Alas, I didn't meet any of the goals I laid out below. Work and prep-time for an incoming baby simply trumped sitting down with Eve. What spare gameplay time I've had I've spent returning to a galaxy far, far away with Good Ol' Games' release of X-Wing and TIE Fighter -- especially the latter. Long live the Empire!
I did last night, though, jump into RvB's frigatus weekend event with Dengar. Frigatus is a frigates-only free-for-all, with a cap on how many folks can band together to join fleets. The highlight for me was the Eve client crashing: when the game crashes, it automatically warps your ship a long distance into deep space; when you log back in, it jumps you back. The problem is, with the client crash I was also booted from the fleet I was in. Logging back in, my former fleet-mates were still around ... and, from their point-of-view, another frigate not in their fleet had just jumped in, or perhaps just de-cloaked They blew me up pretty quickly.
Alas, it was my own fault: RvB uses Mumble for in-game voice communication, but Mumble isn't playing nice with my computer's mic; if I'd taken time to configure it all properly, I couldn't hollered for them to back off.
Ultimately, we all got a good laugh of it: as soon as I jumped in, I heard my attackers planning my demise. I suppose I could've tapped a hurried message into the Mumble text chat window ... but, nah. I could afford to lose the ship. I explained things in text afterward and we all had a good chuckle.
Showing posts with label goals. Show all posts
Showing posts with label goals. Show all posts
Sunday, January 4, 2015
Sunday, December 7, 2014
Goals update update
NB my mid-September note updating some gameplay goals -- or the short, short version below:
- Train up to use tech 2 modules on Eemiv's main mission-running ship
- Clone Eemiv and stick one copy amid the dangers of low-security space
- With Dengar, participate in two RvB weekend events
- Stretch goal, not time-bound: train Eemiv up for flying logistics (i.e., essentially, medic)
I gave myself a two-month window and should've added a fifth goal, to wit: post an update two months later so that I'd have at least one post in November.
I'm giving myself a 60% success rate on these. Here's the breakdown:
- Modules: done and on time. When I began Eve, I decided to wring myself an early advantage by cashing in (rather, ISKing in) Plex to buy more-powerful (than even T2) but easier-to-fit faction modules. However, faction and higher level modules just aren't worth the real or potential expense: the real cost being the much higher price tag without that much more power, and the potential cost coming from carrying around all that bling to become a target for gankers. (There's really no such thing as "solo" play; even if I'm content to shoot NPCs, anyone else can scan my Kronos, do a cost-benefit analysis, and decide to blow me up while compatriots raid my corpse.) Anyhow, I've sold back the faction modules, and it's nice to have back some of that ISK with which to play the market.
- Clone: I modified the goal a bit and it's still in progress. The biggest hang-up here is that I just didn't invest the time to wrap my head around jump clone mechanics. I had an errant (mis)understanding that jumping between clones requires both the current and target clones to be at stations with medical bays. I was having a devil of time (indeed, utterly failing) at finding a good home base for Eemiv: a station with whose owners Eemiv had good standing, access to level 4 missions, and close to a trade hub to get loot onto market. But, just yesterday I carefully read up on jump cloning and got my facts straight: medical bay only required to create the jump clone; afterward, jumping can happen from non-medbay stations. Eemiv now has a jump clone with a ship -- but, rather than winnowing in on low- or null-security space broadly, I'm going to send him into a wormhole again pretty soon, hopefully better trained and equipped than last time. I like the exploration component of Eve. So, goal amended and delayed, and work continues. As an aside, I like the clone changes coming this week and am curious about the additional clone mechanic shifts CCP has alluded to.
- RvB weekend events: I tried. I logged in for a cruiser event, decked out in a Thorax, but there were no fleets. I bounced between three jump gates in the neighborhood and saw maybe one ship, neither friend nor foe, who promptly jumped out. Weird. I didn't log in for a second weekend event because they were generally free-for-alls, and those just don't interest me right now. Goal not met.
- Logistics: kinda sorta, in that I shifted it from Eemiv to Dengar. I initially envisioned Eemiv as a bit of a free agent, tacking onto missions in local chat as people requested. But, I figure this would be more useful if I did it with Dengar, where logistics piloting for a group can more readily be useful. Dengar is trained up to fly a tech 2 Oneiros logistics cruiser, but I'll try experimenting initially with a less expensive tech 1 Exequror. I definitely need to further investigate good fits for these hulls.
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Typical jump clones From Sony Movie Channel |
So, what now? By the end of the month, I plan to
- Have Eemiv run a hacking, relic or data site in wormhole, low-sec, or null-sec space.
