EVE Blog Banter | The Wandering Druid of Tranquility

Words, words, words…

9 Comments »

Welcome to the fourteenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by none other than me, CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed to crazykinux@gmail.com. Check out other EVE Blog Banter articles at the bottom of this post!

The first banter of 2010 comes to us from the EVE Blog Father, in which I ask the following: As we begin another year in New Eden, ask yourselves “What Now?” What will I attempt next? What haven’t I done so far in EVE? Was it out fear, funds, or knowledge? Have I always wanted to start my own corporation, but have never dared doing so? Is there a fledging mercenary waiting to come out of its shell? Or maybe an Industrialist? What steps and objectives will I set myself to accomplish in order to reach my ultimate goal for this year? EVE is what you make of it. So, what is it going to be for you?

Words offer the means to meaning, and for those who will listen, the enunciation of truth.

V in V for Vendatta

Words.  What are words?  Words are the collection of letters to create a coherent form within a language.  Those forms are usually collected together to form a sentence and sentences are used to convey a thought or concept from the writer to the reader.

Words are very powerful.  Once you have said or written a word that is shared with another person, that power transfers from the creator to the listener.  Words are indeed a very powerful tool and as human beings, we have the power to change our individual worlds with the simple use of words and language.  We have the power to convey thoughts, emotions, concepts and ultimately truth through the use of words.

In EVE online, many words have different meanings for people.  In years past, the words, “Vagabond on the gate”, would have filled me with fear and the truth that I was about to loose my Ishkur.  Now that I can fly a Vagabond with proper fittings, I know that other people are saying the words, “Vagabond on the gate”, and I am not filled with fear but with confidence.

“Nullsec” was a word that used to convey an image of utter danger from whence no one can escape”, now it means “home” to me.

So, what will I attempt in 2010?

I will continue to see the meaning of words.

I will continue to write about EVE Online.

I will look forward to the day when the word “Dominion” does not mean “nullsec lag storms from 2005″ or “Gabe should stop playing with hamsters and fix the frakking game breaking lag”.

I will see words like “Motherships are finally fixed” and “Incarna is now live!” and be filled with joy.

I will see words continue to be written by my fellow bloggers.  I will see fantastic fiction and wonderful opinion and  perspectives on game play flow forth on every page for everyone to enjoy.  I will see truth behind words people say and write and understand it’s meaning.

See you out there!

For more of the written word about EVE that is truly worthy of reading from Blog Banter 14, see the many other posts listed below:

List of Participants:

  1. CrazyKinux’s Musing - A beginning is a very delicate time…
  2. My God It’s Full of Stars - What Now?
  3. The Elitist - Plans for 112yc
  4. Into the unknown with gun and camera - Show me the money
  5. Ecliptic Rift - Enabling the future
  6. Inanity and Doom - New Year’s Resolutions, New Eden Style
  7. Break Vol - Blog Banter #14
  8. Guns Ablaze - What Now?
  9. Adventures in Mission Running - The Way Forward
  10. Diary of a Pod Pilot - Things I want to do
  11. Inner Sanctum of the Ninveah - The Year That Will Be
  12. Roc’s Ramblings - WordPress ate my blog
  13. Vive Virtual - Frontier Living
  14. A Mule in EVE - Next on the chopping block
  15. Prano’s Journey - I Peer Into My Crystal Pod…
  16. Life in Low Sec - Expanding the Franchise
  17. The Light of Stars - Testing the claims of CCP
  18. A Memoir From Space - A New Direction
  19. The Chronofile - Blog Banter 2010
  20. FlashFresh - What now for Flash?
  21. EVE Opportunist - Fyreite in 112
  22. Mike Azariah - Jiorj
  23. Yarrbear Tales - Year in Review
  24. The Independant Analyst - The Year Ahead
  25. The Travels of Black Claw - Where ma I going?
  26. Warp Scrammed - What to do this year
  27. Sered’s Lives - Searching for directions in 2010
  28. Finders & Keepers - New Tears, Same Great Taste
  29. The Captain’s Log - To Dream of the Future
  30. The Lathspell of Mithrandir - Resolutions
  31. The Midnight Sun - EVE Blog Banter #14
  32. More to come!
Tags: , , ,

Related posts

EVE Blog Banter January 13th 2010

“…It’s another episode of Design Star: EVE Style…”

5 Comments »

Welcome to the 13th edition of the EVE Blog Banter , the monthly EVE Online blogging extravaganza created by CrazyKinux . The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here . Check out other EVE Blog Banter articles at the bottom of this post!

