is a good idea, since it would require rebalancing every ship, most modules, basically all PvE… and it took six months each for CCP to balance a class of ships. And people hate change in general. Which is another reason why CCP prefers to pile on new things rather than to fix existing ones unless they are severely broken. Unfortunately, that can only continue for so long.

Sunday 11 May 2014

Counting anomalies

No post in almost three months? How the time flies. I am still playing EVE a bit. And looking at my notes I started to write a post back when I finished training Gallente Cruisers V and flew through some level four missions with a blaster Deimos. Which was kind of fun. Not that I kept doing that, because missions get boring very quickly, but apparently Deimos can tank four Serpentis battleships while not moving at all. Which is kind of silly.

In the meantime the CSM election came and passed. I even voted, although mostly on Sugar Kyle, because blogs I suppose. Not really clear on what other candidates represent. Not that it matters that much, I suppose.

I still mostly do invention and manufacturing of T2 modules. Between work, other games and even occasionally having a life I just don't have time to do much more than update the queues and transport materials and stuff from Dodixie. It is not much, but I still like reading about EVE, and somehow feel that it wouldn't make sense to read about it without an active account. A single one.

At least I won't be surprised by the industry changes. Release schedule apparently is going to change, and I still am not quite sure, how that is going to work? Will the complete industry changes from the dev blogs be release in June, or will they be phased in? I could search for that, but then I could just wait. At least since I am not manufacturing anywhere near Jita, and not that close to Dodixie either I should be hit too hard by the cost increase.

I wonder how this will effect material efficiency research. It is a one time cost, so especially for cheaper items it should be fairly easy to max out the blueprints. Right now what is mostly stopping that is waiting times, since you have to get pretty deep into null to get freeish slots, and otherwise the slot is just waited for weeks.

Hopefully it won't crush my tiny income stream, because where else can I even get ISK while playing fifteen minutes per day? Although how much ISK do I need to play fifteen minutes a day? I suppose I am hoping that one of these days I will have more time and play more EVE.

Although I did play a bit more, and spent relatively a lot of ISK recently, when I remembered that since I have Gallente Cruisers V, I could just get a T3 cruiser. So I did. At first configured it for nullified cloaky exploration ship. Even got a bit into null, but then I got stressed and came back before even launching my probes.

So I got back and reconfigured it for highsec combat-exploration. And then remembered that they changed it so that you can't enter combat sites with a T3 cruiser. But I mostly wanted to clear some anomalies, including the new ghost sites. I still keep a running count of anomaly by type and the number of faction spawns that appear. It is still very low. Looks like about 2%. What is even the point, really. Unless this varies by anomaly level more than I would expect. It is possible, but it is difficult to find enough anoms in highsec to be get good numbers.

I still plan to go to lowsec eventually in something reasonably cheap and work on my situational awareness. But I don't really want to go there in a T1 frigate, because it can't do anything other than die, and I would at the same time prefer to at least do some PvE. I have used a T1 cruiser and an assault frigate before, but that goes into tens of millions. Which is not that much.

I don't think I even cashed out on the loyalty points I got from those times I did do L4 missions. I just can't deal with how horribly broken the loyalty stores are. With the baseline ISK cost bigger than the price of equivalent T2 items most faction items are useless even before you get into the whole tag nonsense. I know that you can just use a calculator and cash out on whatever gives most ISK/LP, but come one.

The way things are going it is unlikely that this will improve. Or anything related to missions. I still think missions break the core design of EVE, since most everything else is finitely available, and hence at least possibly subject to competition and overcrowding (even asteroid belts get completely stripped in super populated systems), and missions just gave infinite ISK and loot at the press of a button. But that just means that leaving them in the state that they are is even worse.

Sunday 23 February 2014

Ticking down

The longest training in my Skill Queues Online yet is going to finish soon! Well, it is not quite that bad, I don't just update the skill queue. Usually I also update the invention/manufacturing slots! And recently, as I wrote before, I stated to do some missions again. Not the most engaging gameplay, perhaps, but I still like starships.

In any case Gallente Cruisers V has about a day left. Although I did poke my missioning Deimos plan in EFT and I think I need another two weeks of training gunnery and stuff to make it more viable. Hopefully. I don't really have a feel for how much damage is mitigated by distance versus signature and speed, so it is quite possible that having more effective tank on the HAC than on my current sniper Megathron would not be sufficient if I actually go for a blaster boat. A sentry Ishtar seems to be more traditional for missioning in Heavy Assault Cruisers, but what would be the fun in that?

Not that I expect the missions to suddenly become that much more fun, but a new ship class is a new ship. And at least with a microwarpdrive the flying between acceleration gates will get very much reduced, and a cruisers aligns and warps faster than a battleship. So that would be nice.

I still plan to try that "PVP" think people are writing about, but I am apparently affected too much by risk aversion. I have about 1.4e9 ISK enough to throw away a bunch of even assault frigates or T1 cruisers, much less T1 frigates, but I just hate to see that number going down. Not that it is that actually much, considering I pay for subscription and have been playing for over a year. That is what happens when you can't be bothered to make dedicated research alts.

