Showing posts with label January 21. Show all posts
Showing posts with label January 21. Show all posts

Thursday, January 21, 2021

Two Hundred and Thirty Million Skill Points

Back once more for a meaningless skill point milestone, this one being more meaningless than most for reasons I will get to further down the page.  But first, a review of the story so far, my skill point trip from starting to play EVE Online back in 2006 up to today.

So here, in the back half of January 2021 I have crossed the 230 million skill point mark, with the points broken out in the following categories.

Spaceship Cmd     76,525,882 (69 of 85)*
Gunnery           25,214,747 (47 of 63)*
Drones            17,432,221 (22 of 27)*
Fleet Support     15,872,000 (14 of 15)*
Missiles          11,954,833 (22 of 26)
Navigation        11,346,275 (13 of 13)*
Engineering        8,939,855 (15 of 15)
Electronic Sys     8,159,689 (15 of 15)
Scanning           7,168,000 (7 of 7)
Armor              6,131,137 (13 of 13)
Shields            6,074,039 (12 of 13)
Science            5,714,282 (21 of 39)
Resc Processing    4,756,183 (22 of 37)
Subsystems         4,096,000 (16 of 16)
Trade              3,994,040 (11 of 14)
Neural Enhance     3,810,275 (7 of 8)
Planet Mgmt        3,298,275 (5 of 5)*
Targeting          3,207,765 (8 of 8)
Rigging            2,576,865 (10 of 10)
Structure Mgmt     1,446,824 (6 of 6)
Production         1,157,986 (5 of 12)
Social             1,130,040 (5 of 9)
Corp Mgmt             24,000 (2 of 5)

Total            ~230,031,984

As has become the norm for these posts, the categories that saw an increase in skill points are marked with an asterisk.

As usual, Spaceship Command saw some increase.  This time around it was largely due to getting a Ninazu force auxiliary from my Reaver’s secret Santa.  I had Minmatar and Amarr carrier trained up already, but now I can add Gallente carrier to the list.  I suppose I should train Caldari carrier just to round that out, but I don’t really want to spend the ISK on the skill.

Gunnery also saw a boost as I wrapped up training all of the EDENCOM zappy weapons skills.  I’ve never flown one of the EDENCOM ships, but if the opportunity arises, I am ready.

Drones got some attention as well, largely due to the introduction of tech II salvage drones.  Dunk Dinkle spent years agitating for them, I figured I could put them in the queue and train the skill.

Navigation saw a bump due to my training up Jump Fuel Conservation V.  Jump fuel prices have gone up quite a bit with the CCP economic starvation plan and the increase in consumption due to the war.  While I don’t jump capitals all that often, it seemed like a reasonable investment and I did not have anything more critical in my queue at the time.

Then there was Planetary Management, where I trained up Planetary Consolidation to V so I could have sixth colony to neglect.  Actually, with demand and prices rising, I have actually been minding my colonies a bit more regularly.  Putting them on a seven day cycle made this a bit easier.

Finally, there is fleet support.  I saved this for last because this is the big reason for why I hit this milestone a bit sooner than expected.  Generally there are intervals greater than six months between these, often as much as a year, depending on what I am training or if I hand off to an alt.  But this time the gap between posts was a mere four month.

This was because, during the fight over the armor timer at the Keepstar in M2-XFE, I opted to be a booster for one of the capital fleets.

My Damnation in the orange of another explosion

As I finally got into the fight and was able to start boosting, I noticed that I only had Fleet Command trained up to IV, so I blew more than two million of my saved up skill points to jump that up to level V.  This was an important fight and I wanted to get the maximum range out of my boosts.

I think it gave me a whole 6km extra distance on my boosts.  Not sure that was worth it.

More surprising perhaps was that I applied skill points in the middle of the fight, at 10% tidi, with commands taking 6+ minutes to respond, and it actually worked and went through.

And, while I have used save skill points on occasion, my total has generally be 99.9% skill points earned the old fashioned way.  Now that total is tainted by the free skill points that CCP gives away.  Oh well.

