EvE: Monetizing the creative player

I regularly stumble across decisions which I don’t understand the reasoning for and only can acknowledge with a facepalm (emoticon: “m(” ). In fact, in the last two years, this happened kind of often. I’ve developed some kind of gallows humor to deal with it, but bad decisions are still bad. My personal facepalm of the day was sponsored by CCP.

Background

CCP prides themselves for having one of the most creative game community. In fact, the available offerings of applications and services around EvE Online as a game is quite astonishing. A lot of things have counterparts in WoW, too. For example, in WoW, I have a few third party tools, which I’d call “essential for the game” as a raider and partially as a guild officer. In my case, these includes DBM, Recount (mainly for seeing why people died), my RaidTracker for tracking loot, Grid and Bartender. Those were there for a long time and I couldn’t play the game the same as I do now without them. Granted, Blizzard acknowledged that their game interface is/was flawed in multiple parts and started to adapt popular addons into the game client (the new raid unit frames are a basic copy of Grid). You will find such game essential tools also for EvE Online, although not in the form of ingame addons but external programs. Even as a total newbie, I’m already dependent on EvEMon for skill planing and EFT for testing ship fittings before buying them. I couldn’t play EvE the way I do now without them.

Additionally, there are also a lot of additional services. What may be the web based DKP-System for a WoW guild is the killboard for an EvE Corp. And there are a lot of information portals and news sites for both games, most of them are financed by ads. The available services for EvE go a bit further with examples like EvE Online Hold’em for spending in-game money or EvE News24 as a side for news about ingame events. WoW don’t have any counterparts for services like that. I think the main reasons for that is, that EvE is a sandbox based game and additionally, the WoW community is heavily divided on a lot of different servers, which makes the possible target audience rather small.

CCP themselves acknowledged these creative services and prides themselves with it. They are encouraging them and have created a few dev blogs for promoting these services. (Found here, here, here, and here). AFAIK, as long as you don’t charge real money for your services and not violating the EULA and TOS, you have relatively free hands on creating something around, for or in EvE. Then, very few developers asked for a way to charge money for their applications. They were willing to pay some kind of licence fee in order to do so. Nothing wrong with that, why not give some guys the opportunity to make some money and let them pay money for it, as long as anything that is free stays free.  There are WoW related services that charge their users. An example would be the WowStead-project of Curse.com. I don’t see a problem with that. Well, so much for the theory. Then, out of thin air, a certain dev blog arrived… Continue reading EvE: Monetizing the creative player

Clueless in Space – The Beginning

Cormorant with “top wingy bit” – courtesy of a graphic glitch with a Heron

In any MMO, a player will at some point reach the so called “end game”. If I should define the term “end game”, I’d say this is the part of a game, where the game itself stops  to guide you around and you have to start to do research about game mechanics and things you want to do in that game. Or you start to die horribly repeatedly. Often both, the latter part ideally only for a short time. This is often also the point, at which a player has to start interacting with other people. Or one can avoid this by starting a second character. Or unsub.

In World of WarCraft, a player typically reaches this point when he reaches the maximum level. One can always continue to go for solo questing, but there will be the point, when all quests are finished. Most people then start to raid (where one should start to research class mechanics and boss mechanics – the  “die horribly”-part translates to wipes) or some form of pvp. Given the amount of solo content in that game, one can easily play along for weeks or months (depending on how much time is invested in playing the game) before hitting the end game.

In Eve, this point is reached somewhere between two and ten days, depending on how much time is invested in playing the game. So, I’ve reached the point after two days. I’ve done the four career agent missions, which teaches the basic gameplay elements and provides a few skill books, a few frigates, an industrial ship and the first destroyer. In my case – playing a female Caldari Achura – a Cormorant. After that, I’ve done the Epic Arc of the Sisters of EvE, which is a long chain of missions designed for new players, connected by a long story line. It was interesting and provided a good amount of start money. Most missions can be done with a destroyer. The last three missions or so gets tricky – they either require a cruiser or help from another player. With very low skill points, one will need help. In my case, my brother helped me out with a battlecruiser and so I finished the storyline.

