There's often a moment of clarity after one takes a ride on the Pod Express. This is a record of such thoughts. An Eve Online Blog.
Friday, January 25, 2013
Terms of Engagement: Wha’da ya mean fight fair?
Eve Online is a lot of things. It’s internet spaceships, a sandbox, and it’s sometimes a swift kick in the teeth. It’s also, and I find this the most interesting, as true of a state of nature as I've ever seen. When I say state of nature, I’m talking about Hobbes (the man, not the hallucinatory tiger). Hobbes was a political philosopher from the 17th century who came up with this idea of the state of nature. It basically stated that in the hypothetical time before government existed, people were by and large equal. Yes, there were some that were marginally stronger or smarter, but anyone that wanted to best the stronger or smarter needed only to gang up on them or use a bit of cunning. In this time nothing was provided for you; you had to go out and get it. Since everyone was equal in ability, everyone was willing to fight one another for the things they needed. The end result was a constant state of conflict over just about everything.
If you know anything about Eve, that sounds a lot like it. For one you play as a capsuleer, an immortal space pilot that answers to no one apart from other capsuleers. By and large, all capsuleers are equal in ability and any difference in ability can be mitigated by sheer numbers or a bit of cunning. And yes, there’s always some people fighting somewhere in Eve.
There are places in Eve where the state of nature is reigned in a bit. The prime example is empire space with the threat of Concord, the ever present space police that punishes (some) wrong doers. Concord being the unstoppable force it is, one cannot do anything about them. However, there are places in New Eden where Concord’s influence is lessened or even absent. I speak of low sec, null sec, and wormhole space.
Here you would expect a state of nature to exist but it’s not entirely so. I would say that there is a certain degree of lawlessness in the unsettled areas of the cluster but only between different groups of players (corps, alliances, etc.). Within these groups there are social codes that govern their member’s behavior. These codes of conduct may not be overtly enforced; often all that is needed is a bit of social pressure (desire to belong to a group, peer pressure, etc.). I’ll give an example. Many of you are familiar with RvB, the PVP institution that boasts near constant, easy to join fights. Even in here there are rules. They're some that are written down (no ECM being an example) but they're are some unspoken ones as well. For instance, it’s frowned upon if you were to undock in a Rokh, alpha an unsuspecting frigate, and dock up again. Unsportsmanlike and all that jazz.
Another example is the null sec alliance policy of NRDS (Not Red Don’t Shoot). For those unfamiliar, it basically is a policy where a null sec alliance will allow neutral players into their space as long as they take no aggressive action. The largest subscriber to this mindset is CVA and its allies. Again, there’s no built game mechanic enforcing this behavior, just the players policing themselves.
Intra-group codes of behavior are hardly a bad thing. They keep the group cohesive, minimize conflict, that sort of thing. The problem I have with all the fair play talk is when two of these groups interact. A recent example is the compromise between Test and the Goons in order to prevent full scale war. Rather than going at it, both groups decided to reset their standings to one another and have prearranged “thunder-domes”, basically pre-agreed upon battles. I can understand why they did this but it makes Eve so much less interesting. I’d much rather hear about CFC and HBC going at each other’s throats, null sec power structures collapsing, the end of dynastic alliances and coalitions, etc. than the Goons and Test had a fight in a predetermined place at a predetermined time with no consequence pending the outcome. I feel that shying away from conflict diminishes the Eve experience, not only on an alliance or coalition level but on an individual one as well. On that note, I’ll end with a personal experience.
Before I joined Noir Academy, I was a hauler. I did some industry, but by and large I spent my time in-game cruising the space lanes in my trusty Obelisk, the aptly named “Rolling Blubber”. I had been hauling most of my Eve career up to that point and had come to somewhat of a peak in my hauling career, namely that I was hauling for Red Frog Freight, one of New Eden’s major hauling corps. This was back when freighter suicide ganks were extremely common. Every now and then a corpie would link a kill mail of some poor freighter pilot getting alpha-ed by a fleet of battle cruisers for his shiny cargo. The response often was, “He was hauling too much ISK worth of cargo” or “He was probably auto-piloting”. The conversation would then turn to bemoaning the Goons for starting this whole ganking fad and other such complaints. I, however, would think to myself, “Man, I’m glad those gankers are out there. They keep me on my toes and otherwise hauling would be really, really boring.” So while playing it safe and making things fair are all well and good in real life, I think there needs to be a different approach to Eve. We need to be a little more adventurous than we’ normally be, if only for the sake of making things interesting. After all, it’s the players that make the content in this game. We sometimes have to take a leap of faith in order to find it.
