Showing posts with label Eve Online. Show all posts
Showing posts with label Eve Online. Show all posts

Wednesday, January 06, 2021

Consols in Eve Online

Wilhelm at The Ancient Gaming Noob mentions that the Imperium (Goons, etc) have started issuing war bonds in Eve Online:

Then there was the fact that the Imperium began issuing war bonds to support the fight.  This has been viewed by PAPI as a sign of weakness, a last desperate attempt to stay in the fight, a sign that we were on the brink.  But it raised more than a trillion ISK in the first hours of issue, so it will sustain us for a bit.  One billion ISK will buy you one bond with a return rate of 10% per year, with payments due on the first of the month.  That one bond will earn you about 8.4 million ISK every time the first rolls around.

Spreadsheets in Space comes full circle!

These types of perpetual bonds are traditionally called Consols, famously issued by the British government from the 1700s to the early 1900s. An important financial mainstay of the Regency genre.

What's interesting to me is that the Imperium issued bonds at 10%, which is quite high. The British issued consols at 3-4%. Is the extra premium because it's a game? I confess I would have offered it at 6%, just to make the math easier (0.5% payment each month).

Also, if bondholders stop playing, then it's free money for the Imperium.

Of course, Eve being Eve, there's a reasonably large possibility that this is all a scam and the Imperium will default a year or two down the line.

I wonder if the Imperium will allow people to trade these bonds. Put it on the blockchain, Goons!

Monday, September 10, 2018

Wildstar Closing, Eve Online Sold

Last week had some big news in the MMO world. NCSoft announced that Wildstar and Carbine Studios would be closing down. Eve Online developer CCP was purchased by Pearl Abyss, who make Black Desert.

Wildstar Closes

This news is unsurprising. The game never got traction. Even a switch from subscription to F2P didn't help. Apparently there was a lot of internal drama in the studio as well. There are a lot of potential causes for Wildstar's failure: the focus on the hardcore, the polarizing marketing campaigns, the telegraph action mechanics, the sci-fi'ish setting.

I think Wildstar's base mechanics just required too much intensity for an MMO. Casual play was tiring. I remember giving up at level 15 or so in the beta because it was just too much.

I also saw a comment saying something similar about high end gameplay. It was challenging enough that "farm mode" really never existed, and even high-end raiders got exhausted with the pace.

Also, being sworn at on level up really, really annoyed me. Hopefully, every game takes this to heart and never does it again.

Previous posts on Wildstar:

Black Pearl buys CCP

The most amusing thing about this is that it pretty much shuts up Eve Online partisans from now on. "Oh, the game that was bought out by a Korean publisher" is a leveller in any argument.

Though, honestly, I think this was more about CCP being unable to make a second successful game and grow as a company. Eve Online becomes a division of a larger company and the stockholders get to cash out.

It will be interesting to see what happens to Eve. Everyone fears more aggressive monetization, but I think if Eve is relatively stable in revenue, that won't happen. It's quite an old game now, so I don't think anyone is expecting it to suddenly spike in popularity.

It will also be interesting to see if Eve gets a Korean version. That market might be more receptive to a cutthroat PvP game like Eve.

Wednesday, January 25, 2017

Exchange of Material

I've been thinking about Magic: the Gathering lately. One thing I've been musing about is the complexity of "fat" creatures, that is creatures with toughness greater than power.

For reference, creatures in Magic have power and toughness. When one creature blocks a second creature, they deal damage equal to their power. If that damage is higher than the toughness, the creature dies. Two important differences between Magic and Hearthstone. First, in Magic the defender chooses which creatures block (or not block) which attacker. Second, damage done to a creature is wiped away at end of turn. It isn't permanent like in Hearthstone.

In any case, consider a very simple board. Jane has a 2/2, and Sally has a 2/2. Jane attacks with her 2/2. Now Sally has a choice: she can either take 2 damage, or block with her 2/2. If she blocks, both creatures will die. It will be an even exchange of material.

A similar situation happens if Sally has two 2/2 creatures. She can block, but will still exchange material.

However, let's consider what happens if all the creatures are 2/3 creatures. In the first scenario, if Jane attacks, Sally simply blocks and both creatures bounce off each other. There's possibility of a simple exchange here.

In the second scenario, it becomes foolish for Jane to attack. Sally would block with both 2/3 creatures, and kill Jane's creature without losing one of her own.

