Showing posts with label August 24. Show all posts
Showing posts with label August 24. Show all posts

Tuesday, August 24, 2021

On Blogging, Motivation, and Passion

It is “staying motivated” week in the Blaugust event and I figured it was about time for me to post something Blaugst related.  I have not been very attentive to the event, wandering off in whatever direction takes me, as is my usual pattern.

On the topic of motivation I have a little story.

When my daughter got to middle-school (which for some reason is 5th through 7th grade in our local district, it used to be junior high school when I was that age, and was mostly just 7th and 8th grades), she was able to pick an elective class and she wanted to take band.

It wasn’t an easy choice.  She also wanted to take art, something she enjoyed and was already into.  But band won out because it was new and different.  She went with flute as an instrument, and we went down to the music store and rented her a flute.

She did well enough in band I suppose.  She practiced at home.  She went to all of the events.  She seemed to enjoy it well enough.  She took band for a second year, sticking with the flute.

For the third year of band she switched to the baritone saxophone.  The flute, which was a rent-to-own deal, was paid off just about the time she made the switch.  A baritone sax is a much more expensive instrument, but the school had one for her to use.  She went with the sax both because it was kind of cool… we were watching Bojack Horseman around then, and the opening theme is heavy of the sax… and because the band needed somebody to play it as the person who had been playing moved on to high school.

So we had the bari sax around the house.

Or cat Rigby making himself at home with the sax

She did that for a year, though I think she enjoyed posing with the sax more than she liked playing it.  She borrowed my sunglasses for performances.

Then came eight grade and when she was signing up for classes she asked me, rather hesitantly, if she could not take band.  She wanted to take art.

Her tone said to me that she was afraid we would be disappointed in her choice, but I told her right away that it was fine, she should take art if that was what she wanted.

I explained to her that I could see she wasn’t really into band.  While she practiced as often as was recommended and took things seriously, I had never once seen her play her instrument… flute or sax… just because she wanted to.  She did her time, then moved on to what she really wanted to do, which was often art.

She had no passion for music.  People I know who do will play just to play, will figure out how to play something they heard just from listening to it.  My step-brother used to sit in his room with his headphones on just figuring out a song for hours on end.

Meanwhile, she clearly had a passion for art.  She had a drawing tablet hooked up to her computer, a copy of PhotoShop Elements along with a few other art and design titles, and would sit for hours just trying to get something right… not because she had to but because she wanted to.

I never had to tell her to put down the flute or the sax and go to bed, but I got up a number of times in the middle of the night to tell her to put down her sketch pad and go to sleep.

If you have a passion for something then motivation will come.  And if motivation does not come… well, maybe blogging or band or whatever isn’t really your thing.

Which I guess isn’t a very motivational message.  But maybe it can be a guide to help find motivation.  We all seem to be able to find the time to do the things we really want to do, so if blogging is feeling like a chore, perhaps it isn’t for you.  Or maybe you just haven’t found an aspect of blogging that works for you.

I like writing long winded narratives about what I did in this game or that.  I enjoy telling a story.  I almost always feel I have to establish my relationship with a topic to write about it.

But that is just my style.  There are lots of options.  Some people like to do reviews or game guides or write in the voice of their in-game character or track statistics or complain loudly and make up irrational conspiracies.  There is room for all of that and more.

When you find your niche, motivation will follow.  And if blogging isn’t it at all, then maybe videos or streaming or screen shots or something else is.

Or maybe just cute cat pictures.

Anyway, if you haven’t found motivation here… and I’ll admit that I didn’t have much to offer in that regard… maybe one of the other Blaugust participants can help you along.  There are 46 others from which to choose:

 

Monday, August 24, 2020

Seven Weeks of World War Bee

This past week saw CCP take some official notice of the war.  We didn’t get a dev blog or a news item.  Instead CCP sent out a press email to some gaming sites announcing that $112,000 worth of ships and structures and what not have been destroyed so far in the war which has involved maybe 130,000 players/accounts/capsuleers.  Some examples of sites running with that:

And then there are sites who couldn’t even copy the email successfully, like MMOs.com that attributed that destruction amount to the Triglavian invasion of high sec.  Or maybe they got it right and the others were wrong.  I haven’t actually seen the email that CCP sent out.

I do wonder what the distribution list looked like, as I haven’t seen PC Gamer, where Steven Messner has done a bunch of in-depth coverage of the game over the years, mention this.  The email must not have had enough to build a story of much substance around.

I am disappointed that CCP didn’t publish a Dev Blog or a news item on their site, but you can figure out what it said based on what got repeated over the multiple stories.  I am curious as to how they came up with that 130,000 number.  Hell, I am curious as to how they came up with the $112,000 amount.  Back at the end of week four it was estimated that ten trillion ISK worth of ships, structures, and modules had been blown up, an amount that, with even the most generous PLEX package they sell (who spends $500 on PLEX?), comes up to nearly that $112K figure.  Maybe that count at four weeks was wrong, but that just makes me want to know how CCP counted all the more so.

And then there is the World War Bee site which is trying to log all the losses, and it tallies up to more than that as well.

I am also a bit surprised they went for the ISK to real world dollar measurement, which generally hasn’t been their thing.  But I guess it does get headlines.

We also saw some action in high sec as Legacy Coalition went into Niarja to defend its supply lines from the Triglavian invasion.  The Imperium pushed back and now Niarja is a free fire zone with no CONCORD there.

EDECOM gives up at this point

Haulers will want to bypass that system, which means taking a lot more gates between Caldari and Amarr space.

Northern Front

PandaFam has turned their attention to Imperium structures in the Fountain region.  They had killed a number of smaller structures, but the attention has mostly been on the Keepstars  The successfully reinforced then destroyed the Keepstar in O-PNSN and had the Keepstar in KVN-36 in their sights.  However, a server crash interrupted things during the fight for the armor timer.  The clock reset and they now have to start the process all over again.  That moved the fighting to social media, forums, and Reddit, as people tried to blame one side or the other for the crash.  It is all about the smart bombs people say.