As for my skill totals, they now break out like this:

Level 1 -   1
Level 2 -   3
Level 3 -  34
Level 4 -  85
Level 5 - 244

That is nine more skills trained up to level V.  And, of course, I can still fly all the subcaps in the game, which is my general goal for skills.

Now, where do I go next?  I actually have a ways to go with Salvage Drones V, so I will finish that up and then do a couple levels of Salvage Drone Specialization.  We’ll see if I ever use a salvage drone, but I will be able to if the need arises.  Then it might be time to hand off training to one of my alts.  My main alt, oft neglected, could be trained up to do PI as well.  We shall see.

Tuesday, January 21, 2020

The Daybreak Studio Split Comes to Pass

It isn’t even Friday afternoon and we’re getting news from Daybreak.  The splitting of the company into discreet studios focused on specific games is under way, something that has been somewhat expected since July of last year.  Of prime importance to me are the fates of EverQuest and EverQuest II, which will now be run by Darkpaw Games.

Darkpaw Gamed for Norrath

A producer’s letter from Holly Longdale announced the change, though details were scant.  Quoted from the site for posterity:

Welcome to our first bark as Darkpaw Games!

Unsurprisingly, our motto is “Never Give Up” given that our studio name is borne from our beloved in-game character, Fippy Darkpaw – the gnoll that won’t quit. For over 20 years he’s been fighting the good fight for his tribe. Same goes for our studio, our games, and our tenacious players.

We are the OG. The passionate. The dedicated. And the proud! Grrr….Bark Bark…Grrr.

I’m sure you want to know what this change means…

Darkpaw Games will operate autonomously and focus on the EQ franchise, its community, and its future. I will be at the head of Darkpaw and Daybreak will be our publisher with its incredible support and operations teams we’ve come to know and love over the years.

We will work toward expanding the franchise and invest in our future as a studio.

Currently, nothing will change for your accounts and membership. No worries there.

Our staff has grown a bit and we’ll continue to adjust as Darkpaw evolves and grows into its development strategy and vision. What’s that, you ask? To create immersive entertainment that is socially driven and diverse, enriches lives and fuels imagination.

That vision comes from decades of working with and listening to our communities about how EverQuest games have impacted, changed, and enhanced their lives. We want to continue it. It’s what we do best.

Immediately, and in practical terms, our focus is on the fans and investing in our current games and the business of starting new ones. We’re already executing on the plans we had for 2020, like expansions and events for EQ and EQ2.

We’ll start evaluating the interest in, and logistics of, a fan faire and move forward with that as soon as possible.

More than anything, we want to deliver on what players love and go even further. We are going to think outside the box a bit, so hold onto your tails!

This month, we plan to sell a limited run of our EverQuest 20th and EverQuest II 15th anniversary shirts on Amazon. If it goes well, we’ll keep exploring official product ideas. We’ll send out links and details as soon as we have them!

EverQuest’s first anniversary in its THIRD decade will come in March and we’ve got plans for that, so stay tuned! EverQuest II has its own plans that will roll out soon – Yeehaw!

Now, with all my heart, thank YOU! We hope you continue to embrace us as we grow into our indie paws. We want to communicate in new ways with our own Darkpaw voice, too. Many of you are familiar with our personalities and we want to live our best life as gamers and developers with you.

Join the pack! More news as it comes!

Sincerely, as ever,

Holly “Windstalker” Longdale
Executive Producer, Darkpaw Games
“Never Give Up”

What this means for the business itself is unclear.

The PlanetSide 2 team had a similar announcement, declaring that they are now developing as Rogue Planet Games.

Rogue Planet for PlanetSide

Then there is DC Universe Online and the Austin studio that goes with it got a post from Jack Emmert that they will now be Dimensional Ink.  No cool splash screen yet from them, and they ended up not going with the previously registered Golden Age Studios.  Jack Emmert is probably most famous for his association with Cryptic and City of Heroes and his letter stands out among the three when declaring some level of independence.

Those three teams cover most of the company.

