Blog Banter 75–Dust revisited

Welcome to the continuing monthly EVE Blog Banters and our 75th edition! For more details about what the blog banters are please visit the Blog Banter page.


What Does Project Nova Need to Be Successful?
At Fanfest CCP showcased their current iteration of the FPS set in the Eve Universe. Following on from DUST514 and Project Legion, Project Nova is shaping up to be a solid FPS with CCP taking the decision to get the game mechanics right first. However with so many FPS out there what will Nova need in order to stand out from a very large crowd and be successful? What are the opportunities and perhaps more importantly, the dangers for CCP? How can Nova compete against CoD, Battlefront and Titanfall to name a few?

bf1943-2

First of all I have to say I am a little surprised CCP is even trying to take on this project. After DUST I was expecting them to do something different, but I guess they didn’t want to waste all the experience from DUST and they want to give FPS another go. I tried to like DUST but I never really got into it. The incredibly hard to read text and awkward menus (maybe that changed later) didn’t make a good impression from what I remember. The gameplay was so so.

So first of all to make any sort of good impression, the game needs to have solid mechanics. First impressions are what count, people don’t have a lot of patience these days, so that has to be good right from the bat. Second it needs vehicles Smile. I love vehicles in these games. Well to be honest the FPS I last played somewhat regularly was Battlefield 3. I am not getting any younger, so you need to rely on street smarts and well tanks and helicopters to get your kills, not so much on reflexes.

bf1943-1

From what I remember I loved Battlefield 1943 on the Xbox 360. You could fly planes and also drive around in tanks and jeeps it was awesome. Not sure which game came up with that first, but I remember that game for doing it right.

Will it have to tie in with Eve somehow ? DUST tried, but it was never really implemented well. Not sure they should even try this time around though. Eve players don’t really want their game influenced by a bunch of Free to Play players (assuming it’s going that route ?) or whatever that hardly know what Eve is.

cod2_4

Anyway, I don’t think just solid mechanics and ‘fun’ will do it though. They’ll have to come up with something  special to get people’s attention. It’s a hard market to break into, but it’ll be interesting to see what they will come up with. If the project will actually will see the light of day …

You can find the other participants of this blog banter at http://sandciderandspaceships.blogspot.nl/2016/05/blog-banter-75-what-does-project-nova.html

Blog Banter #71 – Too Many Ships

Oops I missed this blog banter ! To be honest since I haven’t played for a while I never did experience the too many ships syndrome much. Usually the same ships were used for the same tasks, no matter whether there was a new one available. Not sure how much this has changed tbh.

Anyway, the people that participated are right here.

BB71: A Cornucopia of Spaceships
BB 71 – Decision Fatigue
BB71- Spaceships Make the World Go Round
BB #71: So Many Spaceships
BB71 – THE HARBOUR CRUSH
Eve Online Blog Banter #71: Too Many Ships Spoil the Sandpit?
BB71: Dear Santa. Thank you for all the presents!
Blog Banter 71: When too many is too many?
BB71 – Spaceships, Spaceships Everywhere!
Blog Banter 71: Too Many Ships Spoil The Sandpit? (OOC)
BB71: A rich game world full of spaceships

Blog Banter 69–A kind of magic

Blog Banter 69

Welcome to the continuing monthly EVE Blog Banters and our 69th edition! For more details about what the blog banters are please visit the Blog Banter page.

Because of Space-Magic

CCP sometimes get stuck between a veldspar ‘roid and a hard place when they try to blend realism with sensible game mechanics in our sci-fi simulator. Sometimes they create a scientific answer such as 4th dimensional drag to explain our ‘submarines in space’. Other times, not so much. When a null-sec Citadel is destroyed players ‘stuffz’ is to be magicked to another station. Why should a citadel be different to a titan? Should CCP ensure that ‘space magic’ always has a plausible explanation or do we need just to say “Well, its only a game!” and engage the willing suspension of disbelief? How should it work when a citadel goes boom, how do we balance risk with reward, and how should any “space-magic” be explained?

The first thing I thought of when I read the introduction to this month’s banter was this book on Star Trek physics I read a long time ago. From  what I remember I sort of understood only half of it Winking smile. But it was quite an interesting read about what could actually be possible and what could not, with the warp drive and all of that. It’s nice to know that some things could actually be accomplished, albeit in the very far future, if mankind does not destroy itself before it ever gets that far.