Thursday, January 24, 2013
Trade Strategies: Commodity Energy
Just a quickie this time. I’ll be
introducing a trading concept I came up with. Enjoy.
Commodities, when traded, have a certain
energy associated with them. The idea came to me when while looking over my
market orders. It occurred to me that the items in Eve somewhat resemble a food
chain. Raw materials are harvested, processed into intermediate materials, and
later manufactured into high end products. Interesting idea but how could it
help me make more ISK? At one time I was in training as a biologist and I still
have an interest in the subject. There is a concept in the study of food chains
called available energy. It essentially tells that as you move up a food chain
there is less and less energy available for the next level on the food chain.
This concept can be applied to the item production food chain as well.
There are
certain items that have a high amount of trading energy. The most notable are minerals
and other production materials. These items trade at enormous daily volumes but
the profit margins tend to very small. As you move up the production chain, trade
volumes decrease as the profit margin increases. These would be your low energy
items. If you look at the price history graph, high energy items will have a
high trade volume, indicated by the green bars at the bottom, as well as having
a narrow Donchian channel, the brown field indicating profit margin. Low energy
items will show the opposite.
Both types
of items have their pros and cons. High energy items have a very fast
turnaround, making them ideal for day to day income. The disadvantage is the
low profit margin. These sorts of items are also a great starting point for the
newer trader, since available ISK tends to be smaller. Low energy items are
great because of the large profit margins but they often take a very long time
to sell. They are best used as long term investments for more experienced
traders.
In terms of
application, I would recommend splitting your orders up between high and low
energy items. Having plenty high energy item orders will fulfill your daily ISK
needs while a few low energy items will ensure long term profits.
Tuesday, January 22, 2013
Eenie, Meeny, Miny, Moe: Overload of Choice
To start things off, allow me to present an analogy. It’s a hot summer day and you’re looking to cool off. While walking around town you spy an ice cream shop and decide to stop in. Once inside, you’re delighted to find that shop boasts over 100 different flavors. After looking of over the flavors you notice a sign near the bottom of the list of flavors. The says that each customer can only choose one flavor at a time and once you choose a flavor you can no longer buy any other flavor for three months. You’re effectively locked into buying one flavor for a quarter of a year. Which of the many flavors will you be the most satisfied with? Will you become tired of your chosen flavor in a month’s time? The myriad of choices that were viewed with excitement now are a source of paralyzing indecision.
So what does too much ice cream have to do with Eve? The answer is the sandbox. The wonderful aspect of the holy sandbox is that you are presented with a deluge of choices. Which career should you choose? Which ship should you fly? Which skills should you train? Which NPC corp should you run missions for? Which this, which that…. a lot of choices. While this feature is one of the selling points of the sandbox, to a new player it can be incredibly overwhelming. The choice overload is the primary source of the notorious Eve learning curve.[1]
The excess of decisions is compounded by the fact that almost every choice that you make in Eve has lasting consequences. Time spent training for a later abandoned career choice can’t be taken back. The ISK lost from a bad business decision can’t be reclaimed. A single decision made by a single FC can change the course of an entire conflict. The weight of choices can be quite intimidating, especially to a newer player that doesn’t have experience to rely on. The fear of making a “wrong” choice can be a real problem for some.
I’d like to address the idea of the “wrong choice”. Honestly it’s a flawed concept. It assumes that there is some final destination that one is aiming for and that there are some choices that will slow one’s progress to the end goal. This idea frankly doesn’t apply to Eve. There may be goals in Eve but there is always another mountain to climb once you’ve ascended your current peak. There’s always another system to conqueror, always another ship to blow up, always another ‘roid to mine. There is now end-game in Eve.
Every choice you make in New Eden is one more step in the pursuit of fun. There’s no end destination, just a never ending staircase of challenges, defeats, and victories. So don’t let the multitude of choices overwhelm, but embrace them. Every choice presents a new experience, a new opportunity, a new chance to enjoy the game.
