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	<title>Darniaq: {Closed}</title>
	<link>http://www.darniaq.com/wordpress</link>
	<description>Avatars never die... their name just gets passed on.</description>
	<pubDate>Mon, 09 Apr 2007 04:14:02 +0000</pubDate>
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		<title>How much Immersion, Part 2</title>
		<link>http://www.darniaq.com/wordpress/2006/08/mmo-live/how-much-immersion-part-2/</link>
		<comments>http://www.darniaq.com/wordpress/2006/08/mmo-live/how-much-immersion-part-2/#comments</comments>
		<pubDate>Mon, 14 Aug 2006 19:32:56 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
	<category>Playstyles</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/08/mmo-live/how-much-immersion-part-2/</guid>
		<description><![CDATA[Well, I&#39;ve answered my own question:
Just how much immersion do I want?
Less than I can have.

Eve is a great game, the very essence of open-ended experience, the sort of experience that defines &#34;immersion&#34; in a genre that seems largely to be veering away from it.&#160;Put another way, the immersion of Eve is&#160;about where you are [...]]]></description>
			<content:encoded><![CDATA[<p>Well, I&#39;ve answered <a href="http://www.darniaq.com/wordpress/2006/06/mmo-live/how-much-immersion/#more-79" target="_blank">my own question</a>:</p>
<p>Just how much immersion do I want?</p>
<p>Less than I can have.</p>
<p><a id="more-118"></a></p>
<p><a href="http://www.eve-online.com" target="_blank">Eve</a> is a great game, the very essence of open-ended experience, the sort of experience that defines &quot;immersion&quot; in a genre that seems largely to be veering away from it.&nbsp;Put another way, the immersion of Eve is&nbsp;about where you are and what you choose to do in it. The immersion in WoW, for example, is what you <em>get</em> and what you choose to get <em>next.</em>&nbsp;</p>
<p>What makes Eve hard, and therefore niche, is a number of elements:</p>
<ul>
<li>No clear explanation on how to do, well, anything</li>
<li>No clear goals</li>
<li>Groups required.</li>
<li>It displays time requirements in neon.</li>
</ul>
<h2>No Clear Explanation</h2>
<p>There&#39;s a tech tree within the game that is not at all explained well. Skills required for a module do not point to skills that support it, nor to Implants that support <em>that.</em> Beyond the tutorial, players are told almost <em>nothing</em>. Worse,&nbsp;when they finish that tutorial, they&#39;re given one or two million ISK, enough to afford a new ship and equipment, but with no knowledge on how to go spend it effectively.</p>
<p>These factors are easy to resolve. There&#39;s more than enough <a href="http://www.eve-online.com/itemdatabase/" target="_blank">information</a> and <a href="http://evemon.battleclinic.com/" target="_blank">off-line</a> <a href="http://www.elegance-corp.net/quickfit/" target="_blank">tools</a> out there to get someone all educated-up on all aspects of Eve. Players are only ignorant by choice.</p>
<p>But then the <em>real</em> problem kicks in: what to <em>do</em> with this stuff.</p>
<h2>No Clear Goals</h2>
<p>What will you do? Mine? Pirate? Haul? Trade? Craft? Rat? PvP?&nbsp;You can eventually do <em>all</em> of these. There&#39;s no real cap on what you can learn as a player.</p>
<p>And that&#39;s an irony to me.&nbsp;The lack of any clear end-goal makes it very hard to find a good place to <em>start</em>.</p>
<p>What skills do you pick up? In what order? How long will it take to learn them? What skills can you learn to speed up the learning process for other skills? Where will you get the money for the ships and equipment and insurance? Where will you go with them? With whom?</p>
<p>So now we have a game that provides no clear-cut explanation offering no clear-cut <em>goal.</em></p>
<h2>Groups Required</h2>
<p>Eve is a good example of an open-ended sim-like experience that is stable, enjoyable and has a good tight core audience. It&#39;s never going to give WoW a run for its money, but that&#39;s more because the type of player it appeals to is very different than the typical quest-grinder/Raider of the pinnacle of diku.</p>
<p>Players come together for more reasons than just helping one of them get a new sword. They form alliances, governments, ruling councils, squads, objectives. The people <em>are</em> the game. Find the right group and there&#39;s nothing you&#39;ll want for, be it knowledge or equipment.</p>
<p>This isn&#39;t the typical &quot;ugh, I need to group to take down this boss mob&quot; requirement either. This is the more immersive &quot;I will get pulverized without the big stick of an alliance to back me up&quot; requirement. There&#39;s only so much you can do in Eve by yourself. Even the most dedicated soloers eventually need to join a Corp if they ever plan to progress beyond the smaller ships.</p>
<p>But finding that right group is both critical and not explained. I can&#39;t imagine how many people were dumped into orbit above some random world and go so confused they quit in disgust.</p>
<p>I&#39;m glad I started this third attempt at Eve with the folks over at F13. They&#39;re a casual-leaning group dedicated to having fun but also focused enough to achieve well in these sorts of games. My frustration of the last six weeks was that I was rarely on to help out.</p>
<p>I like games that compel groups to work together for larger goals. But I can&#39;t play them if I don&#39;t feel like I&#39;m contributing. And that&#39;s what happened here.</p>
<h2>Neon Time Requirements</h2>
<p>What ultimately made me realize I had to leave was the Time factor. Unlike the typical &quot;I can&#39;t Raid 10 hours a week&quot; definition of Time, Eve&#39;s time was more direct. Other games which hide their time requirements behind lots of vague terms eventually decompiled anyway. Meanwhile,&nbsp;Eve advertises its time requirements in neon.</p>
<p>One of the few things the game <em>is</em> good at informing the player of is the amount of time it is going to take to do something. If&nbsp;a Skill is&nbsp;going to take 6 days to learn a skill, it tells you 6 days. If you need to learn five skills to unlock a sixth, the game can tell you exactly how long that will take, as tools like <a href="http://www.eve-ffet.com/downloads.php" target="_blank">Future Falcon</a> so helpfully tell you. And since Time is so important, it pervades <em>lots </em>of the tools available for the game. Heck, fire up <a href="http://www.elegance-corp.net/quickfit/" target="_blank">QuickFit</a> and it&#39;ll tell you how long your ship will take to defeat any of the enemy NPCs you tell it to calculate a fight against. Use a tool like <a href="http://www.eve-tanking.com" target="_blank">Eve Tanking</a> to see how long you&#39;ll survive under their barrage. The numbers generated are all fairly accurate.</p>
<p>I knew how long it&#39;d take to learn stuff, how long it&#39;d take to rat to get the money to make those skills worth it and how long I&#39;d need to spend in the game each month to pay the fee with enough profit left over to make my time in the Corp and Alliance worth it.</p>
<p>And it just wasn&#39;t adding up.</p>
<h2>The End</h2>
<p>I needed to move on. I dumped my 0.0 holdings and evacuated what few valuables were worth transporting out. For now I&#39;ll&nbsp;skimper back to easier games, ones that don&#39;t require as much from me. Life has been keeping me off my computer more and more of late, and while it could just be the Summertime, I think it might be deeper than that.</p>
<p>I want to care. I really do. But I mostly don&#39;t. I&#39;ve been through the immersive side of this genre time and again and I just don&#39;t feel a part of it anymore, not the way it&#39;s being defined by the old skool anyway.</p>
<p>Those who equate immersion with Time are a group to which I can no longer belong. Maybe when my kids are in college in fifteen years (heh, hopefully), things will be different for me. But by then, I think <em>everything&#39;s</em> going to be different.</p>
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		<title>New Eve Movie and factoids</title>
		<link>http://www.darniaq.com/wordpress/2006/06/mmo-live/new-eve-movie-and-factoids/</link>
		<comments>http://www.darniaq.com/wordpress/2006/06/mmo-live/new-eve-movie-and-factoids/#comments</comments>
		<pubDate>Thu, 29 Jun 2006 13:00:35 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
	<category>Reporting</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/06/mmo-live/new-eve-movie-and-factoids/</guid>
		<description><![CDATA[Eve Newsletter VIII arrived this past Monday.
I found some of the information pretty interesting.

Some basics:

Eve hit the 130,000 subscriber milestone
About 500,000 people registered for the Eve China beta.
Eve Collectible Card Game ships. I&#39;m not much into CCGs myself, but I imagine some are.

Most importantly though, they included a link to a new movie they created [...]]]></description>
			<content:encoded><![CDATA[<p>Eve Newsletter VIII arrived this past Monday.</p>
<p>I found some of the information pretty interesting.</p>
<p><a id="more-91"></a></p>
<p>Some basics:</p>
<ul>
<li>Eve hit the 130,000 subscriber milestone</li>
<li>About 500,000 people registered for the Eve China beta.</li>
<li>Eve Collectible Card Game ships. I&#39;m not much into CCGs myself, but I imagine some are.</li>
</ul>
<p>Most importantly though, they included a link to a new movie they created to show off the new graphics they&#39;ve been developing. In theory, the following link will automatically launch your default movie viewer and start buffering the stream:</p>
<p><a href="http://myeve.eve-online.com/download/videos/Default.asp?a=download&amp;vid=146&amp;tempid=EVEO4304D93A&amp;mailid=b15f32e3534146238746b19ce2d9ad9c" target="_blank">Link to the movie</a>.</p>
<p>Complete with a soundtrack evocative of the general Eve music with a techno spin, this video shows a lot of glory shots and some battles. The ships of course look incredible, but it&#39;s some of the shaky-cam stuff that <em>really</em> impressed me.</p>
<p>I have no idea if that bit is going to make the final release, but I sure hope it does. Having fallen in love with both Battlestar Galactica and the unfortunately-now-defunct Firefly (an ode is in progress), I like me my shaky cam. It makes CGI look, well, less like CGI.</p>
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		<title>How much Immersion?</title>
		<link>http://www.darniaq.com/wordpress/2006/06/mmo-live/how-much-immersion/</link>
		<comments>http://www.darniaq.com/wordpress/2006/06/mmo-live/how-much-immersion/#comments</comments>
		<pubDate>Fri, 16 Jun 2006 17:05:17 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>General Gaming</category>
	<category>WoW</category>
	<category>Eve</category>
	<category>Playstyles</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/06/mmo-live/how-much-immersion/</guid>
		<description><![CDATA[The Technology section of Guardian Unlimited posted a good summary article on Tuesday about griefing in video games. While written for the relatively uninitiated, the article covers the basics well enough to have prompted further discussion. To me though, this all revolves around one core question:
Just how much immersion do people really want?

