Thursday, August 22, 2013

Becoming an FC, The Journey Begins

WTFWIT?
That’s where I’m at now.  I have signed up for the FC program in LI3.  Without giving to much away, I plan to chronicle my journey.  This first post will be some info on how LI3F fleet training works, and my experience with FC-ing and being a fleet member in EVE thus far.

LI3F’s FC Program:
As far as I can tell, I get to start on the bottom rung.  When accepted as an FC Fleets I take out will be covered by Alliance SRP if the ships flown are small.  As I progress up the FC ranks the SRP will cover larger and larger ships, and my FC ships will be covered at a higher percentage until the ship, my clone, and some implants will all be eligible for SRP.
Fleet Experience:
LOL not much… with my main Min, from fall 2009 until summer 2012 when I joined MPX I had been on one kill, a Brutix fflown by Volatile Power, he had can flipped me and my 2 corp mates and I killed him.  The only other kill I had been a part of was an itty 3 I killed with an alt after some corp mates and I went can flipping ourselves.  I didn’t have a point, and my wolf killed him in 3 volleys before my fleet could arrive to join in.  281 days ago I also killed a random pod that apparently had set autopilot to low sec, where I found it,  but hadn’t set destination to a station so it was 13km off a gate. (1337PVP \O/ not my proudest moment by any stretch of the imagination)
Since joining MPX I’ve been on some CFC flees and joined in on more kill mails, but haven’t done any solo work.  I’ve sort of been in charge of some ratting/mining fleets but that hardly counts as FC work.
TL:DR

I’m gonna become an FC! And I don’t know what I’m doing!!!!!!!!

Tuesday, January 22, 2013

Mapping Out a CSM Candidacy:


Mapping Out a CSM Candidacy:
Step 1: Develop Platform
Improving Customer Relations:
Improving Nullsec
New Player Experience
Saving High sec
Dust 514
Rebalancing Risk Vs. Reward
Step 2: Meta-gaming/prep
Step 3: Announcement
Step 4: Campaigning, Forum Maintenance and communication
Step 5: Celebrate Victory or continue to work for the community in defeat

Step 1: Platform
Improving Customer Relations:
 I choose to discuss this issue because I feel that many players are dissatisfied with their experiences with EVE-Online Customer Service, also known as the petition process.  I believe that many of the complaints arise from a lack of understanding of, and a lack of clarity of the petition process.  Most players seem to feel that their experiences are largely decided by which GM they deal with and less about which solution is correct.
Improving Nullsec
Many residents of Nullsec desire change in the mechanics of sovereignty.  Several main factors effect sovereign alliances financially, ore/ice Mining, PVE, Moon Harvesting, PVP, Sovereignty bills, system maintenance.    Many solutions to fix the “Problems” of nullsec focus on the idea that large alliances and coalitions are currently able to hold “too much space”, and that mechanics should be altered so that there are areas of “no-mans-land” where new groups can come and test their metal without instantly being stomped or assimilated into an existing alliance/coalition. 
I agree with this viewpoint and believe that larger numbers of smaller populations dotting the landscape of eve would increase PVP opportunity and  grow the “isk sink” that is PVP warfare.  My solution would increase the opportunity for both PVE and PVP activity, bring income into the pockets of the line members and limit the size of space a single entity could claim, or would need to claim.
New Player Experience
After beginning my youtube series on tutorials for the new player experience I ran into two main problems.  First, I had a lack of RL financial funds to keep the project going, although, I do plan to return to the project shortly.  And secondly, and more importantly, boredom and the feeling that the tutorials are misleading in regards to what players can hope to experience in Mining/PVE/PVP/Scanning/Marketing/Fitting and other aspects of the game.  I propose that as a CSM I would work closely with CCP and the eve community to find improvements to the system, which would include, but not be limited to, the addition of podding and clone maintenance to the tutorial system.
Saving High sec
Many of those who run as candidates for CSM who decide to label themselves for a part of the game such as Nullsec, wormholes, lowsec, or faction warfare representatives tend to talk of high-sec as a bad place for simple people to live.  I believe that those who live in high sec do so for many reasons, other than as a place to hide from PVP-ers or to bot.  Some of the issues that face high sec are the war-dec mechanics,  mercenary work, and cash in-flows.  Simply put, the old war mechanics were broken, the new ones were broken in a different way, and CCP needs CSM members who can help field viable options from the populous as well as provide their own suggestions.  Mercenary work goes hand-in-hand with the concept of war decs.   As a CSM member I would work with leaders in the mercenary business, those few that are left or would like to return, as well as “victims” of mercenaries, to change the existing mechanics so that mercenary work was a viable option once again without it feeling like the victim is being griefed.
Dust514
As a producer  and frequent contributor on the Podside Podcast I have had the fortunate to hear a lot about the upcoming release of Dust514.  I am excited about the addition of the game and hope it is successful.  I hope to work closely with the Dust community to  ensure that CCP hears their desires as well as working with eve players to make sure everything is balanced and fair, but most importantly fun.  The last thing I want is for eve players to feel that playing dust is a burden they must endure, or that it’s a financial burden they must pay to keep control over their experience if Eve.
Rebalancing Risk Vs. Reward
                I believe that pilots who put the most at risk should reap the most reward.  I do not, however, necessarily think that High-sec activities should be nerferd,.  Quite the opposite, I think null-sec activities should be more rewarding and exclusive. It is possible to use a faction battleship, a carrier, or a super-carrier in the same types of sites and make equal amounts of isk/salavage/loot in the same amount of time.  This is should not be the case.  There are many instances where in high, low, and null where activities are not properly balanced within their respective  security levels not to mention when compared to different security ranges (ie high vs low, low vs null).  This is not only the case for PVE activities such as ratting, but true for ore/ice/moon mining and exploration.