Monday, January 21, 2013
It's All the Same: Products and Lack of Quality
Eve’s economic system is pretty awesome. By and large I have
nothing but praise for it. But as of late I've noticed a peculiarity of the Eve
market. If you look at two of the same product made by two different players,
you’ll notice there’s no difference between them. It doesn’t matter if one was
made by a 100 million SP player and the other by a player with less than a
million. From a game design standpoint, this makes perfect sense. You can’t
have players fiddling around with your finely tuned code, regardless of how
long they've been playing. However, from an economic perspective this lack of
different qualities can be quite restrictive.
The
problem arises when a pilot begins to approach the upper echelons of
manufacturing. I’m talking when you have Industry and Production Efficiency to
five and are working with 8 or more production slots. If you want to increase
profits at this point, there are really only two options. The first is to
decrease you costs, an example by buying cheaper materials and BPC’s or
investing in a BPO. The second would be abandoning the current product being
produced and searching for a more profitable one. I would like to propose a
possible third option, increasing the quality of the product. What I mean by
that is there should be some sort of system added to the game by which players
can produce superior versions of current ships, modules, rigs, etc.
I can
think of a few ways to set up a system for this concept. The first of which
would involve there being an item, let’s call it Chemical X, which would be
added in the manufacturing stage to increase the quality of the end product.
There could several different versions of Chemical X, each affecting the end
product in different ways. One could increase the produced ship’s agility, another
increasing the shields, and so forth. The next question to answer would be how
one acquires Chemical X. It could be some sort of random dropped item from
officer spawns and the like, but that just doesn't feel right for Eve. The
better option would be that it were produced in a reactor on a POS. The
materials required would be quite varied, ranging from high end minerals, PI
products, ice and gas cloud products, and moon goo. The essential point would
be that Chemical X would need to be created from a wide range of materials,
thus creating a logistical hurdle for production.
Another
possibility would be to have several different grades of materials one can
gather. As an example of this, let’s imagine you were producing high-end
Atrons. The firsts step in the process would be to gather mineral, as is
normal. The added step would be that you would combine these minerals into new
types of metals, somewhat like alloys (in the traditional sense, no relation to
the in game item). This process would require a new skill, something like
Molecular Recombination, in order to perform it. Molecular Recombination would
have to have a high multiplier, at least 15. Level 1 would allow you to produce
the recombinant materials for frigates, level 2 for cruisers, level 3 for
battlecruisers, and level 4 for battleships. Level 5 would unlock Advanced
Molecular Recombination, allowing for the production of upgraded capitals ship
materials. Once the materials were acquired, production of the upgraded Atron
would require the manufacturer to have an additional skill as well, Recombinant
Production. It would follow the same logic as Molecular Recombination (level 1
for frigates, 2 for cruisers and so forth). With the skill trained to the
proper level, manufacturing would continue as normal.
These
two systems are by no means perfect solutions. It’s difficult for an economic
layman such as me to predict the effect varying product quality would do to the
market. I personally think that the markets would be more interesting and dynamic
were there some variety between the same items. This may be a case of “don’t
fix it if it ain't broken” but why shouldn't we attempt to make a great system
better.
Tuesday, January 15, 2013
Station Trading Guide
Okay before I begin I'm going to assume you know how to
place a buy/sell order and you know how to use the market UI decently. If not I
recommend this link:http://wiki.eveonline.com/en/wiki/Market
Now, for the actual guide:
To begin, lets assume you have no idea what station trading is. At its simplest, station trading is the process of setting a buy order and selling the item at a higher price. There are however a few ways to improve you odds of making a profit.
Part 1: Identifying Good Trades
The first thing to look for when searching for good trade items is whether or not the highest buy order is a lower price than the lowest sell order. For example, lets say tritanium has a highest buy order at 5 ISK while its lowest sell order is 10 ISK. Go ahead and make a buy order for that.
The next set of things to look for are all located in the Price History tab (it's under the picture of the item, next to the Market Data tab). Now don't freak out when you see it, the thing's a bitch to understand at first. To remember what all the pretty colors mean I use the the Burger Method.
First thing to look at are the green bars at the bottom of the chart. They represent the amount of units traded in a given day. The more items traded, the faster you'll get a return on your buy orders, so look for item with a lot of trade volume.
Next you look at the big brownish shape in the middle of the graph. This is the Donchian channel. Hell if I know who that is but it represents the space between the highest and lowest sell/buy orders. You want this to be as wide as possible. That'll mean larger profit margins.