PandaFam is momentarily stalled them on the road to Delve.  But they still have four Keepstars in the bag already.

The Fountain kills

The Keepstars in KVN-36 and Y-2ANO remain standing, waiting to for the coming assault.

Southern Front

It is difficult to sum up what TEST and their Legacy allies have been up to for the last week.  I mean, sure, they showed up at the Keepstar fights in some force and managed not to get bombed off the field, though their leader seemed to have problems fitting the rigs on his ship, as I mentioned in my post about the O-PNSN Keepstar fight.

They were, of course, part of the fight at Niarja, where Brave and TEST both declared they were going to help EDENCOM defend the system.  And Brave actually showed up.  But I mentioned that at the top of the post.

And then there is Queirous, where one can describe efforts as dissolute at best.  In order to prove that nobody really wants to hold that space, a bunch of systems now sit with no ihub installed.  Neither side wants to defend ihubs in eastern Querious, but neither can they abide the other side holding an ihub.

Querious ihub map – Aug 22, 2020

So the Legacy ihub count is down to 18, but it is clear they are not really trying any more, so the count is more an indication of that.

There have been the usual range of skirmishes at the gates between Legacy and the Imperium, but the war is happening in Fountain right now and the south is just a side show at best.

My Participation

I managed to get in on a couple of big ops, including the two Keepstar battles, but otherwise it has been a quiet week for me.  A massive heatwave out here, plus the state catching on fire (smoke from two of those fires are visible from our house), work, and getting ready for our daughter to head off to college has kept me from doing much gaming at all over the last week.  And this week will likely see me even less focused on gaming.

I did manage to lose at least one ship on every fleet I went on however.  My ship loss count for the war so far now stands at:

  • Ares interceptor – 9
  • Atron entosis frigate – 5
  • Drake entosis battle cruiser – 3
  • Malediction interceptor – 2
  • Scalpel logi frigate – 2
  • Ferox battle cruiser – 2
  • Bifrost entosis command destroyer – 1
  • Cormorant destroyer – 1
  • Purifier stealth bomber – 1
  • Hurricane battle cruiser – 1
  • Sigil entosis industrial – 1

Overall

As I mentioned at the top of the post, CCP half-halfheartedly tried to drum up some press interest in the war with an email that got a few takers from second tier gaming sites.  I guess our fights are not big enough to be worth a dev blog yet.  But they at least put a little effort into some publicity.

But, after last week, I guess CCP doesn’t want to go bragging about a server crash.

Of course, CCP has been all about EVE Echoes since it launched the week before, putting out some odd adds.  But they are justifiably proud of the millions of players who have signed up for the game.  Now they just have to buy some stuff.

And then there was the fight over Niarja, which pulled null sec into the Triglavian invasion event.  I’m not sure everybody is happy that we showed up.

Anyway, another week of war has gone by and a victory for the attackers, or an accord between the belligerents seems a distant hope.

If the word is right, the invaders are moving their titans and supers from FAT-6P, where they have been sitting since the war, idle behind the 49-U6U4-07MU gate connection, to come around and approach Querious from a low sec direction to get them into the fight.  Apparently we’re too formidable for them to gate through directly into the region, so they have put down a chain of Keepstars to avoid that gate.

Maybe that is what drove the peak concurrent users up to 38,299, up from 34,974 last week.  Still not up to the first week peak of 38,838, but close.

We shall see how the move op turns out and what the invaders plan to do with their 1,000 titans.

Addendum:

Saturday, August 24, 2019

WoW Classic with The Creators and some Lore

Blizzard, in the warm up to WoW Classic… which is launching tomorrow afternoon… put together a of video featuring some of the original WoW team talking about their experiences in creating WoW and what they worked on.  Then they bring them all into a room to start playing WoW Classic together to get their reactions, which gets some moving responses from the them.

That is a fun and encouraging watch.

Blizzard followed this up with a second episode focusing on one of the team, Aaron Keller, one of the original 3D artists, and what he worked on during early development.

That there was an episode 2 implies that there might be more coming.  We shall see.

Meanwhile, Fandom Entertainment, the group that does Honest Game Trailers, did a video to summarize the lore on which the original World of Warcraft was built.

That always gets a little… or more than a little… mixed up in my head.  And all the more so since the lore has moved on and there has been time travel and all of that.

Anyway, that is something to watch while we wait for Monday afternoon to finally arrive.

The Factions of MMO Nostalgia and Progression Servers

I feel like I am a bit ahead of the game here.  In the last few months people have been writing blog posts, myself included, about what Blizzard should after WoW Classic.  Blizz can’t just stop at vanilla, can they?

The Classic Background

But I have been watching debates rage over how classic servers or progression should be handled for about a decade over in the EverQuest forums.  Remember, SOE put out the first EverQuest progression server back in 2007.  That was just eight years after the game launched, proving once again that it takes Blizzard twice as long to do everything I suppose.

So I had to chuckle a bit when Kaylriene suggested this might be unknown territory in his post the other day.  Unknown only if you focus solely on WoW I suppose.

Now, granted, what Blizzard is attempting to do is way above and beyond what SOE/Daybreak have ever attempted, which is to create an authentic 2006 experience.  This has set expectations which means that they won’t be able to half-ass their way through adding additional expansions.  And I think that they must, at some point, go that route.  Again, given the EverQuest experiences with this over the last decade, an authentic revisit to some of these old expansions is worth as much in subscriptions as another new expansion.

The problem is that the WoW audience is not a unified group.  No MMO audience is.  And this progression/nostalgia idea tends to sort people out into a few different categories which I have noticed and noted over the years.  They are:

The Classicists

These are the people who are not interested in progression.  In fact, they’re complaining that WoW Classic is coming in at version 1.12.  They are the ones arguing about what vanilla WoW really was.  They don’t want a 2006 version of the game, they want the November 23, 2004 version.  They want all the warts and issues of the first day of the game.  No looting bug, no deal!  And they sure as hell don’t want any expansions.  They want the game to stay right there, locked in time.