This article, the [...]]]></description>
			<content:encoded><![CDATA[<p>The Technology section of <a href="http://technology.guardian.co.uk/Guardian/0,,,00.html" target="_blank">Guardian Unlimited</a> posted a good <a href="http://technology.guardian.co.uk/weekly/story/0,,1797198,00.html" target="_blank">summary article</a> on Tuesday about griefing in video games. While written for the relatively uninitiated, the article covers the basics well enough to have prompted <a href="http://forums.f13.net/index.php?topic=7300.0" target="_blank">further discussion</a>. To me though, this all revolves around one core question:</p>
<p>Just how much immersion do people really want?</p>
<p><a id="more-79"></a></p>
<p>This article, the discussions that followed, every discussion that preceded and the success of certain types of games over certain <em>other</em> types of games can be said to answer the above question.&nbsp;Asking <a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/where-is-the-massive/" target="_blank">where the massive was</a> at all was a prelude ot this question:</p>
<p>How much immersion do people really want?</p>
<p>Apparently not that much.</p>
<p>Years of experiences hint that, for the most part, players want to be left alone to achieve their own goals on their own time, and are willing to ask for help (and provide it) on their <em>own</em> time. Everything from the <a href="http://www.mxac.com.au/drt/PlayerPyramid.htm" target="_blank">Player Pyramid</a> to <a href="http://www.nickyee.com/daedalus/archives/000753.php" target="_blank">Why we Play</a> to <a href="http://www.darniaq.com/wordpress/2006/06/mmo-live/knowing-oneself/" target="_blank">Knowing Oneself</a> builds upon this most basic of elements. In games about achievement, sometimes other players are simply in the way.</p>
<p>The Guardian article talks about Player Governments (quoting <a href="http://www.brokentoys.org/2006/06/15/i-had-something-to-say-about-griefers-no-way/" target="_blank">Scott Jennings/Lum</a>), but I basically disagree that this is part of any sort of Utopian ideal.</p>
<p>If we break down the genre between open-ended games and those with contrived linearity, we see that far and away the majority of players are in the latter. These extensions of the RPGs of old provide a fun experience players can jump into and out of for 30 minute blocks or live in for hours at a time. Their central motivation being about acquisition means that players have goals as laid out partially by the game, resulting in the endgames usually involve mass cooperative play to help someone advance in some way.</p>
<p>How hard is that really? I mean yes, <em>doing this</em> is pretty hard. Getting six or four dozen people to work together can be time-consuming, and there&#39;ll always be something going wrong. But at least the goal is set. At least someone can log in, know what they need to do, go try and do it, and log out. Everything else is left to the game developers and GMs to handle.</p>
<p>Meanwhile, in an open-ended game, like old SWG, old UO, SB or current Eve (among a dozen others), players have to figure out not only the game, but what they want to do in it. Adding to this the griefing that exists in <em>all </em>of these games is complicating enough. But actually permitting that griefing because is part of the game rules is one of the very things that drives these titles to limited appeal.</p>
<p>Just how many times does someone want to log into Eve, see that the pipe they need to run is still contested and see that they can&#39;t even leave their station because that too is being camped? I ask that partially in jest of course, because that isn&#39;t really as common as non-Eve players&nbsp;may think it is. But it is only <em>partial</em> jest because it can happen.</p>
<p>The easy answer, of course, is to be prepared. Have insta-jumps set up, have an alt you can log into, get your Corp/Alliance to work together, all sorts of different things that happen daily. All of them though require not so much <em>more</em> work than a typical diku-inspired game, but rather <strong>different</strong> work. And that is the core problem.</p>
<p>The open-ended games sometimes fall down on the very thing they thrive on: their open-endedness. Without proper direction for the uninitiated player, the open-ended games can be overwhelming. The experiences are still billed as <em>games, </em>and players come to new games with expectations built upon their experiences in earlier games.</p>
<p>Add to this the rules players need to create for themselves, the diplomacy of pushing those rules, the politicals of maintaining them and finally the need to go enforce them. That&#39;s <em>a lot</em> of work for a <em>game, </em>and in my opinion the reason why such rules so often fall down. It&#39;s nice that SEED is trying to integrate some sort of player policy making (which could be like ATITD&#39;s player voting for rules changes or merely a SWG City Mayor), but that is ultimately something that has a very narrow appeal in the first place. Does the player who gets voted in have a lot of authority? Will that authority used and misused compel more players to vote? Or will it just drive players away in droves because the authority someone has over them is even <em>worse</em> than someone&#39;s ability to camp&nbsp;a zone they wanted to go farm in?</p>
<p>Open-ended games are <em>hard</em>. They seem to require more of a player than most want to give.</p>
<p>At the same time, an open-ended <em>endgame</em> (or midgame) is something else entirely. Using a traditional game approach on the front end, a game can rope a new player in through a long series of activities and growth. Then when they&#39;re &quot;ready&quot;, that player is unleashed upon the game world with a good foundation of knowledge hopefully coupled with the necessary self-motivation needed to go off and continue growing.</p>
<p>This sounds like old UO because in some ways that&#39;s what it was. By the time&nbsp;I played they had integrated Haven, newbie island where people go and got quests while learning what skills did what. Then when they were done they were dumped into the world proper with some knowledge and a lot of motivation to go learn more.</p>
<p>This can work for other games. It is, in theory, the foundation of Age of Conan, where players play a single-player RPG (with persistent-world commerce and community) until level 20. Then they join the persistent world for further RPGing.</p>
<p>The genre seems to be learning. It&#39;s all fine and good to be capitalizing on the technical ability to put thousands of people into the same game world. You just need to provide <em>some</em> guidance for them at first. How much guidance you need depends on the game and the players you want in it.</p>
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		<title>Trepidation Restored</title>
		<link>http://www.darniaq.com/wordpress/2006/06/mmo-live/eve-and-trepidation/</link>
		<comments>http://www.darniaq.com/wordpress/2006/06/mmo-live/eve-and-trepidation/#comments</comments>
		<pubDate>Mon, 12 Jun 2006 21:32:39 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
	<category>Playstyles</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/06/mmo-live/eve-and-trepidation/</guid>
		<description><![CDATA[Years ago, as a budding Magician in Everquest,&#160;I stood at the edge of a forest. This was no ordinary forest though, but rather the infamous Kithicor, bane of newb and veteran alike.