The first banter of this 2nd year of EVE Blog Banters comes to us fromZargyl from A Sebiestor Scholar, who asked the following: On the EVE Fanfest 2009 page are pictures of prizes for the Silent Auction that was held during the event. One of these photos was entitled “Design your own EVE mission”. My question now would be what kind of mission would you write if you got that prize? What would the mission be about? Would it be one using the new system of epic mission arks? What would be the story told by it? Feel free to expand upon his questions and put together your very own mission!

Design my own EVE mission?  Hmm….this could be interesting. Mission design is like story telling.  It’s an art form and not to be taken lightly.  You need to be able to write an engaging story and be able to utilize the game mechanics as they exist.  To my knowledge, the EVE mission engine is a trigger based engine, where different ‘events’ lead to the next part in the story progressing.  Such triggers are things like upon warping into a spawn point, killing a specific rat in a mission, etc…

That being said, I would like to see some changes to the mission engine that do not require triggers as they exist today to allow for a mission story to progress.  The best stories we have in EVE are the actual interactions with the other players, so why not take that to the next level.  Why don’t we create some in game tools for player created missions.  Players are the best resource for ideas in a game and CCP has made it a point to draw much inspiration from our collective contributions.

How about the player created training mission?  You could hire several “NPC pirates” to provide a combat simulation for your new corp members with varying degrees of difficulty.  I would bet that EVE University would use that one a lot.  You could select the kind of NPC’s for the encounter, provide the isk for the NPC bounties and let slip the dogs of war.  This could be used in all kinds of combat training, such as a mission where you have to maintain your shield tank at 50 percent for 5 minutes or a group mission to train you on how to focus fire in a gang where everyone has to put damage on a target before it can be destroyed.  The possibilities for this sort of mission type are endless and could be useful in a number of ways.

Another concept in a player created mission has already been done in game with the scavenger hunts.  Chribba had a fun game going with the various loot cans spread throughout New Eden with all kinds of juicy stuff inside.  What about creating an in game mechanic for that as well.  The scavenge hunt mission, where you would provide the isk and loot for the hunt.  After creating the mission, Concord “hiders” would run around New Eden and place the loot canisters all over and the hunt for juicy stuff would begin.

In EVE Online, we already have mercenaries that execute contracts for a variety of services.  Why not make this a working game mechanic as a player created mission.  You could create a mercenary mission where you would front the war dec fees, set a kills threshold for quantity and ship types (with back end checking, not fair to create a mission to kill a Titan when the target may not have one), set a payout scale for the desired number of kills and a time frame for completion of the mercenary mission.  Of course there would have to be additional checks and balances in there, say only allow one mercenary mission against a corp/alliance at a time and only if they don’t have say 3 active war decs against them already.  I can see how such a system  could be abused but it could add so much more to the game.

I know, the banter was about what kind of mission I would create, so, from the list of possible player created mission types, I would create a lovely training mission where the objective was to maintain a warp scramble tackle on a target for at least 5 minutes using a T1 frigate.  Your target would be a frigate as well, however, you would be dealing with multiple ECM cruisers that are trying to stop you.

Well, no one said we could not be evil with our missions…

I am still waiting on CK’s delicious bookmark link for the other banter.  For now, you can read them on my Google shared items for Blog Banter 13 at http://www.google.com/reader/shared/user%2F03749674846786948488%2Flabel%2FBlogBanter13

Tags: , , , , , , , ,

Related posts

EVE Blog Banter October 27th 2009

“A government of the Capsuleer, by the Capsuleer and for the Capsuleer…”

7 Comments »

Welcome to the tenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles!!

This month’s banter leans a little, OK a lot, on the academic side. It comes to us from xiphos83 of A Misguided Adventurer, who asks the following:

Victor Davis Hanson argues that western culture, comprising of ideals such as freedom, debate, capitalism, and consensual government, are what make western society so successful at waging war. These ideologies create a warrior who’s direct participation in government, ability to think freely, and desire to remain free, fights harder and is willing to suffer more than his conscripted foe. Though a military must remain a structured oligarchy to fight a war effectively, why in a world where military conflict is as familiar as breathing are there so few alliances that embrace these ideologies when governing their members?

I have to say, I disagree with this conclusion.  In my experience over the past three years of playing EVE, I have found that many alliances in fact embrace the concepts put forth here and this method of governing an organization’s membership is why they are successful.  I personally have been a member of two different alliances in game and I will speak about those experiences.