Step 2: Meta-gaming and Prep
You can find me in eve as Daehan Minhyok,
 facebook as Daehan Minhyok,
twitter as @Daehan_minhyok
youtube as Minhyok1

Step 3:Announcment
You’re reading it!

Step 4: Campaign, forum Maintenance and communication
You have been experiencing it covertly whilst reading this J

Step 5: Celebrate Victory or continue to work for the community in defeat
Stay Tuned!!!

TL:DR
I’m a man with a plan and I want you to vote for me in the CSM 8elections.

Fixing Null-Sec


The following is my opinion on a possible solution to Nullsec, I am in no way so dedicated to this idea that I perceive it as the only solution,and believe that it should be subjected to the critical eye of the community before being presented to CCP.

Beginning with the premise that Nullsec entities control too much space and that null-sec is essentially, 3-4 major coalitions despite an apparently changing sov map.  Also, there is too much isk in the game, and that isk is held by said coalition primarily, but the average line pilot in hghsec, lowsec and nullsec is not by any means “space-rich”.

I propose that to prevent large coalitions from holding space that is unused, but still have soverig rights over, a mechanic of npc intervention be introduced.

Stay with me, its not that bad.

I suggest, doing this in one of two ways, either through station agents, or in-space events.

In the case of station agents being used.  The “missions” would require that the closest npc station, or a station owned by the “defending alliance”  host an npc agent that would give out missions specific to each and every system in nullsec.  These missions would consist of an attacking body of the local priate entity, whith sleeper-drone like AI, whose size and make-up would vary with the security level of the target system, and that these rats would shoot sovereignty structures.  By completing these missions, pilots would earn bounties and the sovereignty holder of the system would receive credit in that system which would go along with their sovereignty bill in maintaining sov.  Thus, active policing of your own systems would be required to maintain sovereignty, regardless of isk in the alliance wallet.  Likewise, it would help attackers who camp a system to reduce the “grind” of sov, and encourage pvp opportunities.  
            In terms of flexibility, it could be possible that the rats would spawn at beacons in space that are generated when the mission is accepted, and that a time limit be placed on killing the rats.  

The other idea, is similar, and indeed came to me before the previous one.  This idea is that rats should spawn at random intervals, 1-3hrs maybe, and begin shooting sov sturcturews, (ihub tcu, station/station upgrades) and again, these rats would have advanced AI, making the task one for multiple pilots even for low security nullsec systems.  These rats would have bounties and if left unattended could result in the destruction of sov structures.  The idea is that without going to defend your structures and repair them, an alliance could lose sovereignty and station functions to npc rats (the egg on the face of anyone this occurs to would be great).  By making spawns random and attack random structures, it is hoped that this would be more difficult to bot.  It is possible that these rats could assist the attacker as well, not that they wouldn’t shoot attackers of the system, but that they would put more pressure on the  defender.

The hope with both systems is that enough player activity would be necessary to maintain sov that large fleets would be required frequently to the point where alliances wouldn’t hold sov in a system unless it was very beneficial.
Both of ideas are solutions to the problem that some groups hold far more space than they should and that nullsec seems too difficult to break into without getting smashed to pieces or entering the behest of an overlord.