None of my fears were particularly justified nor logical. They were based on a combination of factors, elements of experience I thought would never [...]]]></description>
			<content:encoded><![CDATA[<p>Years ago, as a budding Magician in Everquest,&nbsp;I stood at the edge of a forest. This was no ordinary forest though, but rather the infamous <a href="http://www.eqatlas.com/kithicormap.html" target="_blank">Kithicor</a>, bane of newb and veteran alike.</p>
<p>None of my fears were particularly justified nor logical. They were based on a combination of factors, elements of experience I thought would never converge again.</p>
<p>They did, but in a different form.</p>
<p><a id="more-73"></a></p>
<p><strong><font>Kithicor Pause</font></strong></p>
<p>A few elements combined to first make me avoid Kithicor Forest (and later the <a href="http://www.eqatlas.com/kunark/dreadlands.html" target="_blank">Dreadlands</a>).</p>
<ol>
<li>Ambience. The design of the zone was just <em>spooky</em>. This is an old forest with trees that have seen everything. Even in the middle of the day, the place was dark. It took all the way until World of Warcraft for a game to come along that matched the sheer diversity of zone design that SOE/Verant had achieved so long ago. And it took that long for me to find a &quot;seamless-world&quot; game that matched the diversity and hand-craftedness of EQ (though I don&#39;t really consider WoW truly seamless ala Vanguard given where players spend a lot of their adverturing time).</li>
<li>Knowledge.&nbsp;This was a time when one played EQ, UO, AC1 or drove deeper into the genre for games like M59 and Underlight. In my very limited experience to that point, there was no other game quite like EQ. No game had zones like this, so there was no basis for comparison. And while I&#39;d already availed myself of such places as <a href="http://eq.stratics.com" target="_blank">Stratics</a>, <a href="http://everquest.allakhazam.com/" target="_blank">Allakhazam</a> and <a href="http://www.eqatlas.com" target="_blank">EQ Atlas</a>, that was only book knowledge. <em>Knowing</em> how to solve a quest is not the action of doing it, and it was this place I had to get through in order to do it. If I recall, it was to pick up a new pet scroll from Highpass Keep, a town built into the valley of Highpass, far on the other side of the Kithicor. To that point, I had spent most of my time in the relative safety of Greater Faydark and Butcherblock Mountains, never more than a few minutes from my home of Felwithe. In the days when one rode a boat across the Ocean of Tears to get to Freeport, Highpass Keep was <strong><em>far</em></strong>.</li>
<li>Guildmates. This was probably the biggest factor. I&#39;d been in the guild for about four months, and while I didn&#39;t know everyone, they were a great bunch (some of them are still there in fact). And they had been playing a <em>long</em> time even before I started. Their accounts of Kithicor, spoken in what I thought were hushed tones (which turned out to be just the vernacular of EQ I was still wrapping my mind around), combined with some mentions of the zone being made harder by the powers that be, really affected my willingness to just drive head first into the place.</li>
</ol>
<p>By this combination of design and newbish-ness, I spent days fretting this run. I researched, finding out the safest pass was the northern end of the zone. I talked to people who were kind enough not to mock the new. I&nbsp;tested&nbsp;my ability to flee with and without&nbsp;probably the most requested buff from those&nbsp;days (Spirit of Wolf, +% run speed). I printed the map and had it hanging on my wall (the days before I got addicted to dual monitors).</p>
<p>In the&nbsp;end, a kindly druid not only gave me Spirit&nbsp;of Wolf, but levitation and some&nbsp;crazy HP-regen buff I think was Regeneration, though I can&#39;t remember. With all that, it took me 5 solid minutes to make it to Highpass. I didn&#39;t see one mob, didn&#39;t hear one scream and only paused when I thought the entrance to Rivervale might have been it. Unscathed upon arrival, I wasn&#39;t disappointed by the lack of adventure nor that the zone didn&#39;t live up to my expectations and fears. I was <em>relieved</em>. That being my first of hundreds of trips across, it still took a dozen more times before Kithicor just became another one of those zones to cross if one needed to.</p>
<p>Then when I switched over to my Bard full-time, the zone become just another temporary blip. In no game I&#39;ve ever played before nor since has an avatar I&#39;ve driven moved as relatively fast as my moderately-equipped Bard. Someday, someone is going to realize that letting some people move <em>really friggin&#39; fast</em> does not break the experience if other classes have good benefits in their own right. There&#39;s safety in speed, particularly when combined with flight, the very mechanism I used to cross the <em>next</em> (and last) zone to give me trepidation: The Dreadlands. Not only did I get to experience the limits of the graphics engine at that point (I was so high the ground didn&#39;t render), I got to feel the rush of a missed song twist when I plummeted to the ground, landing with 1hp just outside the aggro range of the mobs at Karnor&#39;s. Ah memories.</p>
<p><font><strong>The Days Between</strong></font></p>
<p>In the years since that day, I have been enamored of different games for different reasons. The combat styles of DAoC, the flight of CoH, the FPS-I-could-play that is PS, the best delivery of my preferred Wizard that is the WoW Mage, countless others. But one thing was always missing: Real trepidation.</p>
<p>Oh, there&#39;s always places I don&#39;t want to go unless well equipped, but that&#39;s the problem. It&#39;s become easier to predict where I can survive by myself as the games become more contrived. It&#39;s like each area just comes with&nbsp;a sign that says &quot;you must be this high to enter&quot;. Knowing how high and what sort of things I&#39;d need has made the actual getting of them less an adventure and more just a procedure.</p>
<p>This is augmented by the fact that the whole <em>playerbase </em>has gotten more experienced. Except for the vast number of newbies that WoW has attracted, I often wonder how many people feel true fear in these games anymore. I personally feel like every death I ever incurred in WoW, for example, was just a minor nuisance. Of course, I do not at all lament the light death penalty of the game, since that is one of many factors that broadens its appeal. But as CmdrSlack used to poke fun at me about, I <em>do</em> believe that <em>some</em> amount of death penalty enhances an experience, and one of the better methods is a corpse run. It doesn&#39;t need to be nekkid, but needing to go back to get your stuff <em>will</em> result in you taking less chances. I don&#39;t at all advocate that just yet though, not until these games become less about raw acquisition and have solved the perennial technical issues. Nothing like losing months of work to a linkdeath.</p>
<p>I&#39;m not an experienced pro at these games. I don&#39;t burn through content and hit the endgame rich. And I don&#39;t backwards-engineer the experience to maximize advancement through the most efficient paths. I still play pretty much the way I always play. But having done this so many times, having climbed so many ladders, it&#39;s harder to become awed, much less scared, by much.</p>
<p>So it surprised me this passed Thursday when the fears of Kithicor bubbled to the surface again in Eve.</p>
<p><strong><font>0.0 Trepidation</font></strong></p>
<p>My Corporation in Eve has joined an Alliance and is headed to &quot;0.0 Space&quot;. This alone does not describe the events, but for security reasons I won&#39;t use real system names either. In broad terms, here&#39;s what it means to go to 0.0 Space:</p>
<ul>
<li>Better ratting. &quot;Ratting&quot; is basically mob-grinding of old. Nasty NPC pirates populate asteroid belts and it&#39;s up to players to clear them out. This is the most direct iteration of a typical EQ experience going. Solo or in a group, kill mobs for money,&nbsp;loot and faction.</li>
<li>Better resources. In those same asteroid fields are, well, asteroids. In lower security space though, these asteroids yield better minerals, for reasons not worth explaining here except to say they&#39;re very worth getting.</li>
<li>Security. There is almost none except for what the Corp and Alliance bring.</li>
<li>Warfare. Many of the more frequent PvPers have security ratings that prevent easy access to Empire space (relatively safe areas where the bigger danger is commercial in nature). In wartime, an enemy corp may be restricted from fighting <em>their</em> enemy because their good PvPers can&#39;t travel Empire space safely. This is not the case in 0.0 space.</li>
<li>POSes. These are the Eve &quot;houses&quot; basically, player owned stations that can be equipped to do a variety of things. Think a City in Shadowbane, accessible as a single entity, governed by set privileges, worth owning for your guild and worth destroying if your enemy has one.</li>
</ul>
<p>There&#39;s a lot more to it, but these are the highlights. Greater risk for greater reward. But unlike other titles, the enemy here isn&#39;t just mobs with more HP and mana. It&#39;s mostly other people, and they&#39;re <em>far </em>less predictable.</p>
<p>Eve is&nbsp;a game with sort of old-school sensibilities. While it was never marketed as a play2crush game, it is a full-PvP universe. And I say universe because there&#39;s only one server. You log into the galaxy and everyone who is playing is right there with you. They may be minutes or hours from you, but rather than the usual shards split into chunks of maybe 3,000 concurrent users, Eve normally features between <em>15,000</em> and 25,000 daily. There&#39;s just more people who can impact your game than in any other game going.</p>
<p>Last Thursday, when life again permitted I play to some degree, I had all of my stuff packed and sitting at our Corporation&#39;s staging point. From here we would each make our flight through the gauntlet, the &quot;pipe&quot; that involves over a dozen jumps through 0.0 space, lawless land. The alliance we joined theoretically controls this pipe, but as I&#39;ve seen since, they don&#39;t have locked doors. This being the best of any route to our new home, it is highly contested space.</p>
<p>There are enemy all over, creating bubbles, ganking, scouting, all of that. Meanwhile our Alliance is chasing them out, pitched battles waged nightly. It&#39;s all very cool and I can&#39;t wait to be a relevant part of it.&nbsp;PvP itself is also pretty cool, though I have very limited experience in it.</p>