And then, there I was, flying around in my fail-fitted destroyer, clueless in space. Oh, how fail-fitted you might ask? Well, it was a product of stuff lying around in my hangar after I’ve finished the career agent missions. I’m not too sure about the details, but it was something along the lines of this:

[Cormorant, Lolfit - Stuff that was lying around - DO NOT FIT THIS!]
1x Civilian Damage Control

1x 1MN Afterburner I
2x Civilian Shield Booster I
1x Photon Scattering Field I

4x 125mm Railgun I
2x Light Electron Blaster I
2x Salvager I

To make this clear: DO NOT FIT THIS! It did its job, but in retrospective, it was horrible. A very good starter fit for a Cormorant can be found at BattleClinic.com. The required skills are also listed there. It isn’t that expensive and the first few missions of the Sisters of EvE Epic Arc should provide the money for it. If you are still low on the Engineering-Skill, you can either start with only six turrets and add the seventh later, or install the afterburner later.

So, flying around in my little destroyer, clueless in space. I was at the start of this game and already felt like reaching the start of the end game. So, I needed a goal to pursue. And there are a lot of possibilites in EvE. A summary can be seen in this little, handy chart:

A "little" chart to tell you about all the possibilities in EvE Online

After removing the scamming and griefing activities from the list, I’d like to try out most other things. After the general goals were set, the next question was about how to approach them. I’m not really the “go ahead and try out” type, because in MMOs, this tends to end in “dying horrible repeatedly” – and costs ingame money. In order to reduce the latter a bit, I’ve started my research. There are quite a few good starting points out there for general information about stuff:

  • Ingame: The non-englisch rookie channels. They seemed to work at least a bit. The english one was just way to crowded and thus unusable. However, there is also a good channel for english speaking starters:
  • Ingame: Channel “E-UNI”, the public channel of the EvE University. You’ll usually get helpful advice. The EvE University is a player corporation, which trains new player in the basic gameplay elements of EvE. If you already know, that you will be spending regular time in EvE, I think this may also be a great corporation to start with.
  • Out of game: The EvE University Wiki. A lot of their collected knowledge about the game is publicly available.
  • Out of game: CCP also hosts an official wiki themselves: The EvElopedia.
  • Out of game: As a book-like form, there is the ISK3.0 as a general guide. Many people call it the “Manual of EvE Online”. As it is usually with books, they are only updated every so often, so some information might be out of date. The Wikis are usually more up to date. The german equivalent of that guide is probably the “Pilotenhandbuch“.

So, with all this information at hand, I tried to set up a few short and medium term goals. I realized, that most stuff will lead to me blowing up anyway, so I’ll need some way to fund ships for these cases. Since my time was very limited (well, it still is), I expected to only play irregularly, when I have time and felt like it. That ruled out a corporation at the start, because I might be more inactive than anything else. Also, some kind of passive income would be nice under these circumstances. So, I put datacore farming at my first long term goal. Also, I wanted to be able to use jump clones in order to venture out in lowsec and nullsec without risking any implants, thus I needed to grind standings for one corporation anyway. So my basic thoughts were “Why not combine it and go missioning for a R&D Corp”. So, my start went the typical carebear-route for the beginning. Since I knew that I’ll need to able to do level 2 and level 3 missions, I put flying a cruiser (more specifically the Caracal) as my first short term goal and flying a battlecruiser (the Drake) as the first medium term goal. Oh, and while researching, I found the previous mentioned fitting for a Cormorant. So switching to that was first on my agenda. And thus, I ventured out to Jita, a very little bit less clueless, for buying the moduls and then went missioning…

Clueless in Space – the random ramblings of an EvE newbie – will continue soon™…

MRT, Patch 4.2 and Firelands

I’ve implemented the necessary additions and changes for patch 4.2 and Firelands to the latest alpha of MRT. They are based on datamined information and may or may not work. Additionally, Firelands is not included in LibBabble-Zone-3.0 yet, so it will only work for english clients. If you are in a guild, which is raiding on the PTR and killing the bosses and would like to help with the development of MRT, please feel free to get the latest alpha of MRT from CurseForge.com and provide some feedback.

Update:

The corresponding libs are updated. A few translations are still missing, but english, german, french, chinese and spanish clients should work. If nothing goes wrong and Curse.com stays online, then an updated version of MRT should be ready on patch day.

Mizus RaidTracker v0.27-Beta released

Mizus RaidTracker Version 0.27-Beta is now available for download. It is basically the update for WoW 4.1 . Thanks to all alpha testers for their feedback. Check the MRT page for the download link.