Next look for the yellow squares on the graph. These represent the median price of all the orders of that day. Generally speaking you want this to be in the middle of the Donchian channel as much as possible. This means that the supply and demand is somewhat stable and won't be left holding onto your items before you can sell them.
Last thing to look at are the green and red lines on the graph. They represent the moving average take at 20 and 5 days, respectively. What you're looking for is a straighter green line, indicating price stability on the long term, and a jagged red line, indicating volatile prices on the short term.
So in summary you want an item with:
- High volume traded (lots of green bars)
- Large profit margin (wide Donchian channel)
- Stable supply and demand (yellow squares in the middle of the Donchian channel)
- Stable prices on the long term and volatile prices on the short term (straight green line and jagged red line
Once you've identified a good item set up your buy order and sell the items that come in. You'll also want to update your order periodically, making sure your buy orders are the highest and your sell orders are the lowest. It's up to you how often you update but I find that my orders tend to be filled right after I update them.
Part 2: The Skills
There are 3 categories of skills that can make you a better trader: number of orders, remote trading, and NPC fees.
1. The Number of Orders Trading Skills are pretty straight forward. The higher the level of the skill, the more order you can have at once. Here are the skills:
- Trade: Increases your limit of active orders by 4 per level
- Retail: Increases your limit of active orders by 8 per level
- Wholesale: Increases your limit by 16 per level
- Tycoon: Increases your limit by 32 per level
You'll want these skills as high as you're willing to train them.
2. The Remote Trading skills allow you to create and modify orders remotely.
- Procurement: Increases the range of setting up buy orders
- Marketing: Increases the range of setting remote sell orders
- Daytrading: Increases the range at which you can modify active orders
- Visibility: Increases the highest possible range you can set for a buy order when you set it up remotely. This one's a bit tricky. Here's an example, say you're in Sibot and you want to set up a buy order in Amarr. Assuming your Procurement skill is high enough, the Visibility skill will control the max range you can set the buy order to be filled at.
These skills don't have to be very high. I find that level 4 for each is enough for me.
3. The NPC Fee skills decrease the amount of ISK you have to give to CCP when you're trading.
- Accounting: Decrease the tax paid on sell orders
- Broker Relations: Decreases the broker fees for setting up buy and sell orders
- Margin Trading: Decreases the amount of ISK you have to put in escrow when you set up a buy order. You'll have to pay the difference when the buy order is fulfilled.
You're gonna want Accounting and Broker Relations as high as possible. Margin Trading is nice too, but not as important.
Well, that's the basics. Most of the ability to station trade well comes time and bigger wallet, so keep at it. Now go and create a market crash or something. Thanks for reading.
Now, for the actual guide:
To begin, lets assume you have no idea what station trading is. At its simplest, station trading is the process of setting a buy order and selling the item at a higher price. There are however a few ways to improve you odds of making a profit.
Part 1: Identifying Good Trades
The first thing to look for when searching for good trade items is whether or not the highest buy order is a lower price than the lowest sell order. For example, lets say tritanium has a highest buy order at 5 ISK while its lowest sell order is 10 ISK. Go ahead and make a buy order for that.
The next set of things to look for are all located in the Price History tab (it's under the picture of the item, next to the Market Data tab). Now don't freak out when you see it, the thing's a bitch to understand at first. To remember what all the pretty colors mean I use the the Burger Method.
First thing to look at are the green bars at the bottom of the chart. They represent the amount of units traded in a given day. The more items traded, the faster you'll get a return on your buy orders, so look for item with a lot of trade volume.
Next you look at the big brownish shape in the middle of the graph. This is the Donchian channel. Hell if I know who that is but it represents the space between the highest and lowest sell/buy orders. You want this to be as wide as possible. That'll mean larger profit margins.
Next look for the yellow squares on the graph. These represent the median price of all the orders of that day. Generally speaking you want this to be in the middle of the Donchian channel as much as possible. This means that the supply and demand is somewhat stable and won't be left holding onto your items before you can sell them.
Last thing to look at are the green and red lines on the graph. They represent the moving average take at 20 and 5 days, respectively. What you're looking for is a straighter green line, indicating price stability on the long term, and a jagged red line, indicating volatile prices on the short term.