Along with these mechanics, I would suggest that if a system had sovereignty level 5, which takes 100 days of uninterrupted sov control, as well as one of the other two indices at 5, they could chose to destroy their iHub upgrades and return to sovereignty level 0, and that in return after the next downtime their system would decrease by 0.1 for as long as they held sov of that system.  This may also require the injection of one or more PLEX into the iHub.  This would allow a group to potentially take a -0.1 system to a -1.0 system, at increments of about 3 month, and again, with the expenditure of isk, and risk associated with moving iHub upgrades around nullsec.

TL;DR
Maybe rats can fix nullsec.

Monday, June 25, 2012

Rundlenomics



Rundlenomics:
Rundle Allnighter, of Against All Authority and one of the hosts of  the Lost in Eve podcast has recently brought to light his economic strategy.  For simplicity, we will call it Rundlenomics.  The philosophy is that by buying market items at a high price and reselling them at a lower price he is somehow helping the Eve Online economy.  Rundle claims that for every isk he spends, he is in some way increasing the amount of isk in the economy 4 fold or more.   In addition Rundle hopes that by buying high priced items he is giving isk to hard working industrialists and that by selling low, he is putting the ship in the hands of a mission runner, faction warfare pilot, a  pvp-er  or someone who will put the ship to use in game to earn themselves isk.

Unfortunately he is horribly horribly wrong.

Lucky for Rundle he is merely misinformed and not stupid.  His well intentions with the use of his iskseems to be based on a basic misunderstanding of economics. 

In the real world economy, banks generate money and boost the economy through the loaning of money.  A simple example of how this works is as follows:  Rundle buys a new gaming desktop from Joe’s Desktops for $2,000 USD.  Joe, owner of Joe’s Desktops now takes that money to his bank, First National Bank.  First National must retain a certain amount of that money in reserve according to the federal reserve rate (no eve parallel).  First bank lends $1,800 USD to Bob of Bob’s Kitchenware to purchase inventory.  The cycle repeats with banks lending a portion  of their savings  to customers, thus increasing the initial amount of $2,000 USD to an amount equal to 1/Fed reserve rate.  So if banks are required to keep 10% of deposits on reserve than the $2,000 USD would be inflated to $20,000 USD.  This is what Rundle is thinking will happen in eve when he buys high and sells low.  But that is not what happens in Eve.

Eve’s economy is well renowned for its complexity and similarity to real world economics.  However, there is no mechanic supported banking system that allows the above mentioned system to occur. 

Other issues occur with this buy high sell low concept.  One is that mostly market manipulators put up higher than average sell orders, and also put up much lower than average buy orders.  So Rundlenomics most likely only helps the market manipulators.  In addition, depending on how high and how low one bus and sells respectively one could actually  hurt non-marketeering characters by lowering the market average and forcing industrialists to sell there goods at ever decreasing prices.  Certainly even if these actions are not changing the average price themselves, the average becomes more easily manipulated by significant reduction of the sample size, in this case removal of buy and sell orders.

On the other hand, what will help the eve economy is pvp.  Isk efficiency ratios are used to determine how good a pvp-er is, but, they can also be used to calculate a players effect on the economy.  Lets say a pilot has 80% efficiency.  So for every 20,000,000.00 isk spent, they will, on average, destroy 80,000,000.00 before losing their 20,000,000.00.  This means that having spent and lost 20,000,000.00 they now have caused other  pilots to go replace 80,000,000.00 isk worth of items in the form of ships and modules.  This does increase market activity and put isk in the hands of everyone.


TL;DR
Buy High sell low won’t help the eve economy, PVP will.  And apparently I’m the flavor of the month, hope it tastes good…

Sunday, November 6, 2011

The joke that ended it

Some readers may see that in addition to this blog  I also do a weekly podcast with Gigagoose (goose) and I'm Ducati (Duc).

We just recorded episode 14 today, and it ended on a bit of a sad not.

Dring recording Goose made a little "your mamma" joke at Duc's expense and Duc went crazy.

The podcast, though it will be edited ended with Duc saying, " F*#k you " and quitting out of teamspeak, the VOIP type client we  use to record and chat.

Not sure what exactly if Duc will cool off or be back next week, but time will tell.

TL:DR?
Really? its not much to read, but anyway...
Goose mad a your mamma joke about Duc's mom, which apparently is a real big deal whwere Duc lives... oops

Monday, October 31, 2011

The horror that could be:

When we recorded episode #13 this weekend I mentioned an article entitled, "Who Killed Video Games?".  The article go through the money considerations of development of facebook games and smart phone app games.  Basically, big companies are purposely making their games operate in such a way that the user is more inclined to pay extra money to get access to material.  This may include speeding up the users procession through a leveling system, or providing new and better content for users willing to spend real money.  This brings up the topic of "micro-transactions".  Definitions of micro-transactions vary depending on who is asked, but I will be using the following definition for my brief discussion:

Micro-Transaction:  V. the act of paying or exchanging a small amounts of a nations legal tender (or currency) for                                    a digital non-real currency.
                            can also be referred to as a noun, as in, the option to enter into a  micro-transaction.