The Progression Raiders

These have been the key drivers for EverQuest, and will likely have a notable role with WoW Classic.  These are the old raiding groups that get back together to race to level cap in order to be world first/server first to take down bosses, farm raids for gear, and advance to the final boss in any expansion.  They want a specific phase to last only as long as it takes them to bring down the boss and farm for enough gear to move on.  They are always pushing for a faster unlock pace.

The Nostalgia Tourists

These are the people who want to relive the good old days, but are not too concerned with total authenticity or wearing the launch day hair shirt.  I am mostly in this group.  I want to take my time going through the content, so I am not in a hurry to see the next expansion show up.  However, I still want the game to advance eventually.

The Fresh Starters

Bhagpuss first identified this group to me.  There is a group of players out there just loves that fresh server smell, running out into the newbie zone with a mass of low level players, and just enjoying the spectacle of a new world coming alive.  They just shows up again and again at every new special server launch, hang out for a while, get to a point where they are done, then wait for the next one.  If nothing else, an easy crowd to please, and their subscription dollars spend just the same as everybody else’s.

The Cult of PvP

This is sort of a sub-group, since people here usually identify with one of the other groups as well.  But they just want you to know that PvP is the most important thing and the biggest draw and that if you just focused on PvP everybody would be happy and the servers would overflow.  When this hasn’t panned out in the past, at least in Norrath, the PvP response has always been that not enough focus was spent on PvP.

The Live Purists

These people want all the other groups to just shut up.  They are all about the live game and see any diversion into nostalgia servers as players and resources stolen from their game.  J. Allen Brack is their patron saint and they will repeat ad nauseum that nobody wants this and it is all a waste of time and the servers will be dead in three months and so on and so forth.

And they are not totally wrong.  There is always some impact on the live game player base, and development time can be a bit of a zero sum game.  There are only so many people on the team and hours in the day.

Then there are The Outsiders, who are not really a direct faction, but who wander into the picture now and again.  They are generally noticeable for being against the game overall, retro, live, or whatever, but still insisting that their voice be heard.  They can be random passers by who just drop a line and move on, or they can be the die hards who show up to bad mouth various games any time they are mentioned anywhere on the internet.  You know who I am talking about.

They occasionally make temporary common cause with one group.  Right now they fit in with the Live Purists because they are loudly predicting failure for WoW Classic.  But often seem to just be at war with them all.

None of these groups forms a majority, and the boundaries between them can be pretty soft at times, with the PvP group something of an overlay on a couple of the other groups.  Depending on the circumstances, various groups will be natural allies or opponents.

If the topic is whether or not there should be nostalgia servers, it will be everybody versus the Live Purists.

When it comes to content, the Classicists tend to be at war with the other pro-nostalgia groups.

Content pacing, and suddenly the Progression Raiders are the loudest voice, and more often than not get what they want over the objections of the other groups.

When things are taking too long or when the server launch is way in the rear view mirror, the Fresh Starters start asking for the next server.

And the Cult of PvP remains consistent in its demands for focus to be on PvP ahead of everything else.

I have not seen anything so far to indicate that World of Warcraft and WoW Classic will end up being any different.  The question is really just how soon Blizzard gets going on creating an unlock, advancement, or progression system to allow people to move forward beyond vanilla.

Until then, the Classicists sort of get what they want, even if it isn’t the exact right version.

Which group are you in?

(The poll above may not appear if you have Firefox set to extra protective mode)

Of course, there is an “other” option if I have missed a group.

Friday, August 24, 2018

Just Survive Doesn’t

Daybreak Games announced today that the rather aptly named game Just Survive won’t survive though to the end of the year.  It is set to close down on October 24, 2018, after which it will be just another entry on the list of SOE/Daybreak games that once were.

The night is dark, I think I’ll go to bed

The message from Daybreak, quoted here since the site it is on will no doubt disappear with the game itself.

Dear Survivors,

After careful consideration, we’ve made the difficult decision to sunset Just Survive on Wednesday, October 24 at 11 a.m. PT. The excitement of the game’s promise was palpable and its loyal community is still full of ideas for its future. Unfortunately, we are no longer in a position to fulfill its greatness and the current population of the game makes it untenable to maintain.

Just Survive was part of our first Early Access project, and we learned a great deal during its development. As with any open world game, the greatest stories came from our passionate players. From the incredibly skilled base builders to the free-ranging gangs, and all of the players named variations of “ImFriendly” and “PleaseDontShootMe”, we hope everyone had amazing adventures across Pleasant Valley and Badwater Canyon.

Thank you for taking the time to play the game, to help test it when we opened the Test servers to the public, and for all of the suggestions and feedback throughout Early Access. We truly appreciate everyone’s commitment and your contributions throughout the development process. Our promise is to do better and learn from every experience along the way.

Just Survive servers will remain available for play until Wednesday, October 24 at 11 a.m. PT, and starting immediately all Steam purchases and in-game transactions have been disabled. To find out if you are eligible for a refund via Steam, please visit this link.

Thank you again for your support and dedication to Just Survive.

Best,

The Just Survive Team at Daybreak Games

The original game, built up from PlanetSide 2, rolled up under the H1Z1 name back at the beginning, was announced back in April of 2014 with the bizarre promise that this zombie apocalypse, horror survival title was “dedicated to Star Wars Galaxies players.”   I know some people still trying to figure that last bit out.  The details about the game, available at that link, at first included the idea of it being free to play and available to SOE All Access subscribers.  Indeed.

H1Z1 went into Early Access in January of 2015 to much acclaim.

Okay, maybe not.  It was a bit of a disaster, not helped by then CEO Smed forgetting that gamers can’t take a joke… or that you shouldn’t insult your customer base quite so brazenly… or something.  Anyway, it brought up the whole idea of what we should expect out of paid early access and went some way, along with Landmark, towards setting the poor reputation the concept has.  It got Polygon to declare if a company was charging for a game then it was fair to review it as it stood.