Hans-Klok-magic-6846500-354-354

In video games you have to strike a balance in my opinion between convenience and what is sort of believable in the particular world you’re playing in. Will I be able to walk back as a ghost from the nearest graveyard to my body and resurrect when I die ? Probably not Smile with tongue out. But it’s convenient with the gameplay so we go along with it. On the other hand, a lot of things in Eve for example would be somewhat possible in our imagination, probably in another universe in the very far future or after some technological breakthrough we have no clue about at the moment. On the other hand, repper ship that can create more energy than what comes in, always sounded very implausible, so there’s that Winking smile. But at least you have a feeling that somewhere sometime, this universe could be real.

From what I read so far in the other Banters, most bloggers agree that the upcoming change in Citadel where your stuff magically respawns in some convenient place when it’s destroyed, goes totally against what Eve stands for. Once your stuff is blown up / stolen, you can’t get it back. Period. That’s what Eve is all about, and that is what makes the virtual economy going. No idea if it’s set in stone yet, but it definitely needs some reconsideration in my humble opinion.

ps. I just happen to post this on Mophisat’s tenth birthday, well planned !

Contributors:-

Main Post

Suspension of Belief – Inner Sanctum of the Ninveah
Because of Space-Magic – NevilleSmit.com
Loot Fairy Triumphant (Blog Banter #69) – Interstellar Privater

BB69: It’s Not About Space Magic, it’s About Space Money… – A CARBON Based Life
BB69: Oh, Video Game Magic – Eveoganda
BB 69: Because of Space-Magic!MMO Nomad

BB 66–The charm of duct tape

Welcome to the continuing monthly EVE Blog Banters and our 66th edition! For more details about what the blog banters are please visit the Blog Banter page.

Caldarification

The art team has been working on many art assets recently and there has been talk of the “Caldarification” of Eve related art. Recently examples have been the WIP images of the Thrasher class destroyer redesign and the citadel. Do we need to keep the lines between the races designs clear cut or is some blending of more generic sci-fi styling a good thing? Should Matari be flying/floating scrap heaps? Should Gallente be ‘all about the bass’? Or is a bit of generic sci-fi styling needed to bring new life to our important internet spaceships even if it leans a bit to Caldari?

 

I for one very much love the charm of the four racial flavored ships. The Minmatar ships prove that there can be beauty in ships held together by duct tape. Just look at the wonderful Tempest for instance !

Tempest

The Rokh for me is the ultimate Caldari ships (looks wise). A picture says more than words, just look at them lines Winking smile. Somehow I associate this also with industrial efficiency.

rokh

And the Amarr I do associate with shiny ships. The punisher is a nice example. Most of their battleships are very shiny as well Winking smile.

punisher

And there is one race left, the Gallente. I mainly associate them with French people and/or hipsters. Not sure what style of ships goes with that, so I am a little lost here. I loved the Dominix and the Brutix models though. They don’t really associate well with hipsters, so that’s a bit of a clash. So the Gallente is the race I am not quite sure about.

brutix

As you might gather by now, I love the racial flavors of the ships and I hope it stays that way. Leave the Caldarification for the mixed race ships maybe ? If it has to be there that is.

Blog Banters:

Tetra’s Eve Blog – http://tetraetc.com/blog/2015/08/31/caldarification-bb-66/
Eveoganda – http://eveoganda.blogspot.com/2015/08/bb66-time-marches-on.html
Inner Sanctum of the Ninveah – http://www.ninveah.com/2015/09/art-by-any-other-name.html
MMO Nomad ,confessions of a – http://blog.fenjaylabs.com/2015/09/01/eve-online-blog-banter-66-art-style/

SCASS – http://sandciderandspaceships.blogspot.com/2015/09/bb66-more-red-dwarf-less-caldari.html
Low Sec Lifestyle – http://www.lowseclifestyle.com/2015/09/blog-banter-66-escape-from-originality.html

Blog Banter #64–The rare defense missile

The Eve Blog Banters have found a new home at the excellent Sand, Cider and Spaceships blog ! Thanks to Kirith Kodachi for his two year run of Blog Banters. This installment is the first one under the guidance of Drackam.

Torpedo! Torpedo! Torpedo!
With the Aegis release we will see missile boats get their own version of the tracking enhancer and the tracking computer. On the forums there have been calls for new ‘missile defence eWar’ to counter these new modules. Is this needed? Are smartbomb ‘firewalls’ enough? Do defender missiles need an overhaul to make them actually worth using? Do we need the missile version of the remote tracking disruptor? Or do we go all Star Trek and have Point-Defence Phaser Banks? Banter on!

The last time I tried defense missiles was in my rookie days, a long long time ago. I figure almost everybody tried them at some point and notice how they pretty much fail and are a waste of a slot (and training points). If they get upgraded / fixed, they  could be useful if you expect to fight a missile based enemy. They better have some sort of auto targeting / firing system though, because timing those things in the heat of the battle is a no go in my opinion.