<p>Being part of the time-starved crowd, I&#39;m not rich, but I&#39;ve done ok by playing conservatively. I generally don&#39;t upgrade until I can afford that ship many times over, both in the ship itself and the insurance (which can be brutal). I stick primarily to missions, and if ratting will bolt the moment anyone with a slightly low security rating comes in. I&#39;m not really used to losing. I&#39;ve lost all of one ship since I started playing, and that <a href="http://www.darniaq.com/wordpress/2006/04/mmo-live/death-by-guards/" target="_blank">quite stupidly</a>.</p>
<p>So that&#39;s where I was on Thursday.&nbsp;Still a relative newb in&nbsp;a ship that&#39;d just&nbsp;barely pass effectiveness solo-ratting in 0.0 space, sitting at the staging point with most of the stuff I&#39;d ever&nbsp;accrued on my Trader alt there&nbsp;too,&nbsp;staring into the&nbsp;abyss.</p>
<p>And the abyss stared back.</p>
<p>Similar to&nbsp;my run through Kithicor, I did a whole bunch of digging. Now with a better computer and array than previously, I could have more information on the second screen. Talking to people, reading about tactics,&nbsp;re-equipping a dozen times, watching the channel we use to talk about enemy actions, I sat at my monitor for 90 minutes just preparing, talking to people and watching the action unfold.</p>
<p>Then I logged off. Apparently the enemy was fairly well entrenched in one of the systems, and there wasn&#39;t going to be a force to kick them out for hours yet. Me adding my ship wouldn&#39;t have sped that along and at 12:30am, I wasn&#39;t thinking I&#39;d be effective by the time they got going anyway.</p>
<p>Sunday when I played again I went through the same mental exercise, but this time I just decided to do it. I wimped out though and took my cheapest (and fastest) ship though. No problem. 14 jumps and no enemy at all. I still am kicking myself. It took all of 8 minutes to do the whole trip.</p>
<p>I realized from this the feeling I hadn&#39;t had in so long. This was really the same sort of feeling I had so many years ago on the forest edge. Like then, I could lose all of my stuff. Like then, I really needed other people. Like then, this is based partly on design. There&#39;s an intense satisfaction I get when I enter a system with a proper name to it. The outlands of space still go by what amounts to astronomical survey numbers. The populated systems all have real names. Going from the former to the latter, I feel the safety of just knowing there&#39;s civilization <em>somewhere</em>. Plus in this particular space, the numerical systems are rendered with a heavy red overtone while the named systems have a blue-ish one.</p>
<p>This complete motif is awesome in its immersive. Sure I&#39;m only $40 or so away from replacing everything I lose. But I&#39;m also pretty opposed to RMTing for my own gain. I understand why it happens and appreciate that others get that immersed in a game. But to me, if I can&#39;t do it in the game, I&#39;m not really the target <em>for</em> that game.</p>
<p>In Eve I&#39;d like to think I can be. Capping my third month of play on my third time through the galaxy, I think I may be. But this unwillingness to real-world-cash my way around means I will feel the sting of defeat that much more. And that succeeds in heightening my trepidation to levels not experienced since 2000.</p>
<p>&#8212;&#8212;&#8212;-&nbsp;</p>
<p>Manual trackbacks:</p>
<p><a href="http://www.mmoz.com/forum/showthread.php?t=3327">http://www.mmoz.com/forum/showthread.php?t=3327</a></p>
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		<title>E3 Day 2- and End</title>
		<link>http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/</link>
		<comments>http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/#comments</comments>
		<pubDate>Sat, 13 May 2006 01:09:12 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>MMO (Upcoming)</category>
	<category>General Gaming</category>
	<category>Technology</category>
	<category>Eve</category>
	<category>SWG</category>
	<category>Innovation</category>
	<category>Industry</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/</guid>
		<description><![CDATA[So the daily surprises that are no longer surprises kept me from the show until almost noon. Meetings, emails, teleconferences from what would, in the real world be considered &#34;noisy&#34; but which actually was rather quiet relatively. I&#39;ve theoretically been at the show for two days and I&#39;ve gotten to actually walk it for about [...]]]></description>
			<content:encoded><![CDATA[<p>So the daily surprises that are no longer surprises kept me from the show until almost noon. Meetings, emails, teleconferences from what would, in the real world be considered &quot;noisy&quot; but which actually was rather quiet relatively. I&#39;ve theoretically been at the show for two days and I&#39;ve gotten to actually walk it for about nine total hours.</p>
<p>But it all ended and I was free once again. While I wanted to hit South Hall again to finish up with games I hadn&#39;t learned enough about yet, it was my duty to actually, you know, see the other 2/3 of the show. To Kentia and West I did go.</p>
<p><a id="more-8"></a></p>
<p><strong>Kentia</strong></p>
<p>Kentia had its usual hodge-podge of games, gear and assorted oddities. The focus down there seemed to be on active play (punching, driving, surfing accessories), mobile games (how <em>does</em> anyone seriously game on these things?!) and random utilities like development tools, testers and hardware. Most of this stuff I had just seen at GDC, but the floor felt more compressed. I can&#39;t be sure, but it feels like there was more private-viewing booths and meeting rooms both in Kentia and in West this year than when I last was here in 2004.</p>
<p>So to the West I went.</p>
<p><strong>Concourse</strong></p>
<p>Along the way I managed a detour into Lucasarts. Sworn to silence, I&#39;ve got nothing to say except that anyone who&#39;s a gamer should pay particular attention to two things in early-part 2007: <a href="http://www.naturalmotion.com/files/euphoria.pdf">Euphoria</a> and <a href="http://www.pixeluxentertainment.com/">Digital Molecular Matter</a>. By themselves they are &quot;just another&quot; behavior and physics engine respectively. You&#39;ll see why <em>together</em> they mean something though.</p>
<p><strong>West Hall</strong></p>
<p>This Hall had Nintendo, Sony and Miscellaneous. Those two booths were impossible to miss as they took up what appeared to be 2/3 of the available exhibition space. As I noted in Kentia, the whole back of the hall was private office areas, where things like Warhammer Online (awesome WoW-level CGI movie though) were tucked.</p>
<p><strong>Nintendo</strong></p>
<p>My first stop was to see about the line for the Nintendo Wii. As expected, it was far longer than I could justify standing on. I&#39;ll see the unit soon enough, so wasting half my available time on that line didn&#39;t seem worth it. Ah well.</p>
<p>The rest of the booth was dominated Nintendo DSes and various games. None particularly stuck out to me, but I&#39;m nowhere near the target audience for their titles. I did get to see the relatively new <a href="http://e3src.nintendo.com/news/lighter_brighter_hardware_follows_latest_version_o/">DS Lite</a>. This is a rather nice device, something I&#39;m seriously considering buying. It looks sorta like an iPod when closed, is far less hefty than the chunky original, and of course has the benefit of the most creative software I&#39;ve seen for any mobile platform, befitting the creative interface devices available on the system.</p>
<p>I&#39;ll probably buy the Wii because of the control system alone. Like the DS, there&#39;s true creative potential there.</p>
<p>Finally having my fill of Brain Age, I moved cross the aisle to Sony.</p>
<p><strong>Sony</strong></p>
<p>Another enormous booth, I was very surprised by the rather lackluster interest being shown the PS3 compared to that of the Wii. I figure this is based on two elements:</p>
<ol>
<li>While the PS3 is a technical wonder of technology straight from a sci-fi novel, there just isn&#39;t much more to it than making games more immersive. Whoopie they added a motion sensor to the controller. The thing is just a silver dual shock controller from <em>years</em> ago. I don&#39;t care how much power the system have, if the control system is exactly the same, chances are the developers will continue to dip into the barrel of what they know.</li>
<li>They did have ample playable demos on the floor, probably around 30-35 stations of PS3s featuring multiple playable versions of things like Warhawk (modern flight combat sim), Gran Turismo HD (best graphics tech demo there), Resistance: Fall of Man (near-future combat), Heavenly Sword (fighting game). Meanwhile, the only way to play the Wii was to stand on line or somehow sneak in.</li>
</ol>
<p>I didn&#39;t figure I&#39;d be buying the PS3 this year or at all, and see no reason to change my mind. Making the games in HD format was a great idea, but they&#39;re still the same games I was playing a decade ago.</p>
<p>The PSP was another story. I have been somewhat disappointed with it since I bought it a year ago. I&#39;ve got a laptop and two portable DVD players, so travel movies is not an issue and doesn&#39;t require I buy a new library. The games I had tried were mostly direct rips of console-based or console-like titles. My last console was the Nintendo 64 for a reason. I hate the controls and haven&#39;t been truly engaged by a game since the first Turok.</p>
<p>But this year I saw a number of titles that make me glad I haven&#39;t eBay&#39;d the device. There seems to be an influx of puzzlers, which is <em>exactly</em> what I want to play on the device.</p>
<ul>
<li>Miami Vice was a surprise in that it isn&#39;t about the show nor upcoming movie. It probably has that sort of <a href="http://www.wildhorse.com/MiamiVice/music/">Jan Hammer</a> type music, but I couldn&#39;t hear sounds on any of the scores of playable units they had around the booth. You have this ship which looks like something out of Asteroids, and the object seems to be to fly around exploding at the right time to make cubes explode. All pretty abstract. All just straight pretty. And intellectually stimulating.</li>
<li>Tekken. Good. I need a fighter game.</li>
<li>EEE. This had a name. I think it starts with &quot;Endless&quot;. For the life of me though I cannot recall the name. It was fun though, a puzzler in the vein of Miami Vice.</li>
<li>LocoRoco- puzzler. I saw this at GDC at the Sony booth there, and a <a href="http://www.msu.edu/%7Ebrodies1/ballistic/">good analog of the experience</a> was shown as part of the <a href="http://www.gamespot.com/misc/igf/student.html">Independent Games Festival</a> as well. Rotate the world to move an amorphous object around it. Good times.</li>
</ul>