0.27 Beta – Changelog:

Changes:

  • Updated code that handles the COMBAT_LOG_EVENT_UNFILTERED in order to be compatible with WoW 4.1. This change is backwards compatible with older clients (for WoW-China)
  • Changed EPGP Gearpoint coefficient to the new one of the EPGP system: 0.06974. This change is backwards compatible with older clients (for WoW-China, once again)

AddOn Status Update for WoW 4.1

It seems that somehow Blizzard missed to mention that the COMBAT_LOG_EVENT_UNFILTERED changed in WoW 4.1 and news about this change came up on Tuesday. I’ve updated the affected parts of MRT and uploaded an Alpha version with the change to CurseForge. The changes are drycoded, because I haven’t been in a raid in this ID yet. Any feedback is appreciated. The usual MRT Beta version will follow next week, if there are no other issues.

Memoria should work as it is. It will get its TOC-Bump next week, after I’ve verified that anything is working as it should.

Internet Spaceships

About two months ago, after the big initial raid encounter grind fest in the new Cataclysm raid instances, the In Harmony raid schedule went down from 6 days a week to about 3-4 days a week. It was a bit of a relief of having more nights with free time, but on the other hand left me with the decision of what to do when I’ve nothing else to do. My initial plan was to finally finish my complete Fallout 3 playthrough, but at this time, my brother and a few of his friends started (for whatever reason) playing EvE Online. And somehow, a friend invite made it in my E-Mail-Box.

At this point, I should mention that I’ve already played a trial period of EvE once, about 2,5 years ago. I was very positively surprised about it and already thought back then, that this is a game that could entertain me for a longer period of time. However, I was kind of alone in space, already really involed in WoW and didn’t want to pay subscription for another MMO, so I stopped after the trial period. However, I still bought the boxed version of the game and put it on my shelf. Just in case I wanted to play it again sometime in the future. Well, the future eventually arrived. I got the friend invite, which gave me 21 days, and the boxed version, which gave me another two months worth of playtime. And the beginning of EvE is still on of the most demanding game starts I’ve ever encountered.

So, why do I blog about EvE and not WoW. Well, for WoW, I don’t think I have to say much new about it. WoW is a very streamlined experience: You get interesting questlines from the start and Blizzard basically holds your hand and keeps you busy until you reach the level cap. After that, you can do PvP (Battlegrounds and Arena) or PvE (Heroic Dungeons and Raids). That is the so called “endgame content” which keeps players busy from that point on. That isn’t a bad thing, but almost anything interesting about this endgame has been written down already. At least for the PvE side. And since I’ve never actively played PvP in WoW, I can’t say anything about that.

So, how is EvE different? Well, they say that one picture can say more than thousand words, so I’ll start with a lot of pictures. EvE can be like this:

Or it can be like this:

But, when approached wrong, EvE can also be like this:

So, for starting this little personal, irregular instalment of ramblings about internet spaceships, I’d like to talk a bit about the game mechanic differences of between EvE and WoW from the EvE-newbie point of view and what type of gamer might find more enjoyment in EvE than others:

  • EvE doesn’t hold your hand. At least not for long. In WoW, you’ll get into a storyline (presented via quests) from the first second and you are guided that way through different areas and stories until you hit level 85. Putting the presentation aside, that part of WoW would do quite well as a single player RPG. There is always a subtle “at your current state, you can do this or that” signpost guiding you through the game, keeping you busy. In EvE, there is a basic tutorial, then five “Career Agents” that will explain some very basic professions and game mechanics. After that, there is a so called “Epic Arc”, a coherent storyline of 50 missions (= quest). This will keep a player busy for 2-10 days. After that, a player have to pursue his own goals.
  • In EvE, your character doesn’t have a race, class or profession limitation. In WoW, your possible actions in the game are bound to the class and race you choose at the start. For example, a dwarf is limited to the alliance side of the game, a priest can only heal or deal damage but not tank. Each character can only has two professions. In EvE, you learn and enhance “skills” which will limit the possibilities you can do in a certain moment. However, each character can acquire any skill that is available in game. For example, every character can play as a “healer” by flying a logistics ship, as long as the player took the time to acquire the required skills.
  • In EvE, you can’t grind your character progression. In WoW, you progress your character by collecting experience. You get experience for slaying mobs, completing quests, etc. The accumulated experience will result in a level up, which will give you access to more powerful spells. So, the more time you invest in getting experience, the faster your character progresses to the level cap. In EvE, you will get a fixed amount of skill points per second. These skill points are used to enhance skill through 5 levels, chosen by the player. The amount of gained skill points depends on the character attributes, which can be modified by the use of implants or remaps. But in the end, there is a hard limit of how many skill points on can get per second. Which basically means, that it is impossible to catch up with older players. However, each activity only requires a certain set of skills. So, for example, while an older player may be able to operate all available battlecruisers, a younger player may be able to fly only a battlecruiser of a certain race. But by specializing in the skillset for that particular battlecruiser, he can fly it as good as (or better) than an older player.
  • In EvE, getting killed costs ingame money. Ok, now the WoW player will probably scream “but in WoW, you get 10% damage on your equipment, which you have to repair and that will costs gold!”. That is correct. But the amount one have to spend on repairs compared to the money one get by playing the game is not really worth mentioning. At least, I was never in a situation where I have to worry about a repair bill. And if you were in such a situation, then chances are, you are doing something wrong. But in EvE, you will lose your ship, which means you have to buy a new ship and new modules. You may also lose your pod. In that case, you will have to buy a new set of implants. Which lead to one of the golden EvE rules: “Don’t fly what you can’t afford to lose”. Or put in other words: In EvE, the game won’t protect you from having a repair bill bigger than your wallet. If you can’t afford it, chances are good that you shouldn’t fly that ship yet. In WoW, the game mechanic hinders a lvl 2 player from wearing a lvl 85 item, for which he can’t pay the repair bill at that point.
  • There are no instances in EvE. Every point in the universe where you have access to, can also be accessed by any other player. In WoW, there are dungeons, raid instances, arenas and battlegrounds which are exclusive for your current group. In EvE, everything is open. So the plex (which may be called a dungeon – a set of rooms full of mobs) you are flying to may be empty. Or there may be a competing player. Or if you accept a kill mission, it will usually spawn a special mission room. Even that can be accessed by other players.
  • There is no place in EvE where PvP is prevented. If you take a WoW-PvP-Server as an example, there are places where no PvP is possible (Shattrath, Dalaran) or at least proactively interfered by NPCs (the NPC guardians of Ironforge will attack any horde player). And if I’m informed correctly, one can always disable his PvP flag in their home cities. In EvE, there are no real safe places. In Null-Security and Low-Security space, there is no mechanic that prevents PvP. And although there are some kind of NPC guardians in High-Security (CONCORD), they take some before they arrive at a PvP place. Depending on the enemy ship and your own ship, your ship may have already exploded before help arrived.
  • There are no interface addons for EvE. I actually saw this question quite often in the rookie-channels (english, german and the public EvE-Uni channel). No, no addon system there. Afaik, this is the norm for most MMORPGs. So, no, you are stuck with the user interface as it is – as bad as it is in some places. (And I am not the only one calling some aspects of the EvE UI bad.) This is actually a nice thing for WoW. I personally think, a lot of addons for the WoW-UI exists because there were a lot of deficits in the standard WoW UI. And since Blizzard took a few addon ideas and implemented them into the standard UI, they basically admitted that some aspects were… crap. (Old raid unit frames *cough*).

I’ve probably missed a few more points, but the main point should be clear: If you are new to EvE, you shouldn’t expect a “WoW in space”-game. In my opinion, both are very good MMORPGs but the game mechanics are different and a player have to be aware of that. It is the same if you compare Mass Effect 2 with Fallout 3 – as an example. There is the linear, storytelling approach on one side and the open world with free character development approach on the other side. I enjoyed them both, but I’m aware that there are players who don’t like the game mechanics of one or the other. Still, both are very good games.

If you enjoy open world RPGs (like Fallout 3, The Elder Scrolls III: Morrowind) and you are more busy exploring the world than actually advancing the storyline , than EvE might be a game you might like. If that doesn’t appeal to you and still want pixel spaceships, you are probably better of with playing Freespace 2 or Freelancer.

Coming soon(TM): Clueless in space – Random ramblings of another EvE-newbie trying to explore this vast internet universe with internet spaceships.

Status Update

We interrupt our irregularly scheduled broadcast to bring you absolutely nothing of value!