So in summary you want an item with:
- High volume traded (lots of green bars)
- Large profit margin (wide Donchian channel)
- Stable supply and demand (yellow squares in the middle of the Donchian channel)
- Stable prices on the long term and volatile prices on the short term (straight green line and jagged red line
Once you've identified a good item set up your buy order and sell the items that come in. You'll also want to update your order periodically, making sure your buy orders are the highest and your sell orders are the lowest. It's up to you how often you update but I find that my orders tend to be filled right after I update them.
Part 2: The Skills
There are 3 categories of skills that can make you a better trader: number of orders, remote trading, and NPC fees.
1. The Number of Orders Trading Skills are pretty straight forward. The higher the level of the skill, the more order you can have at once. Here are the skills:
- Trade: Increases your limit of active orders by 4 per level
- Retail: Increases your limit of active orders by 8 per level
- Wholesale: Increases your limit by 16 per level
- Tycoon: Increases your limit by 32 per level
You'll want these skills as high as you're willing to train them.
2. The Remote Trading skills allow you to create and modify orders remotely.
- Procurement: Increases the range of setting up buy orders
- Marketing: Increases the range of setting remote sell orders
- Daytrading: Increases the range at which you can modify active orders
- Visibility: Increases the highest possible range you can set for a buy order when you set it up remotely. This one's a bit tricky. Here's an example, say you're in Sibot and you want to set up a buy order in Amarr. Assuming your Procurement skill is high enough, the Visibility skill will control the max range you can set the buy order to be filled at.
These skills don't have to be very high. I find that level 4 for each is enough for me.
3. The NPC Fee skills decrease the amount of ISK you have to give to CCP when you're trading.
- Accounting: Decrease the tax paid on sell orders
- Broker Relations: Decreases the broker fees for setting up buy and sell orders
- Margin Trading: Decreases the amount of ISK you have to put in escrow when you set up a buy order. You'll have to pay the difference when the buy order is fulfilled.
You're gonna want Accounting and Broker Relations as high as possible. Margin Trading is nice too, but not as important.
Well, that's the basics. Most of the ability to station trade well comes time and bigger wallet, so keep at it. Now go and create a market crash or something. Thanks for reading.
Crippled: Thoughts on Risk Aversion
Risk is something that everyone in Eve is familiar with. It’s
ever-present, always gnawing at you just beyond conscious thought. Depending
how a capsuleer handles risk can make or break their experience in New Eden.
For
many of us, our first run in with the realities of New Eden comes very early in
our career. Whether it be an ill-advised trek into low sec, buying that
seemingly lucrative BPO, or simply having a run in with a few too many rats, it
is very quickly burned into our minds that the universe is out to get you. The classic
reaction to this state of affairs is to find the nearest proverbial rock and
cower underneath it. Sure, this sort of response will minimize the chances that
Eve will deliver a swift kick between the legs but personally I find this
course of action distasteful. I don’t pay a monthly fee just to have a heaping
dose of anxiety. I don’t need that. I have mental illnesses for that.
Alternatively,
and this is the mentality I subscribe to, we can embrace risk and realize the
purpose it servers in Eve. Risk isn't there to paralyze the player. The permanence of loss and similar mechanics
are here to give our actions of a sense of significance. As a point of
contrast, think of dying in most MMO’s. There’s little to no consequence. At
worst your gear gets damaged and you get a debuff of some sort. Death is
reduced to an inconvenience. As a consequence, when you narrowly avoid the reaper’s
scythe, much of the joy of victory is lost.
Back in
New Eden, death takes no prisoners. First, when you’re ship kicks the bucket it’s
gone. Forever. Nothing short of an act of God will bring it back. That’s anywhere
from a few thousand to billions of ISK down the toilet. Next, if you get podded
you actually die. Not you despawn on place and respawn another, you literally die.
There’s a corpse to prove it. That’s all the implants gone for good and
possibly a portion of your skill points. That’s a lot on the line.
Yeah,
it’s pretty scary when you spell it out in such a black and white fashion. I
even had a pang of anxiety there. Paradoxically, this anxiety is a good thing.
When you have something to lose and you know it, overcoming the odds and
achieving victory means all the more. I play video games in order to experience
the emotional highs and lows that you don’t ordinarily experience in everyday
life. Risk is essential to delivering such experiences. I've put a lot of time
and emotion into this game, and when my progress in danger of being taken from
me, it matters.
