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.
  • Not to be confused with Long Haul, a Decepticon
  • 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.
  • The bounty hunter Dengar is my
    frigate brawler's namesake.
  • 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.
So, that's it. I created a second umbrella account to help my try on all these angles; it expires in a couple of weeks, and by then I'll have Eemiv, Talon, and Dengar consolidated under one account. It was worth the three-month subscription (plus a little extra to train multiple characters on the same account in parallel) to jump in, try on some career hats, and then pick what to stick with. Depending on few in- and out-of-game factors, I'll keeping Eemiv and Dengar training in parallel but not pay the extra to keep training Talon.

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.

Thursday, May 29, 2014

Blowed up again!

Got blown up again a couple of weeks ago, and it was awesome.

I was once again flying an Iteron Mark V, a cargo ship with a huge hold but, as I learned a while ago, paper-thin defenses. It's been my workhorse for gathering up money from courier/cargo contracts.

Unfortunately, someone cargo-scanned my ship with one of their character accounts, then used another one of their characters a few jump gates away to pounce on me. Before long, my precious cargo -- and a lot of collateral I put up for it -- went poof. Well, kaboom and then poof.

But here's what's great: the guy who blew me up -- Paranoid Loyd -- sent me an innocuous IM wave: some taunt, some thanks, and mostly "it's business, not personal." I sent him a message back and for about 20 minutes got from him useful tips for hauling in high security space. Some things he pointed out:
  • I was flying in a "pipe," a heavily-trafficked route between major trade hubs. I knew the journey between the Dodixie and Jita systems is such a high-traffic route, but not between Hek and Dodixie (my route). No wonder that he and his alt were parked along the way and knew that I'd (almost certainly) pop up further down the route.
  • 20 million in cargo value is a frequent threshold for a pirate to attack you: they will lose a relatively cheap frigate or cruiser when the space-police show up to kill you for your aggression, but their other character or compatriot who scoops up the goods will enough booty to offset the loss. And, yeah, I had several times that amount.
  • My cargo didn't nearly fill the hold. (This is not often the case, but in this instance it was -- and, then again, maybe it's a blessing I had only a marginally-full hold.) There are better-defended ships with enough cargo space that might've let me get out of that situation if attacked.
  • He suggested two ships, one of which I've flown before and liked (the Nereus), as a vessel that can faster align to the next jump gate on a cargo path -- which translates into warping away to safety sooner. It has a smaller cargo hold, potentially reducing income -- but, if I'm losing gobs of money in collateral from lugging too much in a weak vessel, well that's no good, either.
  • He gave a couple of suggestions for ship modules to increase survivability, particularly if I venture into low-security space to schlep cargo.
Very instructive; nicest pirate since Jack Sparrow.

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:
  • 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
Done.

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.

From eveonline.com
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.

Tuesday, April 22, 2014

Thieving

Well, I stole something. I hadn't planned to, and thieving's never really occurred to me as something to do. A few times in the high-security space I usually fly in, I've seen and poked at others' wrecked ships or dropped cargo containers, but I've been warned about thieving and have always just sauntered off.

Not earlier this week, though. Fiddling with scanning down "cosmic signatures" -- isolated spots that contain pirate sites, relics, other neat and valuable stuff -- I found a wormhole. Wormholes connect to areas with no laws, the figurative wild west. They tend to have lots of valuable loot and dangerous opponents. So, I popped in and looked. Scanned a bunch of interesting stuff that I might've gone after if I'd been in a more appropriate wormhole exploration ship.

From tiefighters.com
And I also found a secure container. Except the password to secure the container wasn't set. Curious, I flew over, considering along the way that it was bait. But, no: opened the crate, saw a bunch of mjolnir heavy missiles. About 200,000 ISK worth. Just sitting there.

But not for long. Not a huge fortune, but more than I'd had a moment before. No warning from the game about being vulnerable to violent reprisal, no risk of the space-cops coming down. Just there to take.

One of the undercurrents of Eve how-tos and tutorials is, "You'll make a mistake and learn not to do it again." It's happened to me already. I suppose this missile stockpiler will be more diligent about setting passwords.

For myself, I've learned that stealing is easy. Later, I might learn that that stealing isn't easy, and more often than not is a trap. We'll see?

Sunday, April 13, 2014

Calling Senator Clay Davis

From Kleinmania.com
Relevant, for those who've not seen The Wire -- and delightful for those who have.

In all my "look what I can do with VLOOKUP!" enthusiasm from the last post, I made a pretty huge mistake.

I incorrectly asserted that it'd take over 22 years to level up all 100 or so "important skills" [to me, now] to their maximum level. Not so much: just 3.8 years. I'd forgotten to filter the important skills from all skills; the latter is whence the two-decade count. I've since corrected the spreadsheet.

Looks like I may be level 4 VLOOKUP, but my SUMIF is only at level 2. Ahhh, spreadsheet humor.