- Have Dengar fly logistics in an RvB fleet once
- Train Eemiv to fly assault and covert ops frigate
- Assess Eemiv's skill training plan to identify when best to remap his attribute points, thereby adjusting the rate at which certain skills train. The character will be able (but is not compelled) to remap his attribute points come February.
- Report back to the blog my progress on the above!
And the stretch goal: have Eemiv or Dengar join a new corporation. I would like to be more engaged with other plays in blowing up internet spaceships, and I'm starting to feel the confidence now to do that.
My initial anxiety at doing this was in-game, i.e. not being able to afford to get blown up a lot as I learned the ropes. Frankly, my anxiety about trying to get more involved now involves the real word: I'm going to be a father in February, and I hesitate to jump into a group I soon won't be able to do much for. But, there are large groups out there that I'm sure can absorb "real life" just fine. And, besides, there's only so long as I can go without kicking myself for coming up with reasons not to do something. If fatherhood is going to mean less time for flying around, well darnit I better get in as much flying and pewpew! as I can now.
Wednesday, September 24, 2014
Goals update
In March, I laid out goals that I ended up accomplishing two months later. Along the way, an underlying goal for myself was to figure out what gameplay styles I liked and to identify what, if anything, I'm playing for. Time, I think, to lay out some new goals now that I'm more attuned to the game. Within two months, I want to
- Equip and operate Eemiv's Kronos Marauder with tech 2 equipment. Tech 2 modules have a performance edge over basic "tech 1" modules, but they require higher levels of skill training. For example, to mount 425mm Prototype Gauss Guns on the Kronos, Eemiv needed to train the Large Hybrid Turret skill to level I. To equip the tech 2 425mm Railgun IIs, Eemiv needs Large Hybird Turret to level V and Sharpshooter to level V (about four weeks' additional training time) ... and when that's done, he needs to train Large Railgun Specialization to level I (just an hour -- but, several more weeks if I decide to bump that up Level V, too). Not all tech 2 modules have such steep requirements; the ship already mostly has tech 2, but there are some holdouts. Tech 2 modules also generally require higher resources from the ship -- power supply, computing power, etc. Fortunately, Eemiv has already trained up most of the core "fitting" skills that affect these systems to level V. I did a quick sketch of the math, and it looks like meeting this goal will require at most a month's time if I plunge right through it.
- Create a jump clone of Eemiv and move one of them out to low-security space. I enjoy high-security space mission running, but it's time to get my feet wet living and playing, too, in riskier low- or maybe even null-security space. Jump clones are a carbon copy of the character and, once every 24 hours, you can swap from one to the other. Therefore, I can e.g. jump over to my high-security clone after work and fly a mission for some ISK, and then on the weekend set out for more lucrative looting in low-security areas.
- Participate in at least two RvB weekend events, including one that involves flying and fighting in cruisers. This is for the Dengar character, and a chance for me to get more comfortable with PvP. Two weekend events might not seem like much, but even this might be a bit of a stretch because of a few competing real-world priorities.
I also have one stretch desire, not time-bound so it isn't a goal per se: train up Eemiv for tech 2 logistics ship piloting, and get experience supporting other pilots. This is a career/skill track I'm increasingly curious about, and even leans toward my playstyle in e.g. Team Fortress II and Battlefield: Bad Company II, where I often was a medic.
Saturday, August 30, 2014
Ctrl Alt ... Delete!
I've written about secondary accounts I've set up to experiment in Eve's various career areas. Since starting in February, I've created four alternate characters, most of whom I've written about here. Finally, I've settled on the three characters I'm going to maintain. Here's the overall breakdown of who and what:
- Eemiv Tivianne: plugging along since February, this is my primary character. At zKillboard, you'll see an inglorious record of losing flimsy cargo ships and a couple of embarrassing losses to NPCs (um, plus part of some kill I have no recollection of). Right now, I mostly run level 4 missions with this fellow, bringing in about 10-20 million ISK each. He just finished training up to pilot a Kronos Marauder, which is a heavy duty battleship well suited to running missions. Indeed, I'd previously lamented how slow battleships move -- well, the Kronos mostly sits absolutely still, but wow! it cuts through bad guys fast. Next up is firing off some skills to use sentry drones, and after that I'm going to focus on getting more gunnery support skills up from level 3 up to 4 or 5. After rounding out my generic gunnery skills, I'll probably take a close look at taking a cruiser into wormhole space.