Smed was also out there telling people it wasn’t an MMO despite the fact that the company web site said it was.  Get your stories straight and all of that.

I kind of miss Smed for quotes alone.  You never got Russ Shanks on Twitter after Smed was gone.

Anyway, as we were to soon lean, SOE was about to be split from Sony and become Daybreak Games, so rushing the title out the door was probably part of the plan to please the new masters in San Diego.

As time went on the game got better.  I went and played it a bit with people from the Reavers SIG from the Imperium in EVE Online.  It was clearly a game for groups, but it had its moments.

You use your clothes to make a bag right away, because inventory management!

There was even some bonus items for signing up through the then-branded TheMittani.com.

The machete was the clincher

However, the Battle Royale option that was put into the game became the hit aspect of the whole thing, the driving force that sold something like a million copies of the game and kicked off the whole Battle Royale genre.

When it became obvious where the money was for the title, the Battle Royale portion was split off into its own game, giving us two titles, H1Z1: Just Survive and H1Z1: King of the Kill. 

There was some later work on those titles, with the former becoming Just Survive and the latter going through some gyrations before returning to just H1Z1.

You missed one I think…

While H1Z1 has ridden some highs, first dominating then losing the Battle Royale market to PlayerUnknown’s Battlegrounds and Fortnite, then getting a boost again on the PlayStation 4… if only you’d stayed with Sony… the other side of the house appeared to be struggling to live up to its name.  Just Survive was mostly a black hole of information.  I pegged it to be declared in “maintenance mode” by the end of this year while some wild rumors from earlier this year said it was on its last legs.

During that time H1Z1 finally went liveJust Survive never made it there.

And here we are today.  I was a bit too optimistic in my prediction.  How can you tell when something at Daybreak is in maintenance mode after all?  The traditional cycle there, carried over from the SOE days, is moments of enthusiasm followed by long, long stretches of dead silence.

Daybreak Games now has the following titles:

  • EverQuest (1999)
  • EverQuest II (2004)
  • DC Universe Online (2011)
  • PlanetSide 2 (2012)
  • H1Z1 (2015)

Those titles are all effectively SOE era work.  There have been improvements and expansions onto consoles and the like, but there hasn’t really been anything new in the Daybreak era.   Not much of a legacy after almost four years.

And so it goes.

Other sites covering this closure:

Malcanis Picks Winners


We can’t win against obsession. They care, we don’t. They win.
-Ford Prefect, Life, The Universe, and Everything
There are a lot of words here, so I’ll get to the point up front.
TL;DR – If your conspiracy theory is more easily explained by Malcanis, your conspiracy theory is probably wrong.
There, saved you 3,000 words.  Also, don’t take this all too seriously.  This was very much a stream of consciousness “blast it out in one go” sort of post.  Of course, in saying that I know people will take this as seriously as suits them.  Such is the way of the internet.
Malcanis’ Law.
If you play multiplayer games… online multiplayer games… and you are not aware of Malcanis’ Law, then let’s correct that right now. Here is the most common version.
Whenever a mechanics change is proposed on behalf of new players, that change is always to the overwhelming advantage of richer, older players.
Examples of it show up all the time, especially when you consider that “older players” is a category that includes not just age but skill, experience, depth of knowledge, and even a commitment to a game and its mechanics well beyond any new player. It explains why game companies do not do certain things and why, when they do, they do not turn out as expected.
Like any such “law” it is a general statement and applies to trends in a population rather than specific individuals. New players, after all, do not remain new players forever. Well, some do, certainly. We’ve all seen them. But many become the rich(er) and older players who then become the beneficiaries of change. Others become former players, but that is another story. But the law continues to apply even as individuals move from one group to another.
Sometimes the exchange doesn’t seem so bad.  Sometimes you just let the vets have their thing just to get something to new players. Blizzard giving a level boost out with the expansion gets new players into the current content and up with the bulk of the player base, the latter probably being more important than the former. It doesn’t make a new player a good player or given them much in the way of special insight into the game or how to play their class, but at least they are likely to be in the same area as their friend.
A veteran player with a character boost will quickly have a potential new alt with all of the account-wide advantages and the knowledge and gold to make that character a winner quickly enough. That isn’t an overwhelming advantage… I think Malcanis overstates that in the law… but it is clearly an advantage.
If you want a more egregious example of the law, we need only look at skill injectors in EVE Online.
EVE long had a perceived problem with its skill training system. Since it runs in real time, there was no quick way to gain skills. You had to fill up your queue… or pick a skill regularly in the days before there was a queue… and wait. You could optimize a bit with attributes and implants, but in the end time had to pass.
This meant, as an example, that somebody who started in 2003 was always going to have more skill points than somebody who, like myself, started in 2006, so long as we both stayed subscribed and actively training. Thus one oft heard complaint was that new players could never catch up, and as the years went along the perceived gap between new players and veterans only grew.
The solution to this problem was the aforementioned skill injectors. Now a new player could… by spending real world cash on PLEX since they certainly hadn’t earned enough ISK in game to pay for it that way… catch up with veteran players. And I am sure a few did.
Mostly though it wast the rich getting more powerful as a result. We saw IronBank use their casino ISK to max out all possible skills. What happened more commonly was that rich players were able to bypass the nearly two year training cycle for a titan alt. That was likely a greater limiting factor on the number of titans in the game than anything else by the time skill injectors rolled around. That the Imperium was able to field nearly 500 titans for the final Keepstar battle at X47 was largely due to skill injected alts.
Basically, to avoid Malcanis you have to make changes that are so crappy or so innocuous that they don’t really impact new players or old.  Something like Alpha clone skill injectors you have to buy daily and which only boost you up to the point of Omega skill training speed, which no vet would likely bother with.  But since we already have regular skill injectors, why would they?  They’d have to unsubscribe and go Alpha for no reason.