Simply adding that extra point of toughness makes exchanges less likely. But exchanges are good for the game. They simplify the game state. The high toughness creatures lead to a more "stalled" board, which becomes more and more complicated.

High power doesn't display this. If the creatures where 3/2, exchanges would be just as prevalent.

I think it's good for PvP games to be able to exchange resources. Otherwise, the board state builds and builds, until one side gets a sudden advantage and overruns the other side.

I think healing plays a similar role in MMOs, especially PvP. It prevents the exchange of material until a certain threshold is met. For example, Eve PvP might be more interesting without logistics ships. An outnumbered force could attempt to come out slightly ahead in each exchange of material.

But with healers, you either have enough firepower to get past the healing, or you don't. Or you have enough crowd control to disrupt the healing long enough to kill something.

In any case, evenly exchanging material in PvP is good. Anything that makes exchanging material harder, even as small as a single point of toughness, should be considered very carefully.

Friday, November 18, 2016

Did Eve Online Go F2P?

Syncaine is adamant that Eve Online did not go F2P with its new alpha accounts. I think he's mostly right, but its interesting to see exactly why. After all, a pretty literal reading of "Free-To-Play" gives you the fact that people can play a hugely significant amount of Eve for free.

The difference lies in the nature of subscriptions. A subscription is a barrier to entry. If you don't want to pay $15/month, you can't play the game.

But a subscription is also a "cap" on revenue. If a dedicated player would be happy to pay $40/month, she can't. (Well, unless we get into multi-boxing, etc.)

What the F2P games currently do is that they remove both facets of the subscription. They remove the barrier to entry, and they also remove the cap on revenue. If a dedicated player wants to drop $40/month, they'll happily sell her lockboxes or whatever.

The F2P marketing emphasizes the first facet, because it sounds very generous and is good marketing. But I think they actually make their money from the second facet, from dedicated players spending above the subscription cap.

Eve Online's program is fairly unique in that it dropped the barrier to entry side of subscriptions, but kept the cap on revenue. Aside from buying a few ship skins, most transactions are a constant amount per month of play-time.

So Eve Online is not F2P as we commonly think of it. But it is half-way there. If CCP unveils a much expanded in-game store, then at that point we can say that Eve Online has truly gone F2P.

Thursday, September 01, 2016

Eve Online F2P or Unlimited Trial

Eve Online announced a F2P or unlimited trial variant. Basically, you can make a character with a restricted number of skillpoints and skills and play for free. To get a full character, you have to be a subscriber.

It's an interesting choice for Eve. The biggest advantage is that it gives the new player a long time to truly come to grips with the game. Eve is infamous for its learning curve, and now there's no time pressure on learning how to play.

The interesting side will be seeing how the current Eve players abuse this mechanic. At certain levels, Eve is often a numbers game, and now each side can field arbitrarily large numbers. For example, instead of scouting multiple systems in a patrol with a single ship, you could instead station one character per system, and log onto each character in turn.

If I remember correctly, Eve did crack down on multi-boxing, so maybe that will mitigate the effect.

Another concern is that Eve often boasts that a new player can become "useful", even to the major powers, within a few days. But if that new player is useful, surely a couple hundred alpha accounts is even more useful. But if you nerf the usefulness of the alpha accounts, are you not also nerfing the usefulness of the new player?

WoW has an unlimited trial, where you're limited to level 20. But no one cares about level 20s. They're pretty much useless in the greater scheme of things. So there's no need to worry about players (other than gold-sellers) making tons of level 20s.

Will low level characters in Eve become more useless, thus diminishing that selling point?

Edit: Here's another way of putting the issue. I think there are two options:

1. Infinite low level characters
2. Useful low level characters.

I think that these need to be mutually exclusive to be balanced. If you have infinite amounts of useful low level characters, the game is going to break. That means I expect Eve Online to eventually choose Option #1 over Option #2.

Friday, April 01, 2016

One Joke, Two Communities

Today is April Fool's Day, so the internet is useless as normal. However, I found one interesting thing. Both the Reddit Eve Online and FFXIV communities posted the same joke, and both were upvoted to the top of their respective pages.

The difference, though, is a little illuminating about the respective communities:
(The joke is that both these posts linked to the history of the current viewer.)