<p>Still no word on a keyboard for the device though. To me, this continued lack is an insane oversight, something for which I have no explanation. I can&#39;t imagine it&#39;d take even a halfway decent coder any more than 30 minutes to create a driver for it. And it&#39;s not like Logitech doesn&#39;t have enough keyboards kicking around. What keeps either company, or anyone else, from marketing a keyboard is just beyond me. If the device had a touchscreen, it&#39;d be passable. This things cries out for a keyboard, and I&#39;d die happy if it could support a mouse.</p>
<p>They also had some Guitar Hero 2 stations here. Fun game.</p>
<p><strong>Funcom</strong></p>
<p>Since a number of games are shown at a number of booths, it was no surprise to stumble upon Age of Conan at the Funcom booth, nor to learn some more new interesting info about it:</p>
<ul>
<li>Levels 1-20 only need to be done once. Players are not required to repeat them if they don&#39;t want to. This makes the archetype/sub-class choice for palpable to me, since done once, players can instantly choose another class if their first class didn&#39;t work out.</li>
<li>These levels are free. No subscription fee is collected until one reaches 20 and makes a class choice.</li>
<li>They target these levels to take about 10-15 hours of game play.</li>
<li>The taverns in these levels <em>are</em> persistent, so players can mingle. They&#39;re not sure they&#39;re going to allow trade though, which makes sense. No sense building twinking in right at the start.</li>
</ul>
<p>Further, another bit of news on cities: guild leaders can build a Town Hall somewhere and the town can grow around it. They really want towns to work with the landscape but to not blight it. They will carefully control where and how building happens.</p>
<p>Finally, the demos didn&#39;t feature any magic because their particles system wasn&#39;t done. They will, of course, have it though. It&#39;ll be elemental-based and powerful and all those glowing promises we always hear before launch.</p>
<p>Given how this game has progressed though, this could be the title that lets me forgive Funcom for the train wreck that was initial <a href="http://www.anarchyonline.com/">AO</a>.</p>
<p><strong>CCP</strong></p>
<p>In the corner of the Hall was tucked the Eve booth. This was largely a meeting space, though they did have a guided demo up. The big feature here was the new graphics engine, which will come this summer, but not with the next content patch. They remodelled and re-textured every ship in the game, and will finalize the overhaul with brand new effects.</p>
<p>They also featured the upcoming integration of voicechat support, brought to them by <a href="http://www.vivox.com/">Vivox</a>. Yet another system at GDC, this suite comes from a company with a strong telecom background. Eve could, if they wanted, allow players to make phone calls right from the game, such is the level of Vivox integration with telecom. Right now, more pedestrian goals like spacial chat and seeing who&#39;s speaking are the goals.</p>
<p><strong>Sony Online Entertainment</strong></p>
<p>This booth is remarkably different from 2004. They are much more open with their games now, ringing the outside of their private-viewing area with presented demos of their library of titles. Having just played EQ2, knowing EQ1 pretty well, and seeing not much different with PS and Untold Legends, I focused on SWG.</p>
<p>Now, a word here first. I like playing dumb at these shows. It&#39;s not like I&#39;m some fount of unique intelligence. It&#39;s just that I find people will open up to the ignorant more than they will to some know-it-all yutz who can&#39;t shut up about their own geekness. I&#39;ve seen a number of these folks at the show, and they annoy me with their transparent questions having no other purpose than tripping up the hired presenters. I almost asked one idiot to move along when he started mocking the Vanguard presenter in the Microsoft games booth about why the game had no business being there. I decided on a simple &quot;you know the announcement was about a <em>three</em> way relationship right?&quot;. Stupid kids.</p>
<p>Anyhoo, I had the pleasure of meeting Kurt &quot;Thunderheart&quot; Stangl again. He wouldn&#39;t know me from Adam anyway, but he was the one I spoke to the last time I got a good run-down on SWG. This guy really does care. The most telling indicator of this was just how much he had to hold back on the impact the NGE had on the community. Here I was, some random E3 guy who professed to having just some basic awareness of this &quot;online Star Wars game&quot;, and he had to struggle to hide his emotions when I asked about some new changes I heard about to the game. He cares about the players, truly. Makes sense given his role of course.</p>
<p>So with that, I got to hear some cool stuff:</p>
<ul>
<li>If you don&#39;t know by now, they&#39;re blowing up Restus on Rori this summer. There&#39;ll be a long server-wide quest that leads up to a final battle around the starport in Restus. The story itself is cool, so I won&#39;t spoil it. But the outcome of the battle is preordained anyway, so the ending isn&#39;t a spoil. And the impact is both huge and immediately rewarding. The entire city goes from alive to all ruins in a matter of seconds, resulting in a ragtag band of survivors giving out quests. Once this event ends, all of Restus becomes a &quot;battleground&quot;, a full PvP zone. Really good stuff, even if it does sound like <a href="http://www.worldofwarcraft.com/info/underdev/implemented/1p9.html;jsessionid=2C00BFEB95E52DF12E0C92F1F07F69AA.08_app01">a certain other &#39;opening of&#39; quest</a>.</li>
<li>Heavy weapons are in, and they are cool. In a nice nod, every player can use Scatter Pistols and Flamethrowers, though unlike Commandos that specialize in them, other combat classes will lose Action to use them. They still work though. Kurt demoed them on some content on Kashyyyk. Fun stuff, particularly the Flamethrower, which targets the ground.</li>
<li>True collision detection is coming. As it has been for six months. No real word on when, but they think in a matter of months.</li>
<li>They have some goodies coming for space too, but those I can&#39;t talk about.</li>
<li>If a player who is flagged PvP gets killed by another player, a dialog box pops up asking if they want to put a bounty on that player. Each player can place up to a 1mil credit bounty on another, and each player can have up to twenty bounties on them.</li>
</ul>
<p>All in all, they are not giving up on this game. There&#39;s a real energy about it from both SOE and Lucasarts. People are really interested in fulfilling the promise the NGE set out to start. I give them credit for maintaining this level of excitement about the game, and maybe in six months it&#39;ll finally be a complete package of relevant newness.</p>
<p><strong>NC Soft and Tabula Rasa</strong></p>
<p>At the end of the day, after hours on my feet seeing stuff relevant for my other notes more so than here, I decided to end with what has emerged as my favorite title of the show: Tabula Rasa. I&#39;m glad I did. The fun I had yesterday was trumped.</p>
<p>I was invited to an open chair that turned out to have a different classification. Unlike the &quot;Free Play&quot; stations, this one was &quot;Guided Demo&quot; and included a walking tour/adventure with NCS Richard, playing from NC Soft headquarters. But this was no museum tour.</p>
<p>He starts me in the world as if I knew nothing (quite my purpose) and explains something I immediately realized I had wrong from yesterday. The Q key rotates weapons while the E key rotates <em>alternate abilities</em>. I thought they were for ammo. Some cool stuff here on this character, which was explained to me as being a &quot;Specialist&quot;. Aside from normal weapons, I could &quot;cast&quot; Chain Lightning (jumps between enemies) and place Pulse Turrets on the ground, something very Planetside Engineer-esque.</p>
<p>Properly trained and equipped, he guided me through the first few quests which culminated in a romp through an instanced zone. The story here was these biomech warrior things just kept coming, and the humans wanted to know why. Working with their allies, they found the source and decided to go shut it down. That was our goal.</p>
<p>A solid 20 minutes of game play later, we were done, and I was hooked. The game is going to come out when it is done, but probably this year. It&#39;s fairly polished as is, but I can&#39;t speak for its level of content completeness.</p>
<p>Richard Garriot became the Creative Lead on the project around the time all these crazy changes happened, in addition to being the Executive Producer. This means the complete theme and play shift was his doing. I applaud the result. I also like that they kept the same language. No longer a fantasy title, at least all this means is I have to change what my <a href="http://www.darniaq.com/TR/Triskelion.htm">Triskelion</a> <em>looks</em> like.</p>
<p><strong>Conclusion</strong></p>
<p>Today has turned out to be my <em>last</em> day. Conference call in the morning and a 2pm flight back home. I think I&#39;ve seen everything I&#39;ve wanted to see though, and then some.</p>
<p>I set out to find innovation, and I feel like I found enough of it in Pirates of the Burning Sea, Age of Conan and Tabula Rasa. They were quite unexpected, but pleasantly so. These will be the titles I follow for this year while enjoying the offerings already live, for different reason.</p>
<p>For Pirates, it&#39;s a game I see as potentially Eve-like in a more mass marketable theme and offering (since players do have avatars. For Conan it&#39;s the fantasy theme but the very unique and compelling control system. And for TR, it&#39;s the theme and control system together which, like Conan, together <em>finally</em> bring MMORPGs out of the morass of auto-lock dice rolling combat systems I&#39;m so very tired of.</p>
<p>Will that mean I avoid WoW&#39;s Burning Crusade? No. By then the <a href="http://pc.ign.com/articles/704/704665p1.html">Mage Talent Respec</a> will be finally balanced, and the <a href="http://www.worldofwarcraft.com/burningcrusade/townhall/draenei.html">Draenei</a> interest me. They are a noble race (or could be) and new content is new content. WoW is still a very fun game. I just don&#39;t need to play it to the exclusion of truly innovative titles.</p>
<p>So that&#39;s my 2006. A few new MMORPGs that truly break the mold, the <a href="http://www.darniaq.com/phpNews/news.php?action=fullnews&amp;showcomments=1&amp;id=229#Huxley1">MMOFPS</a> I wish I could have played while here, and the generally rising chaos of life itself.</p>
<p>It was a good show. Probably not the best, and I imagine some people will think it&#39;s subdued or on the downswing or just getting more legit and therefore more sanitized for the corporations. But everyone has their own way to deal with the smell of money and success, and eventually the general gamer will come around to the idea that yes, games are business.</p>
<hr /><br /> The full list of games I included are here. The list seems shorter than it should be actually. I&#39;ll dig through my notes.