My first alliance was Privateers when it was first formed.  That alliance existed at the time for the purpose of bringing lots of war targets to it’s members in Empire space.  No real governing there except for the collection of isk for the war declaration weeks each week.  That was pretty much it.  The corporation I was in was an alliance member for 1 month and then they left the alliance.  I left that corporation around the same time.

Second and more recently, I was a member of the Neo Spartans and a member of the alliance leadership of the Laconian Syndicate.  People were free to pursue what they wanted to pursue.  Major objectives such as moves, major campaigns, etc were submitted, discussed and decided by the membership of the alliance.  If people wanted to step up and help with the logistics of running the organization, they were encouraged to help (“Voluntold” somtimes but for the most part people would help out).  In a nutshell, everyone had a vested interest in making the alliance successful as they wanted to see themselves succeed.

A successful organization will utilize all it’s assets to achieve it’s goals.  Listening to your membership’s ideas and views on a situation is a valuable tool.  You have litterally years of experience with your pilots.  To not listen to their views on an issue is a simple recipe for failure.  Fostering competition among your members helps to build people’s strengths.  Keeping things open allows people to feel as if they are part of a greater whole.  These are all things that all of us look for in an organization.

So no, I don’t think many alliances hinder freedom, debate and a collaborative government, they embrace those concepts to become successful.

Check out the other EVE Blog Banter articles!!!

Tags: , ,

Related posts

EVE Blog Banter July 27th 2009

“Beacons, beacons, beacons, beacons, beacons, mushroom, MUSHROOM!!!”

17 Comments »

Welcome to the ninth edition of the EVE Blog Banter , the monthly EVE Online blogging extravaganza created by CrazyKinux . The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here . Check out other EVE Blog Banter articles at the bottom of this post!

“Last month Ga’len asked us which game mechanic we would most like to see added to EVE. This month Keith “WebMandrill” Nielson proposes to reverse the question and ask what may be a controversial question: Which game mechanic would you most like to see removed completely from EVE and why? I can see this getting quite heated so lets keep it civil eh?”

Just a quick note before I begin here.  Since I started all this discussion on game mechanics with the last Blog Banter, I have asked that my post NOT be considered for the Blog Banter Contest.  I honestly do not think it would be fair to everyone, as CK and I work so closely together on maintaining the EVE Blogroll and the OPML download, that I be an eligible participant.  However, I am writing a post for the plain and simple reason that I love writing for the monthly Blog Banter discussions.  So, without further adieu, below is my contribution, enjoy!!!

It seems that I created a monster with the introduction of discussions on game mechanics.  Which game mechanic would I like to see removed from the game and why?  Hmm…that’s a tough question.  I am one of those twisted individuals that enjoys how complex EVE can be.  What can we removed from EVE?  Would it still be EVE if it was removed?

EVE Online is more than just a game, it’s a community that is rich in culture and diverse in opinion.  We have seen many changes in the game over the years, including things removed from the game.  Mines were something that were removed as they were a large contributor to generating lag.  The ability to see faction gear on the market was removed and the contracts system was born.  Speed balancing, NOS balancing, etc…we have seen many changes.

So, what would I removed from the game?  It’s hard to think of something to remove without coming up with something to replace it as a result.   What to remove, what to remove……

Well…there have always been discussions about removing local chat from the game.  Such posts on the EVE forums traditionally become rather heated with equally valid points from both sides of the argument.  I can’t argue this one as I am from the ‘keep local’ camp, sorry…

In my article that lead to this blog banter (http://www.eve-druid.com/wow-that-new-thing-is-so-shiny), I put forth the concept of hackable sentry guns at stargates.  Stargates…..YES!  That’s what I would remove from the game, stargates, definitely.

**Ga’len looks around at the stunned looks from people in the room **

Why?  Well, two reasons.  First, to provide for a space flight experience that you can immerse yourself within and two, my favorite,  reduce in system lag.

**Ga’len looks around at the room again, now everyone has passed out from shock. **

Now, of course, every EVE pilot reading this is asking, “How would you travel between systems without stargates?” Stargates after all were established to provide a means to travel the huge distances between systems.  I am sure that any dev reading this is asking, “How will we effect a session change between star systems, grids and nodes?”

The answer is closer than you think.  Take a moment and step outside, look up and take a gander at that jet plane that may be flying over your home.  How is that jet plane that leaves New York travel all the way to Reykjavik Iceland?  In the old days, a pilot would set a course based on using a single instrument, the compass.  In out present day world, jet planes use a compass, navigation beacons that are on the ground and GPS systems.  Navigation beacons, that’s the answer to travel without stargates and believe it or not, it’s how we can reduce lag in the game.