LOL! Drink a pot noob!
The thing about Malcanis is that it works both directions. The corollary to the law might well be that any mechanics change that is proposed to limit or retard richer, older players will harm new players even more so. There was an example of this in EverQuest II. Back in EverQuest there were complaints in the forums about twinking. Yes, there were complaints in the SOE forums about almost everything you can imagine, but the company seemed to listen to this complaint.
Twinking is using your high level friends or alts to power up a low level character in order to speed up leveling. Back in the day in EverQuest this was pretty common, something inherited from its DikuMUD origins. Gear wasn’t bound to a character and had no level restrictions, though sometimes a proc would only work if you were above a certain level. I recall Ghoulbane, an undead smiting paladin sword, having a level limitation on its proc, though the sword itself could be wielded by a level 1 pally. And, likewise, high level buffs that gave huge boosts to stats and hit points were free to be applied to low level players.
When EQII rolled around SOE seemed to have gone way out of its way to close off twinking. Gear had level restrictions. Buffs were of very short duration, scaled down to low level players, and in some cases could only be applied to people in your group. There was a formula that dictated the maximum level range of players in your group, so players too low in level would not gain experience. And then there was the whole encounter locking aspect of things. Gone were the days of happily buffing low level players. The only thing they missed initially was bind on equip gear, which they fixed as soon as that started to kill the market for player created items.
And this created the usual divide. Sure, at launch the difference between new players and veterans was paper thin, but it was telling. People entered the veteran class by showing up with friends, forming a guild, and grouping up to play. A regular group was a ticket to success, especially since a lot of the content past the fields in front of the opposing cities of Qeynos and Freeport were heavily skewed towards group play, which caused the minor gap to become a major one past level 20 or so for a lot of players.
While SOE eventually reversed course on nearly everything I just mentioned, this somewhat overt hostility to solo play and helping anybody who wasn’t near your level and in your group was another nail in the coffin for EQII once solo-friendly WoW launched later in the same month. (Why solo was, and remains, important is a whole different topic that I might have to revisit.)
So when I hear people suggest that the Monthly Economic Report indicates that sovereignty fees or structures ought to cost more, I know who can afford any price increase:  The rich can.  Goons can.  Raising those prices would only harm smaller organizations and put a limit on the ability of newer organizations to enter null sec.  And that was what Fozzie Sov and increased population density was all about, giving those sorts of groups that opportunity.
Because, of course Malcanis extends itself beyond players to groups as well. As noted in the EQII example, a situation existed where being a part of a group gave an advantage and went far towards setting up the optics of the veteran/new player, rich/poor, winner/loser split.
Malcanis favors those ready to take advantage of change, which brings me back to EVE Online. Gevlon, who once swore he was done talking about the game, cannot let go and has recently been back on his “CCP picks winners” excuse for leaving the game. Well, there was that and the fact that CCP Falcon made fun of him, but that was so mild and of absolute no consequence as to sound crazy as any sort of excuse.
Anyway, his note of late was that citadels were a gift to Goons, proof that CCP favors them over other groups in the game.  This was a change from his original position, that citadels were a gift to whoever ran the trade citadels in Perimeter, but the base angle remained.  It is, as always, a corrupt developer story (the corrupt developer career path being a thing in his world view), his usual fall-back to explain the world when it isn’t working out as predicted. (I can hardly wait to see the tale he weaves when lockboxes aren’t universally banned this year. I expect a lot of explaining about what he really meant and how the Netherlands are essentially the whole world so he really was right.)
From my point of view, which is from within the Imperium and thus on the side of Goons, this theory looks more than a bit off. Certainly anybody who spends any time in the GSF forums will start to get a sense of the institutional paranoia Goons have about CCP. While they may be Lowtax’s chosen people, they certainly do not feel like Hilmar’s favorites. Some of this is just paranoia I am sure, but the relationship between Goons and CCP has been peppered by enough events over the years, from the T20 scandal (one of the rare cases of actual developer corruption, but did not favor Goons) to the “No Sions” rule for the CSM a couple of year back.
I don’t buy into it myself. CCP seems ready to ignore input and inflict pain on all comers at times, but the downtrodden under dog origins of Goons seems so essential to their identity in game that I doubt it will ever go away. To merely survive against the odds you see stacked against you is to win, and to actually win in that situation can be transcendent, even if it is founded in a fiction.
Were citadels a gift to Goons? They sure didn’t look like it when the hit. The Citadel expansion went live in late April of 2016. And where was the Imperium living then? In the Quafe Company Warehouse station in Saranen. I mean, we still held much of Pure Blind, and Vale of the Silent was technically not lost yet, but that was all well on its way to being lost. Circle of Two had betrayed us and swapped sides, SpaceMonkeys Alliance was spent and left the coalition to recover (only to fold up shop), FCON headed out the door without bothering to stop in Saranen, RAZOR looked to be on its way out, and membership in the surviving alliances was in decline. Darius Johnson, having somehow been given possession of the original GoonSwarm alliance was calling for “true Goons” to come fly with him, an offer which found few takers but which was exploited for propaganda value.