In the
end, I can’t tell you how to play Eve. All I can recommend is to push beyond
your comfort zone, try that one thing that you’d never do. It’s only by doing
this that you can experience everything Eve has to offer.
The Crayon Wars: Strategies and Analysis
Unless you’ve been hiding under a rock for that past two
weeks, you may have noticed that the North has heated up a bit. The residents
of Venal, primarily Black Legion. , Scrap Iron Flotilla, and Confederation of xXPIZZAXx,
have started taking CFC moons, mostly belonging to Fidelas Constans (FCON) and
SpaceMonkey’s Alliance (SMA). Having
grown bored of the peace and quiet after the conquest of Tribute, The Mittani
officially mobilized the CFC forces[1]
and began to march to the defense of their allies. And thus, the Crayon Wars have
begun.[2]
Rather
than give a blow by blow recap of the skirmishes to date, I’d like to focus on
the overall strategies each side should adopt were I calling the shots.
Black Legion and
Friends
The BL
and friends have stirred up one mother of a hornets nest. Were this a real life
campaign that the BL were undertaking, I would call the whole thing foolhardy. But as we’re talking about internet
spaceships, the odds that the BL face only make things more exciting.
On paper, the Venal residents are
bringing around 1500 members to this space war. The CFC, on the other hand, is
a bit less than 30,000 strong. Sure, there are probably a fair number of alts
and multiple accounts on both sides, but any way you cut it the BL guys are a
bit in over their heads. Given these numbers, our David in this scenario would
have to be suicidal to take Goliath head on. If BL is going to have any shot at
even putting a dent in the CFC, they need to focus on guerilla tactics. As a
rule they would need to never engage the CFC on their terms; always initiate
the battle, always strike fast and hard, and always leg it before the CFers can
mobilize. Sniper boats will be key to this strategy. With their relative speed
and long range capabilities, Tier 3 battlecruisers will be (and have been) the
primary ship in BL fleets.
As for the specifics of strategy, I
would suggest a two prong focus. First would be to decimate the CFC’s
infrastructure, namely POS’s. The key would be doing it repeatedly and over a
large area for maximum effect. I would even suggest not even anchoring much of
anything in its place, perhaps just a single tower armed with neuts, warp
jammers, E-War mods, anything that would make it more difficult for the CFC to
take the moon back. The first goal of this tactic would be to cut off the CFC’s
substantial moon goo income. The second, and the next prong of the strategy,
would be to demoralize them. The BL. needs make this war so expensive, so
frustrating that the larger alliances of the CFC will leave the like of FCON,
SMA, and Lawn to fend for themselves. It’s a very tall order, but honestly it’s
the Legion’s only chance. Blueballing and demoralizing the CFC is the light
that will guide the BL. to victory.
The
CFC
The
goal for the CFC is the same as that of the Black Legion: demoralize the enemy.
The difference is that the CFC can bring greater numbers to bear, thus
different tactics are open to them.
The
first tactic the CFC needs to employ is infiltration and sabotage. They’ve
presumably managed to do this in one of the Legion’s alt corps[3]
but the efforts will need to continue. After all, there’s nothing that will
fracture an alliance better than when you don’t know which of your friends is
holding a knife behind their back.
The
next two tactics are straight forward number games. The first is locking down
the Legion’s home systems. Gates need to camped, station undocks need to be
traps, the Legion needs to not be able to move unless the CFC allows it. And when
they do allow it, the CFC needs to bring such a large force to bear that the
only sensible thing the BL. can do is not engage them.
There
are a few disadvantages to this plan, however. First off, this will require an
ungodly amount of time. Rome wasn’t won in a day and neither will you crack
Venal in a night. Compounding this, the CFC is going to need all hands on deck
for this to work. The greatest advantage the Goons and friends have is their
numbers. Having more warm bodies will be the difference between the CFC
curb-stomping the BL and having to wade through a long and protracted conflict.
***
The Unholy Trinity: What Drives Eve Pilots
Eve is the grand spaceships sandbox. If you can think of it,
odds are you can do it. It’s a place to live out your dreams and express your
darkest desires. With its unique mechanics regarding loss, victories are made
all the sweeter and defeats all the more bitter. On my last trip on the Pod
Express I was pondering what drives us Eve players. What is it that keeps us
going in this pitiless and play-for-keeps universe we spend so much time in?
After some thought, I came up with three categories. These are hardly all
inclusive but I think they cover a vast majority of capsuleers.