So tell me, in the time that humans have rediscovered space flight, evolved to produce Tech II ships and modules as well as build ships such as a Titan have we also failed to improve on our warp drive systems?  I would think not.  I would think that we would continue to evolve and make our warp drive faster.  With the vast void between systems, there are fewer and fewer gravity wells from objects that could slow down a warp drive engine.  Within a system, there are planets, asteroids, moons and stations.  Just too many gravity wells for a warp drive engine be able to run at full power.  So yes, I would think that a ’sudden in game event’ that leads to better warp drive should happen so that we can remove stargates.

Capital Ship pilots have jump drives that allow them to travel in a relatively straight line in an instant.  They require the use of another ship sitting in space with an active Cynosaural field to lock onto that beacon and jump.

Why can’t warp drive navigation work in the same manner, where you set your course from Jita to Tash-Murkon Prime based on a universe wide navigational system of beacons.  When you set your course, the distance you can travel based on the energy required to jump you into warp and the active recharge rate of your capacitor would determine which beacons are within your travel range.  You would set course for that beacon and go.  No more inbound and outbound stargates for a system, just a single point where everyone ends up, roughly 15 km from the beacon relative to the direction from which you just traveled.

Now, this is where lag reduction comes into play.  Say you are traveling from Jita to say Emrayur.  The current route would take your through Tash-Murkon Prime.  You would currently jump in the stargate at Bhiz, warp across system and then jump into Emrayur.  Why could you not use the Tash-Murkon Prime beacon as a ‘waypoint’ to help you get into range of the Emrayur beacon.  There would be no need for you to land in Tash-Murkon Prime as you are not stopping there.  If you are not stopping there, then you would never load onto the grid or node.  Having less people in system reduces the lag simply because they are not there.  Having your destination already set on trip would allow for predictive grid loading at your destination.  Such ‘preparation’ for your arrival in reality could reduce the lag you see when you actual load into a system.

Furthermore, with no longer having the same systems be the ‘trade hubs’ due to where they exist on established stargate based travel routes, all star systems with stations have the potential to become important trade hubs.  Having more trade hubs would help to spread out commerce and thus stop the clumping effect of systems like Jita, Tash-Murkon Prime, Hek, etc…Such disbursement of commerce would also help to reduce in system lag and reduce the hold that people may have on a particular area.  No more static markets that newer players have a hard time in which to gain entry.  True market capitalism would be dealt another winning card in game and of course, less people clumped into a system or node, less lag.

Having beacons in the game would could lead to other fun mechanics.  You have jump bridges in 0.0 now for navigation and ease of movement.  Corporations could deploy a corporate beacon at their deployed POS’s to provide additional waypoints beacons for their corp members.  Having such ‘established’ travel routes for corporations would allow pirates some variety in traffic to attempt to catch, etc..

“So Ga’len.  With the removal of those inbound and outbound stargates, will this remove gate camping and piracy?

I would suspect that the role of the traditional gate camper would change and they would have a much harder time of catching someone as they travel ‘through’ a system and not stop at a beacon as it’s not their final destination.

But being a pirate, I have some evil thoughts on this one.  I would introduce a module that creates a ‘ghost beacon’.

What is a ‘ghost beacon’?  Well, how many of us have had trouble with our satellite television or radio due to interference?  A ‘ghost beacon’ would be an electronic warfare type of module that would create interference with communications with a beacon in system.  Such modules could only be operated in systems with a security level of 0.4 or lower as Concord officially disapproves of the use of modules that interfere with navigation.  You would have to be in close proximity to the actual in system beacon.  This module, when active, would begin to mask or steal the signal from a navigational beacon.  As a ship in warp travels closer to where a ‘waypoint’ beacon is located, loss of signal would cause a navigational problem and the ship would simply drop out of warp, say, 15 km from the where the ‘ghost beacon’ ship is located.

Once the ship drops out of warp, it’s able to lock onto the correct navigational beacon again as the interference from the warp drive operation and the ‘ghost beacon’ module are not as strong.  You can then warp out and be on your way, unless the pirates are able to tackle you. This mechanic becomes even more evil in 0.0 space where you can deploy warp bubbles.  An unsuspecting ship would drop out of warp and would become instantly trapped in the warp bubble.