The best April Fool's joke I saw this year was also on Reddit, in the Overwatch page. The moderators made a small notification that sometimes appeared in the lower right corner and looked exactly like the Battle.Net notifications that appear on your desktop if you have the Battle.net app open. The notification said "Overwatch is now playable."

Understated, perfect for the target audience, and brilliantly cruel.

Thursday, January 14, 2016

A Game of Votes

Eve Online is having its yearly elections for the Council of Stellar Managment, an advisory body made up of players. There's lots of controversy this year because the last CSM apparently had a lot of drama. And of course, Eve being Eve, everything is part of the metagame, including the CSM.

Elections are run online, using Single-Transferrable-Vote, I believe. However, this is a pretty boring system for a game like Eve, and has already been gamed out by the various power blocs.

I have an idea for a more "entertaining" CSM voting system:
  • Every account gets one vote.
  • The vote is a virtual object attached to the first character who logs in once election season starts.
  • The vote can be transferred from one character to another. It may not be stored or sold via the automatic trading markets.
  • Characters can accumulate multiple votes.
  • If your ship and pod are destroyed by another player, all the votes you hold are dropped into space and can be looted by another character.
  • There is a special election station in a contested null-sec sector (maybe Providence sector?).
  • A character who gets to the election station may turn in her accumulated votes, which are tallied and recorded.
  • Votes may be turned in once and only once during the election season. If you turn in 40 votes and later accumulate 500 votes, your total is stuck at 40, and you cannot turn in the 500.
  • The qualifying accounts with the top X totals at the end of election season are the winners.

You may need additional rules about not being able to jump directly into the election station system or surrounding constellation.

In any case, this should be a more entertaining system than the current one, ensuring that players elected to the CSM have the requisite amounts of skill and guile. You can have meta-game shenanigans where spies intercept votes and defect to other corporations with those votes. The big corps may spread out their votes via "bundlers" to avoid losing a lot of them at once.

It is an election far more in the style of Eve Online. And the most important thing is that it will be far more entertaining for the rest of us.

Monday, December 21, 2015

Empires or Nomads

One problem with PvP MMOs is that they can fall into stagnant states. Each major entity has their own empire. The empire generates enough resources to maintain that power. The empires are unwilling to fully engage other empires in war, because there's a chance they might lose. Instead they'll skirmish on the borders to relieve boredom.

In theory, new entities could challenge the existing empires. In practice though, long-standing empires are usually structured better than the challengers. The empires have been around longer, and have seen what works and what doesn't work. If a challenger does arise, they are usually beaten into submission quite quickly.

When you get into the stagnant state, the real threat to an Empire's survival is not other players, but internal drama. It's arguable that Eve Online has fallen into this state now.

Perhaps the problem is the very concept of empire itself. Once an empire is in a steady state, it usually stands until something major changes. Things like the emperor dying or succession struggles. But these sorts of events are unlikely in PvP games.

A better structure for PvP MMOs might be "nomadic tribes" rather than empires. Under the nomadic model, resources in a given area are consumed faster than they are generated. Thus when the resources run out, the nomads must move on to new regions.

That movement brings them into contact and competition with other tribes, making conflict and war more likely and more necessary.

Imagine that all the CFC's territory in Eve Online suddenly stopped producing resources. The CFC would have to move, and that would generate a huge amount of PvP.

But there is an attraction to holding territory, to claiming "your" space. I'm not sure that a nomadic game would have the same attraction that the empire games do.

Wednesday, September 23, 2015

Eve Online Adds a DPS Cap Mechanic

Several years ago, I proposed a DPS Cap mechanic, in order to reduce the amount of optimization in DPS gameplay.

Surprisingly, Eve Online is going to implement a similar idea in their new Citadels expansion. The cap is on the target citadel, as there is a maximum amount of DPS that can be applied by attackers during a battle. Extra damage past the cap is just absorbed and disappears.

The intention here is to avoid requiring larger and larger fleets, and to stop an arms race between fleet size and citadel hitpoints. Instead, any fleet above a specific size will be "good enough" to take a citadel. Additionally, the DPS cap guarantees a minimum time that the citadel will be alive in a fight.

There are some other interesting wrinkles. For example, the citadel cannot be repaired or "healed" by friendly ships. I think it will start repairing itself after some time passes, though.