- Rosy Tivianne: my first alt, which I'd made as a female avatar in response to feedback from my wife. I set her up as a miner, and got her up to snuff piloting a Mackinaw, one of the higher end strip-mining ships. However, the ship so quickly shred through asteroids that unless I paid rapt attention, there was a lot of idle time. It was a less engaging way to net about the same amount of money (and even then hypothetically: I'd still need to sell the ore) as mission-running. I strip-mined the character of its money and property and sent her to the biomass recycler. Creating and using this character was an practical lesson in weighing ISK per hour vs. "fun per effort:" in the end, mining just wasn't fun and not how I want to spend my limited time; I'd rather play the game than do the game.
- Laung Haul: This poor space-teamster was on the receiving end of my penchant for puns. I've written several times about Eemiv's inglorious outings hauling cargo, losing lots of collateral, etc. I trained up an alt to pilot Eve's capacious, sturdy freighters. And then I put him in one. And, wow, freighters are slow and boring. I considered selling the character, but it'd probably net nothing after paying character transfer fees. Recycler!
- Talon Morda: my station trader, buying low and selling high. I haven't updated his clone backup because this milquetoast will never leave his station. Started with logging in a few times per day to set up competitive prices and make a quick score, but I've been doing that less lately and am still doing okay. There are some ebbs and flows during the week in preparation for e.g. big weekend battles; market orders a few weeks old will suddenly get scooped up. He's trained up enough that I don't need to pay for additional character training, which is nice. Now that my main character is generally equipped for running missions, in addition to earning ISK Talon is buying ship equipment at good rates to keep my third and final surviving character geared up.
- Dengar Morda: the character I wrote about last time, my frigate-scale brawler chipping in with the perpetual (but fun-loving) war between the Blue Republic and Red Federation. With only a few weeks of training done, you can see she has single-digit percent contributions to a few kills. Dengar's mostly puttered in an Incursus frigate, but I recently tossed in some skill training to allow her to fly and fight with a medium-sized cruiser: in fact, I just bought her a few (because I expect some attrition) of the same Thorax-class I bought in March.
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Not to be confused with Long Haul, a Decepticon |
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The bounty hunter Dengar is my frigate brawler's namesake. |
Monday, April 28, 2014
Goal update
Today's developer updates, particularly the UI one, reminded me of the goals I set for myself a couple of weeks into playing:
It didn't take too long after I bought that Thorax cruiser before I could fly it. I did, and then moved up to a Brutix battlecruiser that got blown up two weeks later. I've moved up to a battleship, which I've decked out to run level 4 missions for more money and better standing with a couple of NPC factions. I had the money to buy an original (as opposed to a less expensive copy of a) Thorax blueprint, and carved out enough ore to provide most of the manufacturing material. This weekend, I popped the blueprint and the refined ore (plus some extras I had to buy) into the queue to manufacture at the Dodixie IX Federation Navy plant.
Overall, this operation still has me in the red, i.e. I haven't recouped the cost of buying the blueprint by selling enough of the cruisers. Heck, the first one hasn't even come off the assembly line. I need to do some poking around to figure out where to sell them: Dodixie has a pretty active market, but it might be worthwhile to put them on sale in some of the starter space stations, where new players (particularly some trying to get a leg up by cashing in PLEX) might buy an overpriced ship in exchange for not having to travel to a different market. I might also discover that I can make more money selling copies of this original blueprint rather than spending the time mining (or the money buying) materials to build them myself.
This summer, Eve will get a significant overhaul to its industry mechanics. Some of the changes seem more like they're rearranging and combining columns of figures rather than adjusting their values, so to speak. Simplifying rather than changing mechanics -- and I'm all for that. Something I appreciated from the UI blog is the graphic at right, which visualizes exactly my thinking around taking these first few steps in the industry gameplay. I look forward to the overall UI changes, ditching some of the tabs with tabs and making language more consistent. We'll see how it all plays out.
- Garner enough funds to buy a cruiser
- Putter around a bunch of level 2 missions
- Buy blueprints for a cruiser
- Get proficient enough at mining to scramble enough materials to make and sell copies of that cruiser
It didn't take too long after I bought that Thorax cruiser before I could fly it. I did, and then moved up to a Brutix battlecruiser that got blown up two weeks later. I've moved up to a battleship, which I've decked out to run level 4 missions for more money and better standing with a couple of NPC factions. I had the money to buy an original (as opposed to a less expensive copy of a) Thorax blueprint, and carved out enough ore to provide most of the manufacturing material. This weekend, I popped the blueprint and the refined ore (plus some extras I had to buy) into the queue to manufacture at the Dodixie IX Federation Navy plant.