Of course, you would have no way of knowing that a ‘ghost beacon’ is in operation until you came within the 40 km of the ‘ghost beacon’ ship and saw that you were having communication problems.  You could then of course, select to drop out of warp early and re-establish communication with the navigational system.  Flying AFK would still be dangerous as if you did not see the warning of a communication problem, you would not be able to drop out of warp early and would most likely be tackled by pirates, much like flying on autopilot now.

Currently, many people avoid gate camps by looking at the universe map and seeing how many ships were destroyed in a system, this would still provide you the a way to avoid such dangers.  ‘Traffic Piracy’ would not really change much from how it works now save that there would be a single entryway to a system and beacons everywhere save 0.0 space would still have sentry guns.  The use of scouting alts would no longer be very effective as there would be no stargate to scout anymore, however, a scout ship along a well traveled ‘vector’ between popular systems could be staged to identify potential targets that are in warp.

So, there you have it.  Stargates and their current travel mechanic.  Yup, that’s what I would remove.

Please do read these other fine posts on this month’s Blog Banter!!!

    1. Diary of a Space Jockey, Blog Banter: BE GONE!
    2. EVE Newb, (EVE) Remove You
    3. Miner With Fangs, Blog Banter – It’s the Scotch
    4. The Eden Explorer, Blog Banter: The Map! The Map!
    5. Inner Sanctum of the Ninveah, Kill the Rats
    6. Mercspector @ EVE, Scotty
    7. EVE’s Weekend Warrior, EVE Blog Banter #9
    8. A Merry Life and a Short One, Eve Blog Banter #9: Why Won’t You Die?
    9. Into the unknown with gun and camera, Blog Banter – The Hokey Cokey
    10. The Flightless Geek, EVE Blog Banter #9: Remove a Game Mechanic
    11. Sweet Little Bad Girl, Blog Banter 9: Who is Nibbling at My House?
    12. One Man and His Spaceship, Blog Banter 9: What could you do without?
    13. Life in Low Sec, EVE Blog Banter #9: Stop Tarnishing My Halo
    14. Cle Demaari: Citizen, Blog Banter #9: Training for all my men!
    15. A Mule in EVE, He who giveth, also taketh away?
    16. Dense Veldspar, Blog Banter 9
    17. Morphisat’s Blog, Blog Banter #9 – Randomness Be Gone !
    18. Facepalm’s Blog, EVE Blog Banter #9: What a new pilot could do without
    19. Memoires of New Eden, You’re Fired
    20. Kyle Langdon’s Journeys in EVE, EVE Blog Banter #9 Titans? What’s a Titan?
    21. Achernar, The gates! The gates are down!
    22. Speed Fairy, EVE Blog Banter #9: Down with Downtime!
    23. I am Keith Neilson, EVE Blog Banter #9-F**K Da Police
    24. Ripe Lacunae, The UI… Where do I begin… (Eve Blog Banter #9)
    25. Clown Punchers, EvE Blogs: What game mechanic would you get rid of?
    26. Estel Arador Corp Services, You’ve got mail
    27. Epic Slant, Let Mom and Pop Play: EVE Blog Banter #9
    28. Deaf Plasma’s EVE Musings, Blog Banter #9 – Removal of Anchoring Delay of POS modules
    29. Podded Once Again, Blog Banter #9 – Do we really need to go AFK?
    30. Postcards from EVE, 2009.07.02.00.29.06
    31. Harbinger Zero, Blog Banter #9 – War Declarations & Sec Status
    32. Warp Scrammed, Blog Banter 9 – Never Too Fast
    33. Ecaf Ersa (EVE Mag), Can a Tractor Tractor a Can?
    34. Thoughts from an Accidental Minmatar Revolutionary, EVE Blog Banter #9 – Aggression timers, WTs and Stargates
    35. Mike Azariah, I don’t put much stock in it…
    36. Rettic’s Log, Blog Banter: Overview Overload
    37. A Sebiestor Scholar, [OOC] EVE Blog Banter #9: Slaves
    38. Diary of a pod pilot, [OOC] EVE blog banter #9: Because of Falcon
    39. Roc’s Ramblings, Blog Banter #9 – Taking Things Slow
    40. The Gaming-Griefer, EVE Sucks, But I Love It: The Memoir of a Masochist
    41. Letrange’s EVE Blog, Blog Banter #9: Bye Bye Learning Skills
    42. Lyietfinvar, Remove that monopoly
    43. Sceadugenga, Blog Banter #9
    44. Industrialist with Teeth, EVE Blog Banter #9
    45. More articles as they are posted!!!
    Tags: ,

    Related posts

    EVE Blog Banter June 30th 2009