Showing posts with label factional warfare. Show all posts
Showing posts with label factional warfare. Show all posts

Friday, July 11, 2014

Ctrl Alt

I've created another alternate character to train up and get involved with player-vs-player combat. As I train her up, I'm remembering another refrain I encountered when I started playing and reading about Eve: some folks rush to pilot larger ships, but there's a lot of fun and even wisdom to be had with smaller vessels.

I'm certainly seeing this now. My main character for a while has been running level 4 missions in a powerful Navy-issue Megathron. It's fun to blow up so many pirates and other NPCs, and the loot is good: my station-trading character has made good money on his own, and selling off the loot has been a nice bonus. I've been good, too, about training up support skills to make sure I'm not flying a glass cannon.

But, the Megathron is slow. And in larger missions, I get tired of alternating between grinding down on enemy battleships and then micro-warping away so my big, slow guns can track more nimble frigates (even with drone support). Some missions have taken two hours to complete, and my completionist personality doesn't allow for blitzing missions.

My first forays into PvP with the new alt have been mixed: I enjoy the swiftness of flying Atron and Incursus frigates. Now knowing what I'm doing, the tutorial missions (which I did for some money and faction standing) flew by. It's nice to have a skill-training plan with a notion of what I'm aiming for. And training for small-scale ships and modules will be speedy compared to working away for large ships and modules.

I jumped into Factional Warfare and promptly got blown up twice. First, I went to a friendly industrial complex where my dinky Atron was promptly blown up by an enemy tier 2 (i.e. more kick-butt) frigate. Got a new one, refitted, jumped back in and really screwed up: I flew down a friendly complex, thinking I should just fly around defending it. Alas, I guess anyone flying into a complex triggers the defenses: a "friendly" vessel started shooting me. Oh, well. I shot back for a while. And then an actual enemy arrived and blew up my ship. I warped out in my pod, which his corp-mate promptly exploded. Dang.

Both of these stemmed from some errors on my part: I should have just warped out as soon as I saw trouble in both areas. But, I didn't. I'll do better next time. In the meantime, I've also joined the Blue Fleet [Corporation], in constant (fun) warfare with the Red Fleet. Red vs. Blue has hundreds of members with lots of stuff going on; I could see this as my lever into really figuring out PvB and getting the most out of Eve, especially on the community/group-play front.

I'm reminded of playing Dragon Age: I finished the game with my initial character, a bulky soldier who carried a big sword. But, I got the most from the game -- accessing quests, garnering rewards, leveling up to cause the most damage for my play style -- with my second character, a nimble dwarven sneak-thief. There was virtue in not being a tank and also, in the second go-around, knowing what skills and talents to allocate level-up points to. Ditto my preference for speed over brawn in the X-Wing games: give me a nimble A-wing over the stronger X-wing or lunky B-wing any day.

Tuesday, June 10, 2014

It's the economy, stupid

This MarketWatch story about games that teach "crucial life lessons" percolated up on my Facebook feed. It highlights Eve's robust, player-driven economy, quoting CCP's economist, Doctor Eyj­ólf­ur Guðmunds­son. (Also remarkable: CCP has a full-time economist. His reason for leaving? Becoming rector of the University of Akureyri.)

From The Life and Times of Scrooge McDuck,
via dreamwidth.org
The article particularly caught my attention because I've increasingly turned my eye toward making money from the Eve economy. I started buying a bunch of widgets at a low price at station X, then hauled them a few jumps over to station Y where they're selling at a higher rate. Dealing with hauling stuff between stations was a pain, though, so I created another alternate character, have started training him up on trade and commerce, and parked him at a relatively busy hub. He is station trading: that is, looking for items that sell at a low price and then turning around to sell at a higher price. Station trading requires some patience, waiting for bulk buy orders to come through and then for the sell orders to trickle out. Also attentiveness: there's a lot of one- and two-cent elbowing to set the lowest and highest sell and buy prices, respectively. But, hey, it seems to be going okay. I'll let you know when I break a billion ISK.

Oh, and I stole. Again. 1.4 million worth of minerals. A miner ejected his haul into space, emptying his ore hold so he could continue to mine without having to deal with dropping his stuff off at home base. The notion, then, is to return later in a ship with a big hold (like the Iteron Mark V, several of which I've had blown up) or ask another player to get. Oh, well. I remember the game's tutorial warning against letting that happen to me.

What vexes me now is: what next? I generally still enjoy running missions, and those yield money. So, too, does mining with my mining character, and I'm seeing that happening with the trader. But, what to spend the money on? I've gone back to invest some skill training in smaller ships and weapons with a notion of getting into Incursions or Factional Warfare. Alas, my first foolishly solo stab at Incursions cost me a nice Brutix I'd named Ola T. Miza; its ending did not befit its namesake. There is some appeal in Factional Warfare as a chance to take a stab at player-vs-player combat; that may be something I take a swing at very soon.