The North – April 28, 2016
And in the midst of that, while we were living in a low sec station and undocking daily to take the fights we could manage, citadels showed up. Soon there were three Fortizars and an Astrahus on grid with the Quafe Factory Warehouse station, all hostile, while in 93PI-4 there was an enemy Keepstar anchored so the Moneybadger Coalition could dock up their supercapitals just on gate away from Saranen, from which they could drop on the near portions of Black Rise as well as covering Pure Blind.
That was a hell of a gift for somebody. It sure didn’t seem like it was addressed to us though.
The war was lost. We obstinately held on until June before calling it quits, after which we began the migration to Delve. There we had a region to conquer, though the weakness of the locals meant there wasn’t much of a barrier to entry. The only worry was if the Moneybadger Coalition would live up to their promise to keep us from ever forming up again. As it turned out, that was mostly empty talk. The new north was too busy settling into their new territory to bother and thus only made a few minor attempts to thwart us in Delve before giving up to fight amongst themselves.
At that point pretty much all of the major null sec changes were in place. The regions had been upgraded so there was no more “bad sov” to avoid. Any system could be made a ratting and mining paradise with the right upgrades. Fozzie sov was in place.  And citadels were now the new thing, allowing groups to setup stations wherever, with the Keepstar variety allowing supers to dock up, allowing those alts to escape their space coffins.
While we had to police Querious and Fountain to keep hostiles at bay as well as dealing with the dread bomb threat from NPC Delve, much of the months after taking Delve were relatively peaceful. We were not at war and we weren’t keen to get into another one having been soundly beaten. Instead, the institutional paranoia served us well as the coalition began to work to stockpile ships, material, and ISK to defend our space lest our foes unite and come after us once again.
But nobody did. PL and NCDot turned on TEST and CO2 and threw them out of the north, while the rest of the sov holding victors settled into their new northern fiefdoms. So the Goon drive to restore its power was mostly unchecked. Soon we had our own Keepstar, then two, then many. They were a part of the game and we were going to use them. KarmaFleet expanded to become an even more essential part of GSF as the long insular Goons sought to expand the levee en masse option that Brave Newbies had championed and that Pandemic Horde used so effectively during the war. Ratting and mining was deemed important, both to raise defense levels of systems and to feed the expanding war machine of Delve, so incentives were offered including, for a while, PAP links for mining and ratting fleets. You could fill your monthly participation quota by making ISK.
Then there was the Monthly Economic Report which, as Ayrth put it, became one of the Imperium’s best recruiting tools. Come get rich with us in Delve! We were not only getting rich, but we were living out the “farms and fields” idea that had long been proposed for null sec. If you lived in your space you benefited. If you just held it but lived elsewhere you did not.
And yes, this is all a dramatic over simplification told from my own point of view, omitting various details, both pertinent and not. But the overall point survives even if you tell it from a completely Moneybadger perspective, call it World War Bee, and emphasize the failings of the losers.  The Imperium lost the war and won the peace.  That’s what the Monthly Economic Report tells me.
As an organization the Imperium was both prepared and motivated to adapt to the changes in the game and to take advantage of them in ways that almost no other null sec entity was. When external casinos were cut off as a source of wealth in the game, did those who depended on them change their ways? Last year, when moon mining went from a passive activity to the new active collection method now in place, how many other groups adapted as well?
The only old school revenue method left is rental space, which I am told NCDot does very well by. The lack of bad sov anymore means their rental base can be smaller… once a huge swathe of null sec… yet viable.
But overall Goons adapted to the changes, and worked very hard at it along the way, while other groups did not. So if you are putting forward the proposition that CCP picks winners, that they have chosen Goons to win EVE Online, whatever that means, it is pretty much on you to explain what CCP should have or could have done differently that would have changed the outcome.
  • Did Fozzie sov changes favor Goons? It sure doesn’t look like it.
  • Did null sec density changes favor Goons? They didn’t save us during the Casino War.
  • Did citadels favor Goons over others? Just saying it doesn’t make it so, you have to prove that their lack would have changed something.  Otherwise no.
  • Did removing casino wealth favor Goons over others?  Only over the groups that depended on it. Who will raise their hand and claim to be in one of those?
  • Did moon mining changes favor Goons? It seemed like we were doing fine mining moons the old fashioned way.  Goons had to change like everybody else.
That is four negatives and a semi-sorta for specific entities.
In the end, saying that CCP favors Goons sounds a lot like an excuse for those who would not put in the work and adapt to changes. But I guess “Well sure they won, they took advantage of the changes!” doesn’t sound as good.
Basically, it is all on Malcanis here.  The group willing and able to take advantage of the changes rather unsurprisingly came out on top.  That is what the rule always sums up to in the end.
And now there is a new war in the north and the Imperium is spending its accumulated wealth and putting hundreds of titans on the field.  Keepstars are dying and the combined losses overall reach into the trillions of ISK.  We’re throwing ISK and resources onto the fire of war.  I don’t know if we’re going to end up like the Serenity server in the end, where one group emerges as so dominant that null sec is effectively over.  But if EVE is dying at last, it won’t be because CCP picked the winner.
Follow on thoughts:

  • It would also be very much against CCP's best interest for them to pick a winner, so why would they?
  • Not picking specific winners is different from not favoring specific play styles.  CCP’s vision is clearly that null sec is the end game and other areas suffer for it.
  • Null sec coalitions are inevitable.  There will always be a blue donut.  While there were a bunch of new groups in null with Fozzie Sov, eventually everybody had to find allies to survive.
  • While I poke at the Moneybadger Coalition for not following the Imperium to Delve to keep them down, it is remarkably difficult to suppress a group that otherwise holds together.  I am not sure it can actually be done.  Lots of groups have suffered catastrophic setbacks and returned to be a power.  Some examples of this are the Goons in the Great War, TEST after the Fountain War,  and CO2 after The Judge betrayed them and GigX was banned.
  • Real world analogies, especially WWII analogies are always wrong.  New Eden isn’t the real world.  We don’t live there and, more importantly, we don’t die there.  We respawn and carry on.
  • If your comment on this post immediately jumps into RMT… then welcome back Dinsdale.  Haven’t seen you for a while.
  • If “Winning EVE” is leaving the game behind, is quitting and being unable to let go actually “Losing EVE?”

Thursday, August 24, 2017

SuperData Research Shows DOTA 2 Down, WoW and PUBG Up for July

SuperData Research is back with their numbers for the July digital video game market.

SuperData Research Top 10 – July 2017

On the PC side of the chart the same top four remain, but Crossfire dropped down to 4th place from second.  After that World of Warcraft moved up to 5th position, with PlayerUnknown’s Battleground in 6th, and World of Tanks in 7th as DOTA 2 slipped down three slots since June.  Meanwhile Overwatch and ROBLOX swapped their spots in 9th and 10th place.

On the mobile side of things, the one year anniversary celebrations put Pokemon Go back on the top ten list, while Candy Crush Saga dropped a spot but stayed on the list.