Maybe something else, anti-missile shield module might be interesting ? I Haven’t really thought that one through but I am sure someone can work it out Winking smile.

Aegis will be out coming Tuesday as I write this, the current patch notes for 1.0 can be found here.

Banters:-
Tetra’s Eve Blog – Passing of the Baton. (BB #64)
Eveoganda – BB64: Fire All Da Missiles
Eve Opportunist – Anti-missile EWAR, no brainer!
Khanid Kataphract – BB64: New E-War not needed, and Defenders against drones
Jakob’s Eve Checklist – BB64 – Torpedoes Away!
SCAS – BB64 – Missile? Denied!
Warp Drive Active – Blog Banter 64: Take the Flak

Blogbanter #63–Modding

Welcome to the continuing monthly EVE Blog Banters and our 63rd edition! For more details about what the blog banters are visit the Blog Banter page.
* * * * *
Super Kerr Induced Nanocoating, new structures that can be fit like ships with modules, the promise of player built stargates… the ability to shape your space and change the look of your ships is finally coming to EVE. What other customization options of EVE would you like to have? What would you like to do to be able to shape space and environments? What would you like to change just for you in the client or in any 3rd party tools?

First thing that came to my mind was modding. Modding as in mods for the client. So you can basically make your own UI. Like some other games and MMOs have, for example world of warcraft. The biggest problem with this is that the best mods would become mandatory in PVP. As they might give someone an unfair advantage, or put yourself at a disadvantage if you don’t use them. For example in wow, everybody uses Deadly Boss Mods, you put yourself at a serious disadvantage if you don’t.

I don’t think we’ll see this happen in the foreseeable future. It would take a lot of development resources to adapt the client for mods and even more testing. Also it’s a bit of a support nightmare. Mods can screw things up, especially outdated ones. First thing in wow to do when something goes wrong is ‘disable all mods’ and see if it happens again.

Would it be cool ? Yes, especially because the things people will come up with is amazing. Things added to the client you might never have thought of. Some mods in wow became standard in the default ui, because everybody was using them and were a serious improvement over the default.

More participants over at ninveah.com.

Blog Banter 62 – Walking in Stations

This time the discussion topic is pretty straightforward :

What is and/or should be the future for walking in stations?

A properly executed version of walking in stations would surely add to the game. Keyword here being properly. With actual things to do, even if it’s just decorating your house / home with war trophies. I don’t think CCP has the resources to do so at the moment, and probably not in the foreseeable future. Even if they did, they still have the PR nightmare that Incarna brought fresh in their collective memory.

Every thing that could go wrong went wrong with the Incarna release. Of course to start off, the version of Walking in Stations wasn’t very good. There was nothing to do except for sitting on a couch or look at your current ship in the hanger. Only one type of station room, very bad performance once inside. Character animation was horrible, you walked like a drunk and probably more issues I forgot. People were mad because it took them 3 years or so to come up with this. Lots of dev time wasted.

Then we got $1000,- designer jeans, monocles, ‘Greed is good’ and the whole thing escalated, almost resulting in the end of the game. Wilhelm over at tagn did a nice write up, no need to repeat it all again here. With this in memory most players as well would cringe at the idea of more walking in stations. Hence the current focus on space ships. And it’s probably for the best. It would take quite some work to do it well, better not do another half arsed version !

More entries over at Ninveah.

Blog Banter #61–Hang in there

Welcome to blog banter #61. For more entries head over to Ninveah’s blog.

TurAmarth asks this question: “What would we encourage ALL new players to do in their first month to get them to subscribe long term, if we had to give out one set of advice for everyone (which we do if we’re giving general advice) ?”

My first reaction was to respond with ‘do a bit of everything and see what you like !’. But I think the new tutorials already do that, though of course somewhat superficial. One month is not enough to scratch the surface. After a month you get a somewhat basic understanding of the game, if I remember well. The best advice would be to join a corp like Eve Uni that is focused on learning things.

As far as other advice, all the usual things apply: Don’t afk autopilot through low sec. If a deal is too good to be true, it’s usually a scam. Actually assume everything is a scam, unless you have determined, it’s not Winking smile.

Don’t fly what you can’t afford to lose. Don’t sell you battle cruiser to get that battleship, have a ship to fall back on, in case things don’t go according to plan. Save a little longer, be patient. And I think that last point is important in Eve. It’s a different state of mind that the current, I WANT IT ALL AND I WANT IT NOW trend in society. Be patient, do your research and figuring things out is, for me at least, the most fun about Eve. It’s very rewarding that way. In case that’s not your cup of tea, Eve might not be your thing, things aren’t handed over on a silver platter.