The DPS Cap mechanic is different than the one I proposed. It's on the defender, as a defensive mechanism. So from the attacker's perspective, it's a limit on the fleet, not on individual ships.

Still, I think this is an untouched area, and we will see more experimentation. I think this is especially true for world PvP games where there can be a large disparity between the two sides.

Wednesday, March 18, 2015

Arathi Basin in Space

Eve Online unveiled some proposed changes to their sovereignty mechanics, the mechanisms by which corporations take and hold star systems in the game.

To my surprise, the proposed mechanisms remind me of nothing so much as WoW's Arathi Basin.

In the current version of Eve sov you have to bring fleets to damage the station enough to put it into a different state. In the proposed version, you need a ship with an "Entosis Link". Channeling that link on the station for X minutes puts the station into the different state.

The major change is that one Entosis Link is all you need. Adding extra Links does not speed up the process.

You can see that this is just like capturing flags in Arathi Basin. All you need is one attacker to successfully complete a channel and the state of that node changes. Multiple attackers don't improve the speed of capture, but provide redundancy.

Now, there are differences. In the Eve version, the channelling ship must be destroyed to stop the channel, not simply attacked. The defender also has the option to start her own Entosis Link channel, which essentially "pauses" the attacker's channel.

As well, merely changing the station state is the start of the capture process in Eve. Then a countdown starts to the next stage, in which multiple command units are spawned in nearby star systems. These command units are captured using the same Entosis Link mechanism. Whichever side captures the most command units wins that stage. If the attacker wins, another countdown starts, after which the stations goes into a "freeport" mode and can be captured by anyone via Entosis Link.

In any case, much of the tactical gameplay becomes very similar to Arathi Basin. Stations need to have a defender hanging around. This defender will probably be bored most of the time, but if she leaves, the station is vulnerable to a lone attacker sneaking in and getting a quick capture.

So essentially, the amount of space a corp can hold becomes equal to the amount of space that corp can patrol. Of course, this being Eve, I expect the "patrol" to be a character on a second account stationed nearby, while the player's main account does something interesting.

The other interesting element of this new plan is that it is a very gamist system. The Entosis Links are pretty "magical". And I don't see any logical reason that station command units should spawn in nearby systems. It's clearly not very simulationist at all.

But maybe that's necessary. In my understanding, the current Eve sovereignty system is reasonably simulationist, being built around large fleets and blockading the gates in a system. However it doesn't seem to make very many people happy.

Sunday, January 04, 2015

WoW Plex

Over the holidays, Blizzard floated the idea of introducing an item which can be used to give a month's subscription, and allow that item to be sold in-game. Essentially taking Eve Online's PLEX and applying it to WoW.

I think this is a bad idea.

I think this is similar to Diablo 3's Auction House. There the problem was with third-party trading, and Blizzard introduced the AH to combat scams. That worked, but ended up warping the game even farther. WoW PLEX would be similar. It would be introduced to combat Real Money Transfers from sketchy sites. But it does this by turning players into RMTers, by warping their incentives.

You can see this in Eve Online. Eve has a significant problem with scamming, lotteries, multiboxing and similar shenanigans. I believe this is because PLEX helps incentivize these actions, not just among the illegal third parties, but for regular players.

A lot of Eve partisans will say that PLEX has been good for Eve. Truthfully, I am not so sure. I think PLEX has masked a lot of problems with Eve, especially on the resource production side. Problems which would have been exposed and fixed a lot earlier without the bandaid of PLEX.

As well, I don't believe that it is good for the game to have one segment of stronger players play for free at the expense of other weaker players. Right now, the playing field is relatively equal. WoW rests on a broad base of subscribers, and we are all relatively equal. The necessary monetary support is divorced from the in-game universe.

PLEX for WoW is a bad idea. It warps the incentives for a significant fraction of the playerbase, and creates a real divide between those players who free-ride, and those who pay. I urge Blizzard to reject this idea.

Edit: I posted this in the comments. Hopefully it makes the parallel with D3 and WoW more clear.

D2 had a problem with scammers. D3 introduced a mechanic (the Auction House) to combat that problem. That mechanic warped the incentives for the larger playerbase. The cure was worse than the disease.

WoW has a problem with 3rd party RMT. WoW is proposing to introduce a mechanic (WoW PLEX) to combat that problem. That mechanic will warp the incentives for the larger playerbase. The cure will be worse than the disease.