Other items from SuperData’s monthly update:

  • Console leads U.S. digital growth.  July’s year-over-year growth was underpinned by a 20% rise in console digital revenue and an 18% increase in free-to-play MMO revenue.
  • Pokemon GO enjoyed a summer bump with their anniversary event.
    Pokemon GO had its strongest month of the year so far growing month-over-month. However, this is still down from the $150+ million generated last July when the game launched.
  • PLAYERUNKNOWN’s Battlegrounds sold another 1.6 million digital units in July. The gaming video content darling continued its rise, with 4.9 million monthly active users in July.
  • Grand Theft Auto V stands strong for another month. Through its microtransactions model, GTA Online grew significantly year-over-year for the month of July across console and PC. It did not outperform its record-breaking numbers in June.
  • Roblox hits record high MAU on PC. Roblox continues its upward trajectory with a sequential-month gain in monthly active users. On the other hand, monthly revenue appears to have temporarily leveled off due to a slight drop in both conversion and ARPPU.

In Search of the Thousand Dollar Video Game

Last night Keen saw fit to retweet this gem, which is the sort of statement than makes me shake my head in dismay.

There it is again, the false comparison between lattes and video games, with a game dev angry that people are not paying enough for his product.  Even the go-to comic from The Oatmeal to cover this is more than five years old now. (Clicking on the image will bring you to the full comic, complete with the coffee comparison.)

The comedic exaggeration of the concept

The argument here, salted with jealousy, seems to be that all luxury goods are equal, so your should baseline for deciding where to spend you money should be solely factored on the value one gets in return.  In that world, the fleeting experience of a latte pales in comparison with the many hours of enjoyment a video game can bring.

Except, of course, that is specious at best and more akin to complete bullshit for most people.

The buying decision for a latte is never formulated as “What is the best value for my money today?”  In my experience the situation is more akin to, “I NEED coffee NOW!”

I don’t actually drink coffee, so I might not be the best person to make that assessment, but that is what it looks like from the outside.  I have seen developers get panicked and upset when they mislay their coffee mug and I am keenly aware how often we have to stop at Starbucks so my wife can get her favorite coffee beverage. (She prefers a “soy caramel macchiato,” which might as well be a magic incantation so far as I am concerned.)

Anyway, video games likely never come into the buying decision.  The latte experience is so different and so removed from video games that comparing the two is… well… I already used the words “specious” and “bullshit” didn’t I?  That.

So whining about people buying lattes instead of your video games is just a self-serving attempt to blame other people, including your customers, for your own problems in a cheap attempt to milk some guilt out of them.

And what are your problems if you’re a video game developer?  I think a lot of that has been covered elsewhere.  But then there is the video game market itself.

The video game market is overloaded with choices, most of which are uninspired imitations or direct knock-offs of worn-out concepts we’ve seen many times before hidden behind a series of horrible user interfaces that defy people to actually find the gems in the huge steaming stack of dung that is the video game market.

Imagine if Starbucks was run like Steam.

You’d have thousands of different lattes, each with a name that might or might not relate to what was actually in them, vaguely described, with mashed-up references to sub-genres of coffee drinks.  You would have to order them from a computer screen where you could only see 20 or so at a time.  Oh, and some of them aren’t compatible with your coffee cup, while others say they might be, but probably require you to upgrade your cup in order to enjoy them fully.

How is that for an analogy?  Let’s push it even further.

You can… slowly… look at latte reviews, but some of the positive ones are from people who were given a free latte, while some of the negative ones involve aspects outside of the latte experience.

Meanwhile, every previous latte you ever ordered from Starbucks is still available to you.  You can look in your latte library and see them all.  There are some in there you really liked, but probably a lot more that you barely even took a sip from.  Sure, you might be a bit tired of the ones you like, but they are reliable, certainly more palatable than most of your attempts to find a fresh new latte.

Oh, and then there is the Starbucks Summer Latte Sale and the Starbucks Winter Latte Sale, during which many lattes are marked down from 25-to-75%.  If you aren’t dying for that specific latte right now, you can wait and it will probably be cheaper.  Seems like a good idea, unless all of your friends are simply raving about some new latte.  You’ll buy that one right away.

I’m tempted to bring GameStop into the picture and examine the situation where you can return your latte for credit on a new latte, but I think I have pushed the envelope of absurdity far enough to make the point that comparing video games and lattes is an argument for the dim, desperate, or drunk.

While I too scoff at people putting down five bucks for a latte, connecting that to video game sales seems ludicrous.

Instead, they are a form of entertainment.  Video games are fun, not food.

As such, they compete with other forms of entertainment.  Here, the original tweet claims the entertainment value for video games should be $20 an hour.

That would make video games a pretty expensive form of entertainment.  My immediately to-hand similar comparisons:

  • Movies – $20-25 per person for 90-180 minutes of entertainment, including popcorn and a drink.
  • Books – $12 for a paperback, $30 for a new release hardback, 4+ hours of entertainment
  • Audiobook – Varies, but I just wrote about an $18 book that is more than 7 hours of entertainment
  • TV – Even being gouged by Comcast, probably close to a dollar an hour as much as our TV is on
  • Netflix – $12/month, used enough to be under a dollar an hour
  • On Demand – HD movie, 90-180 minutes, anywhere from $4-12, whole family can watch

At $20 an hour, the value proposition for video games doesn’t look so hot.  When you’re argument is undercut by Comcast, you’re on the wrong side of history.

Which is not to say I do not see the entertainment value in video games.  My Steam library runneth over, my history with them goes back more than 40 years, and I write a video game blog for Pete’s sake.  I love video games.

But if you think playing the bitter game dev, shaking your fist at your customers (and potential customers) and blaming them for not giving you what you feel you deserve, I have to say that you’re not doing yourself any favors.

And, after all of that, I have to admit that I did find a video game that hundreds of thousands (if not millions) of people have paid over $1,000 to play.

It is called World of Warcraft.