I’m still here and alive. My workload in the past few weeks was kind of crazy. I’ve not abandoned MRT, but after 8-10 hours of working each day I don’t really have the concentration for working on MRT in the nights. But thankfully there were no new bugs found, so I guess the current state of MRT isn’t that bad. If any important issues will show up, I’ll fix stuff asap. Anything else will have to wait until I’ve a bit more spare time than now.

In other news:
Comming soon(TM): Totally WoW unrelated blog posts about internet spaceships.

Mizus RaidTracker v0.26-2-Beta released

Mizus RaidTracker Version 0.26-2-Beta is now available for download. It a little bugfix/workaround release. Check the MRT page for the download link.

0.26-2 Beta – Changelog:

New:

  • Added zhCN translation (big thanks to luomoon)

Changes:

  • A few people reported, that MRT did not create a new raid after entering or changing raid zones. Turned out, that the WoW-Client reports wrong zone information for a few seconds after a zone change. MRT will now wait 10 seconds before checking the raid zone. The recognition of a raid zone will be delayed by these 10 seconds, but MRT should then be able to start a new raid accordingly. (Ticket #33 – Big thanks to gOOvER)

Updates:

  • Updated ruRU translation (thanks to YOti)

Mizus RaidTracker v0.26-Beta released

Mizus RaidTracker Version 0.26-Beta is now available for download. Check the MRT page for the download link.

I’d like to thank anyone who are using the alpha versions of MRT and are/or reporting bugs. MRT grew to a point, where I’m not able to test every single feature after each change anymore, so I really depend on feedback from you. Thank you very much.

I’d also like to point out, that the current state might become finally a 1.0 version, when the known issues are resolved. Although I still have a backlog with planned features, reported bugs are getting less severe and I’d finally like to call a version “stable” before I break everything again while implementing new features ;).

0.26 Beta – Changelog:

Deprecation Warning:

  • The old CTRT compatible export won’t receive any more compatibility updates for the EQDkp-Plus Raid-Log-Import-Plugin. Especially the attendance features. If you run into attendance issues, please change to the EQDkp-Plus-XML-Export.

New:

  • Added frFR translation of the Conclave of Wind win yell. (Thanks to Adama)
  • New option to disable raid tracking in WotLK instances. (Tracking of old instances is disabled by default)
  • If an export with an activated attendance fix for the EQDkp RLI is used, the export frame will now show a little note about setting the value of a RLI option to a lower value in order to avoid attendance issues.
  • Added experimental support for EPGP GP calculation.
  • Added new slash command: ‘/mrt additem <ItemLink> <Looter> [<Cost>]’ adds an item to the loot list of the last boss.

Changes:

  • “Trash mob” boss entries are now always saved as a normal mode encounters. (Reason: They don’t drop any heroic loot)
  • Zone name is now retrieved using GetZoneText() instead of GetInstanceInfo(). This should fix BWD detection on frFR clients.
  • When manually adding a boss, MRT will fill in a default value for the difficulty depending on the current raid difficulty setting.
  • EQDkp-Plus-XML-Export: If the attendance fix is enabled, the loot timestamps will now be modified to be closer to the corresponding boss kill. This should make room to adjust the ‘Time in seconds, the loot belongs to the boss before.’-setting in the EQDkp-Plus RLI to smaller values and prevent wrong loot assignments.
  • EQDkp-Plus-XML-Export: Rewritten a few parts of the attendance fix code. It should be now more suitable for mixed DKP systems which awards Invite-DKP and are also based around attendance checks for boss kills.
  • Registered functions are now called using pcall() to prevent MRT from failing, if one of the registered function failed.

Updates:

  • Updated zhTW translation.

Bug Fixes:

  • Added client cache request when modifying item information in the GUI. This should prevent the dialog to fail with an “Item not valid” error.
  • Fixed a bug which may corrupt the data of an active raid in a specific situation, if the tracker relogs and the automatic deletion of old raids is enabled.
  • Fixed a bug which caused the automatic playerDB pruning to fail, if all raids for a specific realm were deleted.
  • The CTRT-Export will now always have a <BossKills>-Tag, even if no bosses were in the current raid. This should prevent some issues with a few importers.
  • CTRT-Export: Fixed indexing of leave elements

Known Issues (working on it):

  • Attendance whispers may not work when using TukUI.
  • With WoW 4.0.6, Blizzard added a chat tab feature for whispers. When doing an attendance check, MRT may not prevent WoW from opening new tabs, leaving you with new, unnecessary (and possibly empty) chat tabs.