Sweet Victory: The
Good Fight Feeling
Having been
involved mostly in PVP and null sec warfare as of late, this motivation was the
first to come to me. Of the many MMO’s I’ve played, Eve by far has the best,
most intense PVP out there. The rush I get when I’m a solo dogfight or a
massive fleet battle is unlike anything I’ve experienced, in a game or
otherwise.
This high
after a good fight is what I would consider the most basic of the motivations.
It’s emotional, visceral, and intense. So intense, in fact, newer PVPers often
experience what I call “the shakes”. Once you overcome the initial anxiety,
this rush can be quite addictive. Whether in the thick of battle or in all out
market PVP, this is an ever present aspect of New Eden.
There are
two essential aspects of emotional high. The first of these is the element of
risk. Eve is fairly unique in that there is no guarantee that your possessions
today will be yours tomorrow. Ships get popped, POS’s get bashed, ISK is lost
and tears are shed. This fact is ingrained in new players almost from day one,
often quite spectacularly. Whether it’s being ganked in low sec, scammed by the
denizens of Jita local, or having your corp stolen, you don’t soon forget the
first time you got burned. Frankly this sort of thing sucks, often royally.
However, the distressing lows make the victories all the sweeter.
That’s what
many pilots live for: winning that fight that would have broken the bank
otherwise, where you averted the loss of hundred of million, even billions of
ISK. It’s the difference between coming to the rescue of an Atron and saving a
freighter full of Sleeper salvage. It’s the difference between saving your high
sec POS and defending your null sec home from invaders. The more you have to
lose, the more satisfying the eventual victory.
The other
aspect of the “good fight feeling” is uncertainty. The unexpected triumph is
almost always more entertaining, more satisfying for the victor. Take a look at
killmails for example. I will guarantee you that a majority of the most popular
mails are an example someone overcoming extreme odds. They’re the sorts of
situations that, on paper, you would never expect to go the way they actually
did. What’s more interesting, a lone
frigate getting alphaed by a battleship or this? I’m
gonna guess the second one.
Greed: I want it
all
The want of
more, more ISK, more ships, more moons, more corpies, anything. Many of us come
from increasingly materialistic cultures and I believe it shows in Eve. Whether
it’s the lowly miner wanting more ore or the mighty HBC and CFC wanting more
tech moons, there is a value associated with having more. It’s debatable as why
this value is placed on collecting more and more stuff, and frankly it’s a
subject best left for another day. Suffice it to say it’s there.
The main
requirement for this goal to spur people forward is not possessing the object
in question. This is hardly ever a problem in a game as expansive as Eve. There’s
always one more system to conquer, one more asteroid to mine, one more ship to
pop. The more likely scenario is that you end up losing those objects you
managed to gain.
Once again,
we come back to risk. Risk is a funny thing for our average hoarder. On the one
hand, risk is the single greatest threat to parting you with your stuff. You
can’t lose that officer fit battleship if it never leaves the station, right?
However, in New Eden nothing is gained without some amount of risk. Risk is the
gateway to greater riches and ultimately more stuff. Ultimately, every packrat,
indeed every capsuleer, must come to a balance of accepting risk and taking on
the amount they’re comfortable with. As the Eve mantra goes, “Don’t fly what
you can’t afford to lose.”
Influence:
Becoming Space Famous
The last
motivator I will touch on is the desire to be space famous. Those who have
achieved this position are often showered with praise and derision just as
often. Simply put, this is the desire for attention.
The natural
question when looking upon these celebrities of New Eden is what makes them
famous in the first place. Of the myriad of reasons one can come up with, I
believe there’s a common thread. These are the people that provide content to
the rest of Eve. To use the sandbox analogy, the space famous are the kids that
came up with the cool games when you were young. They’re the ones that are
doing things and getting things done. People are going to naturally gravitate
to them because, frankly, making things happen in New Eden is hard work.
The
downside to this motivation is that your time in the spotlight may come to an
end. There may come a time when someone better and new comes along and takes your
place. Even worse, you may lose that special something that drew people to you
in the first place. There aren’t many things more demoralizing than finding out
you’re replaceable.
***
So you may
be asking what the take away from all this is. Put simply, I would encourage
you to evaluate your own motivations for playing Eve and seriously ask yourself
are you getting the most out of it. Try not to be motivated simply by one
factor, as that factor can easily be taken away. The last thing we want is you
to quit because the reason I play this game is for the story or game mechanics,
it’s because of the players.