<ul>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#AoC">Age of Conan</a> (and again <a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/#AoC2">here</a>)</li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/#Eve">Eve</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Exteel">Exteel</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Huxley1">Huxley</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Mu">Mu</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Pirates">Pirates of the Burning Sea</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#ProjectWiki">Project Wiki</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/#SWG">Star Wars Galaxies</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Sun1">SUN</a></li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#TR">Tabula Rasa</a> (and again <a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-2-and-end/#TR2">here</a>)</li>
<li><a href="http://www.darniaq.com/wordpress/2006/05/mmo-live/e3-day-one/#Vanguard">Vanguard</a></li>
</ul>
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		<title>Eve: The Newbie Trader</title>
		<link>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-the-newbie-trader/</link>
		<comments>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-the-newbie-trader/#comments</comments>
		<pubDate>Fri, 21 Apr 2006 03:03:19 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/05/mmo-live/eve-the-newbie-trader/</guid>
		<description><![CDATA[I went back to Eve with the goal of exploring the Combat and Missions parts of the experience. That part is pretty fun, though resembles greatly the rather generic Mission Terminal missions from Star Wars Galaxies. Visit an Agent, accept the mission, go out and kill or collect or both, return for cash and an [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I went back to Eve with the goal of exploring the Combat and Missions parts of the experience. That part is pretty fun, though resembles greatly the rather generic Mission Terminal missions from Star Wars Galaxies. Visit an Agent, accept the mission, go out and kill or collect or both, return for cash and an increase in one&#8217;s standing with that Agent. Other bonuses happen, and there&#8217;s an entire ladder of Agent Levels to climb, but this is all pretty standard-faire stuff here. If you&#8217;ve played an MMORPG, you can run missions in Eve, once you learn the basics like ship flight and management.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">The money isn&#8217;t bad either, but there&#8217;s easier money to be made for a newbie. And I&#8217;m making it.</font> </p>
<p><font face="Verdana,Arial,san-serif" color="#777777" /><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">About a week ago, a good buddy from my SWG days joined us in Eve. Vedi was, in SWG, a Master Armorsmith that ran his own business for quite a while. He was also a guild member, and a customer of my Energy business, but he&#8217;s always had an eye to business. Being fresh to Eve, he seems to have approached this galaxy with the same eye he applied to the previous one.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Whereas I&#8217;m flitting from randomly-generated mission to randomly-generated mission, he comes in and starts Trading.</font></p>
<p><a id="more-15"></a></p>
<h2><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Trading</font></h2>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
Like missions, this is a fairly straightforward process:<br />
</font></p>
<ol>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Open the Market window and set the search area for the entire Region (a cluster of star systems).<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Go through every item in the list noting which items are being both sold in one place and bought in another. Of course look for items that are being sold for cheaper than they are being bought.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Go to where the item is being sold (Station A), and buy a quantity of it.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Haul it over to where it is being bought (Station B), and sell it.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Rinse and repeat.</font></li>
</ol>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
As usual, the actual actions required are just a bit more complex.<br />
</font></p>
<h2><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Considerations</font></h2>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
There&#8217;s many things to consider when getting into newbie Trading. That&#8217;s personally where I&#8217;m at. This gets much more complex as you expand your ability to Trade, particularly when you start dealing with other players rather than just the NPCs.<br />
</font></p>
<h3><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Capacity</font></h3>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
The first thing to consider is hauling capacity. Sure you may occasionally come across a single item that takes up almost no cargo space but will yield some insane profit. But for the most part, when dealing with NPC-spawned Trade missions, capacity is king. Luckily, it does not take long to train up your skills to be able to drive one of your race&#8217;s Industrial ships.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">In addition to Industrial ships default capacity, you&#8217;ll want to consider expanding it. There are a number of different items that can do this, and even a newbie can increase their capacity by as much as 54% if they buy three Expanded Cargo Hold Is (each one taking up one Low Power Slot and adding 18% capacity). If you, like me, went from a regular Frigate with it&#8217;s capacity of 150-300m3 volume, you&#8217;ll first think an Industrial ship with 5,<em>000</em>m3 volume capacity is huge. But when you realize the big money is in hauling very large quantities of goods, you&#8217;ll quickly outgrow that 5,000, and start wondering how to get into the truly huge ships as quick as possible. But capacity is just one of many considerations.<br />
</font></p>
<h3><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Capital</font></h3>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
The next thing, though no less important than Capacity, is how much money you can afford to spend. You have to buy the cargo in order to haul and sell it, so both Capacity and Capital are your primary limiters.<br />
</font></p>
<h3><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Distance and Security</font></h3>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
If you&#8217;re exploring Trading in Eve, chances are you&#8217;re already familiar with System Security Levels and how the whole warpgate and autopilot thing works. But there&#8217;s other factors in Trading when it comes to travel:<br />
</font></p>
<ol>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">You could see a huge Profit potential in hauling 5,000 units of Livestock from Station A to Station B, but what if that took 32 jumps to do? Industrial ships are pretty slow in sub-warp speeds, so 32 jumps could take upwards of an hour. Time <em>is</em> money.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">You want to know the Security Level of both the origin and destination as well as every system in between. You wouldn&#8217;t want to blow your entire bank account on buying stuff only to lose it to some pirates in low security space. At the same time though, some of the most lucrative trade available is in the least-secure areas, which is expected.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Consider One-way profit versus Roundtrip (or system loop) potential profit. If that 32 jump trip would net you 700,000isk, perhaps a Roundtrip through two systems could net you the same amount by trading one commodity on an outbound trip and trading another commodity on the return one. System loops are more complex Roundtrips but can also be fairly lucrative.</font></li>
</ol>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
</font></p>
<h3><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Market Fluctuations</font></h3>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
The NPC market for Trade goods is dynamic. The moment you buy and sell items, their market value adjusts. Here&#8217;s an example of why why Capacity is so important.<br />
</font></p>
<ul>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">10,000 Livestock in Station A are selling for 8,000isk. They are being bought in Station B for 9,000isk. You can carry 5,000 Livestock at a time, so pick them up at Station A.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">You travel to Station B and sell 5,000 Livestock for the 9,000isk quoted.<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">The Market window changes to now show the <em>new</em> price of Livestock at Station A and B. Station A remains unchanged this time, but Station B has dropped it&#8217;s buy price to 8,500isk.</font></li>
</ul>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
From this example you can see it&#8217;s not always the best idea to buy at Station A what you can&#8217;t haul at that exact moment. However, this also leads to additional considerations:<br />
</font></p>
<ul>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">You notice Station C has buying for 8,750. This would compel you to buy all 10,000 Livestock at Station A, knowing that the price will drop at Station B when you drop it off, but also knowing the price at Station C won&#8217;t be affected (unless someone else sells Livestock there).<br />
</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">The price at Station A will be affected by your continued buying of Livestock. The amount of Livestock available will also change, though sometimes you won&#8217;t be able to buy all of them out of a station altogether.</font></li>
</ul>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
</font></p>
<h2><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Potential</font></h2>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
There&#8217;s a lot of money that can be made in fairly short order by a player dedicated to this form of Trading. It&#8217;s also possible to begin Trading like this within mere hours of starting a new character. And the best part is, once you&#8217;ve learned the basics, you can start using powerful tools like <a href="http://evetrader.net/">Eve Trader</a> to make quicker and more effective decisions.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">By comparison, the &#8220;mission grind&#8221; can take a bit longer, and cost more. As you increase your rating with your Agents to tackle bigger missions, you also need to upgrade your ship and equipment to ensure you can handle them.<br />
</font></p>
<h2><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Alternates</font></h2>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
Trading isn&#8217;t for everyone. I&#8217;m still trying to assess whether it is for <em>me</em>. This is currently a means to an end, a way to finance both the Cruiser I would like to buy, and the inevitable series of replacements I will need as I lose them. Level 1 missions can pay out ok, and are all very easy in a well-equipped Frigate. Level 2 missions are apparently as easy for someone in a well-equipped Cruiser, and of course, pay out much more than Level 1 missions. Further, the goods gained while doing missions (and from separate offers made by agents) can either be reprocessed down to their component minerals for use or sale, or they can be sold on the market. If you&#8217;ve ever played an MMORPG, you&#8217;re not only familiar with the quests as mentioned above, you&#8217;re seen rare loot and how much it can be sold for on the market. The same is true in Eve.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Finally, the time it takes to complete an Agent mission is typically far less than it takes to do Trade runs. While the incremental payouts of Mission will be less than well-planned Trade runs, the total daily ISK earned is still comparable. This is particularly true if you continue to grow your combat skills to use bigger ships and take on bigger missions whereas you never train your Trade skills beyond newbie level.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">So at some point I&#8217;m going to assess whether I can make more money doing the combat I really want to do anyway, or whether I need to periodically dust off the Industrial ship to spike my capital. If I was seeking better efficiency, I&#8217;d dual-box Eve, having one character doing Trade runs while another doing Combat mission. Ultimately though, I just don&#8217;t have it in me. Like buying ingame currency for realworld cash, I appreciate the options available, but don&#8217;t have any particular need to be fast track myself into the higher tiers. I prefer to play the games the way I think they were intended. If I can&#8217;t maximize my potential through that, then I generally am bored with the experience anyway and looking to move on.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Meanwhile, I will be doing missions anyway, and performing guard duty for my buddies who mine. That was the original goal actually, mine for the minerals to have our ships built. But like Trade, Mining is a complex game all unto itself.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">And that&#8217;s the best part of Eve. Like old SWG, there are truly a wide variety of completely different games within the larger system. Finding one&#8217;s place within it is a game unto itself.</font>
</p>
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		<title>Death by Guards</title>
		<link>http://www.darniaq.com/wordpress/2006/04/mmo-live/death-by-guards/</link>
		<comments>http://www.darniaq.com/wordpress/2006/04/mmo-live/death-by-guards/#comments</comments>
		<pubDate>Fri, 07 Apr 2006 03:04:42 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/05/mmo-live/death-by-guards/</guid>