I know I have spent more than that much, counting the base game, the expansions, subscription fees, and the occasional cash shop item.  Blizzard was just smart enough to not ask for all the money up front.

Of course, the Gods of Irony must be paid their due.  This shining example of a video game that many, many people are willing to spend that much money on… is the sort of game he disdains in a subsequent tweet.

So most gamers just give up and keep playing League of Legends or World of Warcraft and forget about trying to find anything new.

There is the problem.  It isn’t that we’re not willing to spend that much money on a video game.  It is that we’re not willing to spend that much money on the “right” video game.

I think somebody in the comments on the corrupt developer post made the music comparison.  A lot of people want to get into music, be a rock star, and live the lifestyle.  But there is only so much room at the top.  Likewise, in the video game business you get a few really successful games, and a few devs rich enough to afford to become space tourists, while the rest labor on, never achieving fame or fortune.

Anyway, cranky rant over.  I’ve been down this path before.  It is a pet peeve of mine.  Keen posted about this as well in his more optimistic tone.  You might prefer that.  I’m just too jaded to buy this sort of blame shifting.

Wednesday, August 24, 2016

One Week Until Legion and Invasions Go into Overdrive

Next Wednesday many of us will be storming the shores of the Broken Isles to bring war to the Legion.  Invasions in Azeroth will be over, the level 100 population will empty out of the countryside, and maybe Khadgar’s Upgraded Servant will leave us the hell alone if we don’t want to run that boring quest again.  The damn thing was leaping off the ground and into the air as I flew away from Stormwind, desperately trying to draw my attention to the fact that it had a QUEST for me!!!

Seriously, the thing is a navigational menace

The thing is a navigational menace

Seriously, the first week’s event probably spoiled me for any less than epic follow on quests, but the Khadgar Exposition quests have been exceptionally tedious when compared to the initial go.

But until next week, we carry on with what we have been given, so I spoke to the obtrusive servant with Vikund and took the quest that sent me back to Dalaran-over-Karazhan, where a Combine-Legion ship was shooting its fel armaments at the floating city.

Seriously though, this could be from Half-Life 2

Seriously though, this could be from Half-Life 2

The call was the usual summons to meet up with Khadgar.

Just show up and we'll give you some gold

Just show up and we’ll give you some gold

However, this week Khadgar couldn’t be bothered to lead us around, and just sent us out to run a quick mission while he hung out in the Chamber of the Guardian.  He then summoned the guardian, we watched a ceremony run out, some dialog happened, and then I was in a phase of the room which I would guess was the exit phase, and which was packed with people.

Khadgar draws a crowd

Khadgar draws a crowd

I’m not sure if there was something else going on there or if people just went AFK during the ceremony and ended up there.  But when I managed to click on Khadgar again in that mess, he just told me to go help out by fighting invasions.

Great idea Khadgar, don’t mind if I do!  Because in the final stretch to the WoW Legion expansion, Blizzard has all the invasions running all the time.  Which means all six, three on each continent, on two hour timers.

Invasion sites in Azeroth

Invasion sites in Azeroth

I got out my level 99 druid and sent him off to an invasion immediately, where he hit level 100 before the end of the third stage.

Character six hits the level cap

Character six hits the level cap

I didn’t even stick around for the final stage.  That character is done and set for Legion, though I am still considering swapping him over to the Horde side.  I do not need two Alliance druids on the same server.

That was quick, leaving me to wonder which character to send out next.  I was pondering my level 84 Alliance warrior, with the idea of getting yet another level 100 lined up for Legion.  But I decided to try another warrior instead.

As part of my work over the weekend, I rolled up a Tauren warrior on Azuremyst as a possible character on which to use my level 100 boost.  He was sitting at level 12, all suited up in heirloom plate and weapons… I am really happy about Blizzard losing the whole “change armor types at level 40” thing… and looking for something to do.

So I brought him out to Azshara to see how things went at that level.

The downside for him was that, without a flying mount or even a full speed ground mount, chasing the high value boss mobs during stage three of the event wasn’t really viable.  I got him to the closest one, but after that trying to keep up was a non-starter, as the mobs fell before he could get there.

The upside was more than seven levels of experience in one event.

Started at 12, ended at 19... and inches from 20

Started at 12, ended at 19… and inches from 20

That went so well that I immediately flew out to the Crossroads in The Barrens to run the invasion event there.  And when I say “immediately” I mean I trundled slowly on chauffeur chopper mount that Blizz gave us some time back, rolling through Orgrimmar, Durotar, and eventually into The Barrens, where I got to the Crossroads just in time to get in on the end of stage two, and the start of stage three, which meant chasing more bosses around the zone.

Fel Reaver ahoy!

Fel Reaver ahoy!

I actually did pretty well out of that.  The bosses out in the field were arranged in a way that let me get in on a few kills.  However, once that event was done, it was time for a break while I waited for the invasions to recycle for another run.  I wasn’t keen to try and get down to Tanaris or to roam about the Eastern Kingdoms quite yet.  So it was back to Ogrimmar… this time quickly, as I picked up the flight point… to wait.

And then I realized that I needed to train the first riding skill so I could stop using the baby chariot and start using one of my many ground mounts.  So that was a flight back to Mulgore and then back to Orgrimmar, when I set myself up near the rear gate in anticipation of the next event.

When I logged back in later, the Azshara event was up and going, so I jumped right in.  Running through that put me into the 30s.

Already 30

Already 30

Then it was back to The Barrens for the event at the Crossroads, which left me at level 38.

Not a bad night’s work, getting almost seven levels an event.  It also put some money in my warrior’s pocket.  Since he is wearing heirlooms, he doesn’t need most of the reward gear, so can vendor it for more gold than a fresh character at that level is generally likely to see.

Now the question is, how far should I push with this guy.  60 seems viable, with which I think he would then get primary professions boosted to level 100 along with his adventure level, if I recall right.  Or could I/should I push this guy all the way to 100 and use my level 100 boost on another character?

I’m not sure invasions are that much fun.