Monday, January 14, 2013
Bitter Vets vs. New Bros: The Gerontocracy of Eve
Eve, simply put, is a gerontocracy.
Now before you race to your dictionary, I’ll explain. In Eve, the older and
more experienced a player is, the more capabilities, influence, and credibility
they wield. It isn’t too often that you’ll see a less than 10 million SP
character FCing a major fleet or controlling a large null sec alliance. On the
flip-side, I dare you to show me a veteran capsuleer that doesn’t have a large
amount of credibility among the newer pilots they associate with.
When thinking on this social
paradigm, I wondered to myself what the cause of this disparity is. There was
the obvious answer that the older you are, the more SP you have, and the more
things you can do well, but anyone with half a brain and a little Eve experience
could figure that out. There had to be something more subtle at play.
Eventually I narrowed it down to two additional factors, reputation and
interpersonal skills.
It’s often said that Eve is a game
that revolves around reputation. There are those in Eve that have become space
celebrities, the likes of The Mittani, Chribba, Alekseyev Karrde, just to name
a few. Of the myriad of qualities that
space celebrities have in common, one is nearly universal: experience, i.e. how
much time they’ve put into this silly internet spaceship game we all love/
hate. You don’t get to be on Mittani level influence without a lot of invested
time. New players can’t get around the fact that you have to put in a lot of
hours to gain any amount of credibility. As such, they’re often looked over
when it comes to responsibility and decision making.
The other thing that most new
players lack is the interpersonal skill that Eve requires of those in the upper
echelons of power. I don’t know about you, but I don’t come into Eve knowing
the ins and outs of decision making that would have an impact on hundreds, if
not thousands. Outside the realms of business and politics, people are rarely
asked to make choices on that scale in their everyday lives. That’s something
one doesn’t develop overnight.
Dispensing with the social
philosophy, let’s look more to the practical side of things. The first question
any noob will ask themselves is, “How the #@^& do I compete?!” What am I
supposed to do outside being relegated to the role of tackler, bait ship, mining
grunt, and the other myriad of task we place on the new bro? My answer to you,
intrepid new bro, is to focus on the so called “soft skills” of Eve. These are
the sorts of skill that aren’t linked to a skill point number. Notable examples
are FCing, scouting, spotting the good trade, and my favorite, espionage. The
last example is particularly suited to newer players. You would be surprised
how much information you can be told about the inner workings of a corp or
alliance with seemingly innocent and noobish questions. Unfortunately for you, new bro, most of these
soft skills do take time to become competent in, let alone master. The perk,
however, is that you aren’t bound by attributes in how fast you can become competent.
So new bro, you may be thinking to
yourself, “Those soft skills are all well and good but I don’t really want to
get into such high profile roles this early in the game.” Firstly, I say to you
“grow a pair”, but in the meantime the Retribution expansion has come to your
rescue. With all the T1 ship rebalancing, it’s easier than ever for a new bro
to noticeably contribute. A notable example is the logistics role. No longer
the exclusive domain of grizzled vets, you too, timid noob, can try your hand
at the subtle art of keeping the rest of us from dying in a fire. If that’s not
your cup of Quafe, there’s always the 900 dps Vexor. Aside: I mean, really?!
FFS, it’s a T1 crusier! Back on topic, always remember, new bros, that even you
can take out a Titan, you just need to bring 2000 of your closest friends.
Now enough with the noob pandering,
lets shift our attention to you bitter vets. The average bitter vet, I would
say, values the gerontocracy and rightfully so. If you’ve played Eve for any
significant length of time, there have been numerous occasions where you’ve had
your teeth kicked in by this cruel internet spaceship mistress. But rather than
throwing in the towel and calling it quits, you picked yourself up, dusted off
your implants and charged back into the thick of it. You’ve earned your
position. You made it through the days when the tutorial consisted of you being
handed a gun, a mining laser and being unceremoniously thrust into space with
the advice “Don’t die.”
The
gerontocracy is a fixture on Eve’s social landscape. I can’t imagine it going
anywhere anytime soon. There will always be the new bros craving more and the
bitter vets having responsibility thrust upon them. So bitter vets, help out
your new bros now and then. And new bros, listen to your vets, they probably
know what they’re talking about.
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