		<description><![CDATA[I&#8217;m not the sharpest spoon on the floor, but I&#8217;m generally fairly aware of at least some of the rules set forth by the developers in these MMORPGs. There&#8217;s places one can go, places one cannot, places they may be able to someday and methods by which they can and cannot do things in all [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I&#8217;m not the sharpest spoon on the floor, but I&#8217;m generally <em>fairly</em> aware of at least <em>some</em> of the rules set forth by the developers in these MMORPGs. There&#8217;s places one can go, places one cannot, places they may be able to someday and methods by which they can and cannot do things in all of those places.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">But there&#8217;s always something new to be learned, as I found out last night.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="+0"><a id="more-18"></a></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I&#8217;ve just logged in to see that my buddy Addryc is also online. He&#8217;s recently back to Eve, but had been playing a lot a few short months ago. This was his second night. Unfortunately, his <em>first</em> night resulted in not only a ship loss, but a pod kill that bumped him back to newbie land, some crazy number of jumps away.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">So, here we are, battle scarred from the prior night (I managed to escape, but not overjoyed to see him get podded), ready to roll. We&#8217;re running missions separately and decide to go hunting pirates. He heads in to Station re-equip his ship and gets jumped by a player in a Corporation at war with us (Addryc is the F13 Corporation, but I hadn&#8217;t applied yet). He does well against the enemy, forcing them to run.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">A few minutes later though, the enemy comes back wanting to duel Addryc, so the latter obliges. Unfortunately, it appears to be a trap. Not long after Addryc begins the beat down, a Cruiser from the same enemy Corporation shows up and pulverzies him. Now, this apparently was a surprise to the first guy who challenged Addryc too, and at least the Cruiser pilot didn&#8217;t pod-kill Addryc. In fact, he didn&#8217;t nuke his ship equipment either.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">But now we have a full-skirmish developing here.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Throughout the later part of this, I was in the station loading my Rifter for bear. Ok, <em>small</em> bears. I am still having problems managing my Power Grid. I need just a <em>bit</em> more power, but I&#8217;m not getting it from anywhere.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Meanwhile, Addryc had re-engaged but had been forced to run. Another F13 member (Peach) shows up, undocks his Cruiser, and together they head back to bring the fight to the enemy, taunting us mere kilometers from our station. Unfortunately, while the enemy&#8217;s frigate was a pushover, their Cruiser was not and both Peach and Addryc had to evac to safe points in the system.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><em>Finally</em> I get a configuration I want. If it sounds like I&#8217;m flightly indecisive wimp, keep in mind all of this happened over the course of 5 minutes. By then, Peach and Addryc had returned to station, Addryc needed a new Rifter which Peach was able to supply. They loaded up and we created a battle plan. Nothing spectacular: just launch, head to the Cruiser, pound it while we kept it warp scrambled. The enemy frigate could be ignored for a few seconds.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Peach in his Cruiser launches first and engages.<br />
I&#8217;m right behind him.<br />
Addryc was behind me.<br />
I go to engage the Cruiser, which was very close now. I lock the target, fire up the weaponry, notice some dialog box I couldn&#8217;t be bothered to read, and start firing.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Not two seconds later I get absolutely pulverized. There was no response possible. I just watched as the whole world ended in a firey blaze. My first though is, Holy ****, just what the **** does this guy <em>have</em> on his Cruiser?! My Rifter may be made of glass in comparison, but I&#8217;ve seen some tough stuff. Even if death would be imminent, I&#8217;d expect to at <em>least</em> see it firing at me.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Shortly after, Addryc and Peach had to evac to safe points again. I&#8217;m glad they got away. I probably wouldn&#8217;t have tipped the balance anyway, but I let it be known I was a bit surprised by my hasty departure from my ship.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Now, remember two things mentioned above:</font></p>
<ol>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I wasn&#8217;t in the F13 Corp yet. Technically this means I wasn&#8217;t at war with the enemy who had declared such on F13.</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I didn&#8217;t bother reading that dialog box.</font></li>
</ol>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Apparently, it wasn&#8217;t the Cruiser that got me. It was the Guard NPC ships orbiting our station who didn&#8217;t like the fact that I showed open aggression right in front of them. In a War situation, it&#8217;s all good. In this case? Not so much.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Yep. I was guard killed.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">It goes without saying I was quite embarassed. I was caught up in the moment, eager to go to war with my buddies against a declared enemy.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">So that&#8217;s how I had my first death in Eve. Ever. This wasn&#8217;t a surprise hit by Pirates in some deep space Asteroid field. I wasn&#8217;t a neophyte taking a shortcut through 0.1 space in an Industrial ship hauling millions of Tritanium. I hadn&#8217;t engaged a dishonorable enemy to defend the nobility of my side.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Per the game rules, I wantonly attacked a random ship right in front of the guards.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">The last time I did <em>that</em>, I was a level 3 Bard in Everquest, hunting rats and bats just outside of Qeynos, feeling all big and bad with my point blank Area of Effect that turned out to have a slightly longer range than I would have thought.</font>
</p>
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		<item>
		<title>Eve: Transverse Velocity</title>
		<link>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-transverse-velocity/</link>
		<comments>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-transverse-velocity/#comments</comments>
		<pubDate>Tue, 04 Apr 2006 03:05:10 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/05/mmo-live/eve-transverse-velocity/</guid>
		<description><![CDATA[Unlike my last two fly-throughs of the Eve galaxy, this time I&#8217;m focusing specifically on combat and missions. I enjoyed mining last time, and may again get into it. But for now I like the idea of ridding space of pirates, escorting and guarding miners, rescuing folks and eventually getting into PvP.
But first I need [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Unlike my last two fly-throughs of the <a href="http://www.eve-online.com/">Eve</a> galaxy, this time I&#8217;m focusing specifically on combat and missions. I enjoyed mining last time, and may again get into it. But for now I like the idea of ridding space of pirates, escorting and guarding miners, rescuing folks and eventually getting into PvP.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">But first I need to learn how to fight.</font></p>
<p><a id="more-19"></a></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">At first, Eve appears to be little more than a direct example of the often mis-used description of early EQ1: &#8220;hit auto-attack and watch&#8221;. The tutorial asks newbies to first find, and then fight, a drone. Upon arrival, players lock onto the target and then activate their one weapon. They watch damage be taken first by the target&#8217;s Shield, then Armor, then Hull until eventual explosion. Mission accomplished.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I quickly learned that this is the <em>one and only time</em> combat is that easy.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">First I need to explain something. I am not that smart. I was an average student in High School, was in a Fine Arts curriculum (Middle East history minor) in University and have been out of formal education for fourteen years. Occasionally I&#8217;ll read non-fiction, but that&#8217;s mostly either related to my career or my hobby. I have lived for more years since my last physics course than I had prior to it. For all of my gaming career, &#8220;space sims&#8221; meant getting a joystick, learning how to rotate shields, understand which weapons to use and employ manual dexterity and tactics to deliver them. And most of the last seven years I&#8217;ve put into MMORPGs have been dominated by progressively greater use of buttons to activate abilities at a hastening pace.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I was reminded of all of this when I first started digging into the fundamentals of combat in Eve.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Eve combat is absolutely not hitting auto-attack and watching. Doing that here would be like doing that in any game: a Fed-Ex to a bind/clone/spawn point. I wouldn&#8217;t even classify myself as a <em>novice</em> in Eve combat, because the more I unravel, the more I see what I don&#8217;t know. But it is also one of the most unique systems I&#8217;ve seen in this genre, and in most others. And it&#8217;s hard to know where to begin.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Basically, it involves three equally important parts:</font></p>
<ul>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Economy</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Navigation</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Fighting</font></li>
</ul>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="3"><strong>Economy</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Like <a href="http://starwarsgalaxies.station.sony.com/">Star Wars Galaxies</a> of old, everything about the Eve economy is player directed. That is about where the similarities end between the two games, but this important commonality makes it at least <em>slightly</em> easier to understand what is going on. If one sees an item on the Market (like SWG&#8217;s Bazaar, only much more intense), it&#8217;s either loot being offered by a player or something crafted by them. There&#8217;s other things as well (Escrow accounts, Buy Orders, Courier/Bounty missions, etc), but let&#8217;s just stick with the economy.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Through this economy, a player equips themselves with everything. Absolutely everything. Players get to customize a portrait of their character, but this is nothing more than a photograph. Everything about a player is their skills and their ship, and everything about the latter is their smarts and equipment. <em>And</em>, Skills, Ships and Equipment all come from other players, from the smallest round of the weakest Ammo to the largest of the Spaceships. As loot or as crafted.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Smart purchases are just one of many requirements in Eve, because it is so easy to not make smart ones.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="3"><strong>Navigation</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Ships come in all shapes and sizes. Even starting as one Race does not prevent learning to fly ships of another Race. There&#8217;s small Shuttles, basically throw-away ships people use to flit around the galaxy for many reasons. Then there are Titans which are used in large scale wars. And there&#8217;s a dozen levels in between.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Players need to learn how to fly these ships. They can either upgrade existing Skills or buy new ones. Eventually they&#8217;ll be doing both.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Each ship performs differently because it is designed for something specific. Lumbering Battlecruisers do not turn on a dime whereas a single shot from one of them could ruin the day of a Frigate pilot.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Understanding how flight works is critical (well, obviously). Most times, players pick a destination and fly to it, stopping at some distance from it to assess conditions before heading further in. The Eve galaxy is enormous, larger than even the most aggressive dreams of Dark and Light. However, like Space, there&#8217;s a lot of, err, space. CCP did not shy away from this enormity in an effort to ensure fun game-spawned content every few feet. In this specific feature of the game, Eve is more of a <em>sim</em> than a direct &#8220;game&#8221; per se.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">But flying around without paying attention could get ya dead. Someone does not just walk into&#8230; Neesher. People first need to assess how they&#8217;ll be welcomed by the locals. Are they hated by them? Liked? Indifferent? Is this known to be hostile space (talked about in terms of &#8220;Security Level&#8221;, from 0.0 to 1.0, with a lower rating being of higher risk)? How recently has someone been destroyed there? How recently has the local <em>police</em> been destroyed there?</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">All of these questions are asked. So how are they answered?</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="2"><strong>Map</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Most of these can be answered directly in the interface. The Map feature alone is the most intense ingame map I&#8217;ve ever seen. As I&#8217;ve said before, this reminds me of the Stellar Cartography sequence in <em>Star Trek: Generations</em>. There are scores of filters, hundreds of views, thousands of systems and an infinite way to customize the data to get what you need answered. Heck, even <em>autopilot</em> has options, where paths can be calculated to avoid low security areas and even those that have seen some form of ship destruction recently.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="2"><strong>Getting around</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">One can autopilot across the galaxy, but that’s nothing more than a fun movie with a soundtrack inspired by Trevor Rabin. Once a player reverts to realspace in their destination system, the fun begins.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">There’s two primary ways to pilot:</font></p>