Omitted from mention at this point is the H1Z1 and Z1 Battle Royale games, whose web site has no similar note from a producer.  I suspect that they will roll along with Rogue Planet, but we shall see.

All three of the posts make sure to declare that nothing is changing right now and that everybody should remain calm.  That is the standard starting point for everything.

There is a fourth post from Daybreak as well, which sums up the other three”

Daybreak Introduces Three New Franchise Studios –
Dimensional Ink Games, Darkpaw Games, and Rogue Planet Games

Newly Branded Development Teams Reflect “Franchise First” Model to Strengthen Autonomy of Studios with Signature Games and Genres from MMORPG to FPS and Superhero Titles

SAN DIEGO, CA – Jan. 21, 2020 – Daybreak Games today announced its “Franchise First” initiative in the form of a business structure that establishes three new individual creative franchise studios — Dimensional Ink Games, Darkpaw Games and Rogue Planet Games. Building on the success of the teams that introduced genre-defining games and franchises including DC Universe™ Online, EverQuest® and PlanetSide®, this business model is the result of a long-term strategy designed to amplify the existing franchises while enabling each studio to further foster its unique identity, community and culture.

By allowing the identities of each of these studios to thrive under their individual studios, each team will have the flexibility to continue their work developing current and upcoming games, recruiting new talent and building upon the legacy of their respective franchises.

Dimensional Ink Games in Austin develops and operates DC Universe Online, the one-of-a kind DC Super Hero-based MMORPG enjoyed by millions across PC and consoles. Dimensional Ink will be led by Jack Emmert, the mastermind behind City of Heroes, Star Trek Online, and Neverwinter. The studio will continue to support DCUO while developing its next high-profile action MMO project starting in 2020.

“Crafting iconic MMORPG experiences has always been Daybreak’s lifeblood,” said Emmert. “We intend to continue that legacy and grow Dimensional Ink, Darkpaw Games and Rogue Planet Games into the future. Whether it’s DC Universe Online, EverQuest, EverQuest II, PlanetSide 2 or our future projects, we’ll be giving players their ideal fantasy game experiences for years to come.”

Darkpaw Games will be focusing on EverQuest, one of the most legendary MMORPG IPs recognized worldwide. Holly Longdale will continue to lead the studio as its Executive Producer. Darkpaw’s mission is to continue to expand upon the unique and amazing fantasy adventure that is EverQuest and EverQuest II and develop the next innovation for the franchise.

Rogue Planet Games, the studio branch in San Diego that broke new ground in the massively multiplayer first-person shooter genre with PlanetSide and Planetside 2, will be working to craft even more new and unique experiences in the space under Executive Producer Andy Sites at the helm. The team is looking to develop its next genre-defining experience for fans of shooters under its new banner.

As for what this really means, that is yet to come.  All three letters say that Daybreak will continue to publish and support the studios.  Does that put them on an equal footing of independence as Standing Stone Games and their work with Lord of the Rings Online and Dungeons & Dragons Online?  We would probably have to know something about the actual relationship between Daybreak and SSG to answer that.

Daybreak, however, will continue to be a thing.  How that evolves and what that really means is still foggy.  Are they set to become something more akin to Gamigo or Perfect World Entertainment, a holding company for milking old MMOs?  Is there a plan to perhaps sell off one or more of these new studios?  Or is it all window dressing?

The Darkpaw producer’s letter sounds very promising all the same.  Ongoing expansions and otherwise doing what they have been doing is about all you can ask for at this point… aside from a new EverQuest game, but that seems unlikely.  After some early stumbles, the EverQuest franchise has done better under Daybreak than it had been doing during the last few years at SOE.  I hope that success for Norrath will continue.

Of course, we have been waiting for this to come to pass.  It was on my list of news I was expecting in the last quarter of 2019, but had to roll it over into my 2020 predictions.  Now to see what it really means.

Other coverage:

Monday, January 21, 2019

Sending Messages to CCP in Jita

If you give players a way to use something to send a message, they will use it.

Bubble arrangement fun

Since you can’t have warp disruption bubbles outside of null sec and WH space, you get mobile depots around Jita, the main trade hub of New Eden.