That is in theory what the missions are for. I'm not focused enough to get a hundred million per hour or whatever people claim, but twenty-thirty million appears maybe reachable. Although the variance between missions seems kind of high. At least with the new Mobile Tractor Units looting is finally not tedious, and with a Noctis even salvaging is fine, since all wrecks are pulled into a ball inside salvager range.

I tried to cash in the loyalty points from Federal Administration, which I have been doing missions for because ages ago I picked them for reasons between liking the name and having stations in the place I wanted to base myself. It turns out that their Loyalty Store is not really great. With almost no blueprints, I should have gone for the traditional ammo and implants. Although I should probably have gone for that even if there were blueprints. But since I bought all those Caldari Commondore tags since last time I posted here, I wanted to use the for something.

So I bought fourteen Federation Navy Energized Adaptive Nano Membrane. Because why not. At least they seem to have some sort of volume in Dodixie. Although so far not one of them sold, because I don't update the prices all the time. Or mostly ever. I keep forgetting. And I don't have or want a dedicated market alt, either.

Anyway, since at least that got rid of the accumulated loyalty points I looked for a better nearby agent to do missions for. Rodan Shipyards appears better. More blueprints! Loyalty Stores unfortunately appear as broken as when I first started playing. What is even the point of most of those modules? Why is the base ISK cost larger that the price of equivalent T2 module, before you even count the cost of tags and loyalty points? The answer is obviously because CCP rarely touches anything that already exists, to the point where basic ship rebalancing becomes the primary content of the "expansion".

But I did not have standings with Rodan Shipyards for L4 missions. Or for L3 missions for that matter, but those came from Gallente standings I have from that time when I grinded out standings for jump clones. Not that doing storylines actually contributed to that, since apparently the nearest storyline agent of the faction triggers, not the corporation, so all those standings went somewhere else, but at least faction standing came in handy now.

But that sill left only L3 missions. So I grabbed my good old Myrmidon battlecruiser and updated it for skills I got in the meantime. The fit from that time was, well, it worked back then. Why did I have both a tracking computer and a target painter? Anyway, I built a basic rail and drones cap stable Myrmidon and started doing missions. Now that I think about it I went all the way to eight doing L3, because I got a battleship fairly recently. Which was when I got burned out on missions.

At least getting to five should be fairly quick. Especially since now I have T2 rails, and even T1 sentries seem to be pretty powerful. Dumb NPCs are dumb and are burning straight into me, which means than cruisers got pretty much full sentry DPS for great results. And that is without any drone buffs beyond Myrmidon inherent bonus. Enemies are dying so fast that they are not even getting through my shields most of the time. And of course I am ignoring loot and salvage.

I am still playing basically alone. Because I am both apparently vaguely antisocial, and also playing on a fairly erratic schedule. Also of course joining a corp in EVE without coming from an external community appears somewhat, let's say, unreliable. Also I did get kind of used to the CAS chat, and you can't return to that. Without creating an alt, of course.

Thursday 13 February 2014

Theoretical numbers

Is the CSM election really getting somewhat close? I joined EVE just in time to be able to vote in the last one, which means it is almost a full year. Go figure. Of course, I'm still reading more than playing. The skill queue is ticking along at least. I mean, the worst thing about good old Progress Quest was that you had to actually keep it running to "progress", and in EVE you don't even have to do that, just log in once in a while to update the queue.

Although despite the fact that I finally started Gallente Cruisers V and could leave it alone for three weeks I recently started to play a bit more than updating my manufacturing and a Dodixie run for materials. Mostly I just did play a bunch of level four missions in my trusty Megathron.

I played with EFT a little, and apparently a HAC with T2 medium guns can get better DPS that a T1 battleship with T1 large guns pretty easily. Although I guess if is spent that month training T2 large guns rather than T2 cruisers it would different. But cruisers are faster and more agile, and with Rubicon changes they warp faster too. While the difference is not that big for missions, which are one-two jumps away most of the time, it is the most boring time. And a blaster brawler somehow seems more exciting that a sniper battleship. Although most likely not more effective.

I looked around the planets around the system I base myself in. Apparently the effective tax rate for many POCOs is actually, even with three levels in Customs Code, lower than it was before in highsec, at just 9%, even before you factor in the lowered base costs. So I build a basic P1->P3 robotics factory world, because why not. I don't even sell those directly, just feed my production with it. Not a very efficient PI setup, because I can't be bothered to update it every day, and it eats quite a lot of P1 resources. I should make or find and understand a spreadsheet that would show what the actual good P1 price point is. But can't really be bothered to.

Also placed a buy order for some Caldari Commodore tags. The return on faction modules is a bit questionable, or at least volume is, but faction ammo and implants are boring. And since I do about one mission per day anyway I don't really need volume, just something to use up the LPs. I don't even blitz the missions, because I like shooting spaceships.