Also “Hang in there when things go sour’’ would be good advice as well, come to think about it Winking smile. That’s probably the best thing I can come up with as a 9 year old vet, haha.

BB #59 – Terrain

Welcome to the continuing monthly EVE Blog Banters and our 59th edition!

For more details about what the blog banters are visit the Blog Banter page.
This month’s version comes from commenter Zappity who asks:

Probably been done before… What about local force projection (as opposed to the longer distance force projection that is often talked about)? I think of ‘terrain’ in EVE to be how systems are mapped together by gates. Strong tactics which exploit terrain have historically been extremely important in deciding battle outcomes. How does this apply in EVE in the presence of cynos?

Related to this, you have the option to explore the topic of wormhole systems with effects (Black Holes, Cataclymismic variablestar, etc) and if similar environmental effects on certain grids/deadspace or system wide should be explored for known space?

Terrain and space is a little hard to simulate. As Kirith mentions line of fire in his entry using structures and such, that would definitely be interesting, but usually, space is very empty. I don’t know the first thing about Cynos, so I won’t be going there.

Now regarding the effects, like wormholes have. Over at the Eve wiki you can check out the various effects. The pulsar and wolf effects would most noticeably change the environment for the battle. This will decide whether you are going in armor tanked or shield tanked. It will give the ‘home team’ a definite advantage I’d say. Other effects will affect ammo type and or weapon types.

Would this be suitable for known space ? Maybe in 0.0. In hisec if you would implement this in a system with agents, it would make mission running very trivial, or very hard. People would flock to the system with the generally known best effects, creating new over populating problems. You could of course rotate the effects, not sure if that would work. I am sure someone would come up with a website where you can check the best effect with lvl 4 agent and such.

All in all I think implementing something like this in K-space would spice things up, but in Hisec it would create new problems, and also make things more confusing for new players. Maybe try it out in a few systems first ? Or would people flock over there then ? Eve is so complicated sometimes Winking smile.

More participants at http://www.ninveah.com/2014/09/blog-banter-59-terrain.html.

BB 57–A perfect fit

Blog Banter 57

Drackarn pointed this killmail to me recently and proposed the following for a blog banter:

Obviously that is a not just a bad fit, its horrific. But the guy might not know any better. We get these all the time circulating social media and corp/alliance chat. How do we educate players on fitting? This guy has been playing four months and can fly a BC, but has no idea how to fit one. What could be done to help bro’s like this?

Furthermore, what (if any) responsibility do veterans players have in finding these players and instructing them on the finer arts of ship fitting? If it exists, does it extend beyond them into teaching PvP skills, ISK making skills, market skills, social skills, life skills…

And another question you can think about is this: do purposely wrong fits, aka comedy fits or experimental fits or off-meta fits, offend you or your corp? Would you, like Rixx Javix when he was in Tuskers, face expulsion for fitting your ships differently than the accepted standard?

 

Let me address that last point first. I would never be part of a corporation that has obligatory standard builds. I can see why corporations use them, a big fleet with all sorts of fits, some are bound to be bad, so you maintain a standard. In the early days of factional warfare people joined fleets with all sorts of ships and fits. The variety made it a lot of fun. And I like to come up with my own fits, it’s part of the charm of Eve. Of course if you have logistics, you have to decide armor or shield tanking, I am not against that at all Winking smile.

drake-armor

With that said, on to the issue of teaching new players how to fit a ship. We have all been there at the start of our Eve career and just slap whatever you got on to your ship. Pretty soon you start noticing that that doesn’t work very well. I might be old school, but basically I think people should educate themselves in fitting ships. It’s not THAT hard.

First thing you need to get out of your mind is multipurpose fits. Do one thing and do it well. Stick to one type of tanking and one type of weapon. Not saying there are no exceptions, but it’s a good general rule to go by. Then check the slot layout and the bonuses the ships gives and you’re almost there. This way you might not come up with the  most efficient perfect build ever, but it’s a good place to start, and you won’t have a fail fit as in OP’s example.

Eve is a game where you have to do some reading and googlin’ to find the info you need. And with wikis and blogs that have a lot of info it’s not very hard to find. So am I saying that all is fine, and CCP should do nothing ? What would be nice to see is some sort of suggested build / fit button, that says ‘most players fit this ship like this’. Or a little bit of text that says how you’re supposed to fit it ? You can still slap an armor repairer on a drake if you so desire, just a few little hints and or tips would be nice for the newer players amongst us.

Other participants at ninveah.com.