A mobile depot is a small deployable structure that lets you change fittings on your ship, put fresh drones in your drone bay when you’ve lost your current ones, and hide your excavator drones when your Rorqual is getting dropped.  More about them over at EVE University.

They also sit in space, visible if you have your overview set to show them and, unlike warp disruption bubbles, they do not expire.  So people will patiently deploy them one after another in order to spell out things in space.  This is what was in space around Jita 4-4 earlier today.

Words with Friends in Jita

Those are just dozens of deployed mobile depots.

A view of Jita 4-4 from one of the mobile depots

There are a couple of words in Cyrillic and a line of mobile depots at the top with descriptions in Chinese.  But there is also a sentence in English.  In case it isn’t clear, and it might not be, it says “CCP MAKE NEW UI.”

Everybody is a critic.  Not that I necessarily disagree.  The UI was in my Top Five Problems with EVE Online post a couple years back, and I haven’t changed my mind on any of it.   But after fifteen years we’re all sort of invested in this IU.  To change it radically would be to change the game.  But to leave it as it is means the game remains as opaque as it ever was.

Of course, this is laid out in 3D space, so I warped out to one of the mobile depots and one end of the message and selected one a the other end to see how big the whole message was.

View from the end

Edge on you cannot read the message, but you can see that the mobile depot at the far end is almost 580km from me.  That distance, about 360 miles, is quite a ways.  The internet tells me that is about the distance from Boston to Baltimore, if you’re on the east coast, or about the distance from San Jose to Los Angeles if you’re out here on the left coast.

Probably a little bigger than that actually

I would have done the Boston to Baltimore map, but California is easier since there is nothing between San Jose and LA really.  At least not according to Google.

That is quite a distance.  I happened to be in a ship fitted with festival launchers and fireworks, so shot a few at the mobile depot I was near.  But a firework’s blast extends maybe a kilometer max, so they were completely invisible if you zoomed out far enough to see the message.  Scale will do that to you.

You can also see that the mobile depot I have highlighted is named “check bio.”  You can get info about the mobile depot and see who deployed it.  They, of course, have their manifesto in their player bio.

What do we want?

I hate to start an argument, but if this person knew what the a 2002 game actually looked like… well, they would probably be shocked.  Let me show you.  Here is a Megathron battleship in 2007.

What the Megathron looked like back then

And here is a more recent screen shot of a Megathron.

Quafe… so refreshing

Same shape, but better graphical fidelity.  And you can’t even see the turrets, which track targets as they shoot.

But graphical quality is a very subjective topic.  Somebody will always say whatever you have is not good enough, so I think devoting space in their bio, which has a character limit, was a wasted effort.  The graphical quality of the game is actually something that CCP has evolved throughout the years.

As for the rest of the UI… well, the overview can be a dumpster fire.  It is your prime source of information as to what is in space with you and it can be a pain in the ass to deal with and is one of the first major hurdles new players face.

On the other hand, I don’t have a better idea as to how to represent what is going on around you in three dimensions.  You could add more information to the brackets for ships in space, as suggested, but that has the obvious downside of adding more clutter to what can already be a very cluttered display.

Anyway, I could pick apart every suggestion given with adverse consequences and still not like the UI myself.  All design is a compromise.  And players being mad at CCP because the game isn’t exactly what they want it to be is nothing new.  This person, for example, seems to want to turn the game into more of a tactical spaceship shooter.  But EVE Online isn’t that and won’t ever be that.

Still, I have to give this person credit.  They did get CCP’s attention.

I assume Hilmar is still around because his retention contract has yet to mature.  I expect he will be gone by the end of the year.  Damn, I should have put that in my predictions for 2019.  But still, somebody at CCP clearly saw it.

Of course, the best response to that tweet was:

That’s particularly impressive given how crappy the object placement UI is ;)

I am not even sure there is a UI for that.  At least not for mobile depots, which you just deploy from your cargo hold.  But I gather this person may have used the module placement UI for POSes.

All in all, just another day in Jita.