Overall, this operation still has me in the red, i.e. I haven't recouped the cost of buying the blueprint by selling enough of the cruisers. Heck, the first one hasn't even come off the assembly line. I need to do some poking around to figure out where to sell them: Dodixie has a pretty active market, but it might be worthwhile to put them on sale in some of the starter space stations, where new players (particularly some trying to get a leg up by cashing in PLEX) might buy an overpriced ship in exchange for not having to travel to a different market. I might also discover that I can make more money selling copies of this original blueprint rather than spending the time mining (or the money buying) materials to build them myself.
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From eveonline.com |
Saturday, March 1, 2014
Day 13: Traffic
My first thought from before I wrote the last post managed to completely escape my mind when I actually composed it. And it's this: the game's presentation of ships rather than people reminds me of something I read in Traffic, a great text about the engineering and psychology behind driving and roads (cool companion text: The Big Roads). One of the earlier observations is that we have a tendency to dehumanize our fellow drivers by describing behavior on the road as that of the car rather than the driver, e.g. "the red Civic cut me off" or "the SUV is driving erratically." Just a thought.
Go figure: as soon as I posted about my ship, I promptly jumped into a different vessel. I've thought about what I want to do in this game, and my list looks something like this:
Through this mining endeavor, though, I had my first real ship-on-ship action with another player: early on, I set my vessel to orbit an asteroid, blasting away with its mining laser, while I caught up on emails and the news. I returned to the game about 20 minutes later to check on things ... and discovered another player in the system had bumped into my ship, causing it to break orbit and veery off, quite far away from the asteroid field. (As an interesting gameplay note, there seems not to be any collision damage in this game.) I returned to orbit, went away again, and got bumped. Not an accident. I should've just kept the ship sitting still.
This wasn't the only thing I was doing wrong. I did some research, and it turns out another of the freeby ships I'd been awarded at the end of a tutorial strand was a far superior miner. I missed that this ship had a separate hold for mined ore much larger even than the cargo ship. It was also faster, could house an extra mining laser, and in general has been a huge improvement. What I'd been doing before was basically using a school bus to pick up packages rather than a smaller but better-fitted and more efficiently configured UPS van.
Go figure: as soon as I posted about my ship, I promptly jumped into a different vessel. I've thought about what I want to do in this game, and my list looks something like this:
- Garner enough funds to buy a cruiser
- Putter around a bunch of level 2 missions (those massless missions I mentioned before -- there are five difficulty levels, and I've only delved into level 1)
- Save up to buy blueprints for a cruiser
- Get proficient enough at mining that I can scramble enough materials together to make and sell copies of that cruiser
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I own one of these -- but, I can't yet use it. From Eve-Wiki |
There are lots of things I need to do along the way to make that happen: skill training, purchasing smartly (i.e. weighing the time it takes to travel to a place for a good deal vs. paying a premium for a local sale), just making good decisions. One of the first things to do, though, is to raise capital: hence a change in ship. I hopped into a huge cargo ship, strapped on a mining laser, and very, very slowly made my way over to a bunch of rocks to mine. Took 66 minutes to fill the digital cargo hold, with a few moments trimmed off once I bought some assistant mining drones. Holy cow, I thought. This is going to take forever. It was nice, though, that I could work for a few minutes, then step away to be with my wife or get work done and still make headway in the game: this mining was all happening in "high-security" space, where I almost certainly wouldn't be attacked by other players or AI pirates.
Through this mining endeavor, though, I had my first real ship-on-ship action with another player: early on, I set my vessel to orbit an asteroid, blasting away with its mining laser, while I caught up on emails and the news. I returned to the game about 20 minutes later to check on things ... and discovered another player in the system had bumped into my ship, causing it to break orbit and veery off, quite far away from the asteroid field. (As an interesting gameplay note, there seems not to be any collision damage in this game.) I returned to orbit, went away again, and got bumped. Not an accident. I should've just kept the ship sitting still.
This wasn't the only thing I was doing wrong. I did some research, and it turns out another of the freeby ships I'd been awarded at the end of a tutorial strand was a far superior miner. I missed that this ship had a separate hold for mined ore much larger even than the cargo ship. It was also faster, could house an extra mining laser, and in general has been a huge improvement. What I'd been doing before was basically using a school bus to pick up packages rather than a smaller but better-fitted and more efficiently configured UPS van.
Making the switch vastly sped up my mining turnaround time; a few hours ago, I sold a whole bunch of mined ore, putting me over the top to buy that cruiser. I've garnered enough materials since then to sell in a second wave, and that should be enough to comfortable outfit the vessel.
And how about that new ship itself? Well, I can't fly it yet: the acceleration in raising money outpaced my training on the skills to run the new ship. Around 1:00am tomorrow, I'll be appropriately trained -- and then, I'll let you know. More on this whole skills and training thing later.
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