Considering that, lets reflect for a minute on the introduction of micro-transactions in the world of Eve by CCP.

"Welcome to the Noble Exchange, here you can buy goods with your Aurum!  What's Aurum you ask?  Aurum is a new currency in New Eden that is acquired by liquidating PLEX!"

This is, with some paraphrase, what capsuleers were greeted with, when the Noble exchange was introduced.  The Nex was CCP's attempt to implement micro=transactions to Eve.  What shall follow is a breif explanation of why this was bad.

First off, CCP did a bad job explaining what the Nex was, and what types of items would eventually have for sale.  Many Eve players have been players of other games, games in which the introduction of micro-transactions ruined the game.  The lack of qualifications over what types of items that would be sold in the Nex.  CCp should have made sure that nothing would be sold in the Nex store that would give any pilot advantage over the other in a fight.

There were some other reasons why the player base was upset, and they are not all insignificant.  But what CCP actually did wrong, was that they used PLEX.

This was a wrong decision for several reasons.  First of all, the concept of micro-transactions is that they are cheap, $10 is an expensive micro-transaction.  $15.00 for a PLEX is just down right unreasonable.  On top of that, a single PLEX converted to Aurum was not enough to buy any one item in the store.  All items were priced so that about 1.1 PLEX were needed to buy any item.  This also agered teh player base, and as for micro-transactions, it now cost $30 of micro-transaction, which is not considered "micro" by most people.

What CCP should have done. to improve it.

Obviously CCP should have better communicated pricing of items, and made official statements regarding the constraints of the types of items as novelty aesthetic only products.  Secondly, CCP should offer 7-14day PLEX options at a lower price point that could, in fairness, be exchanged for less Aurum than the current 30-Day PLEX, but would encourage pilots who wanted items from the Nex to purchase PLEX.  I believe the items should be refrfered to as PLEX-30 or old PLEX, PLEX-7 for 7-Day PLEX, or PLEX-14 for 14-Day Plex.  If only the 7 or 14 day options were introduced, they would probably be called New PLEX.

What CCP did right: Introduced a 1-PLEX option on the website for $20.00  This is still only right in concept as the $20.00 price tag is out of line with their other #PLEX * $15.00 options offered.  

From here out I will endeavor to explain the horror that could have been if CCP had decided to implement a true micro-transaction system as seen in other games.

Yes, you will all hate it, but the point is that you’re supposed to hate this idea.  This is what could have been done to make Eve more like other games with micro-transactions.  These games’ creators are evil bastiges, but there is still hope that CCP is not as evil as it is incompetent.  With luck World of Darkness will work out better for them.

CCP could have introduced their micro-transactions  with the overhaul of the training system.  The current system relies on real time training of skills which are prerequisites for using ships, modules, implants etc.   Most MMORPGs level through grinding to gain experience points and those are used to level.  The overhaul involves combining the two, if you’re reading this and have never played Eve, try it or this won’t make a whole lot of sense.

Combining the two would involve the introduction of experience points.  These points would be gained through actions in the game and there would be several different types of experience that could be gained.  For each NPC you destroy you would accrue X number of combat experience, killing players would net you a percentage of their combat experience.  Building ships, successful T2-bpc invention, etc would net a capsuleer industry experience.  And there could possibly be one or two other types of experience.  These experience points would be applied to skill in their category so combat experience could be spent on : 
     Engineering,
     Gunnery
     Spaceship command
     Drones,
     Mechanic
     and other combat related skills/catagories.  

Industry experience would be applied to: 
     Industry,
     ship construction in Mechanics
     trade

I haven’t worked out experience for Corp management and leadership.

These experience points would not be applied as skill points towards skills, but as time modifiers, and they would be consumed in time along with the skill training.  Initially experience would not be transferrable, but experience farmers would eventually arise.   This experience would allow for up to 30%-50% faster training, or a decrease of up to half the training time modifier.

The micro-transactions part of this would be that players could purchase skill points in the desired area.  PLEX could be used, but a cheaper dollar amount item would be better.  This would allow players who play a lot to progress faster than those who let accounts train for years without logging in, or allow players who are eager to get to bigger ships, to get there faster for a price, a price that would be reasonable and attractive to the impatient.

TL: DR
CCP could have done what!?
Whew dodged a bullet on that one…


Feel free to comment, would love to hear what you think about Nex, or my proposed money grubbing plan that was not used thankfully.