<ol>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Click a target and choose to Approach it, Orbit it or Keep (it) at Range. Approach will land you right at the target. Orbit will, well, result in the ship orbiting the target at a chosen distance. Keep (it) at Range is similar to Approach but stops the ship at a chosen distance. These options are all made available through contextual menus accessible by clicking the target either in the Overview menu or in the general space interface. Obstacles do not halt forward progress, they just slow down the speed of flight.</font></li>
<li><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Double click anywhere in space. This sets one’s heading, and upon powering up the engine(s), the ship will fly in a straight line, I think indefinitely. This is useful if wants to have more exact control over their flight path, perhaps to speed up negotiation around obstacles.</font></li>
</ol>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">In both modes, players have access to a whole host of options, from passive targeting to Afterburners to warp drive. Depending on the speed of the ship, these journeys can be fairly quick, far faster than I remember them being earlier.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">There’s advantages and disadvantages to both, though I am not really qualified to discuss those yet. Basically though, one <em>always</em> takes care to know as much about an area before they get there. Even if someone can pilot directly into an astral body, it would be better to land further away and evaluate.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Manual flying does have its advantages, particularly in combat. At my rather newbish level though, so far I haven’t had a problem that automatically orbiting at my weapon’s optimal range and taking shots at the targets while rotating other options didn’t solve. Luckily though, I have been able to warp away from fights gone bad. Lowbie pirates don’t employ Warp Jammers yet.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="3"><strong>Fighting</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Combat is not really a separate section, as it is intrinsically tied to flight and economy. But this is the part that has required the most education, the part I found completely unintuitive at first based on other MMOGs, but not really so confusing once I broadened my points of reference.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">As mentioned, everything about someone’s ship is based on skill and economy. If someone has <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.eve-online.com/itemdatabase/ships/frigates/default.asp%E2%80%9D">a ship</a> that can equip a <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.eve-online.com/itemdatabase/shipequipment/turretsbays/projectileturrets/autocannons/small/default.asp%E2%80%9D">Small Projectile Turret</a>, and they have <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.eve-online.com/itemdatabase/skillsaccessories/skills/gunnery/3302.asp%E2%80%9D">the skill</a> to operate one, they then need to buy or <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.eve-online.com/itemdatabase/manufactureresearch/blueprints/shipequipment/turretsbays/projectileturrets/small/default.asp%E2%80%9D">craft</a> one for equipping onto the ship. The quality of one of these is based on many factors, including stats of the weapon, ammo used and skill level. And this is all <em>prior</em> to combat.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">If this sounds like SWG at all, I don’t think that’s far off. But whereas SWG is pulling away from this in favor of a more game-directed progressive-character-growth approach evocative of other diku-inspired games like <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://eqlive.station.sony.com%E2%80%9D">Everquest</a> and <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.worldofwarcraft.com%E2%80%9D">World of Warcraft</a>, Eve continues to drive further into a truer player-directed open experience.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">No greater example of this is combat, and no better introduction to this difference exists than <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://www.eve-online.com/guide/en/g26.asp%E2%80%9D">Page 26 of the Player Guide</a>.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Here, well into what I consider required reading, Target Tracking is explained. Being able to dish out damage is, of course, based on being able to hit at all. And here begins the road down which one walks to understanding how it works.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Fighting involves all of the typical stuff one can expect in any game. There’s weapons and ammo to consider, velocity as it affects chance-to-hit, multiple target factors, ship integrity and resistances and so on. Heck, there&#8217;s even the ability to &#8220;tank&#8221;, ships equipped with self-repairing systems augmented by other ships providing support remote repairing.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Like a few games though, Eve takes things a step further. Velocity isn’t a single factor for example, whether a target is moving or not. It includes that plus things like “Transverse Velocity”, the speed at which ships are moving in relation to each other on separate paths, true multiple-target coincident fighting, the optimal range of a weapon with diminishing returns based on being too close or too far, how that range affects the damage potential, how the ammo and refire rate and target tracking speeds all do as well, when to properly activate weapons, shield rechargers, warp jammers and so on, and when to deactivate them to converse power before one runs out. While most games feature stats for weapons, Eve pushes the envelope with variety and situational usage as well as decision making by the end user.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">All of this together results in fights that are just, well, <em>different</em>. The best way to experience this quickly is to partake of Missions. The newbie missions are mostly delivery and exploration type objectives, but when one is done with the tutorial, they’re introduced to another Agent. And of course are free to explore the galaxy for <a href="http://www.darniaq.com/phpNews/%E2%80%9Dhttp://eve.grismar.net/wiki/wikka.php?wakka=AgentMissions%E2%80%9D">any and all such agents</a>.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Targeting a single ship of “Low” threat is very different from entering a swarm of Pirates who all are firing you at the same time. The ways in which one must navigate through such a swarm, keeping some outside of their optimal range for distance while keeping others within one’s own optimal range, while monitoring shields, avoiding surprises, monitoring new arrivals and so on results in a look and feel, and a host of decision making, very different from a WoW experience.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">And that’s just from my experiences as a soloer. I haven’t even <em>seen</em> group battles, though I’ve heard of them.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"></font><font size="3"><strong>Next</strong></font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">I have no idea what I’ll learn next. That’s part of the appeal really, of any game. But already I’m playing a game I somehow missed my first two times through it. I think it was because I was so focused on making money that I immediately went to the most direct way in which to do so: mine and sell resources. I never truly explored the other aspects of Eve, and of course, the game has changed considerably since beta, as all MMOGs do.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">While there’s some element of “auto attack” in this game, it’s to a depth I’ve never seen before, resulting in not so much “auto attack” as much as a focus on different elements than normal. It’s also very much in real time.</font>
</p>
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		<title>Eve Mobile?</title>
		<link>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-mobile/</link>
		<comments>http://www.darniaq.com/wordpress/2006/04/mmo-live/eve-mobile/#comments</comments>
		<pubDate>Sun, 02 Apr 2006 03:05:30 +0000</pubDate>
		<dc:creator>darniaq</dc:creator>
		
	<category>MMO (Live)</category>
	<category>Eve</category>
		<guid isPermaLink="false">http://www.darniaq.com/wordpress/2006/05/mmo-live/eve-mobile/</guid>
		<description><![CDATA[One of the topics that came from this Vision related to Platform Independence, the idea that an MMOG could be made to work across a variety of platforms.
Recently, a few events brought this to mind again. In addition to talking to the Sun Microsystems folks about their Project Darkstar (multiplayer gaming on cross-platform PCs and [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">One of the topics that came from <a href="http://www.darniaq.com/phpNews/news.php?action=fullnews&#038;showcomments=1&#038;id=207">this Vision</a> related to <a href="http://www.darniaq.com/phpNews/news.php?action=fullnews&#038;showcomments=1&#038;id=210">Platform Independence</a>, the idea that an MMOG could be made to work across a variety of platforms.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Recently, a few events brought this to mind again. In addition to talking to the Sun Microsystems folks about their <a href="http://www.sunlabs.com/spotlight/2006/2006-03-20_Darkstar.html">Project Darkstar</a> (multiplayer gaming on cross-platform PCs and mobile units), this became part of the conversation at <a href="http://www.raphkoster.com/2006/03/29/mischiefblog-designs-the-next-generation-of-mmos/#comments">Raph&#8217;s entry</a> about <a href="http://www.mischiefbox.com/blog/?p=346">Mischiefblog&#8217;s perfect MMOG</a>. And then I read an interesting entry in Issue #2 of <a href="http://www.eve-online.com/eon/">EON</a>, the official game magazine for Eve.</font></p>
<p><a id="more-20"></a></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">CCP and Reykjavik University are collaberating on Eve for the cellphone. They&#8217;re specifically focused on functions one can perform in a space station:</font> </p>
<p><font face="Verdana,Arial,san-serif" color="#777777" /><font face="Verdana,Arial,san-serif" color="#777777" /></p>
<blockquote><hr /><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">A limited prototype client is already running on GSM phones, which allows users to log into the game, access characters, set skilling training and manage items</font> <hr /> </p></blockquote>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2"><br />
They&#8217;re also looking to add chat functions. If they get this thing to access the ingame Market, and &#8220;managing items&#8221; includes Science &#038; Industry functions, that&#8217;d be huge!</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">But even with just the above, this already is an example of what I and others are talking about. This is definitely the beginning of responsible cross-platform research. I say &#8220;responsible&#8221; because it is unrealistic to task a cellphone or Sony PSP with the same requirements as a full PC. There&#8217;s no way I&#8217;d want to be part of a large space battle on, say, my PSP. I&#8217;d lose terrifically simply because it&#8217;d be impossible to track everything, something far more doable on a large monitor set at 10 times the resolution.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Exploring platform independence <em>also</em> means exploring features that can be decoupled from the main UI. In Eve, one could, with the right Marketing skills, conduct a lot of their business in one station alone. They could place Buy and Sell orders, contact Couriers, arrange for Contracts, and so on.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Even on a more rudimentary level, being able to log in after the 2 hours it took to train a skill to pick a new one to train and log out again is worth it. Eve skill training is all happening in the background, and folks seeking efficiency are constantly training. There&#8217;s no limit on the number of skills that can be trained, though most have prerequisites. There is, however, a progressive time scale to training. Level 1 might take an hour. Going from Level 4 to 5 though could be 15 days, or longer, in realworld time. Proper planning of a skill progression is critical.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Some people have the opportunity to leave the game running all day in the background, ALT-TABing in to set a new skill/level when their alarm goes off. Others are not so lucky. Since the UI required for skill training is nothing more than a simply list, this is a function that is easy to move to a cellphone or any other platform.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Chat is probably a bit more difficult based on their backend architecture, but I really don&#8217;t know. And managing items, as mentioned, could also be very useful. Being able to equip items as you gain the skills to do so is very valuable.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">Ultimately though, this is not something that would matter a great deal to newbies to the game. They need a lower barrier of entry, which includes a full UI with a nice tutorial walkthrough. It also helps to enhance the metaphor of the experience through the immersive properties of a fully-featured client.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">However, veterans are a bit different. Once some of them get to know how things work, the metaphor of the experience becomes less important while the importance of gaining efficiency grows. Any tool that lets them do this, be it forums, UI mods, <a href="http://www.eve-online.com/itemdatabase/">stat sites</a> or <a href="http://www.eve-ffet.com/downloads.php">external tools</a>, is appreciated for its ability to enhance their efficiency at play.</font></p>
<p><font face="Verdana,Arial,san-serif" color="#777777"></font><font size="2">This also enhances their <em>immersion</em> into the game. Some think immersion is just graphics and sounds. I disagree. Immersion, to me, is that plus how much one <em>cares</em> about the game and their place in it. If someone&#8217;s got Eve running in the background behind their daily task programs, yea, they probably more than the average player&#8